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Fallout 2: A Post Nuclear Role Playing Game
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Fallout 2: A Post Nuclear Role Playing Game
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====Skills==== There are 18 different skills in the game. They are ranked from 0% to 300%. The starting values for those skills at Level 1 are determined by the player's 7 basic attributes, but most of those skills would fall between 0% and 50%. Every time the player gains a level, he will be awarded skill points to be used to improve his skills, equal to 5 points + twice his Intelligence. The player may choose to "Tag" 3 of the 18 skills. A tagged skill will improve at twice the normal rate. * 6 combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing. * 8 active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair. * 4 passive skills: Speech, Barter, Gambling, Outdoorsman. Books found throughout the gameworld can also improve some of those skills permanently, although books are scarce early in the game. However, after a skill reaches a certain level, books no longer have any impact. Some NPCs can also improve Skills via training. How high a Skill can be developed is affected by the character's Attributes - a character with a low Intelligence will not be able to boost their Science rating as high as a character with high Intelligence, for example. Some skills can also be improved while having certain items equipped. (E.g. equipping a lock pick would improve lock picking skills.) Stimulants can also temporarily boost player's skills; however, they often have adverse effects such as addiction and withdrawal. As Skills grow higher in rating, they begin to cost more Skill Points to increase.
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