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.

Fallout, Fallout 2 and Fallout Tactics

 * $$\text{Initial level}=20\%+(1\%\times\text{Intelligence})$$

Example: A starting Intelligence of 5.


 * $$20\%+(1\%\times5)=25\%$$

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, 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 ( 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:

Firstly, the condition of the equipment can be brought up to 40% + 0.6% *(player's repair skill level) — 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 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).

Secondly, repairs become more efficient. The final condition of the item being repaired 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.)

Repair in quests and exploration

 * 30 Repair is necessary to fix the water valves in Megaton during the unmarked quest "Treatment".
 * 35 Repair is required in the Anchorage War Memorial before, during or after The Wasteland Survival Guide to fix a broken door, if he/she 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 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.
 * 45 Repair is needed to disarm rigged combat shotguns.
 * 60 repair is needed to disable the turret power generator during Stealing Independence.
 * 85 Repair is required to disarm laser tripwire emitters in Raven Rock during The American Dream.
 * A repair skill check is made when disarming microfusion cells wired to a trapped toilet. It does not specify what the minimum repair skill is.
 * 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.
 * Downloadable content also includes repair checks on some items, most notably Point Lookout in the Chinese Intelligence Bunker (44 required to shut off radiation).

Ways to increase Repair

 * Bobblehead - Repair (permanent +10)
 * Dean's Electronics (permanent +1 or +2 with Comprehension)
 * Gun Nut (permanent +5 with each rank)
 * Tag! (permanent +15)
 * Mentats (temporary +2-10 depending on intelligence, a perfect intelligence of 10 will see no benefit.)
 * Vault 101 utility jumpsuit (temporary +5)
 * Dad's wasteland outfit (temporary +5)
 * Repairman jumpsuits (temporary +5, includes Red Racer and Robco)
 * Workman's coveralls (temporary +10, requires Point Lookout)

NPCs Who Repair
{| class="wikitable" ! Name ! Location ! Skill
 * Ken Ewers
 * Arefu
 * 15 or 16???
 * Pappy
 * Big Town
 * 14
 * Ernest Roe
 * Canterbury Commons
 * 17 or 18???
 * Durga
 * Citadel
 * 17 or 18???
 * Peabody
 * Citadel
 * 19
 * Moira Brown
 * Craterside Supply
 * 24~54(refer to her page)
 * Pronto
 * Lock and Load
 * 19
 * Bannon
 * Potomac Attire
 * 15 or 16???
 * -}
 * Pronto
 * Lock and Load
 * 19
 * Bannon
 * Potomac Attire
 * 15 or 16???
 * -}
 * -}

Fallout: New Vegas
In Fallout: New Vegas, items can now be repaired to 100% regardless of the player's current skill. However, Repair still governs the effectiveness of repairing one item with another. 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 the player to repair mechanical or electronic world objects (elevators, doors, computers, etc). The Jury Rigging perk allows you to repair certain equipment with opposite, different equipment (Thermic lances can be repaired with Pool cues).

Repair in quests and exploration

 * 20 to repair Trudy's radio in Goodsprings.
 * 25 to repair the broken 9mm SMG in Mitchell's house.
 * 35 to repair ED-E (along with 55 Science).
 * 35 to repair the broken elevator in the Bison Steve Hotel.
 * 35 to repair the broken generator in Sloan.
 * 50 to repair the broken elevator in Vault 22, allowing easier travel through the Vault.
 * 60 to "Jury Rig" the fuse box in the Puesta del Sol Switching Station in the DLC Dead Money.
 * 65 to repair the broken Solar Panels at the Nellis Array.
 * 65 to jam a door to the Sentry bot checkpoint in the Securitron Vault under Fortification Hill.
 * 65 to repair ED-E (without any other skill).
 * 80 to "Jury Rig" the food processor that Cpl. William Farber at Camp McCarran wants you to fix.

Ways to increase Repair

 * Deans Electronics (permanent +3 or +4 with Comprehension)
 * Logic Co-Processor (permanent +2, if intelligence is not already 10)
 * Vault 3 Utility Jumpsuit (temporary +5)
 * Handyman Jumpsuit (temporary +5)
 * RobCo Jumpsuit (temporary +5)
 * Dead Money jumpsuit (temporary +5)
 * Fixin' Things (temporary +10 or 20 with Comprehension)
 * Mentats (temporary +4, if intelligence is 8 or lower)

NPCs Who Repair
{| class="wikitable" ! Name ! Location ! Skill
 * Dale Barton
 * Fortification Hill
 * 30
 * Samuel Kerr
 * 188 Trading Post
 * 40
 * Major Knight
 * Mojave Outpost
 * 100
 * Calamity
 * Jacobstown
 * 68
 * Old Lady Gibson
 * Gibson Scrap Yard
 * 65
 * Mick
 * Mick & Ralph's
 * 75
 * Paladin Sato
 * Brotherhood of Steel Safehouse
 * 100
 * Raul Tejada
 * Black Mountain / Raul's Shack
 * 100
 * -}
 * Paladin Sato
 * Brotherhood of Steel Safehouse
 * 100
 * Raul Tejada
 * Black Mountain / Raul's Shack
 * 100
 * -}
 * -}

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