Agility
Coordination and the ability to move well. A high Agility is important for any active character.
”— Fallout In-game descriptionAgility is one of the seven Primary Statistics in the SPECIAL system.
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[edit] Fallout, Fallout 2 and Fallout Tactics
Action point allocation is based on the AG stat. Therefore, a character that wishes to keep his enemy on its toes, or claws, needs to have a high Agility in order to have multiple combat moves. It is a critical stat for anyone interested in the more mobile and visceral skills such as unarmed and small guns. Other skills rely on it, but these have higher values in AG investment. In Fallout Tactics, the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the character's AG stat.
Agility can be raised in Fallout 2 with the Monument Chunk and psycho, both of which give a temporary +3. Buffout gives a temporary +2.
[edit] Fallout 3
Modifies: Action Points available for V.A.T.S., Small Guns Skill and Sneak Skill
Agility determines the number of action points available for use in V.A.T.S. (base AP determined by 65 + Agility*2, and can be raised by perks and some items). Expert FPS players may wish to forgo the use of V.A.T.S., but you should be familiar with V.A.T.S. mechanics before you decide to do this, because V.A.T.S. not only increases your reaction speed and allows for more precision shooting, but also greatly reduces damage taken while it is active.
| Value | Action Points | Skill Modifiers |
|---|---|---|
| 1 | 67 | Small Guns +2, Sneak +2 |
| 2 | 69 | Small Guns +4, Sneak +4 |
| 3 | 71 | Small Guns +6, Sneak +6 |
| 4 | 73 | Small Guns +8, Sneak +8 |
| 5 | 75 | Small Guns +10, Sneak +10 |
| 6 | 77 | Small Guns +12, Sneak +12 |
| 7 | 79 | Small Guns +14, Sneak +14 |
| 8 | 81 | Small Guns +16, Sneak +16 |
| 9 | 83 | Small Guns +18, Sneak +18 |
| 10 | 85 | Small Guns +20, Sneak +20 |
[edit] Agility-based Perks
| Perk | Required | Level | Additional Requirements |
|---|---|---|---|
| Gun Nut | 4 | 2 | Intelligence 4 |
| Thief | 4 | 2 | Perception 4 |
| Silent Running | 6 | 12 | Sneak 50 |
| Sniper | 6 | 12 | Perception 6 |
| Light Step | 6 | 14 | Perception 6 |
| Action Boy | 6 | 16 | - |
| Nerves of Steel | 7 | 26 | - |
[edit] Ways to increase Agility
- The Agility Bobblehead, found in the main office of the Greener Pastures Disposal Site, will permanently increase Agility by 1.
- Intense Training perk will increase Agility (or any other S.P.E.C.I.A.L.) by 1.
- Various armor and clothing for body protection.
- Poplar's hood, the only piece of headwear to provide a bonus to your Agility increases it by 1.
- The consumables Alien biogel and Adapted biogel have a 5% chance of adding a temporary +2 bonus(or -1 penalty).
- Fire ant nectar provides a temporary +4 bonus.
- Almost Perfect perk will increase Agility to 9 if it isn't 9 or 10 already.
- No Weaknesses perk will increase Agility to 5 if it isn't 5 or more already.
[edit] Fallout: New Vegas
Modifies: Action Points available for V.A.T.S., draw and holster speed, reload speed, Guns Skill and Sneak Skill.
Agility determines the number of action points available for use in V.A.T.S. (base AP determined by 65 + (Agility x3), and can be raised by perks and some items).
The percentage modifier for reduction of reload speed is determined by 10(Agility-5), as a multiplier, 0.1(5-Agility)+1 ; Agility below 5 will amplify a weapon's base reloading rate.
[edit] Agility-based perks
| Perk | Required | Level | Additional Requirements |
|---|---|---|---|
| Rapid Reload | 5 | 2 | Guns 30 |
| Light Touch | 6 | 2 | Repair 45 |
| Quick Draw | 5 | 8 | — |
| Silent Running | 6 | 12 | Sneak 50 |
| Sniper | 6 | 12 | Perception 6 |
| Light Step | 6 | 14 | Perception 6 |
| Action Boy | 6 | 16 | — |
| Slayer | 7 | 24 | Unarmed 90 |
| Nerves of Steel | 7 | 26 | — |
| Tunnel Runner | 8 | 26 | — |
[edit] Level names and statistics
| Value | Name | Action Points | Skill Modifiers |
|---|---|---|---|
| 1 | Walking Disaster | 68 | Guns +2, Sneak +2 |
| 2 | Accident Prone | 71 | Guns +4, Sneak +4 |
| 3 | Oaf | 74 | Guns +6, Sneak +6 |
| 4 | Butterfingers | 77 | Guns +8, Sneak +8 |
| 5 | Under Control | 80 | Guns +10, Sneak +10 |
| 6 | Catlike | 83 | Guns +12, Sneak +12 |
| 7 | Knife Thrower | 86 | Guns +14, Sneak +14 |
| 8 | Knife Catcher | 89 | Guns +16, Sneak +16 |
| 9 | Acrobatic Marvel | 92 | Guns +18, Sneak +18 |
| 10 | Walks on Water | 95 | Guns +20, Sneak +20 |
[edit] Ways to increase Agility
- Reflex Booster, an Agility implant adding +1.
- Intense Training perk will increase Agility (or any other S.P.E.C.I.A.L.) by 1.
- Various armor and clothing
- Coyote tobacco chew (+1 Agility, +1 Perception)
- Small Frame (+1 Agility)
- Fire ant nectar (+4 Agility, -3 Intelligence, 5% ant nectar addiction chance)
[edit] Notes
- Contrary to Agility's description in game, and what the Fallout: New Vegas Official Game Guide states, Agility does not affect run speed. This can easily be proven in game with a stopwatch, measuring the time it takes to travel a given distance with a 1 Agility and a 10 Agility character (the same time). (Agility affects reload time and gun draw speed instead of run speed)
- If the player has an Agility of 8 or above while having no stats at 1 or a Luck of 10/1, Doc Mitchell will say "Most patients don't get out of bed after being shot and then move like they was in perfect control. You're unusual, I'll say that."
- If the player has an Agility of 1, Doc Mitchell will say "Don't have all of your coordination back yet, it looks like. You should think about doing some rehab."
[edit] Lionheart
This statistic is a combination of the character’s reflexes, balance, and coordination. The character’s speed and quickness in combat are directly related to the Agility score. Combat and thief characters should have a higher Agility than diplomatic or magical characters.[1]
[edit] References
- ↑ Lionheart: Legacy of the Crusader manual
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