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This page lists all skills in Fallout Tactics. |
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Skill advancement[]
Each skill has its own skill level which is expressed as a percentage. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books.
Raising a skill one percentage point initially costs one skill point, or two percentage points for one skill point if the skill is tagged.
When buying skills, if the skill type is tagged, two skill % (at 1-100%) are given for each skill point spent. There are no half skill points for a cost of one. Similarly, when buying skills at cost two or higher, two or more skill points must still be purchased at once, for a cost of two, or three for three, etc. For example, if a skill is at 101% and tagged, the next purchase must be of two skill, taking the skill to 103% for a cost of two skill points.
To raise a skill one percentage point (or two if it is tagged) when its current percentage value is between or including:
- 1% to 100% costs 1 Skill Point
- 101% to 125% costs 2 Skill Points
- 126% to 150% costs 3 Skill Points
- 151% to 175% costs 4 Skill Points
- 176% to 200% costs 5 Skill Points
- 201% to 300% costs 6 Skill Points
Note that if the second of the two skill points bought for a tagged skill ends up above the transition between two costs, the cost is the higher one. For example, if a skill is at 99% and tagged, spending two skill point is required to take the skill to 101%.
Like perks, skill points can be left unspent and will remain, to be spent later. This could conceivably be useful in the event of a hurdle in the game of unknown type that would prevent further progress, e.g. a locked door. More than 99 skill points can be saved even though the counter fails to visually indicate that more than 99 skill points have been saved.
Effect of stats on skills[]
SPECIAL stats modify skills with a considerable bonus. The game keeps track of this bonus throughout the game, in real time. Any changes to stats, (e.g. chem effects, aftereffects and addiction effects) during the game add to or subtract from this modifier.
Effect of difficulty settings on skills[]
- Combat and tagged skills are unaffected by difficulty settings.
- Active and passive skills are lowered by 10 (%) when the difficulty is changed from "normal" to "hard".
- Active and passive skills are raised by 20 (%) when the difficulty is changed from "normal" to "easy".
Maximizing skill point gain/cost ratio[]
Reducing the base stat modifier of skills with chem effects, and/or by changing the difficulty to Hard, can reduce the cost of skill points if it lowers the skill below a skill cost threshold. For example, Science can be raised to 135% for only one skill point per % by lowering Intelligence to zero with Mentats' aftereffects or Psycho effects (there is a limit of two chems unless you save and reload, but that will doubtlessly be necessary in any case to avoid become Addicted), and raising the difficulty to "hard" before spending. It can be raised a further 20% if needed, afterwards, by setting the difficulty to "easy" (same goes for reading books). This also works for higher tiers of skill point cost.
List of skills[]
Combat skills[]
Skill | Description | Associated stat | Associated skillbook | Initial value |
---|---|---|---|---|
Big Guns | The operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such. | Agility | - | 0%+(2xAG) |
Energy Weapons | The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology. | Agility | - | 0%+(2xAG) |
Melee Weapons | Using non-ranged weapons in hand-to-hand, or melee combat - knives, sledgehammers, spears, clubs and so on. | Strength | - | 20%+[2x(AG+ST)] |
Small Guns | The use, care and general knowledge of small firearms - pistols, SMGs and rifles. | Agility | Guns and Bullets | 5%+(4xAG) |
Throwing | The skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades. | Agility | - | 0%+(4xAG) |
Unarmed | A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet. | Agility Strength |
- | 30%+[2x(AG+ST)] |
Active skills[]
Skill | Description | Associated stat | Associated skillbook | Initial value |
---|---|---|---|---|
Doctor | The healing of major wounds and crippled limbs. Without this skill, it will take a much longer period of time to restore crippled limbs to use. | Intelligence Perception |
- | 0%+(PE+IN) |
First Aid | General healing skill. Used to heal small cuts, abrasions and other minor ills. | Intelligence Perception |
First Aid Book | 30%+[2x(PE+IN)] |
Lockpick | Chance to pick a lock. | Agility Perception |
- | 10%+(PE+AG) |
Repair | The practical application of the Science skill for fixing broken equipment, machinery and electronics. | Intelligence | Dean's Electronics | 0%+(3xIN) |
Science | Covers a variety of high technology skills, such as computers, biology, physics and geology. | Intelligence | Big Book of Science | 0%+(4xIN) |
Sneak | Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time. | Agility | - | 0%+(3xAG) |
Steal | The ability to make the things of others your own. Can be used to steal from people or places. | Agility | - | 0%+(3xAG) |
Traps | The finding and removal of traps. Also the setting of explosives for demolition purposes. | Agility Perception |
Maddock's Tricks & Traps | 10%+(PE+AG) |
Passive skills[]
Skill | Description | Associated stat | Associated skillbook | Initial value |
---|---|---|---|---|
Barter | Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. | Charisma | - | 0%+(4xCH) |
Gambling | The knowledge and practical skills related to wagering. The skill at cards, dice and other games. | Luck | - | 0%+(5xLK) |
Outdoorsman | Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals. | Endurance Intelligence |
Scout Handook | 0%+[2x(EN+IN)] |
Pilot | The ability to operate and maintain all vehicles effectively. | Agility Perception |
Zen & Art of Piloting | 0%+[2x(PE+AG)] |
Speech | The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. | Charisma | - | 5%+(5xCH) |