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Properly speaking, books are used to raise skills. Normal books will increase a character's skill from 1 point if their skill is between 0 and 10. "Volume 2" books increase their skill between 1 point if their skill is between 11 and 20. Characters with skills outside of those ranges cannot use the books. Remember: points must be used to buy ranks. Tag! skills will receive double the benefit. A book may be used a total of 10 times before it falls apart. A character may only use a book of any given type once; he or she may not benefit from reading the same book over and over again. Characters with IN scores below 4 cannot benefit from books. It takes a number of eight-hour days equal to 11 - IN to read a book and benefit from it.

Big Book of Science[]

The Big Book of Science increases the reader's Science skill by 1 point if their skill is between 0 and 10.

Big Book of Science, Vol. 2[]

Volume 2 of The Big Book of Science increases the reader's Science skill by 1 point if their skill is between 11 and 20.

Big Fat Liars[]

Big Fat Liars increases the reader's Deception skill by 1 point if their skill is between 0 and 10.

Big Fat Liars, Vol. 2[]

Volume 2 of Big Fat Liars increases the reader's Deception skill by 1 point if their skill is between 11 and 20.

Dean's Mechanics[]

Dean's Mechanics increases the reader's Mechanics skill by 1 point if their skill is between 0 and 10.

Dean's Mechanics, Vol. 2[]

Volume 2 of Dean's Mechanics increases the reader's Mechanics skill by 1 point if their skill is between 11 and 20.

Don't Steal This Book![]

Don't Steal This Book! increases the reader's Steal skill by 1 point if their skill is between 0 and 10.

Don't Steal This Book!, Vol. 2[]

Volume 2 of Don't Steal This Book! increases the reader's Steal skill by 1 point if their skill is between 11 and 20.

First Aid Book[]

First Aid Book increases the reader's Medic skill by 1 point if their skill is between 0 and 10.

First Aid Book, Vol. 2[]

Volume 2 of First Aid Book increases the reader's Medic skill by 1 point if their skill is between 11 and 20.

Fun Facts[]

Fun Facts increases the reader's Academics skill by 1 point if their skill is between 0 and 10.

Fun Facts, Vol. 2[]

Fun Facts, Vol. 2 increases the reader's Academics skill by 1 point if their skill is between 11 and 20.

Guns and Bullets[]

Guns and Bullets increases the reader's Firearms skill by 1 point if their skill is between 0 and 10.

Guns and Bullets, Vol. 2[]

Volume 2 of Guns and Bullets increases the reader's Firearms skill by 1 point if their skill is between 11 and 20.

Home Security[]

Home Security increases the reader's Security skill by 1 point if their skill is between 0 and 10.

Home Security, Vol. 2[]

Volume 2 of Home Security increases the reader's Security skill by 1 point if their skill is between 11 and 20.

Hot Pursuit![]

Hot Pursuit! increases the reader's Pilot skill by 1 point if their skill is between 0 and 10.

Hot Pursuit!, Vol. 2[]

Hot Pursuit!, Vol. 2 increases the reader's Pilot skill by 1 point if their skill is between 11 and 20.

How to Be a World-Class Triathlete[]

How to Be a World-Class Triathlete increases the reader's Athletics skill by 1 point if their skill is between 0 and 10.

How to Be a World-Class Triathlete, Vol. 2[]

How to Be a World-Class Triathlete, Vol. 2 increases the reader's Athletics skill by 1 point if their skill is between 11 and 20.

Infiltration Techniques[]

Infiltration Techniques increases the reader's Sneak skill by 1 point if their skill is between 0 and 10.

Infiltration Techniques, Vol. 2[]

Volume 2 of Infiltration Techniques increases the reader's Sneak skill by 1 point if their skill is between 11 and 20.

Making Friends[]

Making Friends increases the reader's Persuasion skill by 1 point if their skill is between 0 and 10.

Making Friends, Vol. 2[]

Volume 2 of Making Friends increases the reader's Persuasion skill by 1 point if their skill is between 11 and 20.

Medieval Weaponry Today[]

Medieval Weaponry Today increases the reader's Melee skill by 1 point if their skill is between 0 and 10.

Medieval Weaponry Today, Vol. 2[]

Volume 2 of Medieval Weaponry Today increases the reader's Melee skill by 1 point if their skill is between 11 and 20.

Mystery![]

Mystery! increases the reader's Investigation skill by 1 point if their skill is between 0 and 10.

Mystery!, Vol. 2[]

Volume 2 of Mystery! increases the reader's Investigation skill by 1 point if their skill is between 11 and 20.

Pugilist Quarterly[]

Pugilist Quarterly increases the reader's Unarmed skill by 1 point if their skill is between 0 and 10.

Pugilist Quarterly, Vol. 2[]

Volume 2 of Pugilist Quarterly increases the reader's Unarmed skill by 1 point if their skill is between 11 and 20.

Scout Handbook[]

The Scout Handbook increases the reader's Outdoorsman skill by 1 point if their skill is between 0 and 10.

Scout Handbook, Vol. 2[]

Volume 2 of the Scout Handbook increases the reader's Outdoorsman skill by 1 point if their skill is between 11 and 20.

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