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This page lists all skills in the original Fallout.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For skills in other Fallout games, please see "Skill".
  • For an overview of Fallout content, please refer to "Portal:Fallout".
 
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Skill advancementEdit

Each skill has its own skill level which is expressed as a percentage. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the game.

Each skill point will raise a skill one percent. If the skill is tagged, each skill point will raise it two percent instead.

Unlike perks, skill points can be left unspent and will remain, to be spent later. This could conceivably be useful in the event of a hurdle in the game of unknown type that would prevent further progress, e.g. a locked door. Any unspent skill points in excess of 99 are lost.

Effect of stats on skills Edit

SPECIAL stats modify skills with a considerable bonus. The game keeps track of this bonus throughout the game, in real time. Any changes to stats, (e.g. chem effects, aftereffects and addiction effects or mirrored shades equipped) during the game add to or subtract from this modifier.

Effect of difficulty settings on skills Edit

  • Combat skills are unaffected by difficulty settings.
  • Active and passive skills are lowered by 10 (%) when the difficulty is changed from "normal" to "hard".
  • Active and passive skills are raised by 20 (%) when the difficulty is changed from "normal" to "easy".

Maximizing skill point gain/cost ratio Edit

Reducing the base stat modifier of skills with chem effects, and/or by changing the difficulty to Hard, can reduce the cost of skill points if it lowers the skill below a skill cost threshold. For example, Science can be raised to 135% for only one skill point per % by lowering Intelligence to zero with Mentats' aftereffects or Psycho effects (there is a limit of two chems unless you save and reload, but that will doubtlessly be necessary in any case to avoid become Addicted), and raising the difficulty to "hard" before spending. It can be raised a further 20% if needed, afterwards, by setting the difficulty to "easy" (same goes for reading books). This also works for higher tiers of skill point cost.

List of skillsEdit

Combat skillsEdit

Skill Description Associated stat Associated skill book Initial value
Big Guns The operation and maintenance of really big guns. Miniguns, Rocket Launchers, Flamethrowers and such. Agility - 10% + (1% * AG)
Energy Weapons The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology. Agility - 10% + (1% * AG)
Melee Weapons Using non-ranged weapons in hand-to-hand, or melee, combat. Knives, sledgehammers, spears, clubs and so on. Strength - 55% + (1% * ((ST + AG) / 2))
Small Guns The use, care and general knowledge of small firearms. Pistols, SMGs and rifles. Agility Guns and Bullets 35% + (1% * AG)
Throwing The skill of muscle-propelled ranged weapons. Throwing knives, spears and grenades. Agility - 40% + (1% * AG)
Unarmed A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet. Agility
Strength
- 65% + (AG + ST) / 2

Active skillsEdit

Skill Description Associated stat Associated skill book Initial value
Doctor The healing of major wounds and crippled limbs. Without this skill, it will take a much longer period of time to restore crippled limbs to use. Intelligence
Perception
- 15% + (1% * ((PE + IN) / 2))
First Aid General healing skill. Used to heal small cuts, abrasions and other minor ills. In game terms, the use of first aid can heal more hit points over time than just rest. Intelligence
Perception
First Aid Book 30% + (1% * ((PE + IN) / 2))
Lockpick The skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance this skill. Agility
Perception
- 20% + (1% * ((PE + AG) / 2))
Repair The practical application of the Science skill. The fixing of broken equipment, machinery and electronics. Intelligence Dean's Electronics 20% + (1% * IN)
Science Covers a variety of hi-technology skills, such as computers, biology, physics and geology. Intelligence Big Book of Science 25% + (2% * IN)
Sneak Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time. Agility - 25% + (1% * AG)
Steal The ability to make the things of others your own. Can be used to steal from people or places. Agility - 20% + (1% * AG)
Traps The finding and removal of traps. Also the setting of explosives for demolition purposes. Agility
Perception
- 20% + (1% * ((PE + AG) / 2))

Passive skillsEdit

Skill Description Associated stat Associated skill book Initial value
Barter Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. Charisma - 20% + (2% * CH)
Gambling The knowledge and practical skills related to wagering. The skill at cards, dice and other games. Luck - 20% + (3% * LK)
Outdoorsman Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals. Endurance
Intelligence
Scout Handbook 5% + (1% * ((IN + EN) / 2))
Speech The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. Charisma -

25% + (2% * CH)