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Main articles: Fallout 2 traits, Fallout 2 perksĪt character creation, the player may choose two optional traits. However, they can't ever be selected and used as active skills can. Passive skills also contribute to the in-game dialogue, along with various other things throughout the game. For example, someone with a high Science skill could talk to a scientist and get a better response out of them than if they had a low science skill. Active skills can also contribute to the in-game dialogue. For example, a player may use First Aid to heal themselves or allies, or use Repair to fix a generator. For example, the effectiveness of a minigun would be governed by the Big Guns skill, while the effectiveness of a 10mm pistol would be governed by the Small Guns skill.Īctive skills may be selected and used on the player, non-player characters, and the environment to accomplish tasks. Four passive skills: Speech, Barter, Gambling, Outdoorsman.Ĭombat skills improve accuracy and (generally) damage with weapons which correspond to that combat skill.Eight active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.Six combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing. Some non-player characters can also improve Skills via training. A tagged skill will improve at twice the normal rate. The player may choose to "tag" three of the 18 skills (though later a fourth skill may be tagged). Every time a level is gained, the player will be awarded skill points to be used to improve their character's skills, equal to five points plus twice their Intelligence. The starting values for those skills at level one are determined by the character's seven basic attributes, but most of those skills would fall between 0% and 50%. There are 18 different skills in the game.
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