Light Step is a perk in Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics and J.E. Sawyer's Fallout Role-Playing Game.

Fallout 2 and Fallout TacticsEdit

You are agile, lucky, and always careful. This perk halves your chances of setting off a trap.— Fallout 2 In-game description

This perk is relatively broken in Fallout 2. It doesn't affect every mine in the game, just the ones in Redding and outside the Sierra Army Depot.

Fallout 3 and Fallout: New VegasEdit

With the Light Step perk, you'll never set off an enemy's mines or floor-based traps.

Traps can still be set off by companions (including "floating" companions such as Sergeant RL-3 or ED-E), possibly resulting in the player character taking damage as well. Only the companions will take damage from rigged shotguns (unless one is in between) and bear traps. Other traps, such as explosive baby carriages, still go off if approached, and grenade bouquets triggered by a floor trap will still go off by making contact with the grenades, or by shooting them.

Floor-based traps include:

Note that mines have a high value to weight ratio. With this perk, they can be harvested for resale with no difficulty, making this one of the more profitable perks to have.


  • This perk affects the laser tripwires of Old World Blues.
  • This perk does not exist in Fallout 4, but its effect has been merged into the sneak perk when rank 3 is picked.

J.E. Sawyer's Fallout Role-Playing GameEdit

Maybe it was the landmine that almost blew your leg off, or maybe it was the sight of your buddy in pieces next to you. Whatever the cause, when you meet the triggering criteria for a landmine, door bomb, or steel trap, there is a 4 in 20 chance per rank that it fails to go off anyway.


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