Agility
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Coordination and the ability to move well. A high Agility is important for any active character.
”— Fallout In-game descriptionAgility is one of the seven primary statistics in the SPECIAL system.
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Fallout, Fallout 2 and Fallout Tactics
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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. In Fallout Tactics, the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the character's AG stat.
Ways to increase Agility
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- 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.
Fallout 3
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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). Expert FPS players may wish to skip the use of V.A.T.S., but you should be familiar with the V.A.T.S. mechanics before you decide to do this, because V.A.T.S. not only increases your reaction speed and allows for more precision shooting, but also greatly reduces damage taken while it is active.
| 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
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| 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 | - |
Ways to increase Agility
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- 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)
- Tattered slave outfit (+1)
- Fire ant nectar (+4)
Fallout: New Vegas
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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(5-Agility)%, or by multiplier 0.1(5-Agility)+1. Agility below 5 makes reloading slower.
Agility-based perks
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| 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 | 6 | 16 | — |
| Slayer | 7 | 24 | Unarmed 90 |
| Nerves of Steel | 7 | 26 | — |
| Tunnel Runner | 8 | 26 | — |
Level names and statistics
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| 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
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- Permanent
- Agility Implant (+1)
- Small Frame trait (+1)
- Intense Training perk (+1)
- Completing the quests, The Apocalypse or The End, will allow you to raise a primary statistic by 1.
- 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)
- Coyote tobacco chew (+1)
- Fire ant nectar (+4)
Notes
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- 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'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)
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