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Fallout 2 Items

This section is dedicated to providing information in regards to almost all items found in Fallout 2. This includes weapons, armor, ammo, chemicals, and other items.


Weapons

Plant Spike
Class:  Throwing
Damage:  01-02
Range:  8
No Ammo Required.
No Burst Option.
No Aim Option.
Boxing Gloves
Class:  Melee
Damage:  01-02
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Jonny's BB Gun
Class:  Small Guns
Damage:  01-03
Range:  22
Ammo Type:  BB's
Maximum Ammo Capacity:  100
No Burst Option.
Aim Option Available.
Red Ryder BB Gun
Class:  Small Guns
Damage:  01-03
Range:  22
Ammo Type:  BB's
Maximum Ammo Capacity:  100
No Burst Option.
Aim Option Available.
Rock
Class:  Throwing
Damage:  01-04
Range:  15
No Ammo Required.
No Burst Option.
Aim Option Available.
Club
Class:  Melee
Damage:  01-07
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Knife
Class:  Melee
Damage:  01-07
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Sharpened Pole
Class:  Melee/Throwing
Damage:  02-05
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
Brass Knuckles
Class:  Melee
Damage:  02-06
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Switchblade
Class:  Melee
Damage:  02-06
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Plated Boxing Gloves
Class:  Melee
Damage:  02-06
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Throwing Knife
Class:  Throwing
Damage:  03-06
Range:  15
No Ammo Required.
No Burst Option.
Aim Option Available.
Gold Nugget
Class:  Throwing
Damage:  03-06
Range:  10
No Ammo Required.
No Burst Option.
Aim Option Available.
Uranium Ore
Class:  Throwing
Damage:  03-06
Range:  10
No Ammo Required.
No Burst Option.
Aim Option Available.
Refined Uranium Ore
Class:  Throwing
Damage:  03-06
Range:  10
No Ammo Required.
No Burst Option.
Aim Option Available.
Wrench
Class:  Melee
Damage:  03-07
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Combat Knife
Class:  Melee
Damage:  03-11
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Crowbar
Class:  Melee
Damage:  03-11
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Spear
Class:  Melee/Throwing
Damage:  03-11
Range:  2
No Ammo Required.
No Burst Option.
No Aim Option.
Tommy Gun
Class:  Small Guns
Damage:  03-20
Range:  32
Ammo Type:  .45 Caliber
Maximum Ammo Capacity:  50
Burst Option Available.
Aim Option Available.
Sledgehammer
Class:  Melee
Damage:  04-10
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
Spiked Knuckles
Class:  Melee
Damage:  04-11
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Wakizashi Blade
Class:  Melee
Damage:  04-13
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Sharpened Spear
Class:  Melee/Throwing
Damage:  04-13
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
9mm Mauser
Class:  Small Guns
Damage:  05-10
Range:  22
Ammo Type:  9mm Ball
Maximum Ammo Capacity:  7
No Burst Option.
Aim Option Available.
Pipe Rifle
Class:  Small Guns
Damage:  05-12
Range:  20
Ammo Type:  10mm JHP/10mm AP
Maximum Ammo Capacity:  1
No Burst Option.
Aim Option Available.
10mm SMG
Class:  Small Guns
Damage:  05-12
Range:  25
Ammo Type:  10mm JHP/10mm AP
Maximum Ammo Capacity:  30
Burst Option Available.
Aim Option Available.
10mm Pistol
Class:  Small Guns
Damage:  05-12
Range:  25
Ammo Type:  10mm JHP/10mm AP
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
"Little Jesus"
Class:  Melee
Damage:  05-22
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Minigun
Class:  Big Guns
Damage:  07-11
Range:  35
Ammo Type:  5mm JHP/5mm AP
Maximum Ammo Capacity:  120
No Burst Option.
No Aim Option.
Assault Rifle (Exp. Mag.)
Class:  Small Guns
Damage:  08-16
Range:  45
Ammo Type:  5mm JHP/5mm AP
Maximum Ammo Capacity:  100
Burst Option Available.
Aim Option Available.
Assault Rifle
Class:  Small Guns
Damage:  08-16
Range:  45
Ammo Type:  5mm JHP/5mm AP
Maximum Ammo Capacity:  24
Burst Option Available.
Aim Option Available.
Molotov Cocktail
Class:  Throwing
Damage:  08-20
Range:  12
No Ammo Required.
No Burst Option.
No Aim Option.
Hunting Rifle
Class:  Small Guns
Damage:  08-20
Range:  40
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Scoped Hunting Rifle
Class:  Small Guns
Damage:  08-20
Range:  40
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
FN FAL (Night Sight)
Class:  Small Guns
Damage:  09-18
Range:  35
Ammo Type:  7.62mm
Maximum Ammo Capacity:  20
Burst Option Available.
Aim Option Available.
FN FAL
Class:  Small Guns
Damage:  09-18
Range:  35
Ammo Type:  7.62mm
Maximum Ammo Capacity:  20
Burst Option Available.
Aim Option Available.
Avenger Minigun
Class:  Big Guns
Damage:  10-14
Range:  40
Ammo Type:  5mm JHP/5mm AP
Maximum Ammo Capacity:  120
No Burst Option.
No Aim Option.
Desert Eagle .44
Class:  Small Guns
Damage:  10-16
Range:  25
Ammo Type:  .44 Magnum JHP
Maximum Ammo Capacity:  8
No Burst Option.
Aim Option Available.
Desert Eagle (Exp. Mag.)
Class:  Small Guns
Damage:  10-16
Range:  25
Ammo Type:  .44 Magnum JHP
Maximum Ammo Capacity:  20
No Burst Option.
Aim Option Available.
H&K G11
Class:  Small Guns
Damage:  10-20
Range:  35
Ammo Type:  4.7mm Caseless
Maximum Ammo Capacity:  50
Burst Option Available.
Aim Option Available.
Magneto-Laser Pistol
Class:  Energy Weapons
Damage:  10-20
Range:  35
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
M3A1 "Grease Gun" SMG
Class:  Small Guns
Damage:  10-20
Range:  20
Ammo Type:  .45 Caliber
Maximum Ammo Capacity:  30
Burst Option Available.
Aim Option Available.
Laser Pistol
Class:  Energy Weapons
Damage:  10-22
Range:  35
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
Grenade (Pulse)
Class:  Throwing
Damage:  100-150
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
FN FAL HPFA
Class:  Small Guns
Damage:  11-22
Range:  35
Ammo Type:  7.62mm
Maximum Ammo Capacity:  20
Burst Option Available.
Aim Option Available.
HK P90c
Class:  Small Guns
Damage:  12-16
Range:  30
Ammo Type:  10mm JHP/10mm AP
Maximum Ammo Capacity:  24
Burst Option Available.
Aim Option Available.
.44 Magnum Revolver
Class:  Small Guns
Damage:  12-18
Range:  15
Ammo Type:  .44 Magnum JHP
Maximum Ammo Capacity:  6
No Burst Option.
Aim Option Available.
.44 Magnum Speed Load
Class:  Small Guns
Damage:  12-18
Range:  20
Ammo Type:  .44 Magnum JHP
Maximum Ammo Capacity:  6
No Burst Option.
Aim Option Available.
XL70E3
Class:  Small Guns
Damage:  12-19
Range:  35
Ammo Type:  5mm JHP/5mm AP
Maximum Ammo Capacity:  20
Burst Option Available.
Aim Option Available.
Cattle Prod
Class:  Melee
Damage:  12-21
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  20
No Burst Option.
Aim Option Available.
14mm Pistol
Class:  Small Guns
Damage:  12-22
Range:  24
Ammo Type:  14mm AP
Maximum Ammo Capacity:  6
No Burst Option.
Aim Option Available.
Shotgun
Class:  Small Guns
Damage:  12-22
Range:  14
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  2
No Burst Option.
Aim Option Available.
Sawed-Off Shotgun
Class:  Small Guns
Damage:  12-24
Range:  7
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  2
No Burst Option.
Aim Option Available.
Needler Pistol
Class:  Small Guns
Damage:  12-24
Range:  24
Ammo Type:  HN Needler Cartridge
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Power Fist
Class:  Melee
Damage:  12-25
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  25
No Burst Option.
Aim Option Available.
Louisville Slugger
Class:  Melee
Damage:  12-31
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
H&K G11E
Class:  Small Guns
Damage:  13-23
Range:  40
Ammo Type:  4.7mm Caseless
Maximum Ammo Capacity:  50
Burst Option Available.
Aim Option Available.
Sniper Rifle
Class:  Small Guns
Damage:  14-35
Range:  50
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  6
No Burst Option.
Aim Option Available.
Vindicator Minigun
Class:  Big Guns
Damage:  14-90
Range:  30
Ammo Type:  4.7mm Caseless
Maximum Ammo Capacity:  100
No Burst Option.
No Aim Option.
Combat Shotgun
Class:  Small Guns
Damage:  15-25
Range:  22
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  12
Burst Option Available.
Aim Option Available.
H&K CAWS
Class:  Small Guns
Damage:  15-25
Range:  30
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  10
Burst Option Available.
Aim Option Available.
Ripper
Class:  Melee
Damage:  15-33
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  30
No Burst Option.
Aim Option Available.
Plasma Pistol (Ext. Cap.)
Class:  Energy Weapons
Damage:  15-35
Range:  20
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  32
No Burst Option.
Aim Option Available.
Plasma Pistol
Class:  Energy Weapons
Damage:  15-35
Range:  20
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  16
No Burst Option.
Aim Option Available.
M60
Class:  Big Guns
Damage:  18-26
Range:  35
Ammo Type:  7.62mm
Maximum Ammo Capacity:  50
No Burst Option.
No Aim Option.
Pancor Jackhammer
Class:  Small Guns
Damage:  18-29
Range:  35
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  10
Burst Option Available.
Aim Option Available.
Super Sledge
Class:  Melee
Damage:  18-37
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
Super Cattle Prod
Class:  Melee
Damage:  20-30
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  20
No Burst Option.
Aim Option Available.
.223 Pistol
Class:  Small Guns
Damage:  20-30
Range:  30
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  5
No Burst Option.
Aim Option Available.
Light Support Weapon
Class:  Big Guns
Damage:  20-30
Range:  40
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  30
No Burst Option.
No Aim Option.
Grenade (Frag)
Class:  Throwing
Damage:  20-35
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
Gatling Laser
Class:  Energy Weapons
Damage:  20-40
Range:  40
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  30
No Burst Option.
No Aim Option.
Mega Power Fist
Class:  Melee
Damage:  20-41
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  25
No Burst Option.
Aim Option Available.
Solar Scorcher
Class:  Energy Weapons
Damage:  20-60
Range:  20
No Ammo Required.
No Burst Option.
Aim Option Available.
PPK12 Gauss Pistol
Class:  Energy Weapons
Damage:  22-32
Range:  50
Ammo Type:  2mm EC
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
Red Ryder LE BB Gun
Class:  Small Guns
Damage:  25-25
Range:  32
Ammo Type:  BB's
Maximum Ammo Capacity:  100
No Burst Option.
Aim Option Available.
Bozar
Class:  Big Guns
Damage:  25-35
Range:  35
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  30
No Burst Option.
No Aim Option.
Laser Rifle Ext. Cap.
Class:  Energy Weapons
Damage:  25-50
Range:  45
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  24
No Burst Option.
Aim Option Available.
Laser Rifle
Class:  Energy Weapons
Damage:  25-50
Range:  45
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
Plasma Rifle
Class:  Energy Weapons
Damage:  30-65
Range:  25
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Alien Blaster
Class:  Energy Weapons
Damage:  30-90
Range:  10
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  30
No Burst Option.
Aim Option Available.
Holy Hand Grenade
Class:  Throwing
Damage:  300-500
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
M72 Gauss Rifle
Class:  Big Guns
Damage:  32-43
Range:  50
Ammo Type:  2mm EC
Maximum Ammo Capacity:  20
No Burst Option.
Aim Option Available.
YK32 Pulse Pistol
Class:  Energy Weapons
Damage:  32-46
Range:  15
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  5
No Burst Option.
Aim Option Available.
Rocket Launcher
Class:  Big Guns
Damage:  35-100
Range:  40
Ammo Type:  Rocket AP/Explosive Rocket
Maximum Ammo Capacity:  1
No Burst Option.
No Aim Option.
Turbo Plasma Rifle
Class:  Energy Weapons
Damage:  35-70
Range:  35
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Grenade (Plasma)
Class:  Throwing
Damage:  40-90
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
Improved Flamer
Class:  Big Guns
Damage:  45-90
Range:  5
Ammo Type:  Flamethrower Fuel
Maximum Ammo Capacity:  5
No Burst Option.
No Aim Option.
Flamer
Class:  Big Guns
Damage:  45-90
Range:  5
Ammo Type:  Flamethrower Fuel
Maximum Ammo Capacity:  5
No Burst Option.
No Aim Option.
YK42B Pulse Rifle
Class:  Energy Weapons
Damage:  54-78
Range:  30
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.

Ammo

.223 FMJ
A case of ammunition, .223 caliber, Full Metal Jacket
.44 Magnum FMJ
A brick of ammunition, .44 magnum caliber, full metal jacket.
.44 Magnum JHP
A brick of ammunition, .44 magnum caliber, hollow-points.
10mm AP
Ammunition. Caliber: 10mm, armor piercing.
10mm JHP
Caliber: 10mm, jacketed hollow points.
12 ga. Shotgun Shells
Shotgun ammunition. This particular ammo is marked: "12-gauge shells, not for use by children under the age of 3."
14mm AP
Large caliber ammunition. 14mm armor piercing.
2mm EC
Ammunition.
4.7mm Caseless
Regular ammunition; nothing fancy.
5mm AP
A brick of small caliber ammunition. 5mm armor piercing.
5mm JHP
A brick of small, lightweight ammunition. Caliber: 5mm, jacketed hollow-point.
7.62mm
Regular ammo
9mm
Spiffy 9mm ammunition
9mm ball
A collection of ancient 9x19mm rounds. Heave grease to preserve them from the environment. Standard bullets.
BB's
A package of BB's from before the war. In excellent condition. Stainless steel.
Explosive Rocket
A rocket with a large explosive warhead.
Flamethrower Fuel
A cylinder containing an extremely flammable liquid fuel for flamethrowers.
Flamethrower Fuel MKII
This flamethrower fuel uses an advanced super-burn mix.
HN Needler Cartridge
This cartridge appears to be ammo for the HN Needler Pistol. Each 'bullet' is a small hypodermic designed to inject a target with its contents upon impact.
HNAP Needler Cartridge
This cartridge appears to be armor-piercing ammo for the HN Needler Pistol. The hypodermic tips are made of a strange alloy and are incredibly sharp.
Micro Fusion Cell
A medium sized energy production unit. Self-contained fusion plant.
Rocket AP
rocket shell, with a smaller explosive, but designed to pierce armor plating.
Small Energy Cell
A small, self-contained energy storage unit.

Armor

Robes
Armor Class:  05
Normal:  0/20%
Laser:  0/25%
Fire:  0/10%
Plasma:  0/10%
Explosion:  0/20%
Leather Jacket
Armor Class:  08
Normal:  0/20%
Laser:  0/20%
Fire:  0/10%
Plasma:  0/10%
Explosion:  0/20%
Metal Armor
Armor Class:  10
Normal:  4/30%
Laser:  6/75%
Fire:  4/10%
Plasma:  4/20%
Explosion:  4/25%
Leather Armor
Armor Class:  15
Normal:  2/25%
Laser:  0/20%
Fire:  0/20%
Plasma:  0/10%
Explosion:  0/20%
Tesla Armor
Armor Class:  15
Normal:  4/20%
Laser:  19/90%
Fire:  4/10%
Plasma:  10/80%
Explosion:  4/20%
Metal Armor Mark II
Armor Class:  15
Normal:  4/35%
Laser:  7/80
Fire:  4/15%
Plasma:  4/25%
Explosion:  4/30%
Combat Leather Jacket
Armor Class:  18
Normal:  2/30%
Laser:  0/20%
Fire:  2/25%
Plasma:  0/10%
Explosion:  0/20%
Bridgekeeper's Robes
Armor Class:  20
Normal:  5/40%
Laser:  8/60%
Fire:  4/30%
Plasma:  4/50%
Explosion:  6/40%
Combat Armor
Armor Class:  20
Normal:  5/40%
Laser:  8/60%
Fire:  4/30%
Plasma:  4/50%
Explosion:  6/40%
Brotherhood Armor
Armor Class:  20
Normal:  8/40%
Laser:  8/70%
Fire:  7/50%
Plasma:  7/60%
Explosion:  8/40%
Leather Armor Mark II
Armor Class:  20
Normal:  3/25%
Laser:  1/20%
Fire:  1/25%
Plasma:  1/10%
Explosion:  1/25%
Hardened Power Armor
Armor Class:  25
Normal:  13/50%
Laser:  19/90%
Fire:  14/70%
Plasma:  13/50%
Explosion:  20/60%
Adds 3 Strength
Combat Armor Mark II
Armor Class:  25
Normal:  6/40%
Laser:  9/65%
Fire:  5/35%
Plasma:  5/50%
Explosion:  9/45%
Power Armor
Armor Class:  25
Normal:  12/40%
Laser:  18/80%
Fire:  12/60%
Plasma:  10/40%
Explosion:  20/50%
Adds 3 Strength
Advanced Power Armor
Armor Class:  30
Normal:  15/55%
Laser:  19/90%
Fire:  16/70%
Plasma:  15/60%
Explosion:  20/65%
Adds 4 Strength
Adv. Power Armor Mark II
Armor Class:  35
Normal:  18/60%
Laser:  19/90%
Fire:  16/70%
Plasma:  18/60%
Explosion:  20/70%
Adds 4 Strength

Chemicals

Antidote
Immediate Affects:  Cures radscorpion poison.
A bottle containing a home-brewed antidote for poison. A milky liquid with floating pieces of radscorpion flesh.
Beer
Immediate Affects:  -1 Perception.
Some type of home brewed beer.
Booze
Immediate Affects:  -1 Perception
An ancient liquor, from the pre-War era.
Buffout
Immediate Affects:  +2 Strength, +2 Agility, +3 Endurance
Long-term Affects:  -4 Strength, -4 Agility, -4 Endurance.
Highly advanced steroids. While in effect, they increase strength and reflexes. Highly addictive.
Doctor's Bag
Immediate Affects:  Restores health and potentially heals broken limbs.
This black bag contains instruments and chems used by doctors in the application of their trade.
Field Medic First Aid Kit
Immediate Affects:  Restores health.
A small kit containing basic emergency medical equipment. Bandages, wraps, antiseptic spray, and more.
First Aid Kit
Immediate Affects:  Restores health.
A small kit containing basic medical equipment. Bandages, wraps, antiseptic spray, and more.
Fruit
Immediate Affects:  Restores small amount of health.
A strange piece of fruit. No preservatives and no additional food coloring added.
Gamma Gulp Beer
Immediate Affects:  -1 Perception.
A bottle of Gamma Gulp beer. It glows in the dark!
Healing Powder
Immediate Affects:  Restores health, -1 Perception
A very powerful healing magic- though it will bring the feeling of sleep to your head.
Hypo
Immediate Affects:  Restores health
A medical injection instrument of some kind. It looks very high tech. You don't know what it's filled with but it appears to only have one dose left.
Jet
Immediate Affects:  +2 Maximum Action Points, +1 Strength, +1 Perception
Long-term Affects:  -4 Maximum Action Points, -4 Strength, -4 Perception
Jet is a powerful metamphetamine that stimulates the central nervous system. The initial euphoric rush rarely lasts more than a few minutes, but during that time, the user is filled with a rush of energy and strength.
Jet Antidote
Immediate Affects:  Removes Jet addiction.
This antidote cures the addiction effects of Jet.
Mentats
Immediate Affects:  +2 Intelligence, +2 Perception, +1 Charisma
Long-term Affects:  -4 Intelligence, -4 Perception, -3 Charisma
A pillbox of mind-altering chems. Increases memory related functions, and speeds other mental processes. Highly addictive.
Paramedics Bag
Immediate Affects:  Restores health.
This bag contains instruments and chems used by paramedics in the field. The tools contained are specifically designed for high trauma and emergency cases.
Psycho
Immediate Affects:  +2 Agility, -3 Intelligence, +50 Damage Resistance
An unique delivery system filled with strange and unknown chemicals of probably military origin. It is supposed to increase the combat potential of a soldier.
Rad-X
Immediate Affects:  +50 Radiation Resistance
Anti-radiation chems to be taken before exposure. No known side effects.
RadAway
Immediate Affects:  Lose one current radiation level.
A chemical solution that bonds with radiation particles and passes them through your system. Takes time to work.
Roetgen Rum
Immediate Affects:  -2 Perception.
A bottle of Roetgen rum. It glows in the dark!
Rot Gut
Immediate Affects:  -2 Perception.
A very strong liquor or cleaning fluid, you decide.
Stimpak
Immediate Affects:  Restores health.
A healing chem. When injected, the chem provides immediate healing of minor wounds.
Super Stimpak
Immediate Affects:  Restores a large amount of health.
Long-term Affects:  Will cause a small amount of damage after a period of time.
An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to powerful nature of the chemicals used.

Other

"The Lavender Flower"
It appears to be some kind of romance novel written by Dorothy Rixon. The cover has a woman laying on a bed surrounded by a hundred flowers.
Abnormal Brain
Quite possibly a human brain. The color doesn't seem quite right and the left hemisphere of the brain has caved in on itself.
Access Card
A security access card. Still in working condition.
Account Book
This account book lists a series of monthly payments made to the mercenary band from the Bishop Family in New Reno. The payments depend heavily on how much "pressure" the mercenaries put on Vault City. Vault City might be interested in this.
Angel-Eyes' Dog Tags
These dog tags list the owner as "Angel-Eyes." Beneath the name is the number "16."
Anna's Bones
These bones seem unsettled.
Anna's Gold Locket
This well-worn golden locket opens to reveal a charming picture.
Back Pack
A basic backpack, with optional carrying straps.
Bag
An average sized bag. Made from weaved Brahmin hairs.
Ball Gag
A questionable sexual device. If you need to ask, you don't want to know.
Big Book of Science
A set of books, containing information about different scientific fields.
Bio Med Gel
A jar of Bio Gel used in the biomedical field.
Blondie's Dog Tags
These dog tags have the owner's name scratched off and the name "Blondie" scrawled on the back. Beneath the name is the number "11."
Blue Memory Module
A read only computer memory module containing medical information. This module details charisma enhancements.
Blue Pass Key
A electronic security key, color coded blue.
Bottle Caps
These are worthless bottle caps. You've heard that at one time they were used as money, though you suspect it's only a story.
Box Of Noodles
You have no idea what "Instant Spaghetti" means.
Briefcase
A briefcase, with the Made-in-the-USA label. Leather. Good condition, but the combination lock is broken.
Broc Flower
The plentiful flower that forms the base for the powder of healing.
Bug
A miniature microphone and transmitting device.
Cat's Paw Issue #5
This is the hard to find Issue 5 of Cat's Paw magazine. The pictures aside, this issue has a wonderful article on energy weapons.
Cat's Paw Magazine
An issue of Cat's Paw magazine.
Cell Door Key
This key fits the Cell Door in Broken Hills
Chemistry Journals
A random pile of literature regarding the field of Chemistry. The papers on Molecular Chemistry are particularly interesting.
Chimpanzee Brain
A monkey brain. It's soft and squishy.
Clifton's Eye
A small jar containing a human eye suspended in some kind of liquid. The label says General Clifton.
Clipboard
This is a clipboard with the coolant report.
COC Badge
A badge in the shape of the Children of the Cathedral symbol. On one side you notice bumps and indentations, almost reminding you of a key.
Computer Voice Module
A circuit board with several unidentifiable parts, a microphone, and an inscription that reads "Vault-Tec Voice Recognition Module."
Condom (Blue Package)
This is a Jimmy Hats brand condom, a very reliable brand. This one is ribbed for her pleasure.
Condom (Green package)
This is a Jimmy Hats brand condom, a very reliable brand. This one contains phosophorous green dye #2 and is slathered in spermicidal lubricant for added protection.
Condom (Red Package)
This is a Jimmy Hats brand condom, a very reliable brand. This one contains phosophorous red dye #5 and has a yummy cinnamon bun flavor… or so you heard.
Cookie
A chocolate chip cookie. Yum!
Cornelius' Gold Watch
This is an ancient time-piece known as a pocket watch. Time ran out for this keepsake, many long years ago.
Cosmetics Case
This is a genuine Mary May brand cosmetics case.
Cybernetic Brain
A human brain that has been enhanced by the addition of electronic and robotic attachments.
Daisies
A flower pot of daisies. Aren't they nice?
Damaged Rubber Doll
This inflatable rubber sex doll has a torn seam. It's obviously been well used.
Day Pass
This slightly crumpled piece of paper grants you access to all areas of Vault City, except the Vault itself, during daylight hours only.
Deans Electronics
A study book on the field of electronics. A note on the cover says that it is for the "budding young electrician in everyone!"
Deck of "Tragic" Cards
This is a deck of cards for a collectible card game. Looks like it could be an expensive hobby if you got hooked.
Deck of Cards
A standard set of playing cards.
Decomposing Body
This is a partially decomposed body of a humanoid creature.
Dice
A standard pair of gambling dice. It'd be cool to get a fuzzy pair for your car.
Dixon's Eye
A small jar containing a human eye suspended in some kind of liquid. The label says Corporal Dixon.
Doctor's Papers
A set of very detailed plans for a Cybernetic Canine Guard Unit. With this and the right facilities, a person just might be able to build a robo-dog.
Dog Tags
A set of military dog tags. The name Darkwater is readable, but not much else is.
Dynamite
A high explosive, consisting of nitroglycerin mixed with the absorbent substance kiselguhr. Includes a timer.
Easter Egg
This is a hard boiled chicken egg painted with colored dyes.
Electronic Lockpick
A Wattz Electronics Micromanipulator FingerStuff electronic lockpick. For defeating electronic locks and security devices.
Electronic Lockpick MKII
This is the second generation Wattz Electronics Micromanipulator FingerStuff electronic lockpick. For defeating electronic locks and security devices. This Mark II version includes updated software and interface tools.
Empty Hyperdermic
This is an empty hyperdermic.
Empty Jet Canister
This empty jet canister was found in Richard Wright's room. It still has traces of jet inside.
Enlightened One's Letter
A report addressed to AHS-9 in San Francisco. It's really dry reading-tables of oppressive adjustments, expensive reports, and other twaddle not worth wasting your time on.
Excavator Chip
This chip appears to be for some sort of large industrial machine. Beneath the dirt and dust, it appears to be in surprisingly good shape.
Expanded Lockpick Set
A set of locksmith tools. Includes all the necessary picks and tension wrenches to open conventional pin and tumbler locks. This set also includes some special tools for more difficult mechanical locking mechanisms.
Explosive Switch
This toggle switch is the final component of an explosive device.
Fallout 2 Hintbook
Well, THIS would have been good to have at the beginning of the goddamn game.
False Citizenship Papers
This is a set of false Citizenship Papers. They look authentic enough, but you doubt they could pass a serious inspection.
Field Switch
An electronic transmission device, with a very simple, and large, toggle button. It looks like it was recently made and designed for very large hands.
Firewood
A pile of firewood and kindling.
First Aid Book
A study book on the concepts and practical use of first aid skills.
Flare
A flare. Creates light for a short period of time. The paper is a little worn, but otherwise it is in good condition. Twist the top to activate it.
Flare
A flare. Creates light for a short period of time. The paper is a little worn, but otherwise it is in good condition. Twist the top to activate it.
Flint
A stone used to sharpen weapons.
Flower
A beautiful flower.
Fuel Cell Controller
This chip controls the flow of power into a car's electric engines. Many drivers quickly burnt out this chip through frequent rapid acceleration. Still a valuable part to have--if you only had a car to install it in.
Fuel Cell Regulator
Some car-owners installed this regulator, that doubles your car's mileage between charges, but most drivers didn't care how much juice their cars consumed, after all, power's cheap and plentiful so why worry.
Fuzzy Painting
An image of a singer. Obviously, very old. The image has a felt coating that is still in good condition.
G.E.C.K.
The Garden of Eden Creation Kit. This unit is standard equipment for all Vault-Tek vaults. A GECK is the resource for rebuilding civilization after the bomb. Just add water and stir.
Gecko Pelt
This is the dried and cured hide of a Gecko.
Geiger Counter
A Wattz Electronics C-Radz model Geiger Counter. Detects the presence and strength of radiation fields.
Gold Locket
A valuable gold locket.
Gold Tooth
This gold tooth used to belong to Jules, but it's yours now.
Golden Gecko Pelt
This is the dried and cured hide of a Golden Gecko.
Green Memory Module
A read only computer memory module containing medical information. This module details perception enhancements.
Guns and Bullets
A gun rag. A magazine devoted to the practical use of firearms, and the occasional biased review.
Heart Pills
These pills are used by people with heart problems.
Hubologist Field Report
A field office report for the membership drive in the True Faith.
Human Brain
A typical human brain. Normally they are found in human skulls. Yuck.
Hydroelectric Part
This is a Hydroelectric Magnetosphere Regulator.
Iguana-on-a-Stick
Some charred meat and vegetables on a cooking stick.
Iguana-on-a-Stick
A cooked iguana, roasted in it's own skin.
Junk
A pile of junk parts. A little bit of everything.
K-9 Motivator
This is the drive mechanism for a K-9 series robot.
Key
A special key of some sort.
Key
A key. A key will open a particular lock.
Key Ring
Multiple keys.
Kokoweef Mine Script
This is a small chit probably used to pay Kokoweef Mine workers.
Lighter
A silver butane lighter, in good condition.
Loaded Dice
A pair of loaded dice. Don't be flashing these around the casino.
Lockpicks
A set of locksmith tools. Includes all the necessary picks and tension wrenches to open conventional pin and tumbler locks.
Magic 8-Ball
This black sphere is some strange precognitive device… a small window on the top seems to be able to predict the future! Pre-war humanity must have been geniuses to invent such a wonder!
Masticator's Ear
This is the Masticator's ear. You bit it off after pummeling him senseless. Congratulations on beating him. He's one of the toughest NPC's in the game, especially when you don't have any weapons or armor.
Meat Jerky
These smoked and dried chunks of beast-flesh remain chewy-licious and even somewhat nutritious for years, and years, and years…
Medical Supplies
A box of assorted medical supplies. Nothing you can make use of though.
Metal Pole
It's a long metal pole. What did you expect?
Mine Parts
You see a bundle of parts that are clearly labeled "GX-9 Air Purifier". Using your incredible deductive skills, you decide that they are probably parts for a broken air purifier.
Mirrored Shades
This is a pair of fashionable and deadly-looking mirrored shades. Just having them in your inventory makes you feel cool.
Monument Chunk
This is a piece of disgruntled stone monument you found out in the desert. Although many of your village would no doubt regard it as a sacred relic, somehow you suspect that you have been cheated.
Moore's Briefcase
Thomas Moore asked you to take this brahmin hide briefcase to the Bishop family in New Reno. It is securely locked, and you can't seem to open it.
Morningstar Mine Script
This is a small chit probably used to pay Morningstar Mine workers.
Motion Sensor
A Wattz Electronics C-U model motion sensor. Detects the movement of biological material over a distance of meters using a tuned radar device. Having one in your inventory will also help you avoid outdoor encounters (+20% Outdoorsman skill)
Motor
A 40-hp electric motor.
Mr. Nixon Doll
You see a small doll with a big red nose. For some reason, you don't trust this seemingly-innocent child's toy.
Mutagenic Serum
A strange organic concoction that could possibly reverse the Mutation Factor in humans.
Mutated Toe
You see your sixth toe. It is a small mutated part of yourself. For some reason, you feel a terrible sense of loss as you look at the tiny amputated toe.
NavCom Parts
These are computer parts that look like they slot into the interior of a machine. The fact that they say "Poseidon Oil" and "Navigational Computer" on them lead you to believe they fit into a Poseidon Oil Navigational Computer.
Necklace
An expensive looking necklace, made from silver, gold and pressed diamonds.
Neural Interface
It appears to be a set of electrodes built into a head unit with a standard computer interface plug.
Note From Francis
"Zaius, Marcus isn't doing anything about that mutant-hater Jacob and his damn conspirators. First they disable the air purifier...and then what? I found their secret meeting tunnels. I figured a body or two down there could implicate Jacob. If you want in, let me know. And burn the damn note this time!" -Signed, Francis
Nuka-Cola
A bottle of Nuka-Cola, the flavored softdrink of the post-nuclear world. Warm and flat.
Oil Can
You see a can of Armor-Go. A space-age, polymer, lubricant for powered armor.
Oxygen Tank
This is the oxygen tank for Salvatore's breathing apparatus.
Pack of Marked Cards
Every card in this set is a red queen. Must make for some boring games.
Part Requisition Form
This is a Part Requisition Request form.
Password Paper
A sheet of folded paper with the word "TCHAIKOVSKY" written on it.
Password Paper
This is three pieces of a single page that, when assembled, reveal three passwords. The text reads: 1. Physics Password KSLJKL: Ken-Lee-97313, 2. Chemistry Password TIUASPO-Lo-Shi-S12908, 3. Biology Password INTLVR-Onky-Pnch-98790
Pip Boy Lingual Enhancer
This Pip Boy lingual enhancer consists of a storage holodisk, microfilament card, headgear, and an optical sensor that is placed over the user's left eye. When used, an optical flash transmits an entire dictionary into the user's memory, permanently improving the user's speech skills.
Pip Boy Medical Enhancer
This Pip Boy medical enhancer consists of a storage holodisk, microfilament card, headgear, and an optical sensor that is placed over the user's left eye. When used, an optical flash transmits a dictionary of physician skills and know-how into the user's memory, permanently improving the user's doctor skills.
Plasma Transformer
This is a Three-step Plasma Transformer.
Plastic Explosives
A chunk of Cordex, a military brand of plastic explosives. Highly stable, very destructive. Includes a timer.
Player's Ear
This is your ear. The Masticator bit it off during the fight and spit it on your unconscious body. If you are reading this, it probably means you will be reloading soon. Of course, it is possible this item has some special value.
Pocket Lint
Some fuzz you found in a pocket.
Poison
A hypodermic needle full of powerful poison.
Poison Tank
This tank looks suspiciously like an oxygen tank, but there is a small skull and crossbones symbol etched in the bottom. If you hadn't examined it closely, you wouldn't have seen the symbol.
Presidential Access Key
This access key has what looks like the presidential seal on it. It appears as though it's used to gain Presidential level access to computers.
Psychic Nullifier
A strange device, constructed from an odd technology.
Radio
A model 2043B Radio Communicator, from the fine people at Wattz Electronics. Dependable, rugged, and camouflaged. With the optional RS-121 interface.
Radscorpion Limbs
These radscorpion pincers are hollowed out and have a strap with a broken buckle at the end.
Raider's Map
This is a crumpled map of pre-war Northern California. Reno and the surrounding caravan trails are outlined in red, and there's a red "X" far to the east of Reno with "Raiders" scrawled beneath it.
Ramirez Box, Closed
This is the box you recieved from Big Jesus Mordino to give to Ramirez at the Stables.
Ramirez Box, Open
This is the box you recieved from Big Jesus Mordino to give to Ramirez at the Stables. It is open, and you have removed the Jet that was inside.
Ranger Pin
This pin says you're an official New California Ranger. Look--it's got a code wheel and everything!
Ranger's Map
A map of the surrounding area--it won't help you much--but there are code names on it for the Ranger safe houses in the north.
Red Memory Module
A read only computer memory module containing medical information. This module details strength enhancements.
Red Pass Key
A electronic security key, color coded red.
Red Reactor Keycard
An electronic security key, color coded red.
Robot Motivator
This is the drive mechanism for a robot.
Robot Parts
A pile of damaged robot parts.
Rope
A strong, thick line. About 45 feet in length.
Rubber Boots
An old pair of sturdy rubber work boots. They look durable enough to keep out sludge, at least for a while.
Rubber Doll
An inflatable rubber sex doll. This model is called "Tandi".
Scorpion Tail
The severed tail of a radscorpion.
Scout Handbook
A book on the methods and ideals of Scouting. Very practical information regarding outdoor life.
Security Card
A keycard with a security level encoded within it's very simple electronics.
Sheriff's Badge
The Badge worn by the Sheriff of a town.
Shiv
This home-made knife is as dangerous as it is easily concealed. It's presence can't be detected by others.
Slag Message
This is a message from the leader of the Slags to the townspeople of Modoc.
Small Dusty Box Of Some Sort
A television dinner. You're not sure, but it's definitely not edible. You're not quite sure it ever was.
Small Piece Of Machinery
You see a Systolic Motivator. This unusual piece of machinery is very small.
Small Statuette
You think this might be a carving of the "Pip Boy" but you can't be sure.
Smitty's Meal
It's some kind of salad and a sandwich made out of what you think is Brahmin meat covered in a thick dark yellow sauce. There is also a strange pickled green vegetable on the side.
Spectacles
A set of spectacles for eye correction.
Stables ID Badge
This is a temporary ID badge. It has a red stripe through it, which seems to indicate that you are a "Stables Researcher."
Stealth Boy
A RobCo Stealth Boy 3001 personal stealth device. Generates a modulating field that transmits the reflected light from one side of an object to the other.
Super Tool Kit
An impressive tool set made by "Snap-Off".
Survey Map
It looks like a geological survey map of the Bay area.
Talisman
A talisman which is worn by followers of The Brain.
Tangler's Hand
A cybernetic manipulator, in the shape and form of a hand. Damaged due to the sloppy nature of the removal process.
Tanker Fob
An encoded passkey that provides access to high security areas.
Tape Recorder
A Wattz Electronics Play-It-For-Me tape recorder. Plays and records the standard 30 minute high density Record-It-Once tapes.
Technical Manual
A technical repair manual on the T-51b Power Armor.
Temple Key
A key for the Arroyo Temple door.
Tool
A tool set, containing various useful tools, including pliers.
Trapper Town Key
A standard key.
Trophy of Recognition
A solid gold trophy with the inscription "To: Dave, From: DC's, For: Being a Special Person."
Tuco's Dog Tags
These foul-smelling dog tags list the owner as "Tuco Benedicto Pacifico Juan Maria Rameriz," followed by the number "27."
Urn
A beautiful golden urn, with the name "Harriet" inscribed on the front and ashes inside.
Vault 15 Computer Parts
Miscellaneous computer parts with various functions. A computer geek's dream.
Vault 15 Keycard
An electronic security key, color coded red.
Vault 15 Shack Key
A standard key.
Vertibird Plans
A set of plans for building Vertibirds.
Vic's Radio
This hand-held radio doesn't work but it looks as though it's still in pretty good condition. Some of its parts could probably be salvaged for use in other radios.
Vic's Water Flask
This relic of the Vault was probably used to contain some sacred sacrament. The Holy number 13 is emblazoned on the side of this precious link to your people's past, and hopeful future.
Water Chip
This is a Vault-Tec water chip. They are typically packaged in groups of five to a box.
Water Flask
A container for the holding and preservation of water or other liquids.
Xander Root
The rare root that gives healing properties to the powder of healing.
Yellow Memory Module
A read only computer memory module containing medical information. This module details intelligence enhancements.
Yellow Pass Key
An electronic security key, color coded yellow.
Yellow Reactor Keycard
An electronic security key, color coded yellow.