SPECIAL stats modify skills with a considerable bonus. The game keeps track of this bonus throughout the game, in real time. Any changes to stats, (e.g. chem effects, aftereffects and addiction effects) during the game add to or subtract from this modifier.
Effect of difficulty settings on skills[]
Combat skills are unaffected by difficulty settings.
Active and passive skills are lowered by 10 (%) when the difficulty is changed from "normal" to "hard".
Active and passive skills are raised by 20 (%) when the difficulty is changed from "normal" to "easy".
Maximizing skill point gain/cost ratio[]
Reducing the base stat modifier of skills with chem effects, and/or by changing the difficulty to Hard, can reduce the cost of skill points if it lowers the skill below a skill cost threshold. For example, Science can be raised to 135% for only one skill point per % by lowering Intelligence to zero with Mentats' aftereffects or Psycho effects (there is a limit of two chems unless you save and reload, but that will doubtlessly be necessary in any case to avoid become Addicted), and raising the difficulty to "hard" before spending. It can be raised a further 20% if needed, afterwards, by setting the difficulty to "easy" (same goes for reading books). This also works for higher tiers of skill point cost.
スキル一覧[]
戦闘スキル[]
Skill
Description
Associated stat
Associated skill book
Initial value
小銃
The use, care and general knowledge of small firearms. Pistols, SMGs and rifles.
General healing skill. Used to heal small cuts, abrasions and other minor ills. In game terms, the use of first aid can heal more hit points over time than just rest.
The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught.