PropertyValue
rdfs:label
  • Fallout 2 Fertigkeiten
rdfs:comment
  • Each skill has its own skill level, which is expressed as a percentage. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the game. Raising a skill one percentage point costs one skill point. If they player has tagged a specific skill, one skill point will raise the corresponding skill by two percentage points. To raise a skill one percentage point (or two if it is tagged) when its current percentage value is between or including:
dcterms:subject
dbkwik:de.fallout/property/wikiPageUsesTemplate
Subject
  • Fertigkeit
Game
  • FO2
plural
  • Fertigkeiten
abstract
  • Each skill has its own skill level, which is expressed as a percentage. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the game. Raising a skill one percentage point costs one skill point. If they player has tagged a specific skill, one skill point will raise the corresponding skill by two percentage points. When purchasing skills, if the skill type is tagged, two skill % (at 1-100%) are given for each skill point spent. There are no half skill points for a cost of one. Similarly, when buying skills at cost two or higher, two or more skill points must still be purchased at once, for a cost of two, or three for three, etc. E.g. if a skill is at 101%, and tagged, the next purchase must be of two skill, taking the skill to 103%, for a cost of two skill points. To raise a skill one percentage point (or two if it is tagged) when its current percentage value is between or including: * 1% to 100% costs 1 Skill Point * 101% to 125% costs 2 Skill Points * 126% to 150% costs 3 Skill Points * 151% to 175% costs 4 Skill Points * 176% to 200% costs 5 Skill Points * 201% to 300% costs 6 Skill Points Note that if the second of the two skill points bought for a tagged skill ends up above the transition between two costs, the cost is the lower one. For example, if a skill is at 100% and tagged, spending one skill point takes the skill to 102% for the cost of one skill point. Skill points can be left unspent and will remain, to be spent later. This could conceivably be useful in the event of a hurdle in the game of unknown type that would prevent further progress, e.g. a locked door. Any unspent skill points in excess of 99 are lost. Perks can be left unspent and saved until later. When the perk option opens simply select cancel and it will close. The perk window will keep reopening each time you enter the character screen but each time it can be closed again with cancel. However, you cannot stack perks - if you have avoided selecting a perk and gain another one, the first perk will be lost.