Gaming
 

Science

From The Vault

Science
Fallout, Fallout 2, Fallout Tactics
modifies: Chance to hack computers
modified by: Intelligence
initial level: 25% + (2% x Intelligence)
related perks: Mr. Fixit
related traits: Gifted
Fallout 3
modifies: The range of terminal difficulties that may be hacked by the player, various dialogue options
modified by: Intelligence
initial level: 2 + (Intelligence x 2) + Luck/2 (round. up)
related perks: Computer Whiz, Cyborg, Daddy's Boy/Daddy's Girl, Entomologist, Nerd Rage!, Robotics Expert, Quantum Chemist

"Always be prepared to explain the hows and the whys."

Science is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill.

Covers a variety of hi-technology skills, such as computers, biology, physics and geology.

Contents

[edit] Fallout, Fallout 2 and Fallout Tactics

Initial Level: Starting Science skill is equal to 25% + (2% x Intelligence). This formula would mean average characters will have a 35% Science skill (25% + (2 x 5)), with the minimum value being 27% and the maximum 45%.

The Fallout Tactics 1.27 patch notes readme file says:
The science bonus to criticals on robots is working properly
suggesting that Science affects critical chance or effect against robots somehow (at least in Tactics).

[edit] Fallout 3

Science allows you to hack terminals using the mini-game described in Hacking Terminals. Terminals have different difficulty levels, and they require different science skill levels. The difficulty ratings and skill levels are: Very Easy (15), Easy (25), Average (50), Hard (75), and Very Hard (100). This is one of the few skills that may be useful to find a way to raise it to 100% (like Lockpick) as some terminals require such a high level. The relative values of your science level and the difficulty rating affects how hard the minigame is. Harder terminals have more words, longer words, and fewer brackets for removing duds.

This particular skill is able to be raised by the science-oriented book, the Big Book of Science.

Science is also what determines the probability that you will succeed in disarming a slave collar.

[edit] Science-based Perks

Perk Required Level Additional Requirements
Entomologist 40 4 Intelligence 4
Nerd Rage! 50 10 Intelligence 5
Robotics Expert 50 12 none
Cyborg 60 14 Medicine 60
Computer Whiz 70 18 Intelligence 7
Quantum Chemist 70 22 none

[edit] Notes

  • With a high enough science skill, you can unlock certain dialog options with Doctor Lesko during the quest Those!. This allows you to learn he has been using a modified FEV to induce the pyrosis into the giant ants.
  • Although a high science skill helps your chances with disarming a slave collar, the Explosives skill is still taken into account. Even then the slave could still blow up, so saving before disarming it is advised.
Skills