The practical application of the Science skill, for fixing of broken equipment, machinery and electronics.”— In-game description
Fallout, Fallout 2 and Fallout Tactics
Example: A starting Intelligence of 5.
Repair is used to fix damaged equipment, this is done by having 2 of the same armor or weapon, the user sacrifices parts from one item to bring up the condition of the other. However, the items don't need to be exactly the same, just similar (brass knuckles will repair spiked knuckles, etc.). Repair also determines the starting condition of custom equipment.
The Repair skill level controls the maximum condition the equipment can be repaired to. This is equal to
Example: A Repair skill of 50.
In other words, every 5 points in Repair raises the maximum condition by 3%. For example with skill level of 10 allows items to be repaired up to 46%, skill level of 15 allows repair up to 49% and so on. This is important because weapons and armor in poor condition are not as efficient and their value is decreased. Low quality weapons have less accuracy and damage, which reduces effective range and often causes more ammunition to be used to kill enemies when using ranged weapons or more hits when using melee weapons. Ranged weapons in low condition are also more likely to jam, which lengthens the reload animation. Armor in low condition has a lower damage resistance (DR) rating. If the condition of a weapon or armor/clothing is completely neglected, the item will break, making the item unusable until it is repaired (armor and clothing will remain on a character after it breaks, but can not be put back on if taken off).
Furthermore, repairs become more efficient. The final condition of the item being repaired is equal to
Where is equal to the % of the highest of the two item and is equal to the % of the lowest of the two item, and Repair skill is expressed as a percentage.
Example, combining two miniguns with a condition of 20% and 10%, by a player with 10 points in Repair.
The same repair performed by a player with 50 points in Repair will give.
Other than determining the item type, it doesn't matter if you repair item A with item B or the other way around. The formula also works when the two items have different item HP even if one of them is unique — the item conditions are taken into account, not HP.
As can be deduced from the formula, the player's repair skill is the determining factor, the item used for repairs contributing 5% max to the final state. This can make using or even buying items in good condition for repairs uneconomic. On the other hand, using broken items which are worthless at 0% condition is still quite effective.
Ways to increase Repair
- Leveling up (10+INT (+3 with Educated perk))
- Bobblehead - Repair (+10)
- Dean's Electronics (+1 or +2 with Comprehension)
- Gun Nut (+5 with each rank, max 3 ranks)
- Tag! (+15)
- Mentats (+2-10 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
- Vault 101 utility jumpsuit (+5)
- Dad's wasteland outfit (+5)
- Repairman jumpsuits, includes Red Racer and Robco (+5)
- Workman's coveralls (+10) (Point Lookout)
Interactions that require Repair skill
- 30 Repair is necessary to fix the water valves in Megaton during the unmarked quest "Treatment".
- 35 Repair is required in the Anchorage War Memorial before, during or after The Wasteland Survival Guide to fix a broken door, if he/she has the door's component. Without the component, a Repair skill of 95 is required.
- 40 Repair is needed during Rescue from Paradise to gain an option to free the children.
- 40 Repair is needed to fix a broken robot during a random encounter. If you repair it, the scavenger will give you two energy cells. With a speech check, you can convince him to give you 100 caps and the energy cells.
- 45 Repair is needed to disarm rigged combat shotguns.
- 60 Repair is needed to disable the turret power generator during Stealing Independence.
- 75 Repair allow you to repair the elevator to the Statesman Hotel's roof yourself during the quest Reilly's Rangers. This is optional but permits to spare a fission battery.
- 85 Repair is required to disarm laser tripwire emitters in Raven Rock during The American Dream.
- A Repair skill check is made when disarming microfusion cells wired to a trapped toilet. It does not specify what the minimum Repair skill is.
- After using the artillery switch in Takoma Industrial a few times, it will short-circuit. Players with a +33 Repair skill can repair the switch and continue using it.
- Downloadable content also includes Repair checks on some items, most notably Point Lookout in the Chinese Intelligence Bunker (44 required to shut off radiation).
Non-player characters who repair in Fallout 3
|Bannon||Potomac Attire||15 or 16|
|Crazy Wolfgang||Caravan merchant||15~50~75 (see here for more details)|
|Crow||Caravan merchant||15~40~65 (see here for more details)|
|Donovan||Statesman Hotel/Ranger Compound||12 or 13|
|Durga||Citadel||17 or 18|
|Ernest Roe||Canterbury Commons||17|
|Friday (The Pitt)||The Pitt Downtown||12 or 13|
|Haley (Point Lookout)||Haley's Hardware||100|
|Hoff||Caravan merchant||15~40~65 (see here for more details)|
|Ken Ewers||Arefu||15 or 16|
|Knick Knack||Little Lamplight||15|
|Lucky Harith||Caravan merchant||15~45~70 (see here for more details)|
|Moira Brown||Craterside Supply/Underworld||24~54 (see here for more details)|
|Olin (Anchorage)||Outcast Outpost||24|
|Panada (Point Lookout)||House of Wares||19|
|Pronto||Lock and Load||19|
|Shrapnel||Flak 'N Shrapnel's||15 or 16|
|Smiling Jack||Evergreen Mills Bazaar||15 or 16|
|Somah (Mothership Zeta)||Mothership Zeta||100|
- Repair is used to disarm certain traps (bear traps, pressure plates, etc.).
- Due to their presence in repair lists, common variants of weapons can be repaired with unique weapons, with the potential loss of these rare items.
Fallout: New Vegas
In Fallout: New Vegas, items can now be repaired to 100% regardless of the player's current skill. However, Repair still governs the effectiveness of repairing one item with another. A higher Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, most notably the Weapon repair kit with 50 skill. High repair also allows the player to repair mechanical or electronic world objects (elevators, doors, computers, etc.).
Ways to increase Repair
- Leveling up (up to +15 or +17 with Educated)
- Dean's Electronics (+3 or +4 with Comprehension)
- Logic Co-Processor (+2 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
- Good Natured (+5)
- Skilled (+5)
- Vault 3 utility jumpsuit (+5)
- Handyman jumpsuit (+5)
- RobCo jumpsuit (+5)
- Dead Money jumpsuit (+5)
- Fixin' Things (+10 or 20 with Comprehension)
- Mentats (+2 to +8 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
- Party Time Mentats (+2 to +8 depending on Intelligence, implant not available with Int. @ 10 subsequently)
Perks that require Repair skill
|In Shining Armor Dead Money||20||2||Science 70|
|Junk Rounds Dead Money||45||2||Luck 6|
|Light Touch Dead Money||45||2||Agility 6|
|Mad Bomber fnvgra||45||6||Explosives 45|
Interactions that require Repair skill
- 20 to repair Trudy's radio in Goodsprings.
- 20 to salvage the solar array parts at Helios One.
- 25 to repair the broken 9mm SMG in Mitchell's house.
- 35 to repair The Auxiliary Generator in the quest That Lucky Old Sun (along with one piece of scrap metal).
- 35 to repair ED-E (along with 55 Science).
- 35 to repair the broken elevator in the Bison Steve Hotel.
- 35 to repair the broken generator in Sloan.
- 50 to repair the broken elevator in Vault 22, allowing easier travel through the Vault.
- 50 to defuse the bomb onboard the President's Vertibird in You'll Know It When It Happens
- 60 to jury rig the fuse box in the Puesta del Sol Switching Station. (Dead Money)
- 65 to repair the broken solar panels at the Nellis Array.
- 65 to jam the 12 hidden doors throughout the REPCONN Headquarters.
- 65 to repair ED-E (without any other skill).
- 80 to jury rig the food processor during Not Worth a Hill of Corn and Beans.
Non-player characters Who Repair
|Dale Barton||Fortification Hill||58|
|Samuel Kerr||188 Trading Post||64|
|Old Lady Gibson||Gibson Scrap Yard||79|
|Mick||Mick & Ralph's||85|
|Joshua Graham||Zion Canyon||100|
|Paladin Sato||Brotherhood of Steel safehouse||100|
|Raul Tejada||Black Mountain / Raul's Shack||100|
|Major Knight||Mojave Outpost||100|
|Sink Central Intelligence Unit||The Sink/Big MT||100|
- Non-player characters who repair, charge caps depending on the % damage repaired and the value of the item repaired.
- Non-player characters will not repair items of apparel, such as Benny's suit, that have no DT.
- Normally, common weapon variants can not be repaired with unique weapons, unless the Jury Rigging perk is selected, which can result in the potential loss of these rare items.
Notable Repair skilled non-player characters
- Smitty, blacksmith of the Adytum district of the Boneyard.
- Vic, pre-War stuff trader and possible companion of the Chosen One.
Fallout: New Vegas
- Joshua Graham, co-founder of the Caesar's Legion and ex-legate.
- Knight, NCR Army major.
- Mick, co-founder and co-owner of Mick and Ralph's.
- Raul Tejada, old vaquero and possible companion of the Courier.
- Sato, paladin of the Mojave Chapter of the Brotherhood of Steel.
- Sink Central Intelligence Unit, the central processor in The Sink in Big MT.
Fallout: Brotherhood of Steel
- Ching Tsun, weapons engineer of Secret Vault.
- Giese, former robot engineer of Secret Vault and repairer of Los.
- Vault Dweller, founder of Arroyo, former paladin of the Brotherhood of Steel, adventurer and player character in Fallout.