Items
Some items can be consumed for an instant effect, ranging from gaining health to boosting your stats. These falls into several broad categories. First, one-shot consumables, such as food, which generally just returns a few hit points, alcohol, which just lowers perception, and drugs/chems which can alter stats significantly as well as run the risk of addiction with all the painful side effects one would expect in real life. Second, tool-type consumables, like medical supplies (first aid kit, doctor's bag) must be put in the acitve item slot to work (similar to a weapon). Lastly, books and magazines are consumables that give permanent boosts to the realted skills, however the boosts they give cannot push you past 92% in the respective skill.
Consumables
Name | Image | Type | Effect | Duration | Value |
---|---|---|---|---|---|
Antidote | Chem | Removes poisoning | NA | 50 | |
Beer | Alcohol | -1 PE | 30 minutes | 5 | |
Booze | Alcohol | -2 PE | 30 minutes | 10 | |
Buffout | Chem | +2 ST, +2 AG, +3 EN | 6 hours | 200 | |
Addiction: 25% risk on use. The addiction lasts seven days, and inflicts -2 ST, -2 EN, and -3 AG. | |||||
Cookie | Food | + 1 AP | 15 minutes | 0 | |
Gamma Gulp Beer | Alcohol | -1 PE | 30 minutes | 10 | |
Healing Powder | Medical | +10-20 HP | NA | 20 | |
Using healing powder also causes -1 PE for about 6 hours. | |||||
Iguana-on-a-stick | Food | Untested | NA | 8 | |
Iguana-on-a-stick | Food | Untested | NA | 20 | |
Jet | Chem | +1 ST, +1 PE, +2 APs | 5 minutes | 25 | |
Addiction: 50% risk on use. The addiction can last forever, and inflicts -2 APs, -1 ST, -1 PE. | |||||
Meat Jerky | Food | Untested | NA | 5 | |
Mentats | Chem | +2 IN, +2 PE, +1 CH | 24 Hours | 280 | |
Addiction: 15% risk on use. The addiction lasts seven days, and inflicts -3 IN, -2 AG. | |||||
Nuka-Cola | Food | NA | NA | 3 | |
Addiction: 10% risk on use. The addiction lasts seven days, but has no ill effects. | |||||
Psycho | Chem | AG +3, IN -3, DR +50 | About 6 hours | 280 | |
Addiction: 20% risk on use. The addiction lasts seven days, and inflicts -2 IN. | |||||
Radaway | Medical | Lowers radiation level | NA | 500 | |
Addiction: 10% risk on use. The addiction lasts seven days, and inflicts -20 radiation resist. | |||||
Rad-X | Medical | Radiation Resist +50 | About 2 days | 300 | |
Roentgen Rum | Alcohol | -2 PE | 30 minutes | 10 | |
Rot Gut | Alcohol | -2 PE | 30 minutes | 5 | |
Stimpak | Medical | +10-20 HP | NA | 175 | |
Super Stimpak | Medical | +75 HP | NA | 350 | |
Several hours after the use of a super stimpack, you'll get hit for 6 damage, and a bit after that, for another 3. This has fun uses |
Tools and Books
Note: Books can only boost skills to around 90%, and the amount gained slows as you approach it.
Name | Image | Type | Effect | Value | |
---|---|---|---|---|---|
Big Book of Science | Book | Permanent +1-7% Science | 400 | ||
Deans Electronics | Book | Permanent +1-7% Repair | 130 | ||
Doctor's Bag | Tool | +20% Doctor | 300 | ||
Note: This is consumed after several uses. | |||||
Electronic Lockpick | Tool | +20% Lockpick | 375 | ||
Note: Works only on electronic doors/containers. | |||||
Electronic Lockpick MKII | Tool | +40% Lockpick | 700 | ||
Note: Works only on electronic doors/containers. | |||||
Expanded Lockpick Set | Tool | +40% Lockpick | 400 | ||
Note: Works only on non-electronic doors/containers. | |||||
Field Medic First Aid Kit | Tool | +40% First Aid | 400 | ||
Note: This is consumed after several uses. | |||||
First Aid Book | Book | Permanent +1-7% First Aid | 175 | ||
First Aid Kit | Tool | +20% First Aid | 200 | ||
Note: This is consumed after several uses. | |||||
Geiger Counter | Tool | NA | 650 | ||
When used it reads out your radiation level in the information box. It can run out of battery power after many uses. | |||||
Guns and Bullets | Book | Permanent +1-7% Small Guns | 425 | ||
Lockpicks | Tool | +20% Lockpick | 150 | ||
Note: Works only on non-electronic doors/containers. | |||||
Motion Sensor | Tool | +20% Outdoorsman | 800 | ||
Shows the movement of enemies on the pipboy's automap when switched on. "Use" from the inventory to activate. | |||||
Paramedic's Bag | Tool | +40% First Aid | 600 | ||
Note: This is consumed after several uses, and is only found in the final area of the game. | |||||
Rope | Other | NA | 25 | ||
Used primarily during quests, good to have on hand. | |||||
Rubber Boots | Tool | NA | 0 | ||
Used to protect the wearer from radioactive sludge. Keep it in your active item slot, or put it in an NPC's inventory to protect them. Melts after a short while. | |||||
Scout Handbook | Book | Permanent +1-7% Outdoorsman | 200 | ||
Super Tool Kit | Tool | +40% Repair | 1000 | ||
Involved in several quests, due to a bug it doesn't work in all repair-related events. | |||||
Tool | Tool | +20% Repair | 200 | ||
Works in almost every repair-related event. |