Template:Fallout The Traveler Overview This page lists all mutations in Fallout: The Traveler.
Mutation[]
Based on the system from Fallout 76. Mutations are acquired by the Human and Ghoul travelers when exposed to radiation. They provide both positive and negative effects (unless the Survival Skill is reached to Virtuoso tier). Mutations are semi-permanent effects that provide both positive and negative effects. Acquiring mutations are depending, For example a Human Traveler takes radiation damage, they have a chance to gain a mutation, depending what the human Traveler suffers a level of Radiation Poisoning (i.e 25% chance if the Traveler suffers a Advanced Radiation Poisoning) while a Ghoul Traveler can get a mutation by gathering in any irradiated zone with a chance of how high the radiation levels are (i.e 15% chance by 25 rads/second). This can occur from being struck by excessive background radiation from a source such as zones devastated by nuke explosion, irradiated creatures, radioactive waste, etc.
Some factions and NPCs don't like the Traveler mutations in their body, while others (i.e Hancock or Charon) like that. Only Human and Ghoul travelers can have mutations, while Super Mutant or Synth Travelers does not.
Removal and prevention[]
Every time the player uses RadAway, RadAway: diluted or a decontamination shower at entry gate to Halcyon, there is a chance that a randomly selected mutation will be removed. They can keep using RadAway for more attempts to remove a mutation. Nuka-Grape, brahmin milk, or the perks Healing Hands, Rad Sponge and What Rads? can also be used to remove rads without risk of curing mutations.
Mutation Lists[]
Mutation | Positive Effects | Negative Effects |
---|---|---|
Abs of Steel | +20 Seduction, +10 DT when wearing any inner torso that showing off (female) or not wearing any inner torso (male) | AGL -2 |
Adrenal Reaction | +Weapon DMG at low HP | |
Bird Bones | AGI +4, Fall from heights more gradual | STR -4, -50% limb health |
Blank | -50% vision damage | CHA -4 |
Carnivore | Eating meat provides double the hunger satisfaction (Sawyer Mode), HP restoration, and consumable buffs, with no disease chance (Sawyer Mode) | |
Compound Eyes | Close objects are blurry | |
Blackened Skin | +15 Sneak, less detection | END -2, +10% Karma loss per crime |
Eagle Eyes | Critical Damage and Chance +25%, PER +4, Long Guns +15 | |
Egg Head | INT +6, +25% Vision Damage | |
Electrically Charged | Chance to shock melee attackers and increases damage with Electro visions | The Traveler takes 33% (40% as a Synth Traveler) more damage |
Empath | Companions take 25% less damage | |
Grounded | +30 DT against Energy weaponry | Energy Damage -50% |
Gills | ||
Healing Factor | Health Regeneration while not in combat +300% | Chem Effects -55% |
Herbivore | Eating plant-based food provides double the hunger satisfaction (Sawyer Mode), HP restoration, and consumable buffs, with no disease chance | Eating meat does not satisfy hunger (Sawyer Mode), restore HP, or apply buffs |
Herd Mentality | All SPECIAL stats +2 when on party with the Companions | All SPECIAL stats -2 when solo |
Hyper Albino | -5% health, PER -8 when outside during 6am to 6pm | |
Marsupial | Carry Weight +20, +jump height, +climbing speed | INT -4 |
Scaly Skin | +30 Damage Threshold | AP -50 |
See-Through Skin | ||
Speed Demon | Movement speed +20%, faster reload +20% | +50% drain on hunger and thirst while moving (Sawyer Mode), -5% AP drain when moving |
Talons | Punching attacks do 25% more damage + bleed damage | -20 Lockpick and non-unarmed skills |
Twisted Muscles | Melee Damage +25%, better chance to cripple limbs | Gun accuracy -50% |
Serum[]
By consuming a mutation serum, the corresponding mutation will be applied to the player and its negative effects will be nullified for 1 hour. If the player already has that mutation, then the negative effects of the mutation will be suppressed.
Trivia[]
- Mutations does not stack when applied with Cybernetic implants