Repair

Repair is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill. In Van Buren it was renamed to Mechanics.

The practical application of the Science skill. The fixing of broken equipment, machinery and electronics.

Fallout, Fallout 2 and Fallout Tactics
Initial Level: Starting Repair skill is equal to 20% + (1% x Intelligence). Average characters will have a 25% skill.

Fallout 3
Initial Level: Starting Repair skill is equal to 2 + (2 x Intelligence) + Luck/2 (rounded up). Average starting characters (Int 6, Lck 5) will have a Repair skill of 17%.

Repair can be used to fix damaged equipment, this is done by having 2 of the same armor or weapon, the user sacrifices parts from one item to bring up the condition of the other. Repair is also the skill used to make Custom equipment.

As the Repair skill improves two noticeable effects occur. First, the condition of the equipment can be brought up to the Repair skill - a 70 Repair skill allows items to be repaired up to 70%. The second benefit is that repairs become more efficient. This has a dramatic effect later in the game, as some weapons can more than double in damage when repaired to maximum condition. It is useful to get this skill to at least 50, making it capable of replacing some of the early repair merchants for common weapons.

Repair is also used to disarm traps (not mines).

In addition to assigning Skill Points at Level up, Repair can be permanently raised by taking the Gun Nut Perk, finding the Repair bobblehead, reading Dean's Electronics. Repair can be temporarily raised by wearing a Vault 101 Utility Jumpsuit, or by taking Mentats (only works if Intelligence is not already at 10).

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