Agility

Agility is one of the 7 Primary Statistics in the SPECIAL system. It represents coordination and the ability to move well.

Fallout, Fallout 2 and Fallout Tactics
Action point allocation is based on the AG stat. Therefore, a character that wishes to keep his enemy on its toes, or claws, needs to have a high agility in order to have multiple combat moves. It is a critical stat for anyone interested in the more mobile and visceral skills such as Unarmed and Small Guns. Other skills rely on it, but these have higher values in AG investment. [Note.] In Fallout: Tactics the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the characters AG stat.

Modifies: Action Points, Armor Class, and the Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed, Throwing, Lockpick, Steal, Traps and Pilot skills

Fallout 3
Modifies: Action Points available for V.A.T.S., and the Small Guns and Sneak skills. Your base action point total is equal to 65+twice your agility score.

Ways to increase Agility

 * The Bobblehead - Agility is at Greener Pastures Disposal, in the office.
 * The Intense Training perk will allow you to increase your Agility (or any other S.P.E.C.I.A.L. stat) once for each time that you take it.
 * Maple's Garb, The AntAgonizer's Costume, and common wastelander and many pre-war outfits (i.e. Brahmin-Skin Outfit and Dirty Pre-War Outfit) increase agility by 1 point.
 * Poplar's Hood increases agility by 1 point.

Agility-based Perks

 * Gun Nut requires 4
 * Thief requires 4
 * Silent Running requires 6
 * Sniper requires 6
 * Light Step requires 6
 * Action Boy requires 6

Trivia

 * If the player gets 10 Agility, the Action Boy perk, and Tribal Armor, they will get a sum of 128 Action Points! If he/she combines that with Grim Reaper's Sprint, they would hardly ever need to 'Run and Gun'.

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