Repair

Repair is a skill in Fallout, Fallout 2, Fallout 3, Fallout Tactics and Fallout: New Vegas. In Van Buren and J.E. Sawyer's Fallout Role-Playing Game it was renamed mechanics.

Fallout and Fallout Tactics

 * $$\text{Initial level}\%=20+\text{Intelligence}$$

Example: A starting Intelligence of 5.
 * $$20+5=25\%$$

Uses

 * Repair the water pump in Necropolis
 * Fix the generator on the sixth level of The Glow
 * Assemble the T-51b power armor in Lost Hills
 * Disable forcefields in Mariposa
 * Repair the Mr Handy at Mariposa

Ways to increase

 * Dean's Electronics: permanent increase up to 91%
 * Tool: +20% when used

Fallout 2

 * \text{Initial level}\%=0+3×\text{Intelligence}

Example: A starting Intelligence of 5.
 * 0+(3×5)=15\%

Uses

 * Fix the well in Arroyo
 * Fix the generator in Toxic caves (55%)
 * Fix the car without Smitty (110%)
 * Fix the Auto-Doc in Vault City courtyard clinic
 * Fix the rattling vent in Vault 8
 * Fix the Gecko reactor manually
 * Install the K-9 motivator
 * Reset combination on Bishop's safe to assassinate him (76%)
 * Destroy the stills in New Reno
 * Disable forcefields in Sierra Army Depot
 * Disable entrance forcefield in NCR
 * Fix the generator in NCR if Jack blows up
 * Fix the generator in Vault 15
 * Fix the generator in Mariposa Military Base
 * Disable forcefields in San Francisco
 * Disable the electrified floor in the Control station Enclave maze
 * Get the super secret Easter egg in the above maze

Ways to increase

 * Dean's Electronics: permanent increase up to 91%
 * Tool: +20% when used
 * Super tool kit: +40% when used

Fallout 3

 * $$\text{Initial level}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Intelligence of 5 and Luck of 5.
 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

Repair is used to fix damaged equipment (bringing up its condition) by using up a second item identical or similar to the original. Repair also determines the starting condition of custom-made equipment.

Maximum condition
The Repair skill level controls the maximum condition the equipment can be repaired to. This is equal to
 * $$\text{Maximum condition}\%=40\%+\left(0.6\%\times\text{Repair skill}\right)$$

Example: A Repair skill of 50.
 * $$40\%+\left(0.6\%\times50\right)=70\%$$

In other words, every 5 points in Repair raises the maximum condition by 3%. For example, with skill level of 10 allows items to be repaired up to 46%, skill level of 15 allows repair up to 49% and so on. This is important because weapons and armor in poor condition are not as efficient and their value is decreased. Low quality weapons have less accuracy and damage, which reduces effective range and often causes more ammunition to be used to kill enemies when using ranged weapons, or more hits when using melee or unarmed weapons. Ranged weapons in low condition are also more likely to jam, which lengthens the reload animation. Armor in low condition has a lower Damage Resistance (DR) rating. If the condition of a weapon or armor/clothing is completely neglected, the item will break, making the item unusable until it is repaired (armor and clothing will remain on a character after it breaks, but can not be put back on if taken off).

Repair efficiency
Furthermore, repairs become more efficient. The final item condition from repair is equal to:
 * $$\text{RepairedCondition}=5%+\text{HigherItemCondition}+\left(0.05*\text{LowerItemCondition}\right)+\left(0.15%*\text{RepairSkill}\right)$$

up to the maximum condition allowed by your repair skill

Example, combining a minigun with a condition of 20% into a minigun with a condition of 10%, by the player character with 10 points in Repair:
 * $$\left(5+20+\left(0.05*10\right)+\left(0.15*10\right)\right)=27%$$

The same repair performed by the player character with 50 points in Repair will give:
 * $$\left(5+20+\left(0.05*10\right)+\left(0.15*50\right)\right)=33%$$

Other than determining the item type, it does not matter if one repairs item A with item B or the other way around. The formula also works when the two items have different item HP even if one of them is unique — the item condition percentages are taken into account, not HP.

As can be deduced from the formula, the player character's Repair skill is the determining factor, the item used for repairs contributing 5% max to the final state. This can make using or even buying items in good condition for repairs uneconomic. On the other hand, using broken items, which are worthless at 0% condition, is still somewhat effective.

Ways to increase Repair

 * Permanent
 * Leveling up (10+ Intelligence (+3 with the Educated perk))
 * Bobblehead - Repair (+10)
 * Dean's Electronics (+1 or +2 with Comprehension)
 * Gun Nut (+5 with each rank, max 3 ranks)
 * Tag! (+15)
 * Temporary
 * Mentats (+2-10 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
 * Vault 101 utility jumpsuit (+5)
 * Dad's wasteland outfit (+5)
 * Repairman jumpsuits, includes Red Racer and Robco (+5)
 * Workman's coveralls (+10) (Point Lookout)

Interactions that require Repair skill

 * 20 Repair is required to disarm microfusion cells wired to a trapped toilet.
 * 23 Repair is needed to disarm bear traps.
 * 30 Repair is necessary to fix the water valves in Megaton during the unmarked quest Treatment.
 * 33 Repair is required to repair the artillery switch in Takoma Industrial if it short circuits after using it a few times.
 * 35 Repair is required in the Anchorage Memorial before, during or after the Wasteland Survival Guide to fix a broken door, if one has the door's component. Without the component, a Repair skill of 95 is required.
 * 40 Repair is needed during Rescue from Paradise to gain an option to free the children.
 * 40 Repair is needed to fix a broken robot during a random encounter. If repaired, the scavenger will give the player character two energy cells. With a Speech check, the player character can convince him to give them 100 caps and the energy cells.
 * 45 Repair is needed to disarm rigged combat shotguns.
 * 60 Repair is needed to disable the turret power generator during Stealing Independence.
 * 75 Repair allows one to repair the elevator to the Statesman Hotel's roof yourself during the quest Reilly's Rangers. Otherwise, a fission battery will be needed.
 * 85 Repair is required to disarm laser tripwire emitters in Raven Rock during The American Dream.
 * 44 Repair is required to shut off the radiation in the Chinese Intelligence bunker.

Fallout: New Vegas
In Fallout: New Vegas, items can now be repaired to 100% regardless of the player character's current skill. Repair still governs the effectiveness of repairing one item with another, using the same repair efficiency calculation as Fallout 3, but with a static 100% condition limit in place of the skill-based limit.

A higher Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, most notably the Weapon repair kit with 50 skill. High Repair also allows one to repair mechanical or electronic world objects (elevators, doors, computers, etc.).

Ways to increase Repair

 * Permanent
 * Leveling up (up to +15 or +17 with Educated)
 * Dean's Electronics (+3 or +4 with Comprehension)
 * Logic Co-Processor (+2 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
 * Good Natured (+5)
 * Skilled (+5)
 * Temporary
 * Vault 3 utility jumpsuit (+5)
 * Handyman jumpsuit (+5)
 * RobCo jumpsuit (+5)
 * NCR engineer jumpsuit (+5)
 * Dead Money jumpsuit (+5)
 * Fixin' Things (+10 or 20 with Comprehension)
 * Mentats (+2 to +8 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
 * Party Time Mentats (+2 to +8 depending on Intelligence, an Intelligence of 10 will see no benefit.)
 * Light Switch 01 Upgrade: "Smart Lights" (+5-9 (depending on current Intelligence) for 12 hours or until one uses the Light Switch 02 Upgrade: "Mood Lights"
 * Yangtze camp jumpsuit (+5)
 * Black coffee (+2 to +4 depending on Intelligence; an Intelligence of 10 will see no benefit, Survival can increase the bonus by up to +12 at 100%)

Interactions that require Repair skill

 * 20 Repair to repair Trudy's radio in Goodsprings.
 * 20 Repair to salvage the solar array parts at HELIOS One.
 * 25 Repair to repair the broken 9mm SMG in Doc Mitchell's house.
 * 35 Repair to repair the auxiliary generator in the quest That Lucky Old Sun (along with one piece of scrap metal).
 * 35 Repair to repair ED-E (along with 55 Science).
 * 35 Repair to repair the broken elevator in the Bison Steve Hotel.
 * 35 Repair to repair the broken generator in Sloan.
 * 35 Repair to gain entrance to the Ultra-Luxe kitchen area without requiring honorary White Glove Society membership or a White Glove Society disguise.
 * 40 Repair to deduce, when speaking to Pete, how to salvage the crashed B-29 laying at the bottom of Lake Mead.
 * 45 Repair to disarm rigged shotgun traps and get the ammo from them.
 * 50 Repair to repair the broken elevator in Vault 22, allowing easier travel through the vault.
 * 50 Repair to defuse the bomb on board Bear Force One in You'll Know It When It Happens.
 * 60 to jury rig the fuse box in the Puesta del Sol switching station.
 * 65 Repair to repair the broken solar panels at the Nellis array.
 * 65 Repair to jam the 12 hidden doors throughout the REPCONN headquarters.
 * 65 Repair to repair ED-E (without any other skill).
 * 80 Repair to jury rig the food processor during Not Worth a Hill of Corn and Beans.

Non-player characters who repair
The Repair skill of an NPC dictates the maximum condition they can repair to, based on the same maximum condition formula used in Fallout 3. The total cost to repair is independent of the one's Barter and Repair skills and is calculated with this formula:
 * $$\text{Repair cost} = 2 \left( \text{Value at max capped repair condition} - \text{Value at current condition} \right)$$

If repairing an item were to increase its value by 1000 caps, the repair would cost 2000 caps, essentially a 100% overhead.

Fallout
Smitty, blacksmith of the Adytum district of the Boneyard.

Fallout 2
Vic, pre-War trader, and possible companion of the Chosen One.

Fallout 3

 * Haley, founder and owner of Haley's Hardware.
 * Somah, former Paradise Falls slaver.

Fallout: New Vegas

 * Joshua Graham, co-founder of Caesar's Legion and ex-legate.
 * Knight, NCR Army major.
 * Mick, co-founder and co-owner of Mick and Ralph's.
 * Old Lady Gibson, North of Novac in the Gibson scrap yard.
 * Raul Tejada, old vaquero and possible companion of the Courier.
 * Paladin Sato, a paladin of the Mojave chapter of the Brotherhood of Steel.
 * Sink Central Intelligence Unit, the central processor in The Sink in Big MT.

Fallout: Brotherhood of Steel

 * Ching Tsun, weapons engineer of Secret Vault.
 * Giese, former robot engineer of Secret Vault and repairer of Los.
 * Vault Dweller, player character in Fallout.

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