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Science

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Science
Science icon
Fallout, Fallout 2, Fallout Tactics
modifiesChance to hack computers, get extra info from terminals,talk to specific persons,get more dialogue options.
governed byIntelligence
initial value25% + (2% x Intelligence)
related perksMr. Fixit
related traitsGifted
Fallout 3
modifiesThe range of terminal difficulties that may be hacked by the player, various dialogue options
governed byIntelligence
initial value2 + (Intelligence x 2) + ceil (Luck / 2)
related perksComputer Whiz, Cyborg, Daddy's Boy/Girl, Entomologist, Nerd Rage!, Robotics Expert, Quantum Chemist, Covert Ops
Fallout: New Vegas
modifiesThe range of terminal difficulties that may be hacked by the player, various dialogue options
governed byIntelligence
initial value2 + (Intelligence x 2) + ceil (Luck / 2)
related perksVigilant Recycler, Math Wrath, Nerd Rage!, Robotics Expert, Computer Whiz, Nuka Chemist
related traitsGood Natured
Van Buren
modifies?
governed byIntelligence
J.E. Sawyer's Fallout RPG
modifies?
governed byIntelligence
 ... 
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Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FOTGametitle-FNVGametitle-VBGametitle-JES

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

— In-game description

Science is a Fallout, Fallout 2, Fallout 3, Fallout Tactics, Fallout: New Vegas, Van Buren, and J.E. Sawyer's Fallout Role-Playing Game skill.

Fallout, Fallout 2, and Fallout TacticsEdit

\text{Initial level}\%=25+(2\times\text{Intelligence})

Example: A starting Intelligence of 5.

25+(2\times5)=35\%

The Fallout Tactics 1.27 patch notes readme file says:

The science bonus to criticals on robots is working properly

suggesting that Science somehow affects critical chance or effectiveness against robots (at least in Tactics).

Fallout 3Edit

\begin{matrix}\text{Initial}\\\text{level}\end{matrix}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Intelligence of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

Science primarily allows you to hack terminals using a mini-game. Certain terminals have different difficulty levels, and different Science skill levels are required to hack them. The difficulty ratings and skill levels are: very easy (15), easy (25), average (50), hard (75), and very hard (100). Your Science skill relative to the difficulty rating affects how hard the minigame is (at Science 100, average terminals are a breeze, presenting only about 5 possible passwords). Harder terminals have more words, longer words, and fewer brackets.

Ways to increase ScienceEdit

Bobblehead Science

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

Permanent
Temporary

Perks that require Science skillEdit

Perk Required Level Additional Requirements
Entomologist 40 4 Intelligence 4
Nerd Rage! 50 10 Intelligence 5
Robotics Expert 50 12
Cyborg 60 14 Medicine 60
Computer Whiz 70 18 Intelligence 7
Quantum Chemist 70 22

Interactions that require Science skillEdit

Fallout: New VegasEdit

The Science skill represents your combined scientific knowledge and is primarily used to hack restricted computer terminals. It can be used for conversion and recycling of Energy Weapon ammunition at the workbenches. Some crafting recipes also require Science.

\begin{matrix}\text{Initial}\\\text{level}\end{matrix}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Intelligence of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

Like in Fallout 3, your Science skill relative to the difficulty rating affects how hard the mini game is. Notably, at Science 100, even Hard terminals will have very few words to choose from. This can possibly be as low as 5 possible passwords which, combined with the Computer Whiz perk, means an 80% chance of getting most terminals off the bat without even having to look at the words.

Unlike Fallout 3, your Science is used for more than a few random dialogue checks and hacking. Many Workbench crafting recipes, and some Campfire recipes, rely on Science, specifically ones involving Energy Weapons ammunition and chem crafting.

Ways to increase ScienceEdit

Permanent
Temporary

Perks that require Science skillEdit

Perk Requirement Level Additional Requirements
In Shining Armor Dead MoneyGametitle-FNV DM 70 2 Repair 20
Vigilant Recycler 70 6
Math Wrath 70 10
Nerd Rage! 50 10 Intelligence 5
Robotics Expert 50 12
Computer Whiz 70 18 Intelligence 7
Nuka Chemist 90 22

Interactions that require Science skillEdit

Notable Science expertsEdit

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