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Drivel specifics: fix 1st person and opinions

Here is a list of other skills that you'll face. Whenever you create a character, you have to choose three tag skills. Tagging a secondary skill gives you an instant 20% bonus for that skill and 2% increase for each skill point used to increase the tag skill.

Name Description
Small Guns The use of rifles, pistols, and various small arms. Be sure to tag this one, since most combat will take place with small arms. This skill can be increased by reading the popular magazine 'Guns and Bullets.'
Big Guns The use of miniguns, rocket launchers, and flamethrowers. This skill isn't that great because big guns are fairly easy to aim (with the given strength) and that some small arms are better than these large weapons. (And even then, energy weapons are better than all of these...) Don't tag this one, nor should you really consider building this skill.
Energy Weapons The use of all weapons powered by power cells. This one is good in the endgame. You should build it if you plan on killing the Master and the Lieutenant and all of those mutants.
Unarmed The use of fists in combat. This skill helps early on, but it becomes pretty useless in the midgame. If you find the power fist, this skill truly shines. I tagged it so I would have an easy time in Vault 13 and 15 and not having to resort to my gun.
Melee Weapons The use of knives, sledgehammers, spears, and the like. This one follows like unarmed, except that you'll find super sledgehammers instead of power fists. This one is pretty good if you plan on getting the super sledgehammer.
Throwing Use of throwing knives and grenades. Pretty useless, if you ask me. In the fist place, grenades are hard to find and second, even with something like 70% skill, grenades suffer from having a relatively low accuracy to hit your desired target. And grenades are quite expensive.
First Aid Recovers a few hit points. You can increase this skill with first aid books. It is pretty useless to tag or to build since you can read books (and that First Aid kits increase your success with this skill.)
Doctor Recovers a few more hit points than first aid and you can heal crippled limbs. I've healed crippled limbs with 45% skill, and a doctor's bag increases your chance of success with this skill. Don't worry much about it.
Sneak The art of moving around without making people notice.
Steal The ability to take things from an NPC.
Lockpick The art of picking locked doors. Now this is one thief-type skill that you should pay attention to. Work on this one and build it to about 65% or so. If you work it to 80%, you don't even have to do the Brotherhood quest. It is worth tagging. Using Lockpicks increases skill by 25%.
Traps The skill of arming explosives and disarming traps. Not too important! 50% is adequate for arming explosives and detecting a few traps.
Science Covers primarily computers as well as biology, chemistry, physics, etc. It can be increased by reading 'The Big Book of Science,' as well as taking a few computer courses at the Vault 13 Library and the Brotherhood of Steel. 90% is adequate.
Repair Covers standard repair techniques. Build to about 60%. It can be increased by using the tool as well as reading 'Dean's Electronics.' Using a Tool increases skill by 25%.
Speech The act of convincing others that you are right. This skill is second to small guns, and is extremely useful in bullshitting other people. I tagged this one and worked it to 120%.
Barter This skill is used to determine trade prices. Even with relatively low skill, there will be a couple of merchants whose prices will be higher than yours while bartering.
Gambling Again, pretty self explanatory. There are only two gambling places I know of: Gizmo's and the Malatese Falcon. It is not worth putting valuable skill points into this skill.
Outdoors Practical knowledge of the outdoors. You can read Scout handbooks to raise this skill, and there are a couple at Shady Sands. You don't have to increase this skill by a lot.