Addiction

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 	 	 	 	 	 	 	 	
Alcohol addiction 	 	 	 	 	 	 	 	¹
Ant nectar addiction 	 	 	 	 	 	 	 	
Buffout addiction 	 	 	 	 	 	 	 	
Buzzbites addiction 	 	 	 	 	³ 	 	 	
Calmex addiction 	 	 	 	 	 	 	 	
Daddy-O addiction 	 	 	 	 	 	 	 	
Day Tripper addiction 	 	 	 	 	 	 	 	
Formula P addiction 	 	 	 	 	 	 	 	
Fury addiction 	 	 	 	 	 	 	 	
Happy pie addiction 	 	 	 	 	 	 	 	³
Hydra addiction 	 	 	 	 	 	 	 	
Jet addiction 	 	 	 	 	 	 	 	
Med-X addiction 	 	 	 	 	 	 	 	
Mentats addiction 	 	 	 	 	 	 	 	
Mutie addiction 	 	 	 	 	 	 	 	
Nuka-Cola addiction 	 	 	 	 	 	 	 	
Nuka-Cola Quantum addiction	 	 	 	 	³ 	 	 	
Overdrive addiction 	 	 	 	 	 	 	 	
Psycho addiction 	 	 	 	 	 	 	 	
Rebound addiction 	 	 	 	² 	 	 	 	
RadAway addiction 	 	 	 	 	 	 	 	
Steady addiction 	 	 	 	 	 	 	 	
Tobacco addiction 	 	 	 	 	 	 	 	
Tragic addiction 	 	³ 	 	 	 	 	 	
Turbo addiction 	 	 	 	 	 	 	 	
Ultrajet addiction 	 	 	 	 	 	 	 	
Voodoo addiction 	 	 	 	 	 	 	 	
X-cell addiction 	 	 	 	 	 	 	 	
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==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"Chems.txt
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 Addiction 	-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"Chems.txt
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
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==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	Alcohol addiction 	Alcohol	15% 	30 hours 	30 	-1 AG, -1 CH
===Bugs===
* Addictions in effect at the conclusion of the add-on Dead Money may become incurable.
* Fixer can permanently remove addictions due to a scripting error. 
* 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 will immediately remove the addiction on the PC version.
==Fallout 4==
 
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.
* 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).
* 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:
** Addictol - Widely available from medics or merchants.
** Radscorpion egg omelette - Craftable at a cooking station.
** Refreshing beverage - Craftable at a chemistry station.
Fallout 4 addiction 	Fallout 4 addiction 	Fallout 4 addiction 	Fallout 4 addiction 	Fallout 4 addiction
Addiction 	Effects 	Chance 	Source 	FormID
Alcohol addiction 	Charisma -1 Agility -1 	15-25% 	Alcoholic beverages¹ 	
Buffout addiction 	Strength -1 Endurance -1 	25-35% 	BuffoutBuffjetBufftats 	
Calmex addiction 	Agility -2 Perception -2 	35% 	CalmexCalmex 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-Bombdrop, Nuka-Cola Dark (Nuka-World), and all ice cold variations.
==Fallout 76==
==Fallout: The Roleplaying Game==
Fallout: The Roleplaying Game addiction	Fallout: The Roleplaying Game addiction 	Fallout: The Roleplaying Game addiction	Fallout: The Roleplaying Game addiction	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==
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