Skill

Skills are areas of expertise a character has points in. The higher the percentage in a skill, the better that character is in it. You receive more Skill Points by earning Levels through gaining Experience.

Skill advancement
Skills do not always increase at the same rate.

Real time 'Base' stat modifier to skills
SPECIAL stats (Strength, Perception, etc) 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, the Hubologist zeta scans, Gain Strength perk, Red memory module enhancement, Mirrored Shades equipped, ear bitten off by the Masticator etc) during the game add to or subtract from this modifier.

Fallout 2

 * To raise a skill from 1% to 100% you need to spend 1 Skill Point
 * To raise a skill from 101% to 125% you need to spend 2 Skill Points
 * To raise a skill from 126% to 150% you need to spend 3 Skill Points
 * To raise a skill from 151% to 175% you need to spend 4 Skill Points
 * To raise a skill from 176% to 200% you need to spend 5 Skill Points
 * To raise a skill above 201% you need to spend 6 Skill Points

The first six skills are Combat skills The last four are Passive skills The rest are Active skills Combat skills are unaffected by Difficulty settings 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. Skills lowered to 101% or below with Difficulty settings can be bought for one skill point; this also works for higher tiers of skill point cost. Note, however, a player engaging in this sort of activity is doubtless in late game or finished with the oil rig, and may prefer to just wait for or look for the Vault City Designer Notes after finishing the oil rig.


 * Small Guns
 * Big Guns
 * Energy Weapons
 * Unarmed
 * Melee Weapons
 * Throwing
 * First Aid
 * Doctor
 * Sneak
 * Lockpick
 * Steal
 * Traps
 * Science
 * Repair
 * Speech
 * Barter
 * Gambling
 * Outdoorsman

Fallout 3 skills

 * Barter
 * Speech
 * Unarmed
 * Melee Weapons
 * Small Guns
 * Big Guns
 * Energy Weapons
 * Medicine
 * Lockpick
 * Sneak
 * Repair
 * Explosives
 * Science

Fallout Tactics skills

 * Barter
 * Unarmed
 * Melee Weapons
 * Throwing
 * Small Guns
 * Big Guns
 * Energy Weapons
 * First Aid
 * Doctor
 * Gambling
 * Lockpick
 * Sneak
 * Steal
 * Outdoorsman
 * Repair
 * Traps
 * Science
 * Pilot