The Vault - Fallout Wiki

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The Vault - Fallout Wiki
The Vault - Fallout Wiki
This page lists all skills in Fallout Tactics.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For skills in other Fallout games, please see "Skill".
  • For an overview of Fallout Tactics content, please refer to "Portal:Fallout Tactics".

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:

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
- 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
- 0%+(PE+IN)
First Aid General healing skill. Used to heal small cuts, abrasions and other minor ills. Intelligence
First Aid Book 30%+[2x(PE+IN)]
Lockpick Chance to pick a lock. Agility
- 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
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
Scout Handook 0%+[2x(EN+IN)]
Pilot The ability to operate and maintain all vehicles effectively. Agility
Zen & Art of Piloting 0%+[2x(PE+AG)]
Speech Cut contentIcon cut.png 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)