As in the previous games, Awareness (detailed combat information) alongside Bonus Rate of Fire/Bonus HtH Attacks (global reductions of AP costs for attacks) are universally useful, joined by Slayer and Sniper, which become available due to the increase in the amount of experience gained in a regular playthrough. One quirk of Fallout 2 it inherited from its predecessor is the absence of balance in perks, although the lack of an arbitrary level limit has eliminated some of the systemic issues, increasing the number of viable perks. Perks taken under drug influence remain permanent, even when the stats fall under the requirements after the chems wear out. For perks with multiple ranks, the benefit listed should be interpreted as "per rank".Ĭhems can be taken (e.g., Mentats or Buffout) to increase desired SPECIAL stats temporarily this allows gaining perks that normally would be unavailable. There are 70 regular perks and 12 special perks. In Fallout 2, perks are selected every third level (or fourth with the Skilled trait).
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