|This page lists all traits in the original Fallout.|
- The content is not described in full detail on this page. For details, please see the respective articles.
- For traits in other Fallout games, please see "Trait".
- For an overview of Fallout content, please refer to "Portal:Fallout".
Traits modify different aspects of gameplay, including (but not limited to): Primary statistics, derived statistics and skills. Traits always have both positive and negative results.
One can choose up to two traits when designing a character (or none at all). Choosing the Mutate! perk lets the player change one of his traits. Note that if you chose no trait at character creation, you cannot fill the empty slot with this perk.
List of traits
||More violent death animations
||Changes the ending
||-2 Action Points
||Faster recovery time from chem addictions
||Twice the chance to get addicted
||Half the chance to get addicted
||Chems last half as long
||+2 Healing rate
||Poison Resistance and Radiation Resistance start at 0%
||All throwing and firearm attacks cost one less AP (in fallout 1, it works for all types of weapons)
||Cannot aim attacks
||+10% Critical chance
||-30% overall damage
||+1 to all SPECIAL stats
||-10% to all skills, 5 less skill points at level up
||+15% to First Aid, Doctor, Speech, and Barter
||-10% to Small Guns, Big Guns, Energy Weapons, Throwing, Melee Weapons, and Unarmed
||+4 Melee damage
||-30% critical hits table
||More critical failures for people around you
||More critical failures for you, too
||No natural Armor Class
||+1 Intelligence and Perception between 6:01 P.M. and 6:00 A.M.
||-1 Intelligence and Perception between 6:01 A.M. and 6:00 P.M.
||+20% chance to hit with one-handed weapons
||-40% chance to hit with two-handed weapons
||+10% to all skills
||Get a perk every four levels
||Carry Weight =25 + (15 x your Strength)