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|image desc =''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' perk image
 
|image desc =''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' perk image
 
|games1 =FO1, FO2, FOT
 
|games1 =FO1, FO2, FOT
|modifies1 =Chance to hack computers, get extra info from terminals
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|modifies1 =Chance to hack computers, get extra info from terminals,talk to specific persons,get more dialogue options.
 
|governed by1 =[[Intelligence]]
 
|governed by1 =[[Intelligence]]
 
|initial value1 =25% + (2% x [[Intelligence]])
 
|initial value1 =25% + (2% x [[Intelligence]])
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* 50 Science to reactivate the robots during the quest [[Big Trouble in Big Town]].
 
* 50 Science to reactivate the robots during the quest [[Big Trouble in Big Town]].
 
* 60 Science to unlock certain dialog options with [[Weston Lesko|Doctor Lesko]] during the quest [[Those!]]. This allows you to learn he had been using a modified form of [[Forced Evolutionary Virus]] to induce pyrosis reactions in [[Giant ant (Fallout 3)|giant ants]], creating [[Fire ant (Fallout 3)|fire ants]].
 
* 60 Science to unlock certain dialog options with [[Weston Lesko|Doctor Lesko]] during the quest [[Those!]]. This allows you to learn he had been using a modified form of [[Forced Evolutionary Virus]] to induce pyrosis reactions in [[Giant ant (Fallout 3)|giant ants]], creating [[Fire ant (Fallout 3)|fire ants]].
  +
* 75 Science skill to disarm a [[slave collar]].
 
* 75 Science to modify [[healing archway]]s to fully heal the player, though this reduces their number of uses to three. (''[[Mothership Zeta (add-on)|Mothership Zeta]]'')
 
* 75 Science to modify [[healing archway]]s to fully heal the player, though this reduces their number of uses to three. (''[[Mothership Zeta (add-on)|Mothership Zeta]]'')
 
* 75 Science to hack the [[mobile base crawler]]s' mainframe. (''[[Broken Steel]]'')
 
* 75 Science to hack the [[mobile base crawler]]s' mainframe. (''[[Broken Steel]]'')
 
* 80 Science to deactivate the [[Repulsion device|repulsion field]]s aboard the crawler. (''[[Broken Steel]]'')
 
* 80 Science to deactivate the [[Repulsion device|repulsion field]]s aboard the crawler. (''[[Broken Steel]]'')
* With a high Science skill <!-- HOW HIGH OF A SKILL IS NEEDED? -->you can bypass the Speech check required to convince [[John Henry Eden]] to self destruct during the quest [[The American Dream]].
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* 85 Science to bypass the Speech check required to convince [[John Henry Eden]] to self destruct during the quest [[The American Dream]].
* Although a high Science skill increases your chances of disarming a [[slave collar]], the [[Explosives]] skill is also taken into account. Even when both skills are high, the slave could still blow up, so saving before attempting to disarm a collar is advised.
 
   
 
==''Fallout: New Vegas''==
 
==''Fallout: New Vegas''==
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* [[Scientist outfit]] (+5)
 
* [[Scientist outfit]] (+5)
 
* [[Followers lab coat]] (+10)
 
* [[Followers lab coat]] (+10)
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* {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Dr. Klein's scrubs]] (+10 up to +14 depending on current Intelligence)
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* {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Dr. Mobius' scrubs]] (+15 up to +19 depending on current Intelligence)
 
* {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Light Switch 01|"Smart Light"]] (+5-9 (depending on current Intelligence) for 12 hours or until the player uses the [[Light Switch 02|"Mood Lights"]])
 
* {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Light Switch 01|"Smart Light"]] (+5-9 (depending on current Intelligence) for 12 hours or until the player uses the [[Light Switch 02|"Mood Lights"]])
   
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* 80 Science to bypass the credit check to enter [[New Vegas Strip|The Strip]].
 
* 80 Science to bypass the credit check to enter [[New Vegas Strip|The Strip]].
 
* 80 Science to convince [[Ibsen|Scribe Ibsen]] to delete the [[Brotherhood of Steel]]'s files on the computers at [[Hidden Valley]].
 
* 80 Science to convince [[Ibsen|Scribe Ibsen]] to delete the [[Brotherhood of Steel]]'s files on the computers at [[Hidden Valley]].
* 80 Science to convince [[Henry]] to test the [[Stealth Boy]]s on nightstalker brains in [[Guess Who I Saw Today]].
+
* 90 Science to convince [[Henry]] to test the [[Stealth Boy]]s on nightstalker brains in [[Guess Who I Saw Today]].
 
* {{icon|FNVOWB|link=Old World Blues (add-on)}} 100 Science and 75 speech to end the conflict with [[Klein]] without the use of violence.
 
* {{icon|FNVOWB|link=Old World Blues (add-on)}} 100 Science and 75 speech to end the conflict with [[Klein]] without the use of violence.
   
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[[pl:Nauki ścisłe]]
 
[[pl:Nauki ścisłe]]
 
[[ru:Наука]]
 
[[ru:Наука]]
  +
[[de:Wissenschaft]]

Revision as of 22:06, 24 May 2015

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Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FOTGametitle-FNVGametitle-VB
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 Tactics

Example: A starting Intelligence of 5.

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 3

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

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 Science

Bobblehead Science

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

Permanent
Temporary

Perks that require Science skill

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 skill

Fallout: New Vegas

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.

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

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 Science

Permanent
Temporary

Perks that require Science skill

Perk Requirement Level Additional Requirements
In Shining Armor Dead Money 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 skill

Notable Science experts