Skills

Fallout 1 -> Skills

There are 18 skills in total, and mastering them all to an equal degree is impossible. Skills determine the overall style of your future gameplay, so choose your development paths with the utmost responsibility.


Special Skills

When creating a character, the player must select three "special skills," which their character will have a choice about developing. They must select exactly three special skills—no more, no less. Each skill selected as a special skill receives a one-time bonus of +20% and subsequently increases twice as fast as the others. (When you spend skill points on a special skill, it increases by 2%, not 1%).


Skill Upgrade Cost

Current value (in %) Price of increase (Skill Points per 1%)

  • 1-100 1
  • 101-125 2
  • 126-150 3
  • 151-175 4
  • 176-200 5
  • 201+ 6


Description of skills

Small Guns - This skill covers the use of pistols, submachine guns, shotguns, rifles, and shotguns. The higher the skill's value, the greater the chance of hitting a target with a given weapon and the greater the range of accurate fire. 

Starting value: 5% + (4 * Dexterity). Average initial value: 25%.

Big Guns - This skill includes flamethrowers, machine guns, and grenade launchers. Like light weapons, the skill value affects the chance to hit and firing range. 

Starting value: 0% + (2 * Dexterity). The average initial value is 10%.

Energy Weapons - Using energy weapons is not a common skill, even in a post-nuclear world. When atomic explosions thundered, this type of weaponry was just beginning to be used in warfare. You'll need this skill if you want to fire laser, plasma, and pulse weapons. In fact, any weapon that uses energy charges or batteries instead of bullets falls into this category. 

Starting value: 0% + (2 * Dexterity). Average starting value: 10%.

Unarmed - The ability to strike people with punches and kicks. The higher the Unarmed skill, the greater the chance of hitting a target in combat. This skill also includes the use of weapons such as brass knuckles, spiked brass knuckles, and the legendary energy fist. At higher levels, you will learn new combat techniques. Any character starts with a good Unarmed skill, as its basic principles are quite simple. 

Starting value: 30% + (2 * (Dexterity + Strength)). The average starting value is 50%.

Melee Weapons - Includes knives, spears, sledgehammers, crowbars, and the like. Using simple tools in combat is fairly common to human nature. 

Starting value: 20% + (2 * (Dexterity + Strength)). Average starting value: 40%.

Throwing - This skill, as the name suggests, is used to throw weapons. Throwing knives, small stones, and grenades are all thrown weapons. If you miss, the thrown object must land somewhere, and it's quite possible to throw it so poorly that the weapon lands right on your foot. If it's a knife, you might be able to get away with it, but if it's a grenade, you'll be in big trouble. The maximum throwing distance depends on the character's Strength and the type of thrown weapon. 

Starting value: 0% + (4 * Dexterity). Average starting value: 20%.

First Aid - The ability to treat minor wounds. This skill allows you to heal minor injuries, cuts, and bruises. You can heal yourself or anyone else. 

Starting value: 0% + (2 * (Perception + Intelligence)). Average initial value is 20%.

Doctor - A more advanced form of healing. You can heal serious injuries, including broken limbs, but cannot heal poison or radiation damage. You can heal yourself or another person/creature. 

Starting value: 5% + (Perception + Intelligence). Average starting value is 15%.

Sneak - The ability to move quietly and/or stealthily. When you sneak, it's harder for others to notice you—at a distance, of course. If you get too close to a dangerous creature, regardless of your Sneak skill, you'll be spotted. Naturally, the chance of being spotted while sneaking depends on your line of sight, lighting, the target's camouflage, and luck. Such is the life of a thief. After a successful sneak attack, you gain a bonus when attempting to steal from your target. 

Starting value: 5% + (3 * Dexterity). Average initial value is 20%.

Lockpick - If you need to open a lock without a key, this is the skill for you. Use it to get things that others probably wouldn't want, but you might still need. Having a lockpick increases your chances, but it's not required. There are two types of locks in the Fallout world: mechanical and electronic. Regular lockpicks work against mechanical locks, but to attempt to pick an electronic lock, you need a special electronic lockpick. These locks are much more difficult to open and can only be done with an electronic lockpick. 

Starting value: 10% + (Perception + Dexterity). Average starting value is 20%.

Steal - The art of moving objects undetected through space. Larger items are more difficult to steal than smaller ones. The more items you try to steal in one go, the easier it is to spot. It's impossible to steal items someone is using (weapons out of their hands, armor they're wearing, etc.). If you're trying to steal from someone, it's a good idea to stand behind them, or even better, sneak up behind them. 

Starting value: 0% + (3 * Dexterity). Average starting value: 15%.

Traps - In addition to planting and disarming devices capable of harming others, this skill extends to planting, arming, and using explosives. The higher your Traps skill level, the lower the chance that an explosive device will detonate in your hands or the timer will go off at the wrong time. 

Starting value: 10% + (Perception + Dexterity). Average initial value: 20%.

Science - Skill in working with electronic devices. It also affects a character's intuition. Characters with a high Science score will notice things others might miss. Science rolls are primarily made when using (or hacking) computers, but are far from limited to that.

Starting value: 0% + (4 * Intelligence). Average initial value is 20%.

Repair - This is the practical side of the "Science" skill. In situations where repair shops are unavailable (in the desert, etc.), a person with a high Repair skill is useful. This skill determines the ability to repair any type of broken equipment. 

Starting value: 0% + (3 * Intelligence). Average starting value is 15%.

Speech - Dialogue skill. The better your Speech skill, the more likely you are to steer a conversation in the right direction. Your conversational skill determines whether an NPC will trust you and follow your advice. 

Starting value: 0% + (5 * Charisma). Average initial value: 25%.

Barter - The art of bartering. The "Barter" skill helps you get more for less when trading equipment, weapons, and anything else. A high "Barter" stat lowers the price you pay when buying items and increases the amount you receive from selling equipment. A good Barter stat isn't particularly important if you're killing everyone indiscriminately (in which case, you'll get your money's worth through trophies), but it's crucial for more prudent characters accustomed to receiving a fair reward for their efforts. 

Starting value: 0% + (4 * Charisma). Average starting value: 20%.

Gambling - Covers knowledge of the rules of gambling and the ability to win. A character with a high Gambling skill wins more often. 

Starting value: 0% + (5 * Luck). Average initial value: 25%.

Outdoorsman - A skill for surviving in the wilderness and hostile environments. This is taught to scouts. The "Outdoorsman" skill is used to avoid unwanted encounters on the global map and increases the chance of special encounters. It's always useful to have someone with a high value for this skill. 

Starting level: 0% + (2 * (Stamina + Intelligence)) Average starting value: 20%.


See also:

Fallout 2 Quick Walkthrough

Fallout 2 Walkthrough: Vault 15

Fallout 2 Walkthrough: Navarro