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Fallout 3 skills: Misc



Up to date as of February 01, 2010

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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".



As in the previous games, the player chooses three Tag Skills out of thirteen to be the character's specialties. Unlike previous games, tagging a skill only grants the player a 15 point bonus to that skill. Five skills have been cut from the game in comparison to Fallout and Fallout 2.


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


Example: A starting Endurance of 5 and a starting Luck of 5 will give you an initial Unarmed skill of 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 Educated) skill points plus a number equal to their Intelligence. With a IN of 10, you can distribute up to 23 skill points when leveling up.

List of skills

Skill Description Associated stat Associated skillbook Initial value
Barter Proficiency at trading and haggling Charisma Tales of a Junktown Jerky Vendor (CH * 2) + 2 + (LK / 2)
Big Guns Proficiency at using "big" guns Endurance U.S. Army: 30 Handy Flamethrower Recipes (EN * 2) + 2 + (LK / 2)
Energy Weapons Proficiency at using energy-based weapons Perception Nikola Tesla and You (PE * 2) + 2 + (LK / 2)
Explosives Proficiency at using explosive weaponry Perception Duck and Cover! (PE * 2) + 2 + (LK / 2)
Lockpick Proficiency at picking locks Perception Tumblers Today (PE * 2) + 2 + (LK / 2)
Medicine Proficiency at using medical tools and drugs Intelligence D.C. Journal of Internal Medicine (IN * 2) + 2 + (LK / 2)
Melee Weapons Proficiency at using melee weapons Strength Grognak the Barbarian (ST * 2) + 2 + (LK / 2)
Repair Proficiency at repairing items Intelligence Dean's Electronics (IN * 2) + 2 + (LK / 2)
Science Proficiency at hacking terminals Intelligence Big Book of Science (IN * 2) + 2 + (LK / 2)
Small Guns Proficiency at using conventional firearms Agility Guns and Bullets (AG * 2) + 2 + (LK / 2)
Sneak Proficiency at remaining undetected and stealing Agility Chinese Army: Special Ops Training Manual (AG * 2) + 2 + (LK / 2)
Speech Proficiency at persuading others Charisma Lying, Congressional Style (CH * 2) + 2 + (LK / 2)
Unarmed Proficiency at unarmed fighting Endurance Pugilism Illustrated (EN * 2) + 2 + (LK / 2)

Improving and maximizing skills


Improving skills

Temporarily improving skills

  • By wearing certain armor and clothing that offer skill modifiers.
  • By using chems that alter their base stats, thus increasing the related skills.
  • Carrying the Lucky 8 Ball from Timebomb. The Luck increase raises all skills slightly, but is lost if the item is removed from inventory.

Permanently improving skills

Maximizing skills

  • In order to reach the maximum number of points available in all skills, you only need to train all skills to 40. This is because most skills have 25 skill books, which will give 50 points in all with the Comprehension perk, and then ten more points can be acquired through a bobblehead. Additionally, a bug with two skill books gives the player an opportunity to max the two related skills without ever putting points into it; see Glitches/Exploitable Bugs for details. One other caveat -- since the Yew's Bear Charm acts like a second Speech bobblehead, one only needs to increase Speech to 30.)
  • A brief explanation on how to raise all skills to level 100 can be found here, courtesy of Mr. Sark and (
  • It isn't possible to raise a skill above one hundred points, but the game keeps track of increases past 100 just in case a skill is lowered (By something such as radiation poisoning or Power Armor), so you may want to raise some skills to (theoretically) 102 or 104.


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

  • Big Guns - U.S. Army: 30 Handy Flamethrower Recipes: It is possible to obtain infinite copies of this book in Bethesda Offices East. A Raider with a Flamer normally on the top floor has this book in his inventory. When killed he'll respawn in 73 hours with another copy of the book in his inventory.
  • Science - Big Book of Science: It is possible to obtain infinite copies of this book in Shalebridge Tunnels. An Ant Researcher at this location has the book in his inventory. When killed he'll respawn in 73 hours with another copy of the book in his inventory. (This method is very glitchy and can end making you never able to enter Shalebridge Tunnels again.)

This article uses material from the "Fallout 3 skills" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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