Agility is one of the seven primary statistics in the SPECIAL system.
Fallout, Fallout 2 and Fallout Tactics[]
Action point allocation is based on the AG stat. Therefore, a character that wishes to keep an enemy on its toes, or claws, needs to have a high Agility in order to have multiple combat moves. Additionally, it allows the character to dodge better. It is a critical stat for anyone interested in more mobile and visceral skills, such as unarmed and small guns. Other skills rely on it, but these have higher values in AG investment.
Ways to increase Agility[]
- In Fallout 1, the Brotherhood of Steel in Lost Hills can perform an operation to permanently increase Agility by 1, assuming the player can afford it.
- In Fallout 1 and Fallout 2, Agility can be raised by using psycho which gives a temporary +3, and by using Buffout which gives a temporary +2.
- Agility can be raised in Fallout 2 by using Monument chunk which gives a temporary +3.
- In Fallout 2, taking the Gain Agility perk also raises Agility by 1.
- In Fallout 2, The Chosen One can get a permanent +1 Agility by first sleeping with Miss Kitty and immediately afterward sleeping with one of her prostitutes (restoration Project only, after completing the last main mission).
Agility-based perks[]
Fallout 3[]
Modifies: Action Points available for V.A.T.S., and the Small Guns and Sneak skills.
Agility determines the number of Action Points available for use in V.A.T.S. (base AP determined by 65 + Agility*2, and can be raised by perks and some items).
Value | Action Points | Skill Modifiers |
---|---|---|
1 | 67 | Small Guns +2, Sneak +2 |
2 | 69 | Small Guns +4, Sneak +4 |
3 | 71 | Small Guns +6, Sneak +6 |
4 | 73 | Small Guns +8, Sneak +8 |
5 | 75 | Small Guns +10, Sneak +10 |
6 | 77 | Small Guns +12, Sneak +12 |
7 | 79 | Small Guns +14, Sneak +14 |
8 | 81 | Small Guns +16, Sneak +16 |
9 | 83 | Small Guns +18, Sneak +18 |
10 | 85 | Small Guns +20, Sneak +20 |
Agility-based perks[]
Perk | Required | Level | Additional Requirements |
---|---|---|---|
Gun Nut | 4 | 2 | Intelligence 4 |
Thief | 4 | 2 | Perception 4 |
Silent Running | 6 | 12 | Sneak 50 |
Sniper | 6 | 12 | Perception 6 |
Light Step | 6 | 14 | Perception 6 |
Action Boy/Action Girl | 6 | 16 | - |
Nerves of Steel | 7 | 26 | - |
Ways to increase Agility[]
- Permanent
- Bobblehead - Agility (+1)
- Intense Training perk (+1)
- No Weaknesses perk (will raise base to 5 if below 5)
- Almost Perfect perk (will raise base to 9 if below 9)
- Temporary
- Armor and clothing
- AntAgonizer's costume, Brahmin-skin outfit, Maple's garb, wasteland settler outfit, wasteland wanderer outfit (+1)
- Poplar's hood (+1)
- Most variants of pre-War outfits, including dirty variants (+1)
- Laborer outfit, tattered slave outfit, worn slave outfit (+1)
- Fire ant nectar (+4)
Fallout: New Vegas[]
Modifies: Action Points available for V.A.T.S., draw and holster speed, reload speed, and the Guns and Sneak skills.
Agility determines the number of action points available for use in V.A.T.S. (base AP determined by 65 + (Agility x3), and can be raised by perks and some items).
The holster/reload time is modified in percentage by 10*(1+Agility)% from 100% base value. Agility below 5 makes reloading slower.
Modifier Rapid Reload = 1.25
Agility-based perks[]
Perk | Required | Level | Additional Requirements |
---|---|---|---|
Rapid Reload | 5 | 2 | Guns 30 |
Light Touch | 6 | 2 | Repair 45 |
Quick Draw | 5 | 8 | — |
Silent Running | 6 | 12 | Sneak 50 |
Sniper | 6 | 12 | Perception 6 |
Light Step | 6 | 14 | Perception 6 |
Action Boy/Action Girl | 6 | 16 | — |
Slayer | 7 | 24 | Unarmed 90 |
Nerves of Steel | 7 | 26 | — |
Tunnel Runner | 8 | 26 | — |
Level names and statistics[]
Value | Name | Action Points | Skill Modifiers |
---|---|---|---|
1 | Walking Disaster | 68 | Guns +2, Sneak +2 |
2 | Accident Prone | 71 | Guns +4, Sneak +4 |
3 | Oaf | 74 | Guns +6, Sneak +6 |
4 | Butterfingers | 77 | Guns +8, Sneak +8 |
5 | Under Control | 80 | Guns +10, Sneak +10 |
6 | Catlike | 83 | Guns +12, Sneak +12 |
7 | Knife Thrower | 86 | Guns +14, Sneak +14 |
8 | Knife Catcher | 89 | Guns +16, Sneak +16 |
9 | Acrobatic Marvel | 92 | Guns +18, Sneak +18 |
10 | Walks on Water | 95 | Guns +20, Sneak +20 |
Ways to increase Agility[]
- Permanent
- Agility Implant available at the New Vegas medical clinic (+1)
- Small Frame trait (+1)
- Intense Training perk (+1)
- The Apocalypse or The End will allow raising any one primary statistic by 1. Completing the quest
- Temporary
- Armor and clothing
- Brahmin-skin outfit, Gladiator armor, wasteland legend outfit, wasteland settler outfit, wasteland wanderer outfit (+1)
- Most variants of pre-War outfits (+1)
- Stealth suit Mk II (+1)
- Courier duster, riot gear, marked scout armor (+1)
- Chems
- Coyote tobacco chew (+1)
- Fire ant nectar (+4)
- Traits
- Claustrophobia (+1 while outdoors, but -1 indoors)
- Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)
Ways to decrease Agility[]
- Armor and clothing
- Metal armor (reinforced), Lightweight metal armor (-1)
- T-45d power armor, Brotherhood T-45d power armor, NCR salvaged power armor (-2)
- Gecko-backed metal armor (reinforced) (-1)
Notes[]
- Contrary to Agility's description in-game, and what the Fallout: New Vegas Official Game Guide states, Agility does not affect run speed. This can easily be proven in-game with a stopwatch, measuring the time it takes to travel a given distance with a 1 Agility and a 10 Agility character (the same time).
- If the player character's Agility stat is the most extreme (highest or lowest), Doc Mitchell will either say "Most patients don't get out of bed after being shot and then move like they was in perfect control. You're unusual, I'll say that." (for highest) or "Don't have all of your coordination back yet, it looks like. You should think about doing some rehab." (For lowest)
Fallout 4[]
Each point of Agility yields 10 additional action points:
Game settings for action points:
- fAVDActionPointsBase = 60
- fAVDActionPointsMult = 10
Each point adds 1% directly to the pickpocketing chance.
Agility-based perks[]
Perk | Agility Required |
---|---|
Gunslinger | 1 |
Commando | 2 |
Sneak | 3 |
Mister Sandman | 4 |
Action Boy/Action Girl | 5 |
Moving Target | 6 |
Ninja | 7 |
Quick Hands | 8 |
Blitz | 9 |
Gun Fu | 10 |
Ways to increase Agility[]
- Permanent
- Level (+1)
- Agility bobblehead (+1)
- You're SPECIAL! book (+1)
- Temporary
- Various armor and clothing
- Army fatigues (+1 Agility)
- Baseball uniform (+1 Agility)
- Dirty army fatigues (+1 Agility)
- Military fatigues (+2 Agility)
- Minuteman outfit (+1 Agility)
- Institute jumper (+2 Agility)
- Fatigues (+1 Agility)
- Institute jumper (+2 Agility)
- MacCready's duster (+1 Agility)
- Silver Shroud costume (+1 Agility)
- Pack feather necklace (+1 Agility)
- Pack necklace (+1 Agility)
- Ripped shirt & socks (+1 Agility)
- Torn shirt & ragged pants (+1 Agility)
- Wrap & ragged pants (+2 Agility)
- Wrap & ripped jeans (+1 Agility)
- Legendary armor effects
- Mantis armor (+1 Agility)
- Wastelander's chest piece (+1 Agility)
- Champion armor (+1 Agility)
- Mark 2 synth armor (+1 Agility)
- Acadia's Shield (+1 Agility)
- Chems
- Calmex (Fallout 4) (+3 Agility)
- X-cell (Fallout 4) (+2 Agility)
- Food
- Deathclaw steak (Fallout 4) (+1 Agility)
- Gatorclaw steak (+1 Agility)
- Drinks
- Ice cold Nuka-Bombdrop (+1 Agility)
- Nuka-Bombdrop (+1 Agility)
- Rum (Fallout 4) (+1 Agility)
- Several perks
- Settlement objects
- Pommel horse (+1)
Fallout 76[]
Modifies: Action Points, ability to sneak
Agility is the stat that influences sneak and maximum Action Points (AP), which is consumed while using V.A.T.S., sprint, power attacks or the Dodgy perk. As with other Fallout 76 SPECIAL attributes, Agility has a maximum base stat of 15.
At an Agility of 1, the maximum AP available is 105. Each additional level of Agility increases the total amount of AP by 10. At an Agility of 15, the maximum AP available is 245.
Similarly, at an Agility of 1, the sneak rating bonus is 5. Each additional level of Agility increases this amount by 5. At an Agility of 15, the sneak rating bonus is 75.
Agility-based Perks[]
Name | Level | Rank | Description |
---|---|---|---|
Action Boy/Action Girl | 2 | 1 | Action points regenerate 15% faster. |
2 | Action points regenerate 30% faster. | ||
3 | Action points regenerate 45% faster. | ||
Adrenaline | 49 | 1 | Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills. |
2 | Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills. | ||
3 | Gain +8% (max 48%) damage for 30s per kill. Duration refreshes with kills. | ||
4 | Gain +9% (max 54%) damage for 30s per kill. Duration refreshes with kills. | ||
5 | Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills. | ||
Ammosmith | 34 | 1 | Produce 40% more rounds when crafting ammunition. |
2 | Produce 80% more rounds when crafting ammunition. | ||
Born Survivor | 3 | 1 | Falling below 20% health will automatically use a Stimpak, once every 20s. |
2 | Falling below 30% health will automatically use a Stimpak, once every 20s. | ||
3 | Falling below 40% health will automatically use a Stimpak, once every 20s. | ||
Covert Operative | 27 | 1 | Your ranged sneak attacks do 2.15x normal damage. |
2 | Your ranged sneak attacks do 2.3x normal damage. | ||
3 | Your ranged sneak attacks do 2.5x normal damage. | ||
Dead Man Sprinting | 8 | 1 | Sprint 10% faster at increased AP cost when your health is below 40%. |
2 | Sprint 20% faster at increased AP cost when your health is below 50%. | ||
Dodgy | 45 | 1 | Avoid 10% of incoming damage at the cost of 30 Action Points per hit. |
2 | Avoid 20% of incoming damage at the cost of 30 Action Points per hit. | ||
3 | Avoid 30% of incoming damage at the cost of 30 Action Points per hit. | ||
Enforcer | 30 | 1 | Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb. |
2 | Your shotguns gain a 10% stagger chance and a 20% chance to cripple a limb. | ||
3 | Your shotguns gain a 15% stagger chance and a 30% chance to cripple a limb. | ||
Escape Artist | 35 | 1 | Sneak to lose enemies, and running no longer affects stealth. |
Evasive | 17 | 1 | Each AGI point adds +1 Damage and Energy Resist (Max 15). (No Power Armor) |
2 | Each AGI point adds +2 Damage and Energy Resist (Max 30). (No Power Armor) | ||
3 | Each AGI point adds +3 Damage and Energy Resist (Max 45). (No Power Armor) | ||
Expert Guerrilla | 25 | 1 | Your automatic pistols now do +10% damage |
2 | Your automatic pistols now do +15% damage | ||
3 | Your automatic pistols now do +20% damage | ||
Expert Gunslinger | 24 | 1 | Your non-automatic pistols now do +10% damage. |
2 | Your non-automatic pistols now do +15% damage. | ||
3 | Your non-automatic pistols now do +20% damage. | ||
Goat Legs | 32 | 1 | Take 40% less damage from falling. |
2 | Take 80% less damage from falling. | ||
Guerrilla | 10 | 1 | Your automatic pistols now do +10% damage |
2 | Your automatic pistols now do +15% damage | ||
3 | Your automatic pistols now do +20% damage | ||
Gun Fu | 50 | 1 | V.A.T.S. swaps targets on kill with +10% damage to your next target. |
2 | V.A.T.S. swaps targets on kill with +10% then 20% damage to your next 2 targets. | ||
3 | V.A.T.S. swaps targets on kill with +10%, 20%, then 30% damage to your next 3 targets. | ||
Gun Runner | 4 | 1 | Your running speed is increased by 10% when you have a pistol equipped |
2 | Your running speed is increased by 20% when you have a pistol equipped | ||
Gunslinger | 6 | 1 | Your non-automatic pistols now do +10% damage. |
2 | Your non-automatic pistols now do +15% damage. | ||
3 | Your non-automatic pistols now do +20% damage. | ||
Home Defense | 22 | 1 | You can craft and disarm better traps and craft better turrets. (Plans required) |
2 | You can craft and disarm advanced traps and craft advanced turrets. (Plans required) | ||
3 | You can craft and disarm expert traps and craft expert turrets. (Plans required) | ||
Light Footed | 38 | 1 | While sneaking, you never trigger mines or floor-based traps. |
Marathoner | 13 | 1 | Sprinting consumes 20% fewer Action Points. (No Power Armor) |
2 | Sprinting consumes 30% fewer Action Points. (No Power Armor) | ||
3 | Sprinting consumes 40% fewer Action Points. (No Power Armor) | ||
Master Guerrilla | 43 | 1 | Your automatic pistols now do +10% damage |
2 | Your automatic pistols now do +15% damage | ||
3 | Your automatic pistols now do +20% damage | ||
Master Gunslinger | 41 | 1 | Your non-automatic pistols now do +10% damage. |
2 | Your non-automatic pistols now do +15% damage. | ||
3 | Your non-automatic pistols now do +20% damage. | ||
Mister Sandman | 37 | 1 | At night your silenced weapons do an additional 25% sneak attack damage. |
2 | At night your silenced weapons do an additional 50% sneak attack damage. | ||
Modern Renegade | 18 | 1 | Gain Pistol hip fire accuracy and a +2% chance to cripple a limb. |
2 | Gain more Pistol hip fire accuracy and a +3% chance to cripple a limb. | ||
3 | Gain excellent Pistol hip fire accuracy and a +4% chance to cripple a limb. | ||
Moving Target | 5 | 1 | Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor) |
2 | Gain +30 Damage and Energy Resistance while sprinting. (No Power Armor) | ||
3 | Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor) | ||
Ninja | 15 | 1 | Your melee sneak attacks do 2.3x normal damage. |
2 | Your melee sneak attacks do 2.6x normal damage. | ||
3 | Your melee sneak attacks do 3x normal damage. | ||
Packin' Light | 9 | 1 | Your pistols weigh 25% less. |
2 | Your pistols weigh 50% less. | ||
3 | Your pistols weigh 75% less. | ||
Secret Agent | 47 | 1 | Stealth Boys last twice as long. |
2 | Stealth Boys last three times as long. | ||
3 | Stealth Boys last four times as long. | ||
Sneak | 20 | 1 | You are 25% harder to detect while sneaking. |
2 | You are 50% harder to detect while sneaking. | ||
3 | You are 75% harder to detect while sneaking. | ||
Thru-hiker | 7 | 1 | Food and drink weights are reduced by 30%. |
2 | Food and drink weights are reduced by 60%. | ||
3 | Food and drink weights are reduced by 90%. | ||
White Knight | 39 | 1 | Your armor breaks 20% more slowly and is cheaper to repair. |
2 | Your armor breaks 40% more slowly and is cheaper to repair. | ||
3 | Your armor breaks 60% more slowly and is cheaper to repair. |
Ways to increase Agility[]
Note that all stat boosts in Fallout 76 are temporary.
- Bobblehead: Agility (+2 for 1 hour or 2 hours with Curator)
- Armor and Clothing:
- "Raider" underarmor with a treated lining mod (+1)
- "Raider" underarmor with a resistant lining mod (+2)
- "Raider" underarmor with a protective lining mod (+2)
- "Raider" underarmor with a shielded lining mod (+3)
- Legendary Effects:
- Agility (+1)
- Unyielding (+3)
- Magazines:
- U.S. Covert Operations Manual 10: (+1)
- Mutations:
- Bird Bones (+4)
- Herd Mentality (+2 if grouped, -2 if solo)
- Consumables:
- Food:
- Cat meat steak (+2)
- Crispy squirrel bits (+2)
- Fox jerky (+2)
- Ground mole rat (+3)
- Scorchbeast mixed meat stew (+1)
- Smoked scorchbeast lung (+3)
- Squirrel on a stick (+3)
- Drinks:
- Mutfruit juice (+1)
- Rum (+1)
- Steeped melon blossom chai (+2)
- Syrup (+1)
- Chems:
- Calmex (+3)
- X-cell (+2)
- Food:
Fallout Shelter[]
Agility affects how efficient a dweller is while working in the diner and garden facilities. It can be increased on different dwellers by assigning them to the athletics room.
While on quests, Agility also increases how fast (how many times) a dweller attacks/ fires their weapon per round.
Fallout: The Board Game[]
Unlike other games, Agility is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Agility token gets free rerolls during certain tests, as well as during fights if equipped with an Agility-based weapon.
The wastelander player character always begins the game with Agility. Any player character wearing the singed duster gains one hit during an Agility test. However, a player character cannot gain any rerolls from Agility while wearing metal armor. During any Agility test, Calmex can be used to gain one free hit.
Agility-based perks[]
- Action Boy/Action Girl
- Sneak
Agility-based weapons[]
- Combat knife (x2)
- Fat Man
- Laser rifle
- Minigun
- Pipe rifle
- Plasma gun
- Ripper
- Shishkebab
- Sniper rifle
Gallery[]
Video[]
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