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Agility

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Agility
Fallout
modifies: Action Points, Armor Class, Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps.
related perks: Action Boy, Better Criticals, Bonus HtH Damage, Bonus Move, Bonus Ranged Damage, Bonus Rate of Fire, Dodger, Healer, Quick Pockets, Silent Death, Silent Running, Slayer, Sniper.
related traits: Gifted, Small Frame.
Fallout 2
modifies: Action Points, Armor Class, Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps
related perks: Action Boy, Better Criticals, Bonus HtH Attacks, Bonus HtH Damage, Bonus Ranged Damage, Bonus Rate of Fire, Demolition Expert, Dodger, Healer, Kama Sutra Master, Light Step, Quick Recovery, Rad Resistance, Silent Death, Silent Running, Slayer, Sniper, Weapon Handling.
related traits: Gifted, Small Frame.
Fallout Tactics
modifies: Action Points, Armor Class, Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps, Pilot
related perks: Action Boy, Better Criticals, Bonus HtH Attacks, Bonus HtH Damage, Bonus Move, Bonus Ranged Damage, Bonus Rate of Fire, Demolition Expert, Dodger, Flexible, Gain Agility, Gunner, Healer, Hit the Deck, Lead Foot, Leader, Light Step, Quick Pockets, Quick Recovery, Silent Death, Silent Running, Sniper, Stat!, Stunt Man, Tunnel Rat, Weapon Handling.
related traits: Gifted, Small Frame, EMP Shielding.
Fallout 3
modifies: Action Points available for V.A.T.S., Small Guns, Sneak
related perks: Action Boy, Gun Nut, Light Step, Silent Running, Sniper, Thief

"Never be afraid to dodge the sensitive issues."

Agility is one of the 7 Primary Statistics in the SPECIAL system. It represents coordination and the ability to move well.

Contents

[edit] Fallout, Fallout 2 and Fallout Tactics

Action point allocation is based on the AG stat. Therefore, a character that wishes to keep his enemy on its toes, or claws, needs to have a high agility in order to have multiple combat moves. It is a critical stat for anyone interested in the more mobile and visceral skills such as Unarmed and Small Guns. Other skills rely on it, but these have higher values in AG investment. [Note.] In Fallout: Tactics the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the characters AG stat.

[edit] Fallout 3

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

[edit] 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 6 16
Nerves of Steel 7 26

[edit] Ways to increase Agility

SPECIAL