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Fallout Wiki
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Mentats return in ''Fallout 3'', though they only increase [[Intelligence]] and [[Perception]], omitting the [[Charisma]] bonus. As in previous games, using them boosts skills based on those attributes (although not to skillpoints earned on level up as Mentats do not alter base [[Primary_statistics|stats]]).
 
Mentats return in ''Fallout 3'', though they only increase [[Intelligence]] and [[Perception]], omitting the [[Charisma]] bonus. As in previous games, using them boosts skills based on those attributes (although not to skillpoints earned on level up as Mentats do not alter base [[Primary_statistics|stats]]).
   
Mentats are important at the beginning of ''Fallout 3''; particularly with disarming (or alternatively detonating) the Megaton bomb, as indirectly implied by [[Lucas Simms]]. Through the base adjustment to Perception, the Mentats can help raise the PC's Explosives skill level above
+
Mentats are important at the beginning of ''Fallout 3''; particularly with disarming (or alternatively detonating) the Megaton bomb, as indirectly implied by [[Lucas Simms]]. Through the base adjustment to Perception, the Mentats can help raise the PC's Explosives skill level above the 25 needed to interact with the bomb.
 
*[[Berry Mentats]] grant a +5 to [[Intelligence]]
 
*[[Berry Mentats]] grant a +5 to [[Intelligence]]
 
*[[Orange Mentats]] grant a +5 to [[Perception]]
 
*[[Orange Mentats]] grant a +5 to [[Perception]]

Revision as of 21:29, 4 March 2011

 
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Chem Mentats

Mentats are a chem in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, and Fallout Tactics.

Background

This pre-war chem was created by Med-Tek. They were designed to increase memory related functions and speed up other mental processes. These red pills were a popular party drug, widely appreciated for their effect on creativity.[1]

Mentats were sold in both cardboard and tin packagings, the latter a bit more likely to survive the nuclear holocaust.

They are, of course, highly addictive.

Fallout, Fallout 2 and Fallout Tactics

Mentats are most useful for characters with low intelligence. Furthermore, they are one of the games' more valuable items yet are relatively easy to find. This makes them also useful as an easy source of money, particularly when first starting. In addition, the +1 to Charisma can allow you to recruit a new party member if the new CH is an even number. The party member will even stay after your CH returns to the normal score.

Fallout 3

Mentats return in Fallout 3, though they only increase Intelligence and Perception, omitting the Charisma bonus. As in previous games, using them boosts skills based on those attributes (although not to skillpoints earned on level up as Mentats do not alter base stats).

Mentats are important at the beginning of Fallout 3; particularly with disarming (or alternatively detonating) the Megaton bomb, as indirectly implied by Lucas Simms. Through the base adjustment to Perception, the Mentats can help raise the PC's Explosives skill level above the 25 needed to interact with the bomb.

Given that regular Mentats provide the same type and strength of bonuses as the Berry and Orange versions (and all in one package) practical-minded players may want to choose Grape Mentats when redeeming their prize vouchers. The unique +5 bonus to Charisma (and consequent +10 to Speech and Barter) may come in handy with difficult speech checks or large bartering sessions.

Notes

With the Broken Steel add-on, the ghoul Griffon can be heard selling his Aqua Cura by claiming it will cure "...dry mouth or other Mentats related side-effects."

Fallout: New Vegas

Mentats in the Mojave are different from the ones found in The Capital Wasteland. For one, they grant a Charisma bonus, arguably making them better than alcohol in terms of benefit, although without the strength benefit, the low addiction rate and the fact that Mentats are much less common than alcohol. They also give significantly smaller bonuses than Capital Mentats. They appear to have the same basic effects as Core Region Mentats.

While the Mentats of New Vegas still give a +2 intelligence modifier, unlike previous games, the bonus only translates into a +4 bonus to related skills like medicine. Keep this in mind, especially when playing hardcore, as skill checks of 55 and 75 do occur. See the quest, "Beyond the Beef".

It is also possible to craft Party Time Mentats, which confer an augmented +5 bonus to Charisma, in addition to the effects of standard Mentats.

Behind the scenes

  • Their name is a reference to Frank Herbert's Dune, where, in the wake of humanity rejecting artificially intelligent computers and robots, Mentats are humans trained for computer-like mathematical and logical computations. Also of note is that the pills are colored red. Red-stained lips are a distinguishing characteristic of a Dune Mentat.
  • The product name of Mentats product is a pun for Mentos.

References