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For the addiction mechanism in Fallout 76, see Addiction (Fallout 76).
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Addiction is a group of negative effects acquired from repeated substance use. It represents a dependency to a substance, or activity, meaning that one's body (or mind) is in need of a regular dose in order to avoid withdrawal symptoms.

Overview

  • Addiction can happen from using too many chems. An addict suffers withdrawal symptoms that can cause ill effects when a drug wears off. Many substances in the Fallout games are addictive. Each chem has a chance of addiction. One of the most addictive chems is Jet.
  • For Fallout 1 and Fallout 2, withdrawal effects occur after becoming addicted and going for some amount of time without using that chem. For non-Jet addictions, addiction lasts seven days from the onset of the withdrawal effects (nine days of non-use), while Jet addiction can only be cured with the Jet antidote.
  • Certain NPCs have addictions, not just the player character.

Types of addiction

Type Fallout Fallout 2 Fallout 3 Fallout: New Vegas Fallout 4 Fallout 76 Fallout Tactics
After Burner addiction No No No No No No Yes
Alcohol addiction Yes Yes Yes Yes Yes Yes No¹
Ant nectar addiction No No Yes Yes No No No
Buffout addiction Yes Yes Yes Yes Yes Yes Yes
Buzzbites addiction No No No No Yes³ No No
Calmex addiction No No No No Yes Yes No
Daddy-O addiction No No No No Yes Yes No
Day Tripper addiction No No No No Yes Yes No
Formula P addiction No No No No No Yes No
Fury addiction No No No No Yes Yes No
Happy pie addiction No No No No No No Yes³
Hydra addiction No No No Yes No No No
Jet addiction No Yes Yes Yes Yes No No
Med-X addiction No No Yes Yes Yes Yes No
Mentats addiction Yes Yes Yes Yes Yes Yes Yes
Mutie addiction No No No No No No Yes
Nuka-Cola addiction Yes Yes No No No No Yes
Nuka-Cola Quantum addiction No No Yes Yes Yes³ No No
Overdrive addiction No No No No Yes Yes No
Psycho addiction Yes Yes Yes Yes Yes Yes Yes
Rebound addiction No No No Yes² No No No
RadAway addiction Yes Yes No No No No Yes
Steady addiction No No No Yes No No No
Tobacco addiction No No No Yes No No No
Tragic addiction No Yes³ No No No No No
Turbo addiction No No No Yes No No No
Ultrajet addiction No No Yes Yes No No No
Voodoo addiction No No No No No No Yes


X-cell addiction No No No No Yes Yes No
¹All alcohols are flagged to use this addiction in Tactics, but have a chance of 0.
²Only used in game files; possible bug.
³Cut from the game.

Fallout and Fallout 2

ITEM RISK DELAY DURATION FORM WITHDRAWAL EFFECTS
Alcohol 5% 2 days 7 days Alcohol addiction -1 AG, -1 CH
Buffout 25% 2 days 7 days Buffout addiction -2 ST, -2 EN, -3 AG
Jet 50% 2 days Until cure is taken Jet addiction -1 ST, -1 PE, -1 Action Point
Mentats 15% 7 days 7 days Mentats addiction -3 IN, -2 AG
Nuka-Cola 10% 30 minutes 7 days Nuka-Cola addiction N/A: "You crave more Nuka-Cola"[1]
Psycho 20% 7 days 7 days Psycho addiction -2 IN
RadAway 10% 10 days 7 days RadAway addiction -20 Radiation Resistance
Tragic Cut from Fallout 2. Cut from Fallout 2. Cut from Fallout 2. Tragic addiction N/A: "You feel a burning desire to open another box of Tragic cards"

Selecting the Chem Resistant trait results in a 50% resistance to the addictive effect of individual chems, while the Chem Reliant trait doubles it, but with faster recovery. Chems which normally have a 10% addiction rate will be reduced to a 5% rate. If the trait is taken, however, chems will only last half as long.

Fallout Tactics

ITEM RISK DURATION FORM WITHDRAWAL EFFECTS
After Burner gum 50% 2 days After Burner addiction -3 ST, -3 PE, -2 Max AP
Buffout 25% 2 days Buffout addiction -2 ST, -2 EN, -3 AG
Happy Pie 0% 10 days Happy Pie AddictionCut content -1 PE, -2 IN
Mentats 15% 7 days Mentats addiction -4 PE, -4 IN, -4 CH
Mutie 10% 10 days Mutie addiction -20 Radiation Resistance
Nuka-Cola 10% 7 days Nuka-Cola addiction N/A: "You crave more Nuka-Cola"[1]
Psycho 20% 7 days Psycho addiction +1 IN, -3 AG, -25 Damage Resistance
RadAway 10% 10 days RadAway addiction -20 Radiation Resistance
Voodoo 20% 1 day Voodoo addiction +1 PE, -1 CH, -1 IN

Unlike Fallout and Fallout 2, chems do not have an addiction delay, instead immediately applying the effect after the chem's duration has expired. The Psychotic perk reduces the withdrawal effects from Psycho, while the Chem Resistant and Chem Reliant traits behave as they do in the previous games.

Alcohol addiction is present in Tactics, but is completely cut: all beverages that could provide it instead have zero addiction chance and no penalties set up, instead giving an unseen Drunk status for 1 minute. Happy Pies were also set up to be addictive, however the effect was left disabled in the final game with a chance of 0%. While Mutie has an addiction, it will not indicate the player is currently addicted outside of the stat detriment due to no indicator flags being set up for it. Given it shares the same effect and duration as RadAway, this may be an unintended bug.

Fallout 3

In Fallout 3, addiction is permanent. It can, however, be cured for a price in caps by visiting a doctor (like the one in Megaton). Owning a house in either Megaton or Tenpenny Tower enables no-cost addiction removal if the My First Laboratory house improvement is installed. Also, the healing archways in Mothership Zeta include removing addictions as part of their healing effects.

Usage Monitor

In addition to standard addiction chance, certain items have an additional tracker value which builds up with each subsequent use of a substance. Internally, this effect is referred to as the "Usage Monitor Effect," or "UMON." Each use of an item adds its UMON value to the total UMON value and remains a part of it until its specified time limit elapses, at which point it is removed from the current running total. The accumulated value of 75 seems to equate to an additional 1% chance (added on top of any existing addiction chance), whereas a value of 175 seems to be equivalent to a 100% chance.

Items not listed in this table are not addictive in Fallout 3; this includes Rad-X, RadAway, and some other substances. Risk is a base chance of addiction per use, and only applies to alcohol items in Fallout 3. UMON is an accumulating chance of addiction. See Usage Monitor for a detailed explanation. Duration is the length of time required to pass without consuming the drug for the accumulated UMON value to be reduced.

ITEM CLASS RISK DURATION UMON WITHDRAWAL EFFECTS
Buffout Chems 10% 30 hours 30 -1 EN, -1 ST
Jet Chems 20% 30 hours 30 -1 AG, -1 CH
Ultrajet Chems 20% 48 mins 12 -2 AG, -1 PE, -1 ST
Mentats¹ Chems 5% 30 hours 30 -1 IN, -1 PE
Beer Alcohol 5% N/A N/A -1 AG, -1 CH
Vodka Alcohol 10% N/A N/A -1 AG, -1 CH
Wine Alcohol 5% N/A N/A -1 AG, -1 CH
Psycho Chems 10% 30 hours 30 -1 EN, -1 PE
Med-X Chems 10% 30 hours 30 -1 AG, -1 IN
Scotch Alcohol 10% N/A N/A -1 AG, -1 CH
Whiskey Alcohol 10% N/A N/A -1 AG, -1 CH
Ant nectar² Chems 5% 1 hour 20 -2 ST
Nuka-Cola Quantum Food 10% 48 mins 12 -1 CH, -15 Radiation Resistance
¹Only applies to plain Mentats, the other variations (Berry Mentats, Orange Mentats, and Grape Mentats) are nonaddictive.
²Only applies to plain ant nectar, the other variation (Fire ant nectar) is nonaddictive.

Fallout: New Vegas

New drugs and addiction-causing substances are found in the Mojave Wasteland. Addiction is permanent unless seen to by a doctor. Fixer will remove the player character's addictions permanently, the only drawback being the application of a temporary "nausea" debuff. With Old World Blues, the Sink Auto-Doc cures addictions for free as part of the basic physical exam. The Logan's Loophole trait prevents addiction entirely at the cost of limiting the Courier to level 30. Perks in Fallout: New Vegas such as Chem Resistant, Brainless and Old World Gourmet reduce addiction chance.

ITEM CLASS RISK DURATION UMON WITHDRAWAL EFFECTS
Buffout Chems 10% 30 hours 30 -1 EN, -1 ST
Jet Chems 20% 30 hours 30 -1 AG, -1 CH
Ultrajet Chems 20% 0.8 hours (48 minutes) 12 -2 AG, -1 PE, -2 ST
Mentats Chems 5% 30 hours 30 -1 IN, -1 PE
Beer Alcohol 5% N/A N/A -1 AG, -1 CH
Vodka Alcohol 10% N/A N/A -1 AG, -1 CH
Wine Alcohol 5% N/A N/A -1 AG, -1 CH
Psycho Chems 10% 30 hours 30 -1 EN, -1 PE
Med-X Chems 10% 30 hours 30 -1 AG, -1 IN
Scotch Alcohol 10% N/A N/A -1 AG, -1 CH
Whiskey Alcohol 10% N/A N/A -1 AG, -1 CH
Ant nectar Chems 5% 1 hour 20 -2 ST
Fire ant nectar Chems 5% 1 hour 20 -2 ST
Irradiated Scotch Alcohol 10% N/A N/A -1 AG, -1 CH
Irradiated whiskey Alcohol 10% N/A N/A -1 AG, -1 CH
Moonshine Alcohol 10% N/A N/A -1 AG, -1 CH
Jake Juice Alcohol 10% N/A N/A -1 AG, -1 CH
Coyote tobacco chew Chems 10% 30 hours 30 -1 PE, -1 CH
Party Time Mentats Chems 15% 30 hours 30 -1 IN, -1 PE
Rebound (uses Jet addiction) Chems 20% 30 hours 30 -1 AG, -1 CH
Slasher Chems 20% 30 hours 30 -1 EN, -1 PE
Rocket Chems 30% 30 hours 30 -1 AG, -1 CH
Irradiated beer Alcohol 5% N/A N/A -1 AG, -1 CH
Hydra Chems 10% N/A N/A -3 EN
Turbo Chems 20% N/A N/A -2 AG
Absinthe Alcohol 10% N/A N/A -1 AG, -1 CH
Dixon's whiskey Alcohol 50% N/A N/A -1 AG, -1 CH
Dixon's Jet Chems 50% 30 hours 30 -1 AG, -1 CH
Steady Chems 80% 30 hours 30 -1 ST, -1 AG
Sierra Madre martini Dead Money Alcohol 15% 30 hours 30 -1 AG, -1 CH

Bugs

  • Icon pc.png Icon ps3.png Addictions in effect at the conclusion of the add-on Dead Money may become incurable.
  • Icon pc.png Icon ps3.png Icon xbox360.png Fixer can permanently remove addictions due to a scripting error.
  • Icon pc.png Ant nectar addiction used to be incurable due to a bug, but this was fixed in Fallout: New Vegas patch 1.2.0.31x. The console command Player.RemoveSpell 0006dc6e will immediately remove the addiction on the PC version.

Fallout 4

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Using chems or alcohol can provide powerful temporary boosts, but can also lead to addiction. When addicted, you have to consistently take the chem or alcohol - failing to do so will inflict a severe stat penalty.Vault Dweller Survival Guide

In Fallout 4, addictions can be viewed on the STAT page of the Pip-Boy by choosing Show Effects. Repeated use of a substance within a short period of time may lead to the player developing an addiction.[citation needed]

  • Using an addictive substance for the first time within an hour[citation needed] will never result in an addiction. On average, it takes around five repeated uses in order to develop an addiction.
  • Addiction withdrawal will impact the player cosmetically, such as giving them a slightly emaciated appearance (though this is less pronounced if large or muscular body types were selected during character creation).[citation needed]
  • The Chem Resistant and Party Boy/Party Girl perks can render the player immune to specific addictions.
  • The Junkie's legendary effect increases weapon damage for each addiction negatively affecting the player.
  • Addiction can be cured either by visiting a doctor or by using certain aid items such as:
Fallout 4 addiction
Addiction Effects Source
Alcohol addiction Charisma -1 · Agility -1 Alcoholic beverages¹
Buffout addiction Strength -1 · Endurance -1 Buffout · Buffjet · Bufftats
Calmex addiction Agility -2 · Perception -2 Calmex
Daddy-O addiction Intelligence -1 · Perception -1 Daddy-O
Day Tripper addiction Luck -1 · Charisma -1 Day Tripper
Fury addiction Strength -1 · Perception -1 Fury
Jet addiction Agility -1 Jet · Jet Fuel · Ultra jet
Med-X addiction Agility -1 · DR -10 Med-X
Mentats addiction Charisma -1 (Berry, Grape, Orange) Mentats
Overdrive addiction Strength -1 · Agility -1 Overdrive
Psycho addiction Strength -1 · DR -10 Psycho · Psycho jet · Psychobuff
X-cell addiction SPECIAL -1 X-cell
¹ - Alcohol: Beer, Bobrov's Best moonshine, bourbon, rum, vodka, whiskey, wine, Gwinnett ale, Gwinnett brew, Gwinnett lager, Gwinnett pale, Gwinnett pilsner, Gwinnett stout and all ice cold variations.

Fallout 76

References

Illnesses, conditions and addictions
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