Most important Fallout skills to level up?

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DustyDrB

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Jan 19, 2010
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The ones that you enjoy. Pick what suits you, not what everyone says makes you the most powerful.

My one skill that I hate to be without: Repair. Because Jury-Rigging is a godsend.
Other favorites:
-Survival. In New Vegas, you can heal a ton with food. And this helps in hardcore mode as well. You'll still have the stimpacks for when you need them in a pinch, and you'll probably end up saving more of them this way. I just love playing as a survivalistic, self-made man

-Guns. Seems classic. A lot of the guns have a nice story behind them as well.

-Unarmed. Probably the most fun to use. And there is a perk [http://fallout.wikia.com/wiki/Piercing_Strike] that basically turns you into a Deathclaw.

-Speech. Because a little diplomacy is always nice.

-And a "loot" skill: Either Science or Lockpick. These let you into places either by hacking terminals or picking locks. I usually go with Science since it comes in handy in other ways as well.
 

Popadoo

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May 17, 2010
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Smalls guns, since you're gonna' get more of them than any other type of weapon. Repair is pretty important too, since you wear down your shit faster than you can say ''Makes you wish for a nuclear winter.''
 

hermes

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Mar 2, 2009
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Stealth and guns.
Nothing that can be solved with words can't be solved with a sniper rifle...
 

Texas Joker 52

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Jun 25, 2011
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twistedheat15 said:
KillKill said:
That and repair, jury rigging is a perk I couldn't live without.
The correct answer in the thread shoulda been repair before all else! The face raping gun isnt gonna keep itself at 100%!
Exactly this. I always start a game by tagging Guns/Small Guns, Medicine, and Repair. That way, you have a combat skill tagged, then two skills for maintaining, one for maintaining your guns and armor, and one to maintain yourself. And whoever came up with the Jury-Rigging perk, ought to get a raise, because that perk is quite simply a must-have.

Though, I am surprised that people had yet to mention repair before the quoted posts. Is that because its essentially a given, or in New Vegas you can repair to 100% anyway, though not as effectively, or for as long?
 

SlaveNumber23

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Aug 9, 2011
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At least one weapon skill depending on your preference, small guns is probably the easiest choice, either lockpicking or science, and medicine.
 

AnarchistFish

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Jul 25, 2011
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I usually go for Medicine, Guns, Science and Speech.

Sneak, Energy Weapons and Lockpick too, but mostly those ones.
 

veloper

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For FO1 energy weapon is the most important skill.

A plasma pistol can be found early on and from then on it only gets better. The rats before that point can be beaten with some minimal points in small arms. Later in the game nothing beats a turbo plasma rifle.
On a first playthrough you may want to tag small arms and energy both. Speech is secondary.

FO2 is similar, but you'll want to tag small arms instead of energy weapons, because they come much later and the difference in stopping power is smaller.

FO3 is all about repair. Indirectly increases weapon damage, armor, carrying capacity and money from sales.
 

Fijiman

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Medicine is probably one of the most important skills to level up.(unless you like being dead half the time or using twenty stimpaks to heal half you health) Repair is another good one to have because it makes maintaining your weapons and armor loads easier and cheaper. Other than those two the third one is really up to the individual player.
 

elvor0

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The_Blue_Rider said:
Sean Hollyman said:
I'd say Speech, Medicine and guns are the most important skills to level up.

With a high speech you can bypass most things easily, skip some bits, and get out of tight situations.

Medicine lets stimpaks and stuff do more, always handy.

And guns let you shoot stuff better.
First time I've ever been ninja'd by the OP, well played Hollyman, well played.

If I had to pick 3 apart from the ones you mentioned I would say

Unarmed - Ballistic Fist owns in New Vegas, plus you do not know how fun it is to choose bloody mess as a trait, name your character Kenshiro and only use the leather jacket as armour in Fallout 2. That shit is cash

Lockpick - Because, hey Im a kleptomaniac, sue me

Science - Without a decent science skill, FISTO will never be activated and sent to work the corners of Freeside
Y'know if you get Big Empty for New Vegas there's a ballistic fist called Fist of the North Star :p
 

bossfight1

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Apr 23, 2009
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I always go with Lockpicking, Science, and either Repair, Speech or Small Guns. As I level up and get to the point where I start shooting at the Enclave, I migrate over to Energy Weapons and some Big Guns.
 

jhoroz

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Speech-you can get yourself out of 90% of all the sticky situations that you're presented in the game through the sheer capability of a silver tongue.
 

Wereduck

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BlackStar42 said:
Repair, Lockpicking and Guns. Go anywhere, get any loot and blow people's heads off with it. Plus, Hand Loader and Jury Rigging are awesome incarnate.
+1 this.
Then Speech, Medicine & Science when you get the chance.
 

Xannidel

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Feb 16, 2011
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For me it is normally always lockpick, speech and small guns.
Lockpicking generally gives you decent rewards without having to try and find the right key.
Speech for certain choices and also to help you out in tight spots.
Small guns because while I like some of the melee weapons, I can't play without a gun and vat's to shoot a head off.
 

RedDeadFred

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May 13, 2009
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Speech, Medicine, and Big Guns.

Seriously, if you haven't made a character who had 100 Big Guns skill, you are missing out. Things die so quickly to you Gatling Laser.
 

Blazing Steel

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Small Guns first because they're the most common to find and ammo is easy to obtain. Next is Lockpick because you nothing sucks more than seeing a safe or ammo box and relizing you can't open it. Finally Repair since I chose combat over speech, so I need to keep my gear in decent condition. Once you've found a decent gun you're set for the game.
 

orangeban

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If we're talking New Vegas, then speech, science and unarmed. Unarmed for the ballistic fist, which will win you every single fight when you get it. Before then, just get two followers (I went for ED-E and Boone) who will win every fight for you, especially since a science/speech combo will basically allow you to skip a bunch of combat sections by talking people into stuff.
 

Tuesday Night Fever

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It depends a lot on which Fallout.

I'm going to assume you mean Fallout: New Vegas since it's the most recent. In that case...

I usually tag Speech, Science, and Lockpicking. That allows me get through most early-game conversations, access most early-game computers, and bypass most early-game locks.

I'd say there's a good argument to making Repair a tag skill, since it'll let you successfully complete the Repair skill checks and give you access to the Light Touch perk (gives you +5% crit chance and makes you practically immune to being hit by crits when wearing light armor) at level 2... but I don't generally do it because having Science usually gives you an opportunity to lower the Repair skill needed to pass a Repair skill check, and the early-game combat is easy enough that Light Touch (along with a tag skill for a weapon class) isn't really necessary.

For the other Fallout games, these would have been my choices...

Fallout: Small Guns, Speech, Lockpicking
Fallout 2: Small Guns, Speech, Stealing
Fallout Tactics: Small Guns, Energy Weapons, First Aid (I would have other squadmates take care of things like Lockpicking, Repair, Doctor, etc.)
Fallout Brotherhood of Steel: Bwahahaha... "skills"
Fallout 3: Small Guns, Lockpicking, Science

You could probably drop the weapon skills (well, except for with Tactics) and take something else instead. I just like having the early-game edge. And even then, you could probably make due with just about any weapon type (well, except maybe Throwing...), I just like Small Guns.
 

JediMB

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Depends on how I want to roleplay. Since I'm into that.

Although I usually start off with some sort of Tech-and-Talk-savvy Mary Sue type, and save other builds for later playthroughs.
 

regalphantom

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Feb 10, 2011
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I generally like to tag the skills that give me more options early on, and then later build up the combat skills. I will usually start off with Science, Speech, and either Lockpick, Sneak, or a weapons skill, depending on the game. After developing those skills to a reasonable level, I will start focusing on a weapons skill (if I don't already have one), Repair, and put a few points into medicine.

Additionally, whenever I start a character, I tend to put full points into intelligence, to give me the most points on each level up.