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Agility

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Coordination and the ability to move well. A high Agility is important for any active character.

— Fallout In-game description

Agility is one of the seven in the system.

Contents

[] 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 and , both of which give a temporary +3. gives a temporary +2.

[] Fallout 3

Modifies: available for , and

Agility determines the number of available for use in (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 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

[] Agility-based Perks

Perk Required Level Additional Requirements
4 2 4
4 2 4
6 12 50
6 12 6
6 14 6
6 16 -
7 26 -

[] Ways to increase Agility

[] 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.

[] Agility-based perks

Perk Required Level Additional Requirements
5 2 30
Dead Money 6 2 45
5 8
6 12 50
6 12 6
6 14 6
6 16
7 24 90
7 26
Lonesome Road 8 26

[] 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

[] Ways to increase Agility

[] Notes

  • Contrary to Agility's description in game, and what the 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 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, will say "Don't have all of your coordination back yet, it looks like. You should think about doing some rehab."

[] 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.

[] References

  1. Lionheart: Legacy of the Crusader manual