About the Book
This book consists of articles from Wikia or other free sources online. Pages: 51. Chapters: Fallout: New Vegas primary statistics, Fallout 2 primary statistics, Fallout 3 primary statistics, Fallout primary statistics, Fallout Tactics primary statistics, J.E. Sawyer's Fallout RPG primary statistics, Lionheart primary statistics, TORN primary statistics, Van Buren primary statistics, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Fallout 2 primary statistics, Fallout 3 primary statistics, Fallout primary statistics, Fallout Tactics primary statistics, Primary statistic, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength, Agility, Charisma, Endurance, Intelligence, Luck, Perception, Strength. Excerpt: Agility is one of the seven Primary Statistics in the SPECIAL system. Action point allocation is based on the AG stat. Therefore, a character that wishes to keep his enemy on its toes, or claws, needs to have a high Agility in order to have multiple combat moves. It is a critical stat for anyone interested in the more mobile and visceral skills such as unarmed and small guns. Other skills rely on it, but these have higher values in AG investment. In Fallout Tactics, the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the character's AG stat. Agility can be raised in Fallout 2 with the Monument Chunk and psycho, both of which give a temporary +3. Buffout gives a temporary +2. Modifies: Action Points available for V.A.T.S., Small Guns Skill and Sneak...