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ChemReliant

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


X-cell addiction No No No No Yes 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. An accumulated value of 75 seems to equate to +1% addiction chance (added, not multiplied - % is percentage points, not percent), 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 ADDICTION CLASS RISK DURATION UMON WITHDRAWAL EFFECTS
Buffout Buffout addiction Chems 10% 30 hours 30 -1 EN, -1 ST
Jet Jet addiction Chems 20% 30 hours 30 -1 AG, -1 CH
Ultrajet Ultrajet addiction Chems 20% 0.8 hours (48 minutes) 12 -2 AG, -1 PE, -2 ST
Mentats Mentats addiction Chems 5% 30 hours 30 -1 IN, -1 PE
Beer Alcohol addiction Alcohol 5% N/A N/A -1 AG, -1 CH
Vodka Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Wine Alcohol addiction Alcohol 5% N/A N/A -1 AG, -1 CH
Psycho Psycho addiction Chems 10% 30 hours 30 -1 EN, -1 PE
Med-X Med-X addiction Chems 10% 30 hours 30 -1 AG, -1 IN
Scotch Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Whiskey Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Ant nectar Ant nectar addiction Chems 5% 1 hour 20 -2 ST
Fire ant nectar none Chems 5% 1 hour 20 -2 ST
Irradiated Scotch Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Irradiated whiskey Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Moonshine Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Jake Juice Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Coyote tobacco chew Tobacco addiction Chems 10% 30 hours 30 -1 PE, -1 CH
Party Time Mentats Mentats addiction Chems 15% 30 hours 30 -1 IN, -1 PE
Rebound Jet addiction Chems 20% 30 hours 30 -1 AG, -1 CH
Slasher Psycho addiction Chems 20% 30 hours 30 -1 EN, -1 PE
Rocket Jet addiction Chems 30% 30 hours 30 -1 AG, -1 CH
Irradiated beer Alcohol addiction Alcohol 5% N/A N/A -1 AG, -1 CH
Hydra Hydra addiction Chems 10% N/A N/A -3 EN
Turbo Turbo addiction Chems 20% N/A N/A -2 AG
Absinthe Alcohol addiction Alcohol 10% N/A N/A -1 AG, -1 CH
Dixon's whiskey Alcohol addiction Alcohol 50% N/A N/A -1 AG, -1 CH
Dixon's Jet Jet addiction Chems 50% 30 hours 30 -1 AG, -1 CH
Steady Steady addiction Chems 80% 30 hours 30 -1 ST, -1 AG
Sierra Madre martini Dead Money Alcohol addiction Alcohol 15% 30 hours 30 -1 AG, -1 CH

Bugs[]

  • PCPC Playstation 3Playstation 3Playstation 3 Addictions in effect at the conclusion of the add-on Dead Money may become incurable.
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Fixer can permanently remove addictions due to a scripting error.
  • PCPC 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[]

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]

  • On average, it takes around three 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 Girl/Party Boy perks can render the player immune to specific addictions.
  • The Junkie's legendary effect increases weapon damage for each addiction negatively affecting the player.
    • Dark Craving does not count as an addiction for this effect.
  • Addiction can be cured either by visiting a doctor or by using certain aid items such as:
Fallout 4 addiction
Addiction Effects Chance Source
Alcohol addiction Charisma -1 · Agility -1 15-25% Alcoholic beverages¹
Buffout addiction Strength -1 · Endurance -1 25-35% Buffout ·Buffjet ·Bufftats
Calmex addiction Agility -2 · Perception -2 35% Calmex ·Calmex Silk
Daddy-O addiction Intelligence -1 · Perception -1 35% Daddy-O
Dark Craving Can't satiate hunger with food (can satiate with corpses), become hungry every 12 hours rather than 6, only possible hunger states are satisfied and ravenous (intermediate states are ignored). 100% Corpses
Day Tripper addiction Luck -1 · Charisma -1 35% Day Tripper
Fury addiction Strength -1 · Perception -1 35% Fury
Jet addiction Agility -1 25% Jet · Jet Fuel · Ultra jet
Med-X addiction Agility -1 · DR -10 25% Med-X
Mentats addiction Charisma -1 10% (may be 25% for some variants; Berry and Grape contradict the addiction article) (Berry, Grape, Orange) Mentats
Overdrive addiction Strength -1 · Agility -1 35% Overdrive
Psycho addiction Strength -1 · DR -10 25-35% Psycho · Psycho jet · Psychobuff
X-cell addiction SPECIAL -1 35% 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, Nuka-BombdropNuka-World (add-on), Nuka-Cola Dark (Nuka-World)Nuka-World (add-on), and all ice cold variations.

Fallout 76[]

Fallout: The Roleplaying Game[]

Fallout: The Roleplaying Game addiction
Addiction Effects Effect rolls to become addicted
Alcohol addiction CHA and AGI tests difficulty increased by +1 Amount of alcohol
Buffout addiction STR and END tests difficulty increased by +1 2 (Buffout)
1 (other variants)
Calmex addiction Suffer complications on AGI tests on all rolls of 18 or higher 1
Daddy-O addiction PER and INT tests difficulty increased by +1 1
Day Tripper addiction CHA and LUK tests difficulty increased by +1 1
Fury addiction STR and PER tests difficulty increased by +1 1
Jet addiction AGI tests difficulty increased by +1 2 (Jet)
3 (Ultra jet)
1 (Jet fuel)
Med-X addiction AGI tests difficulty increased by +1, and suffer +1d6 additional damage from all physical attacks 2
Mentats addiction CHA tests difficulty increased by +1 3 (Mentats)
2 (flavored mentats)
Overdrive addiction STR and AGI tests difficulty increased by +1 1
Psycho addiction STR tests difficulty increased by +1, and suffer +1d6 additional damage from all physical attacks 2 (Psycho)
1 (other variants)
X-cell addiction All test difficulty increased by +1 1

Featuring a plethora of chems, many of these chems are addictive just like in prior titles. When a player takes an addictive chem, they must roll a number of d6s equal to the number of doses they have taken the current session. If the player rolls a number of Effects that equals or exceeds that chem's addiction number, they have become addicted to that chem. Each chem lists the addiction effects in their descriptions in the corebook.

The same goes for Alcohol. All alcoholic drinks have the same effect: Until the end of the scene, the player may re-roll 1d20 on STR and CHA tests, but increase the difficulty of INT tests by +1. After drinking the beverage, the player must attempt an addiction roll like for chems but the DC equals the number of all alcoholic drinks consumed during the session. If two or more Effects are rolled, they are addicted, and add +1 to the difficulty of CHA and AGI tests while not under the effects of an alcoholic drink.

The Party Girl/Party Boy perk renders players immune to alcohol addiction.

References[]

Illnesses, conditions and addictions
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