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The practical application of the Science skill, for fixing of broken equipment, machinery and electronics.— In-game description

Repair is a skill in Fallout, Fallout 2, Fallout 3, Fallout Tactics and Fallout: New Vegas. In Van Buren and J.E. Sawyer's Fallout Role-Playing Game it was renamed mechanics.

## Fallout and Fallout TacticsEdit

$\text{Initial level}\%=20+\text{Intelligence}$

Example: A starting Intelligence of 5.

$20+5=25\%$

## Fallout 2Edit

$\text{Initial level}\%=0+3×\text{Intelligence}$

Example: A starting Intelligence of 5.

$0+(3×5)=15\%$

## Fallout 3Edit

$\text{Initial level}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$

Example: A starting Intelligence of 5 and Luck of 5.

$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$

Repair is used to fix damaged equipment (bringing up its condition) by using up a second item identical or similar to the original. Repair also determines the starting condition of custom-made equipment.

### Maximum conditionEdit

The Repair skill level controls the maximum condition the equipment can be repaired to. This is equal to

$\text{Maximum condition}\%=40\%+\left(0.6\%\times\text{Repair skill}\right)$

Example: A Repair skill of 50.

$40\%+\left(0.6\%\times50\right)=70\%$

In other words, every 5 points in Repair raises the maximum condition by 3%. For example, with skill level of 10 allows items to be repaired up to 46%, skill level of 15 allows repair up to 49% and so on. This is important because weapons and armor in poor condition are not as efficient and their value is decreased. Low quality weapons have less accuracy and damage, which reduces effective range and often causes more ammunition to be used to kill enemies when using ranged weapons, or more hits when using melee or unarmed weapons. Ranged weapons in low condition are also more likely to jam, which lengthens the reload animation. Armor in low condition has a lower Damage Resistance (DR) rating. If the condition of a weapon or armor/clothing is completely neglected, the item will break, making the item unusable until it is repaired (armor and clothing will remain on a character after it breaks, but can not be put back on if taken off).

### Repair efficiencyEdit

Furthermore, repairs become more efficient. The final item condition from repair is equal to:

$\text{RepairedCondition}=5%+\text{HigherItemCondition}+\left(0.05*\text{LowerItemCondition}\right)+\left(0.15%*\text{RepairSkill}\right)$

up to the maximum condition allowed by your repair skill

Example, combining a minigun with a condition of 20% into a minigun with a condition of 10%, by the player character with 10 points in Repair:

$\left(5+20+\left(0.05*10\right)+\left(0.15*10\right)\right)=27%$

The same repair performed by the player character with 50 points in Repair will give:

$\left(5+20+\left(0.05*10\right)+\left(0.15*50\right)\right)=33%$

Other than determining the item type, it does not matter if one repairs item A with item B or the other way around. The formula also works when the two items have different item HP even if one of them is unique — the item condition percentages are taken into account, not HP.

As can be deduced from the formula, the player character's Repair skill is the determining factor, the item used for repairs contributing 5% max to the final state. This can make using or even buying items in good condition for repairs uneconomic. On the other hand, using broken items, which are worthless at 0% condition, is still somewhat effective.

Permanent
Temporary

### Interactions that require Repair skillEdit

• 20 Repair is required to disarm microfusion cells wired to a trapped toilet.
• 23 Repair is needed to disarm bear traps.
• 30 Repair is necessary to fix the water valves in Megaton during the unmarked quest Treatment.
• 33 Repair is required to repair the artillery switch in Takoma Industrial if it short circuits after using it a few times.
• 35 Repair is required in the Anchorage Memorial before, during or after the Wasteland Survival Guide to fix a broken door, if one has the door's component. Without the component, a Repair skill of 95 is required.
• 40 Repair is needed during Rescue from Paradise to gain an option to free the children.
• 40 Repair is needed to fix a broken robot during a random encounter. If repaired, the scavenger will give the player character two energy cells. With a Speech check, the player character can convince him to give them 100 caps and the energy cells.
• 45 Repair is needed to disarm rigged combat shotguns.
• 60 Repair is needed to disable the turret power generator during Stealing Independence.
• 75 Repair allows one to repair the elevator to the Statesman Hotel's roof yourself during the quest Reilly's Rangers. Otherwise, a fission battery will be needed.
• 85 Repair is required to disarm laser tripwire emitters in Raven Rock during The American Dream.
• 44 Repair is required to shut off the radiation in the Chinese Intelligence bunker.

### Non-player characters who repairEdit

Name Location Repair skill
Bannon Potomac Attire 15 or 16
Crazy Wolfgang Caravan merchant 15~50~75 (see here for more details)
Crow Caravan merchant 15~40~65 (see here for more details)
Donovan Statesman Hotel/Ranger compound 12 or 13
Knight Captain Durga Citadel 17 or 18
Uncle Roe Canterbury Commons 17
Friday (The Pitt) The Pitt Downtown 12 or 13
Haley (Point Lookout) Haley's Hardware 16 (100 with bug)
Doc Hoff Caravan merchant 15~40~65 (see here for more details)
Ken Ewers Arefu 15 or 16
Knick Knack Little Lamplight 15
Lucky Harith Caravan merchant 15~45~70 (see here for more details)
Moira Brown Craterside Supply/Underworld 24~54 (see here for more details)
Specialist Olin (Anchorage) Outcast outpost 24
Pappy Big Town 14
Shrapnel Flak 'N Shrapnel's 15 or 16
Smiling Jack Evergreen Mills bazaar 15 or 16
Somah (Mothership Zeta) Mothership Zeta 100
Winthrop Underworld 24

### NotesEdit

• Repair is used to disarm certain traps (bear traps, pressure plates, etc.).
• Due to their presence in repair lists, common variants of weapons can be repaired with unique weapons, with the potential loss of these rare items.

## Fallout: New VegasEdit

In Fallout: New Vegas, items can now be repaired to 100% regardless of the player character's current skill. Repair still governs the effectiveness of repairing one item with another, using the same repair efficiency calculation as Fallout 3, but with a static 100% condition limit in place of the skill-based limit.

A higher Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, most notably the Weapon repair kit with 50 skill. High Repair also allows one to repair mechanical or electronic world objects (elevators, doors, computers, etc.).

Permanent
Temporary

### Perks that require Repair skillEdit

In Shining Armor 20 2 Science 70
Junk Rounds 45 2 Luck 6
Light Touch 45 2 Agility 6
Jury Rigging 90 14
Mad Bomber 45 6 Explosives 45

### Non-player characters who repairEdit

Name Location Repair cap
Dale Barton The Fort 58%
Samuel Kerr 188 trading post 64%
Calamity Jacobstown 76%
Old Lady Gibson Gibson scrap yard 79%
Mick Mick & Ralph's 85%
Joshua Graham Zion Canyon 100%
Paladin Sato Brotherhood of Steel safehouse 100%
Raul Tejada Black Mountain / Raul's shack 100%
Major Knight Mojave Outpost 100%
Sink Central Intelligence Unit The Sink/Big MT 100%
Commissary terminal The Divide 100%

The Repair skill of an NPC dictates the maximum condition they can repair to, based on the same maximum condition formula used in Fallout 3. The total cost to repair is independent of the one's Barter and Repair skills and is calculated with this formula:

$\text{Repair cost} = 2 \left( \text{Repair cap} - \text{Current condition} \right) \times \text{Value}$

### NotesEdit

• Non-player characters will not repair apparel (such as Benny's suit) that has no DT.
• Normally, common weapon variants can not be repaired with unique weapons unless the Jury Rigging perk is selected, which can result in the potential loss of these rare items.
• Items whose HP values still round to 100% will not offer the option to repair/maintain them, even if they show less than maximum cap value, and will not appear in the list of spare weapons when repairing another of the same type.

## Notable Repair skilled non-player charactersEdit

### FalloutEdit

Smitty, blacksmith of the Adytum district of the Boneyard.

### Fallout 2Edit

Vic, pre-War trader, and possible companion of the Chosen One.

### Fallout 3Edit

• Haley, founder and owner of Haley's Hardware.
• Somah, former Paradise Falls slaver.

### Fallout: Brotherhood of SteelEdit

• Ching Tsun, weapons engineer of Secret Vault.
• Giese, former robot engineer of Secret Vault and repairer of Los.
• Vault Dweller, player character in Fallout.
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