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| {{wikify}}
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| {{wip|going to wikify the items vefore proper subpaging}}
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| {{Header Nav|game=Fallout}} | | {{Header Nav|game=Fallout}} |
| | | Listed below are the various types of items you will be able to find in '''Fallout'''. |
| ==ARMOR, WEAPONS, ITEMS==
| | ==Gadgets== |
| AC: Armor Class (the higher it is, the less likely the enemy will
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| score a successful hit)
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| Normal (N), Laser (L), Fire (F), Plasma (P), Concussion (E)
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| | |
| ===AMMO===
| |
| ----
| |
| JHP - Jacketed Hollow Point
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| AP - Armor Piercing
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| FMJ - Full Metal Jacket
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| 12S - 12 Gauge Shell
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| MFC - Micro Fusion Cell
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| SEC - Small Energy Cell
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| | |
| The type of ammunition used will change the amount of damage dealt to the target. JHP is always the superior choice, followed by FMJ. Forget AP ammo. AP is, in the first place, more expensive, and although it does penetrate a bit more than JHP ammo, it deals very little damage. It's useless against anything - JHP is always superior. Shotgun Shells deal good damage regardless of the target used, and FMJ is like a 'neutral' ammo - it works okay on both armored and non-armored targets. It doesn't suffer nearly the damage penalty of AP ammo, but it penetrates far better than JHP.
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| | |
| As for energy weapons, their real effectiveness depends on the type of weapon used. For instance, laser weapons aren't as effective as plasma weapons on armored targets. Plasma is good against anything except for Tesla armor. The Alien Blaster uses a different technology (and from the death animations seen from Fallout and Fallout 2, I think pulse) which is goes through any type of armor. The cells themselves don't serve as damage modifiers, but are merely power units.
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| | |
| ===ARMOR===
| |
| Consider combat armor, which has a damage threshold of 8 hit points and a damage resistance of 60% against laser attacks. (8 hp/60%)
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| | |
| The way armor works is like this: if you are wearing combat armor and somebody hits you with a laser rifle, you will receive x amount less. Say that if you're wearing the Vault 13 jumper, which has no protection whatsoever, and the enemy uses the laser rifle and hits you for 42 hit points of damage.
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| | |
| Take the same situation with combat armor on. The armor will naturally deflect 8 hit points of damage because of the damage threshold. Now only 34 hit points remain. The armor can resist 60% of that damage. Multiplying 34 by 60% will give you 20.4, and rounding that down will give you 20. You'll only take 20 hit points of damage with the armor instead of 42.
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| | |
| 1. Pressed Vault 13 Jumper (starting)
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| - NO DAMAGE THRESHOLD / RESISTANCE MODIFIERS -
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| | |
| 2. Leather Jacket
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| N- 0 hp / 20% P- 0 hp / 10%
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| L- 0 hp / 20% E- 0 hp / 20%
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| F- 0 hp / 10% AC- 8 points
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| First seen : Vault 15 in locker on 2nd floor
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| Selling price : $300
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| Weight: 5 lbs.
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| First seen: Vault 15, locker in the living quarters to the south
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| Merchants: 1) Killian, General Store in Junktown
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| 2) Beth, Gun Store in Hub Downtown
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| Special attributes: If you are a male and are wearing this, at the
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| Raiders' camp, many people will think you are Death
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| Hand. Adds several interesting conversation options.
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| | |
| 3. Leather Armor
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| N- 2 hp / 25% P- 0 hp / 20%
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| L- 0 hp / 20% E- 0 hp / 10%
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| F- 0 hp / 20% AC- 15 points
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| Selling price : $800
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| Weight : 8 lbs.
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| First seen: Raider camp, standard issue for other Raiders
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| Merchants: 1) Killian, General Store in Junktown
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| 2) Beth, Gun Store in Hub Downtown
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| Special attributes: None
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| | |
| 4. Metal Armor
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| N- 4 hp / 30% P- 4 hp / 20%
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| L- 6 hp / 75% E- 4 hp / 25%
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| F- 4 hp / 10% AC- 10 points
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| Selling price : $1000-1670
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| Weight : 35 lbs.
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| First seen: Raider camp, Garl is wearing it
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| Merchants: 1) Beth, Gun Store in Hub Downtown
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| 2) Jake, Jake's Weapons in Hub Old Town
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| 3) Gun Runners, LA Boneyards
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| Special attributes: None
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| | |
| 5. Tesla Armor
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| N- 4 hp / 20% P- 10 hp / 80%
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| L- 19 hp / 90% E- 4 hp / 10%
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| F- 4 hp / 20% AC- 15 points
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| Selling price: $4500
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| Weight: 35 lbs.
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| First seen: Cathedral, Tower level 4
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| Merchants: None
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| Special attributes: None
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| | |
| 6. Combat Armor
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| N- 5 hp / 40% P- 4 hp / 50%
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| L- 8 hp / 60% E- 6 hp / 40%
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| F- 4 hp / 30% AC- 20 points
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| Selling price: $6000
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| Weight: 25 lbs.
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| First seen: Hub, available for purchase (or you can kill the guards
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| and swipe the armor).
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| Merchants: 1) Jake, Jake's Weapons in Hub Old Town
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| 2) Gun Runners, LA Boneyards
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| Special attributes: None
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| | |
| 7. Brotherhood Armor
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| N- 8 hp / 70% P- 7 hp / 60%
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| L- 8 hp / 70% E - 8 hp / 40%
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| F- 7 hp / 50% AC- 20 points
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| Selling price: Slightly less than standard issue combat armor
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| Weight: 25 lbs.
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| First seen: Brotherhood of Steel; anyone in that building who look
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| like they have combat armor on.
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| Merchants: None, just ask Talus and he'll give you one for free
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| Special attributes: None
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| | |
| 8. Power Armor
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| N- 12 hp / 40% P- 10 hp / 40%
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| L- 18 hp / 80% E- 20 hp / 50%
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| F- 12 hp / 60% AC- 25 points
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| Selling price : Not sold, but you can sell it for $12500.
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| Weight: 85 lbs.
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| First seen: Brotherhood of Steel door guards; Darrell is only one
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| wearing airtight helmet
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| Merchants: None, repair it from Kyle or get the suit after completing
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| the quest from Talus.
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| Special attributes: Adds 3 to strength, cannot be taken from dead
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| wearing power armor, special dialogue options
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| from people in Hub
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| 9. Hardened Power Armor
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| N- 13 hp / 50% P- 13 hp / 50%
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| L- 19 hp / 90% E- 20 hp / 60%
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| F- 12 hp / 60% AC- 25 points
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| Selling price : $15000
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| Weight: 100 lbs.
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| First seen: Nobody is wearing it, but looks the same as standard power
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| armor.
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| Merchants: None, but Miles can harden the regular Power Armor for you
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| in the Adytown in the LA Boneyards if you fix his hydroponic
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| farm.
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| Special attributes: Adds 3 to strength. None other than that.
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| 10. Children of the Cathedral (COC) Robes
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| Selling price : $90
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| Weight: 10 lbs.
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| First seen: Jain is wearing them, pick them up from the Church armory
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| in the Hub.
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| Merchants: None
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| Special attributes : You can completing the entire Military Base level
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| (required to beat the game) while in the robes by
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| bullshitting all of the mutant guards by saying
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| that you are a member of the Children. Those
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| buggers will believe you. Ditto for the Cathedral.
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| | |
| ===PISTOLS===
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| 1. 10 mm Pistol
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| Selling price: $450
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| First seen: You start out with it
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| Required strength: 5
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| Damage: 5-12 hp, normal
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| Range: 25 hexes
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| Ammo usage: single shot only, can be aimed
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| Ammo type: AP or JHP 10 mm bullets
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| Ammo capacity: 12 bullets
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| Action points used: 5 for single, 6 for aimed
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| 2. 14 mm Pistol
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| Selling price: $1000-1400
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| First seen: Buy from Jake in Old Town, located in the Hub. You can also
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| get it from killing the guards in the Heights.
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| Required strength: 4
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| Damage: 12-22 hp, normal
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| Range: 24 hexes
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| Ammo usage: single shot only, can be aimed
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| Ammo type: AP 14 mm ammo cartridge
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| Ammo capacity: 6 bullets in cartridge
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| Action points used: 5 for single, 6 for aimed
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| 3. Desert Eagle .44
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| Selling price: $800
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| First seen: Swipe from Raiders
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| Required strength: 4
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| Damage: 10-16 hp, normal
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| Range: 22 hexes
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| Ammo usage: single shot only, can be aimed
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| Ammo type: .44 caliber JHP or FMJ bullet
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| Ammo capacity: 8 bullets
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| Action points used: 5 for single, 6 for aimed
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| 4. Mauser 9 mm
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| Selling price: $2000
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| First seen: Kill Gizmo to get it
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| Required strength: 4
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| Damage: 6-10 hp, normal
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| Range: 22 hexes
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| Ammo usage: single shot only, can be aimed
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| Ammo type: 9 mm parabellum
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| Ammo capacity: 7 rounds
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| Action points used: 5 for single, 6 for aimed
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| | |
| 5. .223 Pistol
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| Selling price: $4000
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| First seen: Solve Irwin's quest and he'll give it to you
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| Required strength: 5
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| Damage: 20-30 hp, normal
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| Range: 30 hexes
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| Ammo usage: single shot only, can be aimed
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| Ammo type: .223 FMJ cartridge
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| Ammo capacity: 5 rounds
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| Action points used: 5 for single, 6 for aimed
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| | |
| ===LARGE WEAPONS & SUB-MACHINE GUNS===
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| 1. MP9 Sub-Machine Gun
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| Selling price: $1000
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| First seen: Vault 15, locker on 3rd floor
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| Required strength: 5
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| Damage: 5-12 hp per bullet, normal
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| Range: 25 hexes
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| Ammo usage: single shot, can be aimed, burst shot of 10 bullets
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| Ammo type: 10 mm JHP or AP bullets
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| Ammo capacity: 30 bullets
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| Action points used: 5 for single, 6 for aimed, 6 for burst
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| | |
| 2. Minigun
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| Selling price : $3800
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| First seen: Buy from Gun Runners, or pick it from the Super Mutants.
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| Required strength: 7
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| Damage: 4-10 per bullet, normal
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| Range: 35 hexes
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| Ammo usage: burst shot of 40 bullets
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| Ammo type: 5 mm JHP or AP bullets
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| Ammo capacity: 120 bullets
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| Action points used: 6 for burst
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| 3. Rocket Launcher
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| Selling price: $6000
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| First seen: Buy from Old Town in the Hub.
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| Required strength: 6
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| Damage: 35-100 hp, explosive
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| Range: 40 hexes
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| Ammo usage: single rocket
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| Ammo type: Explosive or Anti-Armor rockets
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| Ammo capacity: one rocket
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| Action points used: 6 for single
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| 4. Flamethrower
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| Selling price: $2000
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| First seen: Buy from Old Town in the Hub.
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| Required strength: 6
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| Damage: 30-60 hp, fire
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| Range: 5 hexes
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| Ammo usage: burst of flames
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| Ammo type: Flame Fuel
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| Ammo capacity: Enough fuel for 5 shots
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| Action points used: 6 for burst
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| | |
| ===RIFLES & SHOTGUNS===
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| 1. Hunting Rifle
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| Selling price: $900
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| First seen: Random encounter or swipe from Kenji when he attacks Killan
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| in Junktown. (Kenji is the would-be assassin for Killian)
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| Required strength: 5
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| Damage: 8-20 hp, normal
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| Range: 40 hexes
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| Ammo usage: Single, can be aimed
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| Ammo type: .223 FMJ
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| Ammo capacity: 10 rounds
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| Action points used: 5 for single, 6 for aimed
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| | |
| 2. Assault Rifle
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| Selling price: $1300
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| First seen: Hub, Old Town
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| Required strength: 5
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| Damage: 8-16 hp per bullet, normal
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| Range: 45 hexes
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| Ammo usage: Single, can be aimed, burst fire of 8 bullets
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| Ammo type: 5 mm JHP or AP bullets
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| Ammo capacity: 24 bullets
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| Action points used: 5 for single, 6 for aimed, 6 for burst
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| 3. Sniper Rifle
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| Selling price: $2200
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| First seen: Hub, Old Town
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| Required strength: 5
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| Damage: 14-34 hp, normal
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| Range: 50 hexes
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| Ammo usage: Single, can be aimed
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| Ammo type: .223 FMJ
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| Ammo capacity: 6 rounds
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| Action points used: 6 for single, 7 for aimed
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| 4. Shotgun
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| Selling price: $800
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| First seen: Raiders Base, it is in the fridge
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| Required strength: 4
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| Damage: 12-22 hp, normal
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| Range: 14 hexes
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| Ammo usage: Single, can be aimed
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| Ammo type: 12 gauge shells
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| Ammo capacity: 2 shells
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| Action points used: 5 for single, 6 for aimed
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| 5. Combat Shotgun
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| Selling price: $2750
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| First seen: Hub, Old Town. Either buy it from Jake or kill the thugs
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| holding the Brotherhood initiate captive.
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| Required strength: 5
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| Damage: 15-25 hp per shell, normal
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| Range: 22 hexes
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| Ammo usage: Single, can be aimed, burst of 3 shells
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| Ammo type: 12 gauge shells
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| Ammo capacity: 12 shells
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| Action points used: 5 for single, 6 for aimed
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| 6. Red Ryder BB Gun
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| Selling price: $200
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| First seen: Killian's General Store, in the locked storage room
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| Required strength: 3
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| Damage: 1-3 hp per pellet, normal
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| Range: 22 hexes
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| Ammo usage: Single, can be aimed
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| Ammo capacity: 100 BB pellets
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| Action points used: 5 for single, 6 for aimed
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| 7. Red Ryder LE BB Gun
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| Selling price: $3500
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| First seen: Random Encounter (Bob's Used Cars)
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| Required strength: 3
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| Damage: 25 hp per pellet, normal
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| Range: 32 hexes
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| Ammo usage: Single, can be aimed
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| Ammo capacity: 100 BB pellets
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| Action points used: 4 for single, 5 for aimed
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| | |
| ===ENERGY WEAPONS===
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| 1. Laser Pistol
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| Selling price: $1600
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| First seen: You can get it from the Brotherhood, or kill COC techs and
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| take it from them.
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| Required strength: 3
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| Damage: 10-22 hp, laser
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| Range: 35 hexes
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| Ammo usage: Single, can be aimed
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| Ammo type: Small Energy Cells
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| Ammo capacity: 12 cells
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| Action points used: 5 for single, 6 for aimed
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| | |
| 2. Plasma Pistol
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| Selling price: $2750
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| First seen: I found it in the sewers of Necropolis, but you can also buy
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| it at the Gun Runners or find it at the Glow.
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| Required strength: 4
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| Damage: 16-35 hp, plasma
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| Range: 20 hexes
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| Ammo usage: Single, can be aimed
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| Ammo type: Small Energy Cells
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| Ammo capacity: 16 cells
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| Action points used: 5 for single, 6 for aimed
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| 3. Laser Rifle
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| Selling price: $5000
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| First seen: Harry has one, and you can get one from the mutants at the
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| Cathedral/Military Base.
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| Required strength: 6
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| Damage: 25-50 hp, laser
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| Range: 45 hexes
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| Ammo usage: Single, can be aimed
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| Ammo type: Micro Fusion Cells
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| Ammo capacity: 12 cells
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| Action points used: 5 for single, 6 for aimed
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| 4. Plasma Rifle
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| Selling price: $4000 ($6000)
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| First seen: Again, you can buy it from the Gun Runners, pick it up from
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| the nightkin guards in the 2nd-4th levels of the Cathedral,
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| or get one real early from the 5th level of the Glow, if you
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| decide to go there.
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| Required strength: 6
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| Damage: 30-65 hp (35-70 hp), plasma
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| Range: 25 hexes (35 hexes)
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| Ammo usage: Single, can be aimed
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| Ammo type: Micro Fusion Cells
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| Ammo capacity: 10 cells
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| Action points used: 5 for single, 6 for aimed (4 for single, 5 for aimed)
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| Upgrade: Turbo Plasma Rifle! Ask Smitty in the Boneyard. The upgrade
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| lowers the AP cost as well as slightly increasing damage and
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| greatly increasing range. This is the best weapon in the game.
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| | |
| 5. Gatling Laser
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| Selling price: $7500
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| First seen: You can kill Brotherhood guards to get it, but your karma
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| will go way down. The lone Nightkin guarding the entrance
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| to the basement in the Cathedral has the only Gatling Laser
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| which you can get peacefully (BTW, all of the Brotherhood
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| guards will be after you.) The lieutenant also has one, but
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| he is encountered too late in the game.
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| Required strength: 6
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| Damage: 20-40 hp per cell used, laser
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| Range: 40 hexes
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| Ammo usage : Burst of laser rays using 10 cells
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| Ammo type : Micro Fusion Cells
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| Ammo capacity : 30 cells for 3 laser ray bursts
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| Action points used: 6 for burst
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| | |
| 6. Alien Blaster
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| Selling price: ???
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| First seen: Available in a special random encounter with two dead aliens.
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| Only is available to characters with extremely high luck.
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| Required strength: 2
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| Damage: 30-90 hp, pulse (good against any armor)
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| Range: 10 hexes
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| Ammo type: Small Energy Cells
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| Ammo capacity: 30 cells for 30 shots
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| | |
| ===UNARMED WEAPONS===
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| On all unarmed weapons, you can hit single or aim an attack. The single
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| costs 3 action points, and the aimed costs 4 action points. All items
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| require one Strength and do normal damage.
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| | |
| 1. Brass Knuckles
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| Selling price: $60
| |
| First seen: You might start out with them, but you can get a pair from
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| Junktown.
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| Damage: 2-10 hp
| |
| | |
| 2. Spiked Knuckles
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| Selling price: $250
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| First seen: You can pick them up from Kane once you confess to the
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| Police about Decker in the Hub. Some of the mutant patrols
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| at the military base have them.
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| Damage: 4-15 hp
| |
| | |
| 3. Power Fist
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| Selling price: $2200
| |
| First seen: I know for sure you can get this at the Brotherhood, or you
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| can buy one at the Gun Runners or possibly find one at the
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| Glow. There is one in the footlocker on the top level of the
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| Cathedral, the one next to Morpheus' Room.
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| Damage: 12-29 hp
| |
| Ammo capacity: 25 small energy cells
| |
| Ammo usage: 1 cell per punch
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| | |
| 4. Rock
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| Selling price: $0
| |
| First seen: Shady Sands, the shelf in Aradesh's house/building
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| Damage: 1-4 hp
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| | |
| ===MELEE WEAPONS===
| |
| All melee weapons cause normal damage. The maximum damage value might vary
| |
| as it is a direct result of your melee damage bonus.
| |
| | |
| 1. Knife
| |
| Selling price: $40
| |
| First seen: You start out with one. There is another one to the bones of
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| another vault dweller to your right. (Or your character's
| |
| left.)
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| Required strength: 2
| |
| Damage: 2-10 hp
| |
| Attack methods: Swing or thrust
| |
| Action points used: 3 for swing or thrust, 4 for aimed swing or thrust
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| | |
| 2. Combat Knife
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| Selling price: $160
| |
| First seen: I saw it at Beth's store; you might be able to get one from
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| the raiders at Irwin's house.
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| Required strength: 2
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| Damage: 3-11 hp
| |
| Attack methods: Swing or thrust
| |
| Action points used: 3 for swing or thrust, 4 for aimed swing or thrust
| |
| | |
| 3. Throwing Knife
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| Selling price: $100
| |
| First seen: Raiders
| |
| Required strength: 3
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| Damage: 3-6 hp
| |
| Attack methods: Swing
| |
| Action points used: 3 for swing, 4 for aimed swing
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| | |
| 4. Sledgehammer
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| Selling price: $120
| |
| First seen: It's in the room to the east of the farm in Shady Sands.
| |
| Required strength: 6
| |
| Damage: 4-10 hp
| |
| Attack methods: Swing or thrust
| |
| Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for
| |
| aimed thrust
| |
| Special: You can hit people from two hexes away.
| |
| | |
| 5. Super Sledgehammer
| |
| Selling price: $3750
| |
| First seen: Jake at Old Town sells it.
| |
| Required strength: 5
| |
| Damage: 14-39 hp
| |
| Attack methods: Swing or thrust
| |
| Action points used: 3 for swing, 4 for thrust or aimed swing, 5 for
| |
| aimed thrust
| |
| Special: You can hit people from two hexes away.
| |
| | |
| 6. Spear
| |
| Selling price: $80
| |
| First seen: Aradesh gives it to you when you tell him that you will find
| |
| Tandi.
| |
| Required strength: 4
| |
| Damage: 3-13 hp
| |
| Attack methods: Thrust
| |
| Action points used: 5 for thrust, 6 for aimed thrust
| |
| Special: You can hit people from two hexes away.
| |
| | |
| 7. Club/Police Baton
| |
| Selling price: $30
| |
| First seen: Beth sells them.
| |
| Required strength: 3
| |
| Damage: 1-7 hp
| |
| Attack methods: Swing
| |
| Action points used: 3 for swing, 4 for aimed swing
| |
| | |
| 8. Crowbar
| |
| Selling price: $50
| |
| First seen: Vault 15
| |
| Required strength: 5
| |
| Damage: 3-13 hp
| |
| Attack methods: Swing
| |
| Action points used: 4 for swing, 5 for aimed swing
| |
| | |
| 9. Viroblade Ripper
| |
| Selling price: $900
| |
| First seen: The Gun Runners sell them.
| |
| Required strength: 4
| |
| Damage: 15-35 hp
| |
| Attack methods: Swing or thrust
| |
| Action points used: 4 for swing or thrust, 5 for aimed swing or thrust
| |
| Ammo capacity: 30 Small Energy Cells
| |
| | |
| 10.Cattle Prod
| |
| Selling price: $600
| |
| First seen: True to his name, Lasher has one. You can buy one at the
| |
| Gun Runners.
| |
| Required strength: 4
| |
| Damage: 12-23 hp
| |
| Attack methods: Swing or thrust
| |
| Action points used: 4 for swing or thrust, 5 for aimed swing or thrust
| |
| | |
| ===THROWING WEAPONS===
| |
| 1. Spear
| |
| Selling price: $80
| |
| First seen: Aradesh gives it to you when you tell him that you will find
| |
| Tandi.
| |
| Required strength: 4
| |
| Damage: 3-13 hp, normal
| |
| Range: 8 hexes
| |
| Action points used: 6 for throw, 7 for aimed throw
| |
| | |
| 2. Throwing Knife
| |
| Selling price: $100
| |
| First seen: Raiders
| |
| Required strength: 3
| |
| Damage: 3-6 hp, normal
| |
| Range: 16 hexes
| |
| Action points used: 4 for throw
| |
| | |
| 3. Molotov Cocktail
| |
| Selling price: $50
| |
| First seen: Raiders Base
| |
| Required strength: 3
| |
| Damage: 8-20, fire
| |
| Range: 12 hexes
| |
| Action points used: 5 for throw
| |
| | |
| 4. Fragmentation Grenade
| |
| Selling price: $150
| |
| First seen: There are a couple in the Vault 15 lockers
| |
| Required strength: 3
| |
| Damage: 20-35 hp, explosive
| |
| Range: 15 hexes
| |
| Action points used: 4 for throw
| |
| | |
| 5. Plasma Grenade
| |
| Selling price: $300
| |
| First seen: Glow or Gun Runners
| |
| Required strength: 4
| |
| Damage: 40-90 hp, plasma
| |
| Range: 15 hexes
| |
| Action points used: 4 for throw
| |
| | |
| 6. Pulse Grenade
| |
| Selling price: $250
| |
| First seen: Jake sells them at Old Town in the Hub
| |
| Required strength: 4
| |
| Damage: 100-150 hp, electromagnetic pulse
| |
| Range: 15 hexes
| |
| Action points used: 4 for throw
| |
| Special: Only affects robots.
| |
| | |
| 7. Rock
| |
| Selling price: $0
| |
| First seen: Shady Sands, the shelf in Aradesh's house/building
| |
| Required strength: 1
| |
| Damage: 1-4 hp, normal
| |
| Action points used: 4 for throw, 5 for aimed throw
| |
| | |
| ===CHEMICALS===
| |
| 1. Stimpack
| |
| Selling price: $100
| |
| What it does: Heals you - 10-20 hp gained.
| |
| Addiction rate: 0%
| |
| | |
| 2. Super Stimpack
| |
| Selling price: $250
| |
| What it does: Heals you, up to 75 hp gained. You lose 9 hp due to the powerful
| |
| nature of the chemicals.
| |
| Addiction rate: 0%
| |
| | |
| 3. Buffout
| |
| Selling price: $200
| |
| What it does: Increases strength by two and endurance by three for six hours.
| |
| The withdrawal effect is losing four strength and endurance as
| |
| well as four agility for twelve hours.
| |
| Addiction rate: 50% (33%-100%)
| |
| | |
| 4. Mentats
| |
| Selling price: $280
| |
| What it does: Increases intelligence and perception by two and charisma
| |
| by one for one day. The withdrawal effect is losing four
| |
| intelligence and perception as well as three charisma for
| |
| four days.
| |
| Addiction rate: 50% (33%-100%)
| |
| | |
| 5. RadX
| |
| Selling price: $300
| |
| What it does: Increases radiation resistance by 50% for one day. You
| |
| lose 25% radiation resistance after that day and then
| |
| lose 25% the next day. RadX has no withdrawal effects.
| |
| Addiction rate: 0%
| |
| | |
| 6. RadAway
| |
| Selling price: $500
| |
| What it does: Removes radiation poisoning, 25 rems.
| |
| Addiction rate: 10% (10%-25%)
| |
| | |
| 7. Psycho
| |
| Selling price: $400
| |
| What it does: Increases damage resistance by 50% and decreases
| |
| intelligence by three. After six hours, your intelligence
| |
| increases by 1 and damage resistance decreases by 25%.
| |
| After an additional six hours, your intelligence increases
| |
| by two and damage resistance decreases by 25%.
| |
| Addiction rate: 50%
| |
| | |
| 8. Antidote
| |
| Selling price: $50
| |
| What it does: Removes poisoning damage, 25 points.
| |
| Addiction rate: 0%
| |
| | |
| * Addiction rates are really variable. Sometimes I could take two
| |
| Psycho's and still not get addicted, but on the other hand, I took
| |
| one and I got addicted. It's totally random.
| |
| | |
| ===ITEMS & GADGETS===
| |
| {| {{prettytable}} | | {| {{prettytable}} |
| !Item!!Selling price!!Use!!First seen | | !Item!!Selling price!!Use!!First seen |
Line 653: |
Line 11: |
| |Lockpicks||$150|| Use it whenever you are picking conventional locks for an increase to the 'Lockpick' skill.|| You start out with them, or you can get them from the fridge in the Raiders base. | | |Lockpicks||$150|| Use it whenever you are picking conventional locks for an increase to the 'Lockpick' skill.|| You start out with them, or you can get them from the fridge in the Raiders base. |
| |- | | |- |
| |Electronic Lockpicks||$375|| Use it whenever you are picking electronic locks for an increase in the 'Lockpick' skill.|| You must give the necklace that Hightower owns to Loxley. He'll send you to Jasmine, who will give you a set of electronic lockpicks. | | |Electronic Lockpicks||$375|| Use it whenever you are picking electronic locks for an increase in the 'Lockpick' skill.|| You must give the necklace that Hightower owns to Loxley. He'll send you to Jasmine, who will give you a set of electronic lockpicks. |
| |- | | |- |
| |Radio||$350|| Use it to draw off the mutants in the military base, and it can also be used to remotely toggle the computer in the base.|| I traded some caps and flares for it from Lars at Junktown. | | |Radio||$350|| Use it to draw off the mutants in the military base, and it can also be used to remotely toggle the computer in the base.|| I traded some caps and flares for it from Lars at Junktown. |
Line 688: |
Line 46: |
| |} | | |} |
|
| |
|
| ====Holodisks====
| | ==Holodisks== |
| Holodisks can sell for an average of $100 and can be read with the Pip-Boy. They give out information on various subjects. | | Holodisks can sell for an average of $100 and can be read with the Pip-Boy. They give out information on various subjects. |
|
| |
|
| ;Here is a list of various holodiscs that I have found. | | ;Here is a list of various holodiscs |
| *Vault Locations: Mrs. Stapleton has this disc.
| | {| {{prettytable}} |
| *Mutant transmissions: The dying mutant has this disc.
| | !Holodisk name!!Selling price!!Use!!First seen |
| *Ancient Brotherhood tape: The dead paladin has one in the Glow.
| | |- |
| *Alpha/Delta/other holodiscs: Get them from the Glow.
| | |Vault Locations||100||Contains information on specific subject.||Mrs. Stapleton has this disc. |
| *Mutant autopsies: Vree has this disc. She has two copies of it.
| | |- |
| *Brotherhood history: Sophia has this disc.
| | |Mutant transmissions||100||Contains information on specific subject.||The dying mutant has this disc. |
| *Maxson's Log: Maxson has this disc.
| | |- |
| *Combination key for Military Base: The nightkin watching the entrance to the Military Base has it.
| | |Ancient Brotherhood tape||100||Contains information on specific subject.||The dead paladin has one in the Glow. |
| *Zimmerman's son's death: Razor has this holodisc.
| | |- |
| | |Alpha/Delta/other holodiscs||100||Contains information on specific subject.||Get them from the Glow. |
| | |- |
| | |Mutant autopsies||100||Contains information on specific subject.||Vree has this disc. She has two copies of it. |
| | |- |
| | |Brotherhood history||100||Contains information on specific subject.||Sophia has this disc. |
| | |- |
| | |Maxson's Log||100||Contains information on specific subject.||Maxson has this disc. |
| | |- |
| | |Combination key for Military Base||100||Contains information on specific subject.||The nightkin watching the entrance to the Military Base has it. |
| | |- |
| | |Zimmerman's son's death||100||Contains information on specific subject.||Razor has this holodisc. |
| | |} |
|
| |
|
| ====Key Cards==== | | ==Keys== |
| *Selling price:$40 (Yellow), $10 (Red and Blue)
| | Most of the keys are a type of key card instead of a traditional metal key. |
| *Use: Open the elevators at the Glow.
| |
| * First seen:
| |
| **Yellow Key Card: Level 1, Brotherhood soldier
| |
| **Red Key Card: Level 2, dead soldier with remains of a radioactive rat.
| |
| **Blue Key Card: Level 4, only dead body
| |
|
| |
|
| ====Books====
| | {| {{prettytable}} |
| *Selling prices:
| | !Item!!Selling price!!Use!!First seen |
| **Scout Handbook: $200
| | |- |
| **First Aid: $175
| | |Yellow Key Card||40||Open the elevators at the Glow.||Level 1, Brotherhood soldier |
| **Guns and Bullets: $425
| | |- |
| **Dean's Electronics: $130
| | |Red Key Card||10||Open the elevators at the Glow.|| Level 2, dead soldier with remains of a radioactive rat. |
| **Big Book of Science: $400
| | |- |
| *Use: Increases your skills, up to 91%. Guns and Bullets increases Small Guns, the Scout Handbook increases Outdoors, the First Aid book increases First Aid, Dean's Electronics increases Repair, and the Big Book of Science increases Science.
| | |Blue Key Card||10||Open the elevators at the Glow.|| Level 4, only dead body |
| *First seen:
| | |- |
| **Scout Handbook: Shady Sands
| | |Red Pass Key||12||Open the locked doors on the first floor of the Cathedral.||Lasher has one. You can barter them from Ton and Sister Francis. |
| **First Aid: Shady Sands
| | |- |
| **Guns and Bullets: Gizmo's bookcase
| | |Black Pass Key||400||Open the locked doors on the first floor of the Cathedral.||Morpheus has one. |
| **Dean's Electronics: Hub
| | |} |
| **Big Book of Science: Hub
| |
|
| |
|
| ====Cathedral Pass Keys==== | | ==Books== |
| *selling price$12 (red), $400 (black)
| | {| {{prettytable}} |
| *Use: Open the locked doors on the first floor of the Cathedral.
| | !Item!!Selling price!!Use!!First seen |
| *First seen:
| | |- |
| **Red Pass Key: Lasher has one. You can barter them from Ton and Sister Francis.
| | |Scout Handbook||200||Increases Outdoors up to 91%.||Shady Sands |
| **Black Pass Key: Morpheus has one.
| | |- |
| | |First Aid||175||Increases First Aid up to 91%.||Shady Sands |
| | |- |
| | |Guns and Bullets||425||Increases Small Guns up to 91%.||Gizmo's bookcase |
| | |- |
| | |Dean's Electronics||130||Increases Repair up to 91%.||Hub |
| | |- |
| | |Big Book of Science||400||Increases Science up to 91%.||Hub |
| | |} |
|
| |
|
| ===Useless items===
| | ==Useless items== |
| {| {{prettytable}} | | {| {{prettytable}} |
| !Name!!Effect!!Can be sold | | !Name!!Effect!!Can be sold!!Selling price |
| |- | | |- |
| |Beer||lose one perception||{{no}} | | |Beer||Lose one perception.||{{no}}||{{n/a}} |
| |- | | |- |
| |Booze||lose one perception||{{no}} | | |Booze||Lose one perception.||{{no}}||{{n/a}} |
| |- | | |- |
| |Nuke-A-Cola||you can get addicted to it||{{no}} | | |Nuke-A-Cola||You can become addicted to it.||{{no}}||{{n/a}} |
| |- | | |- |
| |Lighter||unknown||{{yes}} | | |Lighter||unknown||{{yes}}||??? |
| |- | | |- |
| |Box of Noodles|| ||{{yes}} | | |Box of Noodles|| ||{{yes}}||??? |
| |- | | |- |
| |TV Dinner|| ||{{yes}} | | |TV Dinner|| ||{{yes}}||??? |
| |- | | |- |
| |Cat's Paw Magazine / You Have No Idea|| ||{{yes}} | | |Cat's Paw Magazine / You Have No Idea|| ||{{yes}}||??? |
| |- | | |- |
| |T-51b Repair Manual||it's in the locked storage room at the Brotherhood||{{no}} | | |T-51b Repair Manual||It's in the locked storage room at the Brotherhood.||{{no}}||{{n/a}} |
| |- | | |- |
| |Flower||unknown||{{yes}} | | |Flower||unknown||{{yes}}||??? |
| |- | | |- |
| |Keys in Killian's store||unknown||{{no}} | | |Keys in Killian's store||Effect unknown.||{{no}}||{{n/a}} |
| |} | | |} |
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