Repair



Repair is a Fallout, Fallout 2, Fallout 3, Fallout Tactics and Fallout: New Vegas skill.

In Van Buren and J.E. Sawyer's Fallout Role-Playing Game 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 5, Lck 5) will have a Repair skill of 15.

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. However, the items don't need to be exactly the same, just similar (i.e. Brass Knuckles will repair Spiked Knuckles, etc). Repair also determines the starting condition of custom equipment.

As the Repair skill improves, two largely noticeable effects occur:

First, the condition of the equipment can be brought up to 40% + 0.6% *(player's Repair skill level) — in other words, each 10 points in repair raise the maximum condition by 6%. For example with skill level of 10 allows items to be repaired up to 46%, skill level of 20 allows repair up to 52% 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 ammo to be used to kill enemies when using ranged weapons or more hits when using melee 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).

Second, repairs become more efficient. The final condition of the item being repaire is equal to (condition of the less damaged item) + 5%*(condition of the more damaged item) + 5% + 0.15%*(player's Repair skill level). For example, combining a 20% minigun and a 10% minigun by a player with 10 points in Repair skill will result in 20%+0.5%+5%+1.5%=27% final condition. The same repair performed by a player with 50 points in Repair, will give a 33% condition minigun. Other than determining the item type, it doesn't matter if you repair 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 conditions are taken into account, not HP).

Other uses of Repair

 * A Repair skill of 30 is necessary to fix the water valves in Megaton during the quest, Treatment.
 * A Repair skill of 45 is needed to disarm Rigged Combat Shotguns.
 * After using the artillery switch in Takoma Industrial a few times, it will short-circuit. Players with a high repair skill can repair the switch and continue using it.
 * During Rescue from Paradise one of the two manners to spring the children requires a repair skill of 40.
 * During Stealing Independence you can disable the turret power generator with a high enough repair skill.
 * A Repair skill of 40 is needed to fix a robot at a random encounter. If you repair it, the Scavenger will give you two Energy Cells. With a speech check, you can convince him to give you 100 caps and the energy cells.
 * A Repair skill of 85 is required to disarm Laser Tripwire Emitters in Raven Rock.
 * In the Anchorage War Memorial, a repair skill of 35 is required to fix a broken door, if he/she has the door's component. Without the component, a repair skill of 95 is required.
 * A repair skill check is made when disarming microfusion cells wired to a toilet. It does not specify what the minimum repair skill is.