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This page lists all skills in Fallout. |
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Skill advancement[]
Each skill has its own skill level which is expressed as a percentage. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the game.
Each skill point will raise a skill one percent. If the skill is tagged, each skill point will raise it two percent instead.
Unlike perks, skill points can be left unspent and will remain, to be spent later. This could conceivably be useful in the event of a hurdle in the game of unknown type that would prevent further progress, e.g. a locked door. Any unspent skill points in excess of 99 are lost.
Effect of stats on skills[]
SPECIAL stats modify skills with a considerable bonus. The game keeps track of this bonus throughout the game, in real time. Any changes to stats, (e.g. chem effects, aftereffects and addiction effects) during the game add to or subtract from this modifier.
Effect of difficulty settings on skills[]
- Combat skills are unaffected by difficulty settings.
- Active and passive skills are lowered by 10 (%) when the difficulty is changed from "normal" to "hard".
- Active and passive skills are raised by 20 (%) when the difficulty is changed from "normal" to "easy".
Maximizing skill point gain/cost ratio[]
Reducing the base stat modifier of skills with chem effects, and/or by changing the difficulty to Hard, can reduce the cost of skill points if it lowers the skill below a skill cost threshold. For example, Science can be raised to 135% for only one skill point per % by lowering Intelligence to zero with Mentats' aftereffects or Psycho effects (there is a limit of two chems unless you save and reload, but that will doubtlessly be necessary in any case to avoid become Addicted), and raising the difficulty to "hard" before spending. It can be raised a further 20% if needed, afterwards, by setting the difficulty to "easy" (same goes for reading books). This also works for higher tiers of skill point cost.
List of skills[]
Combat skills[]
Skill | Description | Associated stat | Associated skill book | Initial value |
---|---|---|---|---|
Small Guns | The use, care and general knowledge of small firearms. Pistols, SMGs and rifles. | Agility | Guns and Bullets | 35% + (1% * AG) |
Big Guns | The operation and maintenance of really big guns. Miniguns, Rocket Launchers, Flamethrowers and such. | Agility | - | 10% + (1% * AG) |
Energy Weapons | The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology. | Agility | - | 10% + (1% * AG) |
Unarmed | A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet. | Agility Strength |
- | 65% + (1% * ((AG + ST) / 2)) |
Melee Weapons | Using non-ranged weapons in hand-to-hand, or melee, combat. Knives, sledgehammers, spears, clubs and so on. | Strength Agility |
- | 55% + (1% * ((ST + AG) / 2)) |
Throwing | The skill of muscle-propelled ranged weapons. Throwing knives, spears and grenades. | Agility | - | 40% + (1% * AG) |
Active skills[]
Skill | Description | Associated stat | Associated skill book | Initial value |
---|---|---|---|---|
First Aid | General healing skill. Used to heal small cuts, abrasions and other minor ills. In game terms, the use of first aid can heal more hit points over time than just rest. | Intelligence Perception |
First Aid Book | 30% + (1% * ((PE + IN) / 2)) |
Doctor | The healing of major wounds and crippled limbs. Without this skill, it will take a much longer period of time to restore crippled limbs to use. | Intelligence Perception |
- | 15% + (1% * ((PE + IN) / 2)) |
Sneak | Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time. | Agility | - | 25% + (1% * AG) |
Lockpick | The skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance this skill. | Agility Perception |
- | 20% + (1% * ((PE + AG) / 2)) |
Steal | The ability to make the things of others your own. Can be used to steal from people or places. | Agility | - | 20% + (1% * AG) |
Traps | The finding and removal of traps. Also the setting of explosives for demolition purposes. | Agility Perception |
- | 20% + (1% * ((PE + AG) / 2)) |
Science | Covers a variety of hi-technology skills, such as computers, biology, physics and geology. | Intelligence | Big Book of Science | 25% + (2% * IN) |
Repair | The practical application of the Science skill. The fixing of broken equipment, machinery and electronics. | Intelligence | Dean's Electronics | 20% + (1% * IN) |
Passive skills[]
Skill | Description | Associated stat | Associated skill book | Initial value |
---|---|---|---|---|
Speech | The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. | Charisma | - | 25% + (2% * CH) |
Barter | Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. | Charisma | - | 20% + (2% * CH) |
Gambling | The knowledge and practical skills related to wagering. The skill at cards, dice and other games. | Luck | - | 20% + (3% * LK) |
Outdoorsman | Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals. | Endurance Intelligence |
Scout Handbook | 5% + (1% * ((IN + EN) / 2)) |
Behind the scenes[]
All skills are coded through the game engine, referencing skills by their ID:
0
: Small Guns1
: Big Guns2
: Energy Weapons3
: Unarmed4
: Melee Weapons5
: Throwing6
: First Aid7
: Doctor8
: Sneak9
: Lockpick10
: Steal11
: Traps12
: Science13
: Repair14
: Speech15
: Barter16
: Gambling17
: Outdoorsman