Fallout: The Traveler Overview | ||
Bonus Gallery • Cast • Challenges • Clothing, Armour and Trinkets • Commissions • Companions • Crafting • Cut Content • Criminal Activities • Cybernetic Implant • Difficulty Settings • Disposition • DLC-exclusive Game Mechanics • Endings • Enemies • Factions • Fishing • Food, Drink and Ingredients • Gambling • Genius Invocation TCG • Halcyon • Key and Miscellaneous Items • Major Characters • Medicine and Drugs • Merchants • Mutation • Paimon Pip • Perks • Pets • Photo Mode • Power Armor • Quests • Radio Stations • Random Encounters • Reputation • Sawyer Mode • Serenity Hideout • Skill Books • Skill Magazine • Soundtracks • Storyline • Tools and Upgrades • The Traveler • Vehicles • Visions • Wasteland Wanderer • Weapons and Ammo • Wild Wasteland |
The Traveler is the main player character of Fallout: The Traveler. This article covers the main statistics of the player character.
Background[]
Traveler Origin[]
Before taking a task as a Crimson Caravan merchant on the day prior to the ambush, the Traveler, depending on the Chosen Traveler Origin or created Traveler with a given profession has it's own backstories:
Traveler Origin |
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Created Traveler[]
The created Traveler can make several statements about their past through in-game dialogue options. They do not form part of their background until they have been selected. Below is a list of elements of the created Traveler's past which can be learned through gameplay and their given profession:
Profession |
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Character Creation[]
“ | Who are you? | „ |
~ Doc Mitchell |
Characters are created at the Villa, when Doc Mitchell reads about your Crimson Caravan Identification sheet for everything except Flaws, where they may either select an Traveler Origin character, create a custom Traveler from scratch or carry over from the created Traveler after completing the Before The Traveler demo with halved stats for balancing reasons. The SPECIAL system returns and directly influences speech options and quests. Traits can be chosen and perks are gained every two levels.
Traveler Origins[]
Main Article: Fallout: The Traveler/Traveler Origins
Traveler Origins are premade characters. Chosen during character creation, each of the eight origins comes with a predefined backstory, as well as its own interactions. Each Traveler Origin character is a unique experience with a unique quest and dialogue.
All eight Traveler origins will be available in-game as as potential companions who can join the chosen Traveler's party.
Appearance[]
Main Article: Fallout: The Traveler/Traveler Appearance Customization
As Doc Mitchell looks at their Crimson Caravan ID when picking a Custom Traveler Origin character, he says about your gender, age and what you are, leading to the creation of the character's appearance. The customization is more extensive than in previous games and more in-line with Cyberpunk 2077, Dragon's Dogma 2 and Black Desert Online.
Information[]
SPECIAL[]
One begins the game with 33 primary statistic points to allocate during the quest An Alluded Concussion when picking the Custom Traveler option. These have a direct effect on:
- starting skill levels.
- which perks will become available at level-ups.
- one's derived statistics.
SPECIAL stats can be raised during the game by:
- choosing traits at character creation;
- buying implants;
- wearing clothing and armor items;
- Picking up a You're SPECIAL book;
- Getting a Shock to the System every five levels (ten levels in Wasteland Survival difficulty).
The maximum value for a SPECIAL stat is 25, and the minimum is 1.
Skills[]
Initial skill levels are determined by your primary stats. During the quest An Alluded Concussion when picking the Custom Traveler option, you will choose three Core skills to receive a one-time boost of 15 points. Skills can be raised during the game by doing various actions in-game i.e Neutralizing enemies with
Skill magazines raise the corresponding skill by 10 for a short time, or 20 with the Comprehension perk. There is no finite number of skill magazines.
Skills will also impact what dialog options can be selected, including "dumb" and "sarcastic" dialogue option if the right stats have been selected, which should provide some comic relief and also affect the affinity of certain companions (i.e Piper likes that if doing sarcastic).
Based on the system from The Outer Worlds and Cyberpunk 2077, every 20 points acquired for a skill, a tiered perk for that individual skill is earned. There are 5 tiered perks for each skill. The tiers are Novice (20), Competent (40), Adept (60), Expert (80), Master (100), Virtuso (150) and Legendary (250). Also each Skill upon reaching Expert also not only grants a tier perk, but also one additional perk point.
The maximum value for a skill is 250.
Traits[]
Traits are chosen during the quest An Alluded Concussion when picking the Custom Traveler option, you can choose up to 2 traits that both help and hurt you. Some of them can be off-set with perks later on, like pairing Small Frame with Adamantium Skeleton.
Profession[]
Profession are categorized as the player's natural ability, these work hand-in-hand with Skills which grants a bonus to a specified specialized skill, extra starting items, possible dialogue choices when meeting certain NPCs and situations and other benefits such as increase reputation fame for a major faction. Choosing an Profession only occurs during the quest An Alluded Concussion when picking the Custom Traveler option and one type of Profession can only be chosen, there are many different Profession a player can choose from.
Flaws[]
These negative effects usually provide a skill point bonus in exchange for accepting a flaw. In normal game, players are given the option to accept or reject it (with the exception of the Dishonored flaw), in Sawyer Mode, it will always accepted no matter what.
Perks[]
Some perks directly affect your primary stats and skills. Others have a variety of gameplay effects.
Which perks become available to you depends on
- your level.
- your SPECIAL stats.
- your skills.
- your gameplay choices.
- The Traveler's Race (Human, Synth, Dwarf, Ghoul, Thiren, Hilichurl and Super Mutant)
You get to choose one perk at every even level-up or two in Sawyer mode.
Races[]
For the first time in the series since Fallout: Tactics, there are seven playable races in Fallout: The Traveler, each of which has its own unique abilities and powers, as well as a +10 bonus to one skill and +5 bonuses to five other skills, which are then further divided into subtypes. Race is the only choice during the Custom Traveler character creation process that has an effect on the player's skills and abilities.
Statistic | Description | Abilities | Powers | Initial Bonuses |
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Human | The survivors of the War. Humans are pretty much 99% of the most common people to meet (and kill) in the Wasteland that can be talked with.
Vault Dweller: Raised in one of the control vaults far from Halcyon. Vault dwellers tend to be more well off, smarter, and healthier compared to the humans in the wasteland. But they tend to be naive, gullible, and frail as they never had to survive the outside. Wastelander: Born within one of the rebuilt cities once the fallout subsided to habitable levels. Wastelanders tend to be scrappy and street smart, being used to the general dangers of the waste and having a job. Scavenger: Having the misfortune of being born in the waste, or worst a band of raiders. Scavengers are a dangerous and tough lot, having to beg, steal, borrow, barter, scavenge, and kill to survive, in fact reaching adulthood in such an environment is an achievement in of itself, and often these survivors walk into danger with a unfazed smirk, they survived to become an adult, whatever the wasteland throws next is nothing. Cryofrozen: Whether you were in a vault/lab experimenting on cryo technology, got into a freezer accident, or just accidentally falling into the Cryo pod of a lab that prank called you to deliver a pizza to “I.C. Weiner”. You were frozen before the bombs dropped and by some miracle remained untouched, and cryopod functioning, for decades before being unfrozen. Reawaken in a new world likely with skills that are obsolete and the knowledge that any loved ones they have are dead, those who were in Cryo sleep are often confused and scared as they are a fish out of water, trapped in a world that is same yet different, yet with nothing tying them down they have a chance to make a new identity. DC: Born within Washington DC Mojave: Born in the Mojave desert settlement, or even New Vegas. Those born within the Mojave got the best lot out of the other states as their continent remained relatively unscathed thanks to Mr House defense systems. Commonwealth: Born within the Boston area, known as the Commonwealth. The continent came out relatively unscathed by the miracle that the sole nuke that was aimed at it missed its target. Applachia: Born within the Applachian area. Mostly coming either from Vault 76 or the Responders. Untainted: Somehow, someway, you remained radiation free. You are as healthy as a pre-war human. Unfortunately your immune systems are not adapted to handle the low levels of radiation that saturates practically everything. |
+5 to all skills
+20 relations with some factions (Caesar, Enclave, etc) Vault Dweller: Wastelander: Scavenger: Cryofrozen: DC: Mojave: Commonwealth: Applachia: Untainted: |
Scrounger: All containers/bodies hold at least one cap | +1 perk |
Synth | Created by the Institute. Synths are conscious mechanical beings who looks indistinguishable from a human even in close inspection, made with the intention of spying on the outside world for the Institute
Gen 2: One of the rare generation 2 Synths given a conscious. Gen 2 tend to be hardier and easier to maintain. But appearance wise you look uncanny at best, and unless you cover your body everyone will know you’re a Synth. Gen 3: The most common variant of Synths. Thanks to the DNA of Father you look completely indistinguishable from a human on the outside. Courser: Whether you were created as such or was selected for the desirable traits. You are a Courser, tasked with hunting down runaway Synths, and have your body further modified to better do your duty as a weapon. But social skills are lacking as a result. Uploaded Mind: Somehow your brain had been transplanted into a Gen 3 Synth for some reason. While the Snyths body is better than a human it can take some time to adjust. Stolen Identity: As per directive, you had killed someone and have completely stolen their identity, living a double life as the person you impersonate and as a spy for the Institute. Until the ambush broke the Institutes control over you. Newborn: Just created before the Caravan ambush, only to be thrust into the wasteland with little to no knowledge of anything, like a newborn child. |
Extra Cybernetic Implants
Takes 25% more damage from electricity Some factions will attack you Gen 2: Gen 3: Courser: Uploaded Mind: Stolen Identity: Newborn: |
Targeting Systems: +15% to hit in V.A.T.S. | |
Dwarf | ||||
Ghoul | Humans who didn’t die from radiation poisoning will turn into a Ghoul. Becoming immortal and practically immune to radiation, but losing all of your skin, hair, and nose
Pre-War Survivor: Whether you consider it a blessing or a curse. You were there when the bombs dropped and was turned into a Ghoul instead of dying. With literally centuries of experience and knowledge for having survived to now, including knowledge of the old world, but now slightly insane from such a long life in a mad and broken world. Old: While not as old as the those who became Ghouls in the Pre-War era. You still lived around twice the age of a normal human Recent: Whether it be falling into a radioactive waste pit or getting caught in an extremely bad rad storm, you have been turn into a Ghoul a few decades to a few years ago, and are still trying to adapt to you new look, and how people treated you. Reborn: You survive the ambush, but not unscathed. In the aftermath you had been turned into a Ghoul Marked Man: Having turned into a Ghoul just as the sands of the Hopeville explosion flayed off your skin. You live in a constant state of pain as becoming a Ghoul had meant you will forever live the burning sensation of the air and cloth touching your exposed muscles and nerve ending while forever reliving the pain of having your skin ripped of by supersonic sand particles. By some miracle the pain didn’t drive you (too) insane, and you managed to escape Hopeville in search of something, maybe a way to numb the pain, maybe seeking a glorious death. |
50% reduction to Radiation damage
Feral Ghouls has a chance to become not hostile to you -10 to all non-ghoul faction -30 to ghoul hating factions (Enclave) -1 cybernetic implant amount Pre-War Survivor: Old: Recent: Reborn: Marked Man: |
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Super Mutant | Originally created as a supersoldier program by Pre-War America, dubbed the Forced Evolutionary Virus (or FEV), only to be abandoned (and incomplete) when the bombs dropped, and then revive and resurgent by a mutant known as “The Master”. Supermutants are giant, green-skinned, hulks (which while looking masculine, can be previously male or female) known for their super strength, durability, and hyper aggression but (stereotypically) lower than average intelligence only capable of “reproducing” by infecting Humans with the FEV (as the process renders them complete sterile).
Generation 1 (Master): The first, and oldest, Supermutants created under The Master before his demise. Generation 2 (DC): Created within Vault 87 with a modified and upgraded FEV. Generation 3 (Commonwealth): Created by the Institute, with their own variant of FEV created out of Pre-War data and personal research, as one of their transhumanist project before being abandoned in favour of Gen 3 Synths, and releasing the ones they made into the wild. |
Immune to Radiation
Two-handed Melee and Firearm weapons can be one-handed Can use portable stationary weapons while standing up +100 Carry Weight +15 Unarmed Damage +20 DT Can only wear super mutant armour Can’t wield most pistols/small guns Can’t wield most one-handed Melee weapons Can only wear Super Mutant power armour Generation 1 (Master): Generation 2 (DC): Generation 3 (Commonwealth): |
Berserker Rage: You take half damage and do double damage for 60 seconds, once per day | +50 HP |
Thiren | A strange type of humanoid only native in Halcyon, nobody knows if they were made by the Big Empty (and then promptly forgotten), the Enclave, Vault Tech, the Institute, Celestia, or some mad scientist(s). Thirens are roughly split into anthropomorphic animals or humans with animal features, like cat ears. Interestingly, Thirens can interbreed with Humans, producing either a normal Human or Thiren, and some fully Human families have even given birth to Thiren children despite having no Thiren ancestors and vice-versa, which raises even further questions on their origin. |
Type, Feline: Type, Canine: Type, Ursine: Type, Shark: Type, Rodent: Type, Bovine: |
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Hilichurl | Originally humans mutated by a version of the FEV created by the Abyss, and first used in Khaenri'ah. Hilichurls are natives only within Halcyon, where the Abyss resides, |
Hilichurl: Can carry Pyro slimes and use as a grenade Mitachurl Samachurl Rogue Lawachurl |
Can speak to Hilichurls
Require a universal translator to talk to non-Hilichurl/Abyss characters. |
SPECIAL statistics[]
Statistic | Affects | Associated items (permanent) |
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Strength | Carry Weight, Big Guns, Automatic Weapons, 2 Handed Melee Weapons, Light Armour, Heavy Armour, Powered Armour, Throwing, Geokinesis, Unarmed, Kick, Melee Damage, Damage Threshold | Strength Bobblehead, Strength Training |
Perception | General Accuracy, Driving, Energy Weapons, Explosives, First Aid, Gambling, Long Guns, Pistols, Outdoorsman, Thought Control, Critical Hit Ratio, Scrapping Items, Looting Rewards | Perception Bobblehead, Perception Training |
Endurance | Damage Resistance, Heal Rate, General Health, Block, Dodge, AP costs, Resistances of all forms | Endurance Bobblehead, Endurance Training |
Charisma | Dialogue Options, Barter, Persuasion, Intimidation, Lie, Seduction, Inspiration, Determination, Hip Fire Accuracy, Number of Companions can recruit and Effect Activations | Charisma Bobblehead, Charisma Training |
Intelligence | Skill Points, Barter, First Aid, Repair, Science, XP gain, Puzzles | Intelligence Bobblehead, Intelligence Training |
Agility | Movement Speed, Running Speed, V.A.T.S Points, Big Guns, Driving, Lockpick, Small Guns, Stealth, Pickpocketing, Throwing | Agility Bobblehead, Agility Training |
Luck | Random Critical Hit Chance, Explosives, Gambling, Lockpick, Pickpocketing, Stealth, Outdoorsman | Luck Bobblehead, Luck Training |
Skills[]
Skill Name | Associated S.P.E.C.I.A.L. stats | Ranks | Gain skills by |
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Melee Weapons | |||
1 Handed Melee Weapons | Agility and Strength | 20 - Novice: Unlock Power and Sweep Attacks and 1 Handed Melee weapons do 20% more damage.
40 - Competent: 1 Handed Melee weapons do 40% more damage 60 - Adept: 1-Handed Melee Weapon Reach +30%, do 60% more weapon damage and unlocks Special Attacks in V.A.T.S. 80 - Expert: 1-Handed Melee Weapon Special Attack AP Cost -50% and 80% more weapon damage 100 - Master: Parry: Attack just before you get hit to Stagger your attacker and cause next attack to do double damage and a 25% chance to knock your foe unconscious 150 - Virtuso: 1-Handed Melee Critical Chance/sneak attacks ignore 100% Armor 250 - Legendary: 1-Handed Melee deals triple damage or ignores 100% DT (dual wielding) |
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2 Handed Melee Weapons | Agility and Strength | 20 - Novice: Unlock Power and Sweep Attacks and 2 Handed Melee weapons do 20% more damage.
40 - Competent: 2 Handed Melee weapons do 40% more damage and gain a chance to disarm your opponent. 60 - Adept: 2-Handed Melee Weapon attacks are unblockable, do 60% more weapon damage and unlocks Special Attacks in V.A.T.S. 80 - Expert: 2-Handed Melee Weapon Special Attack AP Cost -50 and 80% more weapon damage 100 - Master: Power, Sweep and V.A.T.S. special attack chance to knockdown +25% and do double damage. Melee kills heal you for 10% of your health. 150 - Virtuso: There's a chance to gain a grand slam their head clean off! Sweep Attacks now hits all targets near Traveler. 250 - Legendary: 2-Handed Melee Weapon attacks ignore 100% DT and Power and Sweep Attacks stuns targets. |
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Unarmed | Strength and Agility | 20 - Novice: Quick Jabs: Unarmed attack strikes twice; and normal unarmed attacks do 20% more damage and 25% less AP used when using a power attack.
40 - Competent: Unarmed attacks now do 40% more damage and can disarm your opponent. 60 - Adept: Unarmed attacks now do 60% more damage and unlocks Special Attacks in V.A.T.S. Unarmed Power Attacks have a chance to cripple one of your opponent's limbs. 50% less AP used when using a power attack. 80 - Expert: Unarmed attacks ignores 50% DT and normal Unarmed attacks now do 80% damage. While in a fight and unwarmed, running consumes 30% less AP. 100 - Master: Unarmed attacks now do double damage. 150 - Virtuso: Strike 10% faster with your fist. 250 - Legendary: Increase attack speed and damage by 100% when fighting with unarmed weapons. Bonus is increased to 200% and ignored 100% DT when fighting without weapons (implants don't count) |
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Kick | Strength and Agility | 20 - Novice:
40 - Competent: 60 - Adept: 80 - Expert: 100 - Master: 150 - Virtuso: 250 - Legendary: |
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Ranged Weapons | |||
Archery | Strength and Agility | 20 - Novice: Bow attacks do 20% more damage.
40 - Competent: 25% chance to retrieve arrows from corpses and reduce draw time by 25%. 60 - Adept: Bow attacks do 60% more damage. 80 - Expert: 50% chance to retrieve arrows from corpses and reduce draw time and AP drain by 50%. 100 - Master: 75% chance to retrieve arrows from corpses and Bow attacks do 80% more damage and time slows by 50% when drawing bow. 150 - Virtuso: 100% chance of retrieving arrows from bodies, arrows are highlighted within a 15m radius, ignores 100% DT and reduce AP drain by 75%. 250 - Legendary: Drawing the bow no longer costs AP, do double damage (triple when fully charged), and time slows by 75% when drawing bow. |
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Pistols | Perception and Agility | 20 - Novice: Channel the spirit of the old west! Pistols do 20% more damage.
40 - Competent: Pistol Critical Damage +50% and do 40% more damage and have increased range. 60 - Adept: Minimum DT Penetration Damage +10% and pistols do 60% more damage. 80 - Expert: Debuffed Enemy Critical Chance +20% and pistols now do 80% more damage and range is increased even further. 100 - Master: Pistols now do double damage and ignore -20 DT. 150 - Virtuso: Critical Hits ricochet and hit another enemy. Double reload speed. Pistol kills grant +25% critical hit chance for 5 seconds. 250 - Legendary: Pistols now fires twice as fast and has no recoil or weapon sway. Ignores -100 DT when aiming or deals triple damage (dual wielding) |
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Long Guns | Perception and Agility | 20 - Novice: Attacks with long guns do 20% more damage.
40 - Competent: Long Guns Critical Damage +50% and attacks with non-automatic rifles do 40% more damage. 60 - Adept: Long Guns Headshot / V.A.T.S. Damage +20% and attacks with non-automatic rifles do 60% more damage. 80 - Expert: Deadly Focus: No Weapon Sway for 5s after each kill and attacks with non-automatic rifles do 80% more damage. 100 - Master: Long Gun Critical Hits ignore -40 DT and attacks with non-automatic rifles do double damage. 150 - Virtuso: Non-Critical Hits ignore -20 DT 250 - Legendary: Long guns attacks deal double damage to enemies at full health and has no recoil or weapon sway |
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Automatics | Strength and Perception | 20 - Novice: Rigorous combat training means automatic weapons do 20% more damage
40 - Competent: Attacks with automatic weapons do 40% more damage, with improved hip fire accuracy. 60 - Adept: Attacks with automatic weapons do 60% more damage. Hip fire accuracy is improved even more. 80 - Expert: Attacks with automatic weapons do 80% more damage and gain a chance to stagger opponents. 100 - Master: Your automatic weapons now do double damage and have a greater chance to stagger opponents. 150 - Virtuso: Automatic Critical Hits ignore -20 DT 250 - Legendary: Non-Critical Hits ignore -10 DT and now have no recoil or weapon sway |
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Energy Weapons | Perception and Agility | 20 - Novice: Attacks with Energy weapons do 20% more damage.
40 - Competent: Energy Weapons Critical Damage +50% and do 40% more damage 60 - Adept: Energy Weapons Headshot / V.A.T.S. Damage +20% and do 60% more damage 80 - Expert: Energy weapons do 80% more damage 100 - Master: Energy weapons do Double damage and critical attacks ignore -20 DT 150 - Virtuso: Non-Critical Hits ignore -15 DT. Laser weapons have a 5% chance to set a target on fire. 250 - Legendary: Enemies killed by Energy Weapons explodes upon death, damaging nearby enemies |
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Big Guns | Strength and Agility | 20 - Novice: Big guns do 20% more damage.
40 - Competent: Big guns do 40% more damage and 50% more critical damage. 60 - Adept: Big Guns do 60% more damage and reload +30% faster 80 - Expert: Big Guns do 80% more damage and Critical Hits increase Rate of Fire +30% for 3s 100 - Master: Big Guns do double damage and Critical Hits ignore -20 DT 150 - Virtuso: Big Guns now have their weight reduced to a quarter and can now fire without reloading. Gain 25% Physical resistance while aiming down sights with Big Guns. 250 - Legendary: Ballistic and Energy Big Guns attacks now goes through walls |
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Throwing | Strength and Luck | 20 - Novice: Non-explosive throwing weapons do 20% damage
40 - Competent: Non-explosive throwing weapons do 40% damage and Grenades gain a throwing arc. 60 - Adept: Non-explosive throwing weapons do 60% damage 80 - Expert: Non-explosive throwing weapons do 80% damage 100 - Master: Non-explosive throwing weapons do double damage 150 - Virtuso: 100% chance to recover thrown weapons. Grenades now explodes upon impacting enemies 250 - Legendary: Thrown weapons (except grenades) will now return to your hand. Traveler, Companions, and allies are now immune to friendly fire |
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Explosives | Perception and Luck | 20 - Novice: Your explosives do 25% more damage, Explosions have a 25% larger radius.
40 - Competent: Your explosives do 50% more damage 60 - Adept: Your explosives do 75% more damage and affect a larger area. 80 - Expert: Your grenades fly 30% further 100 - Master: Your explosives now do double damage. Mines and grenades shot in V.A.T.S explode for double damage, too. 150 - Virtuso: 250 - Legendary: Non-critical Explosive attacks ignore -10 DT. Companions are immune to your explosions |
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Defense | |||
Block | Strength and Endurance | 20 - Novice: Perfect Block: Block just before you get hit to Stagger your attacker
40 - Competent: Riposte: do an offhand/bash attack after a Perfect Block 60 - Adept: Deflect: Can now block ranged attacks, taking 50% less damage, effect is increased to 75% when wielding a shield and deals no damage if it hits the shield, weapon Condition decay from Blocking -25% 80 - Expert: Walk Speed while Blocking +100%, can sprint while blocking, and no weapon condition decay on a Perfect Block, sprinting while blocking with a shield damages and knocks down opponents on impact 100 - Master: Perfect Blocks weaken opponents, increasing the damage they take by +100% for 5s, opponent is stunned for 5s if wielding a shield 150 - Virtuso: Perfect Block now reflects damage back to the enemy. Damage is doubled when wielding a shield 250 - Legendary: Blocking no longer costs AP, regains a small amount of health and AP when wielding a shield |
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Dodge | Strength and Endurance | 20 - Novice: Perfect Dodge: Dodge just before you get hit to Stagger your attacker
40 - Competent: Unlock the ability to Leap (Dodge Forward) 60 - Adept: Unlock the ability to Sidestep (Dodge Left/Right) 80 - Expert: Dodge Protection: +20 DT for 5s after every dodge. Unlock the ability to combat slide. Take 15% less fall damage. 100 - Master: Dodge Force: After dodging, your next Melee Attack gains Damage +50% 150 - Virtuso: Dodge Penetration: After dodging, you next V.A.T.S. hit within 5s has a 50% chance to ignore DT and increase jump height. Run faster after combat sliding or mantling. 250 - Legendary: Dodging no longer cost AP | |
Light Armour | Strength and Endurance | 20 - Novice: Custom Fit: +25% DT if wearing all Light Armour
40 - Competent: Unhindered: Light Armour weighs nothing and doesn't slow the Traveler down when worn 60 - Adept: Windrunner: Move 20% faster if wearing all Light Armour 80 - Expert: Initiative: When the Traveler enters combat, wearing all Light Armour, regenerate up to 20% of maximum AP per second. This bonus gradually diminishes over the course of 15 seconds 100 - Master: Wardancer: Deal 20% more damage if wearing all Light Armor. This effect is lost for 6 seconds whenever the Traveler get struck by an unblocked attack in combat 150 - Virtuso: Evasive Leap: If wearing all Light Armour, jump in combat to cause all incoming attacks to miss for 1 second. This effect has a 5 second cooldown 250 - Legendary: Lightning Strike: Deal 100% more damage for 10 seconds after entering combat while wearing all Light Armour |
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Heavy Armour | Strength and Endurance | 20 - Novice: Custom Fit: +35% DT if wearing all Heavy Armour
40 - Competent: Cushioned: Take half damage from falling and explosions if wearing all Heavy Armour 60 - Adept: Born To Fight: Heavy Armour weighs half as much and slows the Traveler down half as much when worn 80 - Expert: Never Kneel: If wearing all Heavy Armour, take 25% less damage from all attacks and immunity to stagger, knockback, and stuns 100 - Master: Defiance: Whenever an enemy attacks the Traveler, gain 15 points of DT for 10 seconds, this effect stacks 150 - Virtuso: Immortal: If wearing all Heavy Armour, take 75% less damage from attacks and deal 100% more damage below 20% Health 250 - Legendary: Face Of Bedrock: When struck by a power attack, the attacker's strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armour, ranged attacks have a 75% chance of deflecting back to the attacker. |
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Powered Armour | Strength and Endurance | 20 - Novice: Custom Repairs: +25% DT and 100% health to Power Armour pieces
40 - Competent: Efficient Servoes: +100 carry capacity and 20% movement speed when wearing Powered Armour 60 - Adept: Field Repairs: Powered Armour can now be repaired without a workbench 80 - Expert: Rise Above: If wearing Powered Armour, enemies within 15 feet are intimidated. They lose 5% attack damage and theTraveler gain 5% attack damage for each enemy affected. Power Armour chassis can be also stored in the Paimon-Pip without need of a nearby station. 100 - Master: Unstoppable Force: Sprinting in Powered Armour increases DT by 100 and impacting opponents will knock them down (humanoid) or stun them (large) dealing heavy damage 150 - Virtuso: Primal Fear: If wearing Powered Armour, walking (but not running) now reflects all range damage back towards the attacker, and enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds 250 - Legendary: Colossus: Powered Armour now doesn't need Fusion Cores to function. Using Fusion Cores will now double stats and DT |
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Speech | |||
Barter | Charisma and Intelligence | 20 - Novice: Considerably more bottle caps will be found in stockpiles and killed enemies.
40 - Competent: All items cost 25% less 60 - Adept: Selling items is more 25% valuable 80 - Expert: You find even more bottle caps in containers, stockpiles and killed enemies. Junk items that sell for 1 bottle cap now sell for 10x that price. 100 - Master: You can now invest a total of 500 caps to raise a store's buying capacity and All items cost 50% less. 150 - Virtuso: All items cost 75% less. Can sell any type of item to any kind of merchant. 250 - Legendary: There is a chance of enemies exploding into a shower of caps when you kill them. |
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Intimidation | Charisma | 20 - Novice: Terrify: 20% chance creatures will become terrified and flee for 10s after you kill one.
40 - Competent: Terrify's Area of Effect: +100% 60 - Adept: Terrified Creature Movement Speed: -30% 80 - Expert: Creature Terrify Chance: +10% 100 - Master: Terrifying a creature gives 10s Crit Chance +5% and Critical Damage +25% 150 - Virtuso: 20% chance Creatures you strike with Critical Hit will become Terrified. 250 - Legendary: Chances of a successful to pacify a enemy +100% and can pacify enemies on par with the Traveler's level (requires Animal Friend, Wasteland Whisperer or Intimidation perk) |
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Lie | Charisma | 20 - Novice: Scramble: 15% chance Robots will slowly attack other enemies instead of you for 10s
40 - Competent: Scramble Duration: +7s 60 - Adept: Scrambled Robot attack at their normal speed 80 - Expert: Robot Scramble Chance: +10% 100 - Master: Scrambled Robot V.A.T.S. Damage and chance to hit +30% 150 - Virtuso: Chance to Scramble resets 10s after Robots attacks you. 250 - Legendary: 1st and 2nd Gen Synths can now be scrambled |
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Persuasion | Charisma and Luck | 20 - Novice: Humans and Ghouls have a 20% chance to cower in fear for 3s after the first time you hit them.
40 - Competent: Cower Duration: +7s 60 - Adept: Cowered Target's DT: -15 80 - Expert: Human Cower Chance: +10% 100 - Master: When a Human or Ghoul cowers, you gain +6 DT for 10s and Cowered enemies are easier to pacify with the Intimidation perk. 150 - Virtuso: Chance to Cower resets after 10s, allowing a damaged Human or Ghoul to Cower again. 250 - Legendary: Super Mutants and Synths can now get a chance to cower in fear. |
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Seduction | Charisma | 20 - Novice:
40 - Competent: 10% better prices with the opposite sex. 60 - Adept: 80 - Expert: 100 - Master: 150 - Virtuso: 250 - Legendary: Enemies of same sex now receives a -95% debuff to stats when fighting you while enemies of the opposing sex becomes your ally |
|
Technology | |||
Crafting | Perception and Intelligence | 20 - Novice: You can craft throwing explosives at any chemistry station and access to Rank I level weapon and armor mods.
40 - Competent: You can craft low-level makeshift weapons (i.e Pipe Guns), junk ammunition and access to Rank II weapon and armor mods. 60 - Adept: You can craft makeshift weapons (i.e Dart Gun) and gain access to Rank III weapon and armor mods. 80 - Expert: You can craft custom ammunition and clothing equipment and gain access to Rank IV weapon and armor mods. 100 - Master: You can craft chems at any chemistry station, crafting throwable weapons quantity doubled and gain access to Rank V weapon and armor mods. 150 - Virtuso: Field Modding: Mod weapons and armor outside of the Workbench and crafting items now requires less components 250 - Legendary: Crafting items always in Pristine condition |
|
Driving | Perception and Agility | 20 - Novice:
40 - Competent: Durability of vehicles increased by 20% 60 - Adept: +50 trunk storage capacity 80 - Expert: Vehicle fuel consumption decreased by 20% and nitrous boost consumption decreased by 15% 100 - Master: Road Rage: Weapon-armed vehicles has +50% ammo capacity and +20% deal more damage 150 - Virtuso: All non-owned vehicles can use nitrous boost 250 - Legendary: Vehicle can never run out of fuel |
|
First Aid | Perception and Intelligence | 20 - Novice: Stimpaks restore 20% of lost Health, and RadAway removes 20% of radiation.
40 - Competent: Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation. 60 - Adept: Stimpaks restore 60% of lost Health, and RadAway removes 60% of radiation 80 - Expert: Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation 100 - Master: Damage Bonus vs Humans and Ghouls +20% 150 - Virtuso: Stimpaks and RadAway restore all lost health and radiation, and work much more quickly. 250 - Legendary: Revive yourself upon taking fatal damage. Cooldown of 30 minutes (real-time) or 24 hours (in-game). Gradually regenerate health at 20 per second |
|
Repair | Perception and Intelligence | 20 - Novice: Field Repair: Repair Weapons and Armor in the Inventory
40 - Competent: You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor. 60 - Adept: 20% chance items you Repair will become Pristine condition tier, increasing Value and Condition 80 - Expert: You can salvage rare components like circuitry, nuclear material, and fiber optics when scrapping weapons and armor; Equipment condition now decays 15% slower and Power Armor durability increased by 40% 100 - Master: Jury Rigging: Repair any item using a roughly similar item; You can now apply Ballistic weave to your armor and Equipment condition now decays 25% slower 150 - Virtuso: Inserting a mod has a 100% chance of recovering the existing Mod and Power Arrmor durability increased by 80%. 250 - Legendary: Repairing items now always at Pristine condition no matter what and equipment condition now decays 50% slower |
|
Stealth | |||
Hack | Endurance and Intelligence | 20 - Novice: Terminals and Keypad-locked systems requiring 1 Bypass shunt to unlock are free to open
40 - Competent: Machines will always serve humans. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. 60 - Adept: When you successfully hack a robot, you can incite it to attack. 80 - Expert: Robot Detection Range: -30% 100 - Master: Hack Robot Distance: +2.5m (5m) 150 - Virtuso: Hack turned-off Robots to Scramble them 250 - Legendary: Automatically hack terminals and keypad-locked no matter what. |
|
Lockpick | Agility and Luck | 20 - Novice: Doors and Containers requiring 1 Bobby Pin to unlock are free to open
40 - Competent: Find +25% more loot in containers 60 - Adept: Lockpick Preview: See what is inside locked containers 80 - Expert: Lockpicking speed is increased to be nearly instant 100 - Master: Find Pristine Item Condition Chance: +100%. 150 - Virtuso: The first item in every locked container which is free to open can be stolen without consequence 250 - Legendary: Automatically picks locks no matter what. |
|
Pickpocketing | Charisma and Luck | 20 - Novice:
40 - Competent: You can place a live explosive in a person's inventory. 60 - Adept: +25% chance to pickpocket if the target is asleep. 80 - Expert: You can steal equipped weapons. 100 - Master: You can steal equipped items. 150 - Virtuso: Pickpocket has a 100% success chance 250 - Legendary: Can pickpocket and steal in public |
|
Sneak | Agility and Luck | 20 - Novice: Crouch Move Speed: +25%
40 - Competent: Traveler no longer trigger enemy mines. 60 - Adept: Allows more weapons (i.e 10mm SMG) to be as holdout weapons 80 - Expert: Sneak Critical V.A.T.S. Damage: +20%. 100 - Master: Sneak Critical ignore +50% of the target's DT. Doors you interact with while in stealth no longer alert enemies. 150 - Virtuso: Sneak Attacks with kill their targets do not alert other enemies and running no longer adversely affects stealth. 250 - Legendary: Become completely invisible when standing still and Sneak Attacks always critically hits and ignored +100% DT |
|
Leadership | |||
Determination | Charisma | 20 - Novice: Healing items heals you and your companions, but they get 30% of the healing effect
40 - Competent: Companion Critical Damage: +20% 60 - Adept: Companions get an additional 25% of the healing item effects 80 - Expert: Resolve: If a Companion is downed, the party gains +50% Armor Rating and Damage +50% for 10s 100 - Master: When Companions kill an enemy, they gain 50% Health 150 - Virtuso: When a companion is sent to the player housing, a shelter or the Serenity Hideout, a different Companion can replace them 250 - Legendary: |
|
Inspiration | Charisma | 20 - Novice: Companion Abilities: You can order Companions to do special attacks
40 - Competent: Companions gain +10 DT 60 - Adept: Companions Skill Bonus to Player Skills: +100%. Companions have 50 more health and 50kg more carrying capacity. 80 - Expert: Companions kill an enemy, the party gains Critical Hit Chance +20% for 5s. Companions will occasionally heal you when you get low health (<= 30%). 100 - Master: When Companions kill an enemy, All Companion Ability Cooldowns -20% 150 - Virtuso: Companions provide 10% Skill Bonus to player Skills while on any player housing including Serenity Hideout. Companions cannot die (Sawyer Mode) 250 - Legendary: Companion abilities gain +50 damage |
|
Visions | |||
Thought Control | Perception and Intelligence | 20 - Novice:
40 - Competent: Dendro visions do 40% more damage. 60 - Adept: 80 - Expert: 100 - Master 150 - Virtuso: 250 - Legendary: |
|
Geokinesis | Perception and Intelligence | 20 - Novice:
40 - Competent: Geo visions do 40% more damage. 60 - Adept: 80 - Expert: 100 - Master 150 - Virtuso: 250 - Legendary: |
|
Humidity Control | Perception and Intelligence | 20 - Novice:
40 - Competent: Hydro visions do 40% more damage. 60 - Adept: 80 - Expert: 100 - Master 150 - Virtuso: 250 - Legendary: |
|
Metathermics | Perception and Intelligence | 20 - Novice:
40 - Competent: Pyro and Cryo visions do 40% more damage. 60 - Adept: 80 - Expert: 100 - Master 150 - Virtuso: 250 - Legendary: |
|
Temporal Manipulation | Perception and Intelligence | 20 - Novice:
40 - Competent: Anemo visions do 40% more damage. 60 - Adept: 80 - Expert: 100 - Master 150 - Virtuso: 250 - Legendary: |
|
Static Buildup | Perception and Intelligence | 20 - Novice:
40 - Competent: Electro visions do 40% more damage. 60 - Adept: 80 - Expert: 100 - Master 150 - Virtuso: 250 - Legendary: |
|
Utility | |||
Gambling | Intelligence and Luck | 20 - Novice:
40 - Competent: 60 - Adept: Gain more caps when winning at gambling 80 - Expert: 100 - Master: Slot machines can be rigged. 150 - Virtuso: 250 - Legendary: The Traveler can no longer get banned at the casinos no matter what. |
|
Outdoorsman | Perception and Luck | 20 - Novice: 20% chance to catch a rare fish and skip a fast travel encounter
40 - Competent: 40% chance to catch a rare fish and skip a fast travel encounter 60 - Adept: 60% chance to catch a rare fish and skip a fast travel encounter 80 - Expert: 80% chance to catch a rare fish and skip a fast travel encounter 100 - Master: 100% chance to catch a rare fish and skip a fast travel encounter 150 - Virtuso: 250 - Legendary: |
|
Survival | Perception and Endurance | 20 - Novice: Reap twice as much when harvesting.
40 - Competent: Collect extra meat from animal kills. 60 - Adept: Heal 50% more from fruits and vegetables. 80 - Expert: Traveler can never trigger traps 100 - Master: Eating raw food no longer takes Rads and a chance of Disease (Sawyer Mode) and equipping backpacks no longer has drawbacks 150 - Virtuso: Mutation no longer has drawbacks 250 - Legendary: Duration of aid items are doubled |
|
Flaws[]
Returning from the Outer Worlds, Flaws trigger and appear only if certain causes are inflicted on the player's character, for example, being hit on the head too many times can lead to a permanent concussion, or getting attacked too many times by a specific type of enemy may cause your character to become anxious or paranoid around that enemy. Whenever a flaw is found in you, you are given a choice to accept it which is permanently applied to your character's stats or to reject it, in Sawyer Mode however, it will always accept it no matter what.
Flaw Name | Effects | How to get |
---|---|---|
Injured | -1 Strength | |
Blind | -1 Perception | Get crippled in the head 50 times |
Fragile | -1 Endurance | |
Paranoid! | -1 Charisma | |
Dumb | -1 Intelligence | Get 50 failed speech checks in dialogue |
Lamed | -1 Agility | |
Unlucky | -1 Luck | Get 50 critical failures |
Claustrophobia | -1 to all SPECIAL stats when indoors | |
Agorophobia | -1 to all SPECIAL stats when outdoors | |
Dishonored | All non-combat skills decreased by -10% | Kill a person when you have the Thou Shalt Not Kill trait |
Robophobia | Decrease of Agility, Perception and Endurance by -1 when there's a robot nearby. (Including companions SAM, Ada, ED-E, Codsworth, RL-3, Yun Jin (Assaultron), Kokomi (Robobrain) and Kaveh (Mister Gutsy) ) | Get attacked by Robot enemies multiple times |
Nightkin Born | Use Stealth Boy 40 times, only Super Mutant Travelers can do this | |
Drug Addiction | +25% chance of getting addicted from Chems | Get addicted from Chems 50 times |
Liqour Addiction | +25% chance of getting addicted from Liquor | Get addicted from Liquor 50 times |
Laser Weakeness | +25% damaged received by Laser weaponry | Getting hit by Laser weaponry 500 times |
Plasma Weakeness | +25% damaged received by Plasma weaponry | Getting hit by Plasma weaponry 500 times |
Radiphoba | +25 Rads and +25% chance of a Mutation whenever suffer a level of Radiation Poisoning | Get Radiation poisoning 50 times |
Cyberpsychosis | Use abilities from Cybernetic Implants 200 times | |
Ghoulphobia | Decrease of Charisma and Endurance by -1 when there's a non-Feral ghoul nearby. (Including companions Hancock, Raul and Dean) | Get attacked by Feral Ghouls multiple times, Only Human and Synth Travelers can get it |
Mutantphobia | 15% damage sustained by Super Mutants | Only Human, Ghoul and Synth Travelers encounter or gets attacked too many times by Super Mutants |
Insectophobia | 15% damaged sustained by Insects (i.e Cazador) | Get attacked by Insects multiple times, Only Human and Synth Travelers can get it |
Pyrophobia | 15% damaged sustained by flame weapons | Get Burn negative effect 50 times |
Blinded | -15% weapon accuracy and -15% chance of hitting in V.A.T.S. | Get Blind negative effect 50 times |
Traits[]
Trait Name | Benefit | Penalty |
---|---|---|
Banned For Life | +3% critical hit chance. Certain factions are no longer hostile to the Traveler and +10% reputation gain with the Nuka-World Raiders and non-hostile Raider Gangs. Gain access to Raider companions Wolf Fang and Changa. | Total vilification of all major and minor factions (except Nuka-World Raiders and non-hostile Raider Gangs i.e Powder Gangers and Aldecados), starting with Very Evil karma, most settlements except raider-affilated settlements will become hostile to you |
Bare Your Midriff/Chest | +15 AP, +5 damage threshold and damage resistance, +15 Seduction skill when wearing any Inner Torso or outfit apparel that are showing your navel (female)/not wearing Inner Torso (male). | -15 AP, -5 damage threshold and damage resistance, -15 Seduction skill when wearing any Inner torso or outfit that don't show. |
Bloody Mess | More violent death animations | +15 disliked and hated affinity gain |
Built to Destroy | +3% critical hit chance. | Weapon condition decays 15% faster. |
Breakin' A Sweat | +1 Agility when sprinting | -1 Agility when not running |
Callous | Purchase prices are multiplied by 0.98x for every 10 points of Survival. | -1 Charisma |
Carpet Bomber | Increases Big Guns' explosion radius, attack speed, and spread by 25%. | |
Crouching Turtle | When crouched, you gain +3 DR per point of Endurance above 6 | Sneaking move speed is reduced by 20% |
Endearing Idiot | +15 Charisma skills, +1 Endurance | -2 Intelligence, Intelligence caps at 15 |
Fast Shot | Fire Rate increases by 20%,
AP costs are decreased by 20% for all firearms with Pistols, Energy Weapons, Long Guns, Automatics |
Weapon Spread increases by 20%,
V.A.T.S Accuracy decreases by 20% for all with Pistols, Energy Weapons, Long Guns, Automatics |
Four Eyes | +2 Perception when wearing glasses. The Traveler gets Reading Glasses at the start. | -1 Base Perceptaion |
Gifted | All SPECIAL stats increased by 1 | -20% experience gained |
Good Natured | +5 to Barter, Medicine, Repair, Science, Persuasion, Lie, Inspiration, Intimidation and Outdoorsman | -5 to Unarmed, 1 Handed Melee Weapons, 2 Handed Melee Weapons, Pistols, Long Guns, Automatics, Energy Weapons and Big Guns |
Heavy Handed | +20% damage (Melee and Unarmed only) | -60% Critical damage. (Melee and Unarmed only) |
Hoarder | +25 lbs. is added to your total Carry Weight | -1 to SPECIAL stats while your total carrying weight is below 160 lbs. |
Hot-Blooded | +15% damage when your health is below 50% | -2 to Perception and Agility when your health is below 50% |
Hurt Me More | +1% of your AP is restored each time you are hit | -5 DT |
Idiot Savant | Boost your experience depending on how low your intelligence is. | XP gained reduced by 50% |
Jinxed | +10% Critical Failures for enemies | +10% Critical Failures for the Traveler |
Kamikaze | +10 Action Points | -2 Damage Threshold, -15% Damage Resistance |
Lucky Accident | +5 Luck | -1 to SPECIAL stats |
Rocket Girl/Guy | +15 Explosives, and 25% more damage with rocket weapons. | +25% damage to energy weapons |
Shh! | +10 Sneak | -7 to Charisma skills |
Small Frame | +1 Agility | +25% Damage to limbs |
Trigger Discipline | +20% accuracy with Guns and Energy Weapons | -20% fire rate with guns and energy weapons
+20% AP required per shot |
Thick Skin | 2% discount for every 10 points in Survival. | -1 Charisma |
War Child | +1 to all SPECIAL when in combat | -1 to all SPECIAL when not in combat |
Vain | +1 Charisma and Luck when 90% HP | -2 Charisma and Luck when below 90% HP |
Sickly | +15 Perception skills, +1 Intelligence | -2 Endurance, Endurance caps at 15 |
Hates Firearms | +30 Melee and Unarmed skills and damage | Can't equip firearms (bows and crossbow don't count as firearms) |
Fearless Fool | +20 damage | -10 damage threshold and damage resistance |
Nervous | +1 to PER and AGI, and +5% movement speed and equip speed while sneaking | -1 to PER and AGI, and -5% movement speed and equp speed while standing up |
Non-Combatant | While your Karma is neutral or above, you gain +8 DT and +15% damage resistance while out of combat. | Crit. chance is reduced by 25%, and your crit damage is reduced by 50% during combat. |
Murphy's Law | +70% enemy fumbles | +40% the Traveler fumbles |
Silent | +10 Stealth Skills | -20 Charisma skills |
Slayer | +30 AP, All SPECIAL stats increased by 3, +50% damage when not wearing clothes | -30 AP, All SPECIAL stats decreased by 3, deal 50% less damage when wearing clothes |
Tryptophobe | When using shotguns, your spread is reduced by 20% | Attack speed is reduced by 20% |
Mad | Gains future insight from surroundings, can talk to objects to learn critical information | -2 Charisma, some NPCs won't talk to you |
Rules of Nature | When your health is below 25%, you gain +8% crit chance, which increases to +13% when using a melee or unarmed weapon | Enemies also gain the same bonus while they're below 25% health. |
Silver Tongue, Lead Pocket | +20 Barter | Purchase prices are also increased by 15% |
Addled Addict | Triples the boost of chems and alcohol, reduce crafting amount for chems/alcohol by 25%, increase SPECIAL stat by 1 for every addiction | All SPECIAL stats decreased by 2 when not under the effects of chems/alcohol and withdrawal debuffs are quadrupled |
Straight Edge | All SPECIAL stats decreased by 2 when under the effects of chems/alcohol and -95% effectiveness of chems | |
Amnesia | +50% experience gained | -5 to tagged skills, -10 to all other skills, can only select A Blank Slate |
Overcompensating | +40 Big Guns, Automatic, Explosive, 2 Handed Melee Weapons skills | -40 Small Guns, Stealth, Pistol, 1 Handed Melee Weapons skills |
Luddite | +40 Stealth, Survival, Throwing, Melee, First Aid, Outdoorsman skills | -30 firearms, energy weapons, stealth, sciences skills |
Itchy Trigger | +100 rate of fire | -50% accuracy |
Steady Aim | +100 accuracy | -50% rate of fire |
Strong Immune Systems | +5 resistance to status effects and status effects last half as long | -50% effectiveness of healing items, drugs, and alcohol |
Horrific Hunger | Starts with the Cannibalism Perk, +100% benefits to eating corpses, and harvest more flesh from corpses | -100% effectiveness of food |
Limp | +2 to PER and END | Can't sprint |
Squishy Wizard | +50 AP, +20% vision damage | Can't equip non-Catalyst weapons |
One Hander | +20% damage with one-handed weapons | -40% damage with two-handed/dual wield weapons |
Two Hander | +20% damage with two-handed weapons | -40% damage with one-handed/dual wield weapons |
Dual Hander | +20% damage with dual wielding weapons | -40% damage with one-handed/two-handed weapons |
Faulty Prosthetic Eyes | Screen is low quality until prosthetic eyes gets upgraded | |
Missing Arm | Can't equip 2-handed weapons, offhand equipment, and V.A.T.S. hit chance decreased by 25% until prosthetic limb is bought | |
Peg Leg | -50% movement speed and can't sprint until prosthetic limb is upgraded | |
Flesh Purist | All SPECIAL stats increased by 1, +20 to all skills when not equipped with implants | -2 implant amounts, -2 for SPECIAL increasing implants, loses all benefits upon gaining implant |
Disgust Of Flesh | +3 implant amounts, +2 for SPECIAL increasing implants | -3 to SPECIAL without implants |
Slag | Gain night vision, +2 Agility, +30 Sneak | All SPECIAL stats decreased by 1 when in sunlight and/or outdoors (stacks), Human only |
Nightkin | (WIP), Super Mutant only | |
Bottlecap Fever | (WIP), Dwarf only | |
Faulty Circuitry | (WIP), Synth only | |
Partially Feral | (WIP), Ghoul only | |
Borrowed Time | All SPECIAL stats increased by 6, +60 to all skills, +80 experience gained, +30 AP, instantly unlocks 10 perks | Game will end in 150 days |
Professions[]
Profession Name | Benefit | Starting Gear |
---|---|---|
A Blank Slate | +1 Determination | N/A |
Beverage Technician | +5 HP when drinking Nuka-Cola or Sunset Sarsaparilla | 4x Nuka-Cola |
Merchant | +1 Barter | 80 caps |
Lab Assistant | +1 Science | Reading glasses |
Gomorrah Dancer | +1 Seduction | |
Astrologist | +1 Tech | |
Chef | +5 Survival | |
Diplomat | +15 Speech Skills | |
Punk Lover | +5 Melee Damage | Switchblade |
Brotherhood Initiate | +1 Tech
+5% Brotherhood reputation fame -5% Brotherhood reputation infamy More dialogue choices with Brotherhood-affiliated NPCs |
AEP7 Laser Pistol
48 Energy Cells (Bulk) |
Vault-Tec Security Officer | N99 10mm Pistol
24 10mm Rounds Security Baton | |
Mojave Courier | +1 Barter | 9mm Pistol
x24 9mm Rounds |
Minutemen Rookie | +5% Minutemen reputation fame
-5% Minutemen reputation infamy More dialogue choices with Minutemen-affiliated NPCs |
Laser Flintlock
x20 Energy Cells (Bulk) |
NCR Recruit | +5% NCR reputation fame
-5% NCR reputation infamy More dialogue choices with NCR-affiliated NPCs |
Service Revolver
x16 .38 Rounds |
Monstadt Trainee | +5% Monstadt reputation fame
-5% Monstadt reputation infamy More dialogue choices with Monstadt-affiliated NPCs |
Monstadt Pistol
x24 9mm rounds |
Liyue Volunteer | +5% Liyue reputation fame
-5% Liyue reputation infamy More dialogue choices with Liyue-affiliated NPCs |
Chinese Pistol
x24 9mm rounds |
Sumeru Freshborn | +5% Sumeru reputation fame
-5% Sumeru reputation infamy More dialogue choices with Sumeru-affiliated NPCs |
Single Shotgun
x10 20 gauge rounds |
Inazuma Shogunate Recruit | +5% Inazuma Shogunate reputation fame
-5% Inazuma Shogunate reputation infamy +5% Inazuma Resistance reputation infamy More dialogue choices with Inazuma Shogunate-affiliated NPCs |
.30 Carbine
x16 .30 rounds |
Inazuma Resistance Fighter | +5% Inazuma Resistance reputation fame
-5% Inazuma Resistance reputation infamy +5% Inazuma Shogunate reputation infamy |
Knife Spear |
Fontaine Civilian | +10% Fontaine reputation fame
-10% Fontaine reputation infamy More dialogue choices with Fontaine-affiliated NPCs Synth only |
|
Fontaine Immigrant | +5% Fontaine reputation fame
-5% Fontaine reputation infamy More dialogue choices with Fontaine-affiliated NPCs |
|
Master's Army Remnant | (WIP)
Super Mutant only |
|
Rebirth Remnant | Ghoul only | Rebirth Talisman |
Femme Fatale/Special Spy | +5 Sneak
+5 Lockpick |
Silenced .22 Pistol
48x .22LR rounds 5 Bobby Pins |
Gambler | +5 Gambling
+5 Barter +10% more chips to earn before getting banned |
150 caps
Dapper gambler suit |
Prospector | +5 Barter
+5 Survival |
Fortune Finder Perk |
Mechanic | +5 Repair
Weapon condition degrades -10% All weapons are at 85% condition rather than 50% and high chance of finding a better condition tier in the wastelands |
3x Repair Kits |
Bouncer | +5 Unarmed | Brass Knuckles
3x Buffout |
Institute Scientist | +5 damage against Synths
More dialogue choices with Institute-affiliated NPCs |
Institute Pistol
48 energy cells (Bulk) |
Escaped Synth | (WIP)
Synth only |
|
Recruit Legionary | +5% Legion reputation fame
-5% Legion reputation infamy More dialogue choices with Legion-affiliated NPCs |
Machete |
Mercenary | +1 Automatics | Grenade Rifle
8x 40mm Grenades |
Caravaneer | +5 Barter | Caravan Shotgun
12x 20 gauge shells 80 caps |
Tribal Warrior | +1 Survival | Machete
5 Healing Powder |
Cowboy | +1 Pistols | Colt Single Action Revolver
x16 .357 Magnum Rounds 5 dynamite rounds |
Wasteland Idol | +5 Speech and Leadership Skill Sets |
1 Japan Idol Weekly Magazine |
Hunter | +5 Survival and Long Guns skill sets | Varmint Rifle
x28 .22LR Rounds |
Botanist | Can study plants rather than harvest them, rewarding xp and boosting your Intelligence | |
Robotics Expert | +5 Hack, less components required for Ada mods | Robotics Expert Perk |
Cryogenically Frozen | (WIP)
Human only |
Hibernation Suit
Hibernation Helmet The Unreliable |
Pre-War Ghoul | (WIP)
Ghoul only |
|
Board Pencil Pusher | ||
Ex Enclave | Power Armor Training at the start
Vilified by the Fatui Enclave (unless reformed under Arcade) -100% Fatui Enclave reputation fame (unless reformed under Arcade) Almost all Fatui Enclave NPC are hostile except Enclave Exiles Human Only |
X-01 Power Armor (badly damaged) |
Boxer | Boxing Gloves | |
Fatui Enclave Renegade |
Derived Statistics[]
Derived statistics are attributes of a character that cannot be set directly, but are instead based on (or derived from) the character's primary statistics or attributes.
Derived Statistic | Description | Derived from |
---|---|---|
Action Points | The higher the number, the more actions you can perform in any type of AP-costing mechanics | Agility |
Carry Weight | How much you can carry before you become overencumbered. | Strength |
Companions | How many companions you can take to your Party | Charisma |
Critical Chance | Chance that a hit will inflict critical damage. | Luck |
Critical Failure Chance | Chance that the Traveler suffer a critical failure. | Luck |
Damage Threshold | This amount is subtracted from any damage taken. | Armor worn, Perks, Implants. |
Disease Resistance | A number used to determine the chance of disease from diseased sources. (Sawyer Mode only) | Endurance |
Energy Resistance | A number used to determine how much energy damage you can negate. | Perks, equipment |
Experience Modifer | A bonus to all experience earned. | Intelligence, Perks |
Fatigue | How much special fatigue damage you can take before you are knocked unconscious. |
Endurance, Level |
Fire Resistance | All fire damage you receive and chance of getting a Burned negative stat effect is reduced by this percentage. | Armor worn, atomic cocktail |
Hit Points | How much damage you can take before you die. | Endurance |
Melee Damage | Bonus damage with Melee Weapons | Strength |
Poison Resistance | All poison damage you receive and chance of getting a Poison negative stat effect is reduced by this percentage. | Endurance |
Radiation Resistance | How adept your body is at ignoring exposure to radiation. | Endurance |
Reload Speed | The reduction of the amount of time taken to reload a weapon. | Agility |
Skill Rate | How many skill points your character gains per level. | Intelligence, Perks |
Sleep | A meter that tells you how long the player has been awake and when the player needs sleep. (Sawyer mode) | Amount of time slept in a bed |
Starvation | A meter that tells how hungry the player is. (Sawyer mode) | Survival, Amount of food consumed |
Trivia[]
- It is the first time where you can play as either a Human, Synth, Dwarf (not seen since 2), Ghoul, Thiren, Hilichurl, or Supermutant.
- In most promotional art of Fallout: The Traveler, the Traveler mostly depicted as Lumine or Aether Traveler Origins character wearing a t-shirt (or a black sports bra under her tank top for Lumine), a jacket, star pendant necklace, a satchel bag, cargo pants and a few pieces of Tactical armor set applied. While the promotional art for most of the Story DLCs shows the Traveler (most likely Aether Traveler Origin character) wearing the namesake armor, a heavily modified factionless version of the iconic Monstadt Stormtrooper Armor.
- As such, the Traveler makes a distinction to be the first protagonist not to begin with and wearing a Vault suit.
- The Traveler is one of three protagonists throughout the series to not begin their adventure by leaving a Vault. The other protagonists is the Chosen One from Fallout 2 and Courier Six from Fallout: New Vegas.
- How they speak in game is similar to the Traveler in Genshin Impact, making it a fusion of Fallout 4 voiced protagonist and pre-4 silent protagonist. In, outside of cutscenes, skill call, and notification (yelling in pain, noting injury, ordering companions, using Chems, etc) all conversations and dialogue choices are silent.
- Every time the Traveler levels up in-games, certain Level Up music themes from previous Fallout games would play instead of the regular Traveler level up music when reach a certain threshold.
- Level 10: New Vegas Level Up theme
- Level 20: Fallout 4 Level Up variation 1
- Level 30: Fallout 4 Level Up theme variation 2
- Level 40: Fallout 4 Level Up theme variation 3
- Entering Ghost Level (reaching Level 50 in the base game or Level 90 with all DLCs): Fallout 3 Level Up theme