![]() ![]() Main articles: Fallout 2 traits, Fallout 2 perksĪt character creation, the player may choose 2 optional traits. However, they can't ever be selected and used like active skills can. Passive skills also contribute to in-game dialogue, along with various other things throughout the game. For example, someone with a high science skill could talk to a scientist and get a better response out of them than if they had a low science skill. ![]() Active skills can also contribute to in-game dialogue. For example, a player may use First Aid to heal themselves or allies, or use Repair to fix a generator. For example, the effectiveness of a rocket launcher would be governed by the Big Guns skill, while the effectiveness of a 10mm pistol would be governed by the Small Guns skill.Īctive skills may be selected and used on the player, non-player characters, and the environment to accomplish tasks. 4 passive skills: Speech, Barter, Gambling, Outdoorsman.Ĭombat skills improve accuracy and (generally) damage with weapons which correspond to that combat skill.8 active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.6 combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing Weapons.Some non-player characters can also improve Skills via training. A tagged skill will improve at twice the normal rate. The player may choose to "Tag" 3 of the 18 skills (though later a fourth skill may be tagged). Every time the player gains a level, he will be awarded skill points to be used to improve his skills, equal to 5 points + twice his Intelligence. The starting values for those skills at Level 1 are determined by the player's 7 basic attributes, but most of those skills would fall between 0% and 50%. There are 18 different skills in the game. ![]()
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