Their effects last for one minute, a far shorter duration than that of standard Mentats
Has a low chance to be awarded for completing daily/repeatable quests and events in the Savage Divide
See more Mentats are a brand of nootropic chems in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout 4, Fallout 76, Fallout Tactics, and Fallout: The Board Game
Waltuh, put the lab away waltuh
These are different from regular Mentats as they do not increase Intelligence and Perception, rather
Grape Mentats are the only Chem that directly boosts the player’s bartering abilities
Companion Nerve gives each companion in the party
Version v2
Berry Mentats do not have the Perception bonus that normal Mentats bring, thus it only increases Intelligence
This means their effects were adjusted, improved, etc
Party Time Mentats are a modified form of Mentats
Mentats ---> Modafinil Reasoning: Mentants are a sort of mental booster like a nootropic drug, modafinil is this sort of drug called a eugeroic
Grape Mentats will act in every way like +5 Charisma plus Cap Collector 1, ¹Only applies to plain Mentats, the other variations (Berry Mentats, Orange Mentats, and Grape Mentats) are nonaddictive
In terms of base ingredients: Mentats Orange Mentats Grape Mentats It can be crafted at any chemistry station
The active ingredient is a powerful nootropic that increases memory related functions, and speeds other mental processes
Mentats return in Fallout 3, though they only increase Intelligence and Perception, omitting the Charisma bonus
These are unlike the Mentats from Fallout and Fallout 2 which provide a
The use of mentats though, not really
Here are the effects of various chem addictions in Fallout 4: Alcohol Addiction: -1 Agility, -1 Charisma
Testing indicates that Grape Mentats only adds 5 to your charisma
Of course, the effect is temporary, leaving
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There's a mod that lets you cultivate wild plants