The Vault - Fallout Wiki

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The Vault - Fallout Wiki
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Light Step
Lightstep
Fallout 2, Fallout Tactics
RequirementsLevel 9, Agility 5, Luck 5
Ranks1
Effects50% less chance of setting off a trap
Fallout 3, Fallout: New Vegas
RequirementsLevel 14, Agility 6, Perception 6
Ranks1
EffectsNever set off enemy mines or floor-based traps
base id00031db7
J.E. Sawyer's Fallout RPG
RequirementsAgility 5, Security 5, Sneak 5
Ranks3
Effects4 in 20 chance (+4 for each rank) that a trap fails to go off regardless of modifiers
 
Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-JES
Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-JES

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

Fallout 2 and Fallout Tactics[]

You are agile, lucky, and always careful. This perk halves your chances of setting off a trap.

In-game description, Fallout 2

This perk is broken in Fallout 2. The 50% reduction doesn't affect every mine in the game, just the ones at Sierra Army Depot. It's slightly more useful in Tactics, assuming the player doesn't just disarm the minefield with a few shotgun rounds.

Fallout 3 and Fallout: New Vegas[]

The player's character never sets off mines or other floor traps with this perk. This does not affect any companions, including RL-3 and ED-E.

Traps affected include mines, tripwires, pressure plates and bear traps. Traps such as explosive baby carriages still go off, as do grenade bouquets if the player makes contact with the grenades, or shoots them.

J.E. Sawyer's Fallout Role-Playing Game[]

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.

Each rank reduces the chance for a proximity-based trap to go off by 20% (60% total).

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