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For an overview of Mentats throughout the Fallout series, see Mentats.
Mentats
MentatsTactics
Effects
Effects
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
Addiction15% Chance of Addiction
Effects for 1 Week, after 7 days of Non-use
-3 Intelligence
-2 Agility
Other
Weight?Value$ 280
Related perks
Message FileItems.txt
 
Gametitle-FOT
Gametitle-FOT

Mentats are a chem in Fallout Tactics: Brotherhood of Steel.

Background[]

The following section is transcluded from Mentats. To modify, please edit the source page.

The chalky red pills manufactured by Med-Tek were a popular recreational (party) drug before the Great War, favored by consumers for their effect on creativity.[1] The active ingredient is a powerful nootropic that increases memory related functions, and speeds other mental processes.[2] Of course, the effect is temporary, leaving the user tired and sluggish once it wears off. Excessive consumption could also result in health complications, including migraines and even debilitating neurological disorders.[3][4] Coupled with a high addiction rate, Mentats were a double edged sword.[2]

Despite that, chem packages (available both as cardboard packs and tins)[5] sold well, to the point where the company started developing flavored varieties with slightly different properties.[6][7] Their popularity survived the Great War and made them a popular drug across the wasteland. Some chemists even figured out how to iterate on the design and create special blends of Mentats.[8]

Characteristics[]

Less useful in the game due to the absence of Speech, Mentats can be an occasional treat for riflemen and marksmen, thanks to the bonus to Perception.

Locations[]

Behind the scenes[]

The following section is transcluded from Mentats. To modify, please edit the source page.
Fallout Demo Mentats Beta
  • Originally in Fallout, Mentats were supposed to be taken intravenously with a syringe: the .frm file for this item still exists in the Fallout Demo files.
  • Their name is a reference to Frank Herbert's Dune, where, in the wake of humanity rejecting artificially intelligent computers and robots, Mentats are humans trained for computer-like mathematical and logical computations. Additionally, the pills are colored red — red-stained lips are a distinguishing characteristic of a Dune Mentat.

References

  1. Fallout 2 Official Strategies & Secrets p.74: "This party drug was once favored for the boost it gave to creativity—tune in, turn on, drop out. Mentats are just the ticket when you need to figure out something particularly perplexing or impress someone with your wits and charm. Mentats also sharpen your Perception, which greatly enhances long-range sniping attacks."
  2. 2.0 2.1 Fallout and Fallout 2 item description: "{5300}{}{Mentats}"
    "{5301}{}{A pillbox of mind-altering chems. Increases memory related functions, and speeds other mental processes. Highly addictive.}"
    (PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2))
  3. Little Yangtze terminals; Little Yangtze Log Terminal, Elijah's Journal - Day 4
  4. Mobius suffers from acute dementia as a result of extremely prolonged Mentats and Psycho abuse.
  5. Game items
  6. National Archives terminals; Prize Redemption Terminal
  7. National Archives terminals; Administrator Berkeley's Terminal, Notice u89003
  8. Different recipes available in Fallout: New Vegas and Fallout 4.
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