Armor (Part 2)

Tools

Fallout 2 Walkthrough  → Tools

Pliers - +25 to Repair Skill.

Super Toolkit - +50 to Lock Picking Skill for regular locks.

Lock Pick Set - +25 to Lock Picking Skill for regular locks.

Large set of lockpicks - +50 to the Lockpicking skill for regular locks.

Electronic Lock Pick MK I - +25 to the Lock Picking skill for electronic locks.

Electronic Lock Pick MK II - +50 to the Lock Picking skill for electronic locks.

Dynamite is an explosive consisting of linked dynamite sticks, a detonator, and a timer. Planting the explosive requires a successful "Trap" skill roll; failing this means the timer is set incorrectly and will detonate at an inappropriate time (early or late). It deals 30-50 damage. It can be used to open doors.

Plastic explosives are more powerful than dynamite and deal 30-70 damage.

A shovel is a very useful item; it can be used for grave robbing. Several quests in Fallout 2 involve shovel use.

Rope - helps the hero descend from great heights in the absence of a ladder and into all kinds of wells.

Stealth Boy - helps avoid unwanted encounters with enemies.

Geiger counter - displays the player's character's radiation exposure level. Its batteries cannot be replaced.

Motion Detector – connects to your PipBoy and allows you to track the presence of living creatures on the local map. Grants +20 to the Traveler skill.

First Aid Kit - +25 to First Aid Skill.

Paramedic's First Aid Kit - +50 to First Aid Skill.

Doctor's Bag - +25 to Doctor Skill.

Medic's bag - +50 to the Doctor skill.

Source: fallout.kiev.ua.