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Fallout 1 Skills


Fallout 1 Skills



There are 18 skills in Interplay's cRPG Definition of 1997, Fallout 1. The number of skillpoints received per level is dependent on the Intelligence Stat and a few Traits.

Unlike Perks, it is possible to save skillpoints until they are actually required. That is, skillpoints accrue over levels (up to 99). And we do not have to spend the skillpoints at the point of leveling up.

Skills are used via the Skilldex or through number hotkeys.

Some skills are highly useful, some are of middling utility and others still are useless or should be raised by reading textbooks sold by Mrs. Stapleton at the Downtown library in The Hub. To avoid falling into the traps inherent in Fallout 1 character building, please refer to Fallout 1 Best Builds.

Tag Skills Fallout 1



In chargen (character generation), we can Tag aka focus in three skills. It is best to Tag a weapon skill (Small Guns is best) and Speech above all else.

A fourth skill can be tagged if we choose the Tag perk.

Barter Fallout 1



  • Base 20% + (2x CH)
  • 100% Barter = price of goods quartered
  • Barter through button, not dialogue
  • Usefulness: 7/10
  • Good for buying textbooks that raise other skills

Big Guns Fallout 1



  • Base 10% + AG
  • Miniguns, Rocket Launchers, Flame Throwers
  • Usefulness: 10/10 for Big Gun builds, raise to 150-180%
  • However, Small Gun builds are much better (Sniper builds)

List of Big Guns



Doctor Fallout 1



  • Base 15% + (PE + IN)/2
  • Heal major wounds and crippled limbs
  • Usefulness: 7/10

Energy Weapons Fallout 1



  • Base: 10% + AG
  • Laser, Plasma and Alien weapons
  • Usefulness: 10/10 on Sniper builds, raise to 150-180

List of Energy Weapons




First Aid Fallout 1



  • Base: 30% + (PE + IN)
  • Heal wounds
  • Usefulness: 3/10

Gambling Fallout 1



  • Base: 20% + (3x LK skill)
  • Usefulness: Wealth accumulation cheese: just hold down the 1-key in dialogue at Gizmo's casino.

Lockpick Fallout 1



  • Base: 20% + (PE + AG skill)/2
  • Usefulness: 7/10
  • Max to 100% if possible

Melee Weapons Fallout 1




Outdoorsman Fallout 1



  • Base: 5% + (EN + IN skill)/2
  • Usefulness: 5/10
  • Read textbooks

Repair Fallout 1



  • Base: 20% + IN skill
  • Usefulness: 6/10
  • Read textbooks

Science Fallout 1



  • Base: 25% + (2x IN skill)
  • Usefulness: 6/10
  • Read textbooks
.

Small Guns Fallout 1



  • Base: 35% + AG skill
  • Pistols, SMGs, Rifles, Gauss
  • Usefulness: 10/10 on Sniper builds, raise to 150-180%

List of Small Guns



Sneak Fallout 1



  • Base: 25% + AG skill
  • Usefulness: 7/10 on Slayer builds

Speech Fallout 1



  • Base: 25% + (2x CH skill)
  • Usefulness: 8/10
  • Speech should be raised to 100% on most builds

Steal Fallout 1



  • Base: 20% + AG skill
  • Usefulness: 6/10
  • Also used to trade goods with companions

Throwing Fallout 1



  • Base: 40% + AG skill
  • Throwing Knives, Frag Grenade, Plasma Grenade, Pulse Grenade, Molotov Cocktail
  • Usefulness: 5/10
  • In order to make focused Grenadiers viable alternatives to stock power-builds, Interplay should have made grenades bypass AC and increased their shrapnel damage, throwing range and blast radius. In addition, grenades should have been able to target unoccupied hexes, which would have allowed us to impact two close but separated single foes or mobs.

Traps Fallout 1



  • Base: 20% + (PE + AG skill)/2
  • Usefulness: 1/10
  • There are not enough deadly traps to make this skill worth it. And explosives are easy to set.

Unarmed Fallout 1




Fallout 1 SPECIAL Fallout 1 Best Builds Fallout 1 vs Fallout 2
Fallout 1 Traits Fallout 2 Best Builds Best Fallout Game
Fallout 1 Skills Fallout 1 Versions Fallout 2 Military Base
Fallout 1 Perks Fallout 1 Time Limit Arcanum Best Build

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