# Fallout 3 skills

 This page lists all skills in Fallout 3. The content is not described in full detail on this page. For details, please see the respective articles. For skills in other Fallout games, please see "Skill". For an overview of Fallout 3 content, please refer to "Portal:Fallout 3".

## Background

As in the previous games, the player chooses three out of thirteen to be the character's specialties.

Unlike , tagging a skill only grants the player a 15 point bonus to that skill, after which it increases normally.

Six skills have been modified in comparison with and :

## Formula

The initial value of each skill is based on a character's value in the relevant plus a bonus determined by their attribute, rounded up.

$2 + (\mbox{Stat} \times 2) + \left\lceil\frac{\mbox{Luck}}{2}\right\rceil$

Example: A starting of 5 and a starting of 5 will give you an initial skill of 15.

$2 + (5 \times 2) + \left\lceil\frac{5}{2}\right\rceil = 15$

Initial values also function as base value, meaning any later change to the SPECIAL stat would also have similar change to the respective skill.

At level up, the character will distribute 10 (13 with the perk ) skill points plus a number equal to their . With a of 10, you can distribute up to 23 skill points when leveling up.

## List of skills

Skill Description Associated stat Associated skillbook Initial value
Proficiency at trading and haggling ( * 2) + 2 + ( / 2)
Proficiency at using "unorthodox weaponry" ( * 2) + 2 + ( / 2)
Proficiency at using energy-based weapons ( * 2) + 2 + ( / 2)
Proficiency at using explosive weaponry ( * 2) + 2 + ( / 2)
Proficiency at picking locks ( * 2) + 2 + ( / 2)
Proficiency at using medical tools and drugs ( * 2) + 2 + ( / 2)
Proficiency at using melee weapons ( * 2) + 2 + ( / 2)
Proficiency at repairing items ( * 2) + 2 + ( / 2)
Proficiency at hacking terminals ( * 2) + 2 + ( / 2)
Proficiency at using conventional firearms ( * 2) + 2 + ( / 2)
Proficiency at remaining undetected and stealing ( * 2) + 2 + ( / 2)
Proficiency at persuading others , ( * 2) + 2 + ( / 2)
Proficiency at unarmed fighting ( * 2) + 2 + ( / 2)

## Improving skills

#### Temporarily

• By wearing certain that offer skill modifiers.
• By using that alter their , thus increasing the related skills.
• Carrying the from . The Luck increase raises all skills slightly, but is lost if the item is removed from inventory.

## Exploits

It is possible to never have to put points into certain skills to max them out. In particular, certain skill books are on respawning non-player characters - merely waiting 73 hours after killing will result in a new copy being created.