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Skilled

Skills are learned abilities of a character. The skill level shows how good the character is at that skill. 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 games.

In Fallout: Brotherhood of Steel, "skills" work like perks in other Fallout games and in Fallout 4, skills were replaced entirely by perks. They are not listed here for this reason.

List of skillsEdit

Combat skillsEdit

Skill Fallout Fallout 2 Tactics Van Buren Fallout 3 New Vegas
Big Guns Icon check Icon check Icon check Icon cross Icon check Icon cross
Small Guns Icon check Icon check Icon check Icon cross Icon check Icon cross
Firearms Icon cross Icon cross Icon cross Icon check Icon cross Icon cross
Guns Icon cross Icon cross Icon cross Icon cross Icon cross Icon check
Energy Weapons Icon check Icon check Icon check Icon cross Icon check Icon check
Throwing Icon check Icon check Icon check Icon check Icon cross Icon cross
Traps Icon check Icon check Icon check Icon cross Icon cross Icon cross
Explosives Icon cross Icon cross Icon cross Icon cross Icon check Icon check
Melee Weapons Icon check Icon check Icon check Icon check Icon check Icon check
Unarmed Icon check Icon check Icon check Icon check Icon check Icon check

Active skillsEdit

Skill Fallout Fallout 2 Tactics Van Buren Fallout 3 New Vegas
Doctor Icon check Icon check Icon check Icon cross Icon cross Icon cross
First Aid Icon check Icon check Icon check Icon cross Icon cross Icon cross
Medic Icon cross Icon cross Icon cross Icon check Icon cross Icon cross
Medicine Icon cross Icon cross Icon cross Icon cross Icon check Icon check
Lockpick Icon check Icon check Icon check Icon cross Icon check Icon check
Security Icon cross Icon cross Icon cross Icon check Icon cross Icon cross
Repair Icon check Icon check Icon check Icon cross Icon check Icon check
Mechanics Icon cross Icon cross Icon cross Icon check Icon cross Icon cross
Science Icon check Icon check Icon check Icon check Icon check Icon check
Sneak Icon check Icon check Icon check Icon check Icon check Icon check
Steal Icon check Icon check Icon check Icon check Icon cross Icon cross
Survival Icon cross Icon cross Icon cross Icon cross Icon cross Icon check
Traps Icon check Icon check Icon check Icon cross Icon cross Icon cross

Passive skillsEdit

Skill Fallout Fallout 2 Tactics Van Buren Fallout 3 New Vegas
Barter Icon check Icon check Icon check Icon check Icon check Icon check
Gambling Icon check Icon check Icon check Icon cross Icon cross Icon cross
Outdoorsman Icon check Icon check Icon check Icon check Icon cross Icon cross
Pilot Icon cross Icon cross Icon check Icon cross Icon cross Icon cross
Speech Icon check Icon check Icon cross Icon cross Icon check Icon check
Deception Icon cross Icon cross Icon cross Icon check Icon cross Icon cross
Persuasion Icon cross Icon cross Icon cross Icon check Icon cross Icon cross

MechanicsEdit

For most skills, the success of an action governed by one is determined by either directly checking skill level against a threshold or with a skill roll.

Rolls are used for most intrinsically random actions like hits in combat and random encounters.

With Speech, direct checks are used as well as rolls in Fallout and Fallout 2, with direct checks completely taking over in later installments, as the randomness that rolls introduce proved to be undesirable in dialogues and quests.

Skills governing the success of gameplay actions with low degree of randomness (like lockpicking) used rolls in classic games, too, but eventually switched to entirely different mechanics (see skill pages for details).

Skill rollEdit

A skill roll (also called "skill challenge") emulates the way skill checks are done in traditional pen-and-paper RPGs.

A random number from 1 to 100 is generated. If it is lower or equal to the skill level, the action is a success. So, for an unmodified check, skill level is effectively a chance of success for a relevant action.

A check can have a modifier that the skill level is adjusted by for the purpose of the check. So a positive modifier makes the action easier while a negative one - harder. Combat skills use automatically calculated modifiers from e.g. the ambient darkness level. Modifiers for checks associated with specific object or logic (like a dialogue option) are set explicitly. Since skills can grow up to 300%, the hardest challenges can have modifiers of as much as -100.

Some skills also limit the success rate by 95% no matter what.

A few skills can also generate critical successes and critical failures. For combat skills, the effect is determined by Critical Hit tables and Critical Failure tables.

See alsoEdit

Skills