Fallout 2 consumables

==List of Fallout 2 consumables==
Image	Name 	AddictionRate 	Weight(lbs)	Value(Caps)	Effect/Quest/Note
 	Alcohol-Z 	None 	- 	$20 	Immediate: +3 Hit Points
 	Antidote 	None 	1 	$50 	Immediate: -25 PoisonAfter 1 Minute: -25 PoisonAfter 2 Minutes: -25 Poison
 	Beer 	20% Chance of Addiction	0 	$5 	Immediate: -1 PerceptionAfter 30 Minutes: +1 Perception
 	Booze 	20% Chance of Addiction	1 	$10 	Immediate: -1 PerceptionAfter 30 Minutes: +1 Perception
 	Buffout 	25% Chance of Addiction
Effects after 48 Hours of non-use-2 Strength-3 Agility-2 Endurance	0 	$200 	
Immediate: +2 Strength,
+2 Agility,
+3 Endurance
After 6 Hours: -4 Strength, -4 Agility, -4 Endurance
After 18 Hours: +2 Strength, +2 Agility, +1 Endurance
 	Cookie 	None 	0 	$0 	Immediate: +1 Maximum Action PointsAfter 15 Minutes: -1 Maximum Action Points
 	Fruit 	None 	1 	$10 	Immediate: +1 to +4 Hit PointsAfter 2 Hours: +1 RadiatedAfter 8 Hours: +1 Radiated
 	Gamma Gulp beer 	20% Chance of Addiction	0 	$5 	Immediate: -1 PerceptionAfter 30 Minutes: +1 Perception
 	Healing powder 	None 	1 	$20 	Immediate: +8 to 18 Hit Points-1 PerceptionAfter 6 Hours:+1 Perception
 	Hypo 	None 	0 	$500 	Immediate: +75 to +100 Hit Points
 	Iguana-on-a-stick	None 	1 	$20 	
+1 to +4 Hit Points
 	Jet 	50% Chance of Addiction, which is permanent without the Cure
After 2 days of Non-Use-1 Strength-1 Perception
-1 Action Point	0 	$25 	Immediate: +2 Action Points, +1 Strength, +1 Perception
After 5 Minutes: -4 Action Points, -4 Strength, -4 Perception
After 24 Hours: +2 Action Points, +3 Strength, +3 Perception
 	Jet antidote 	None 	0 	$25 	Cured of Jet Addiction
 	Meat jerky 	None 	1 	$5 	N/A
 	Mentats 	15% Chance of Addiction
Effects for 1 Week, after 7 days of Non-use-3 Intelligence-2 Agility	0 	$280 	Immediate: +2 Intelligence, +2 Perception, +1 Charisma
After 1 Day: -4 Intelligence, -4 Perception, -3 Charisma
After 4 Days: +2 Intelligence, +2 Perception, +2 Charisma
 	Monument chunk 	None 	5 	$0 	Immediate: +3 Strength, +3 Agility, +50 Damage Resistance
After 1 Hour: -6 Strength, -6 Agility, -50 Damage Resistance
After 2 Hours: +3 Strength, +3 Agility
 	Mutated toe 	None 	1 	$0 	Immediate: -3 Maximum HP, +2 Current Poison Level
After 7 days: +3 Maximum HP
 	Nuka-Cola 	10% Chance of Addiction
Starts at 30 minutes	0 	$1/$3 	None
 	Poison 	None 	0 	$200 	None
 	Psycho 	20% Chance of Addiction
Effects for 1 Week, starting after 7 days-2 Intelligence	0 	$400 	Immediate: +3 Agility, -3 Intelligence, +50 Damage Resistance
After 4 Hours: -3 Agility, +1 Intelligence, -25 Damage Resistance
After 8 Hours: +2 Intelligence, -25 Damage Resistance
 	RadAway 	10% Chance of Addiction
Effects for 1 week, starting after 10 Days-20 to Radiation Resistance	0 	$500 	Immediate: -25 Radiated
After 2 Hours: -50 Radiation Count
After 4 Hours: -75 Radiation Count
 	Rad-X 	None 	0 	$300 	Immediate: +50 Radiation Resistance
After 24 Hours: -25 Radiation Resistance
After 48 Hours: -25 Radiation Resistance
 	Roentgen rum 	20% Chance of Addiction	0 	$10 	Immediate: -2 Perception
After 30 Minutes: +2 Perception
 	Rot gut 	20% Chance of Addiction	0 	$5 	Immediate: -2 Perception
After 30 Minutes: +2 Perception
 	Stimpak 	None 	0 	$175 	Immediate: +10 to +20 Hit Points
 	Super stimpak 	None 	1 	$350 	Immediate: +75 Hit Points
After 1 Minute: -3 Hit Points
After 2 Minutes: -6 Hit Points
==Gallery==
Fallout 1 & 2 - Upscaled Medicals and Drugs.png|Upscaled sprites of Fallout 1 & 2 medical items and consumables
==See also==
*Fallout 2 merchants
* Fallout 2 items
* Consumable
 
de:Fallout 2 Verbrauchsgegenstände
es:Consumibles de Fallout 2
it:Consumabili di Fallout 2
pt:Itens consumíveis do Fallout 2
ru:Медпрепараты и еда Fallout 2
uk:Медпрепарати та їжа Fallout 2