Skills

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Horizon introduces Skills system, similar to Fallout 3/New Vegas. Skills can be raised generally by reading journals, picking perks and using the skill itself. However, it is also similar to classic Fallout games (Fallout 1/2/Tactics) in that skills can go over 100. Most caps are at 200, but there is some variation - some are as low as 140 while others cap at 250. In addition, it is a hybrid system between all previous Fallout games and the Elder Scrolls, as you can gain some (but not all) skill from performing actions relating to the skill. For example, you can level up your Ballistics skill by breaking down and making ammo. You can also gain some skill (but not a lot) by finding skill magazines and guides, bobbleheads, leveling up your SPECIAL, and leveling up your skill in the Elder Scrolls fashion by simply doing it. This is usually not enough to have access to the benefits of a high skill, however - you cannot become a master hunter by reading books alone!

On the more technical side, these are not actually skills but are perks dished out in increments of 10, so a skill is actually a perk with 20 ranks. A hunting skill of 90 and 99 have the same effect as technically, the game thinks you have 90. When you reach 100, it will give you a new perk with more effects.

Skills in Pip-Boy

Lockpicking[edit | edit source]

  • Allows you to pick locks
  • Grants access to crafting recipes for lock breaching tools
  • +30 per Locksmith rank (90 total possible)
  • +5 per Master Thief rank (20 total possible)
  • +5 per Lockpicking magazine recipe rank (50 total possible)
  • +10 Lockpick Bobblehead
  • +1 per Perception
  • Up to +50 from picking locks: +0.5 per lock picked
  • Skill above 75 gives a chance when crafting lock breaching tools, to gain an extra tool from the materials
  • Skill at 200+ allows you to never break bobby pins
  • This skill is subject to skill decay (from picking locks) if the option is enabled
  • This skill caps at 230, offers no more affects after 200, as Lockpicking does not affect the "sweet spot".

Hacking[edit | edit source]

  • Allows you to hack computer terminals
  • Grants access to crafting recipes for hacking tools
  • +30 per Hacker rank (90 total possible)
  • +5 per Hacking magazine recipe rank (50 total possible)
  • +10 Science bobblehead
  • +1 per Intelligence
  • Up to +50 from hacking terminals: +0.5 per computer hacked
  • Skill above 75 gives a chance when crafting hacking devices, to gain an extra device from the materials
  • Skill at 200+ allows you to never get locked out of a terminal
  • This skill is subject to skill decay (from hacking terminals) if the option is enabled
  • This skill caps at 210, but has no effects after 200.

Hunting[edit | edit source]

  • Increases your chance to harvest meat and other parts from animals and creatures. Also unlocks food & drink crafting recipes.
  • +25 per Hunter rank (125 total possible)
  • +3 per Survival magazine recipe rank (30 total possible)
  • +5 per 25 Settler Survival skill (20 total possible)
  • Up to +50 from killing animals and creatures: +0.05 per creature or animal killed
  • Skill 10-100 gives 10-100% chance to harvest meat from animals
  • Skill 10-200 gives 5-100% chance to harvest meat from creatures
  • Skill 10-200 gives 5-100% chance to harvest extra parts from both animals and creatures
  • [Desolation Mode]: Skill above 200 works in Desolation mode, and continues to increase your loot chance
  • [Desolation Mode]: The perk description in game is updated for Desolation mode so you can see your proper percentages
  • This skill caps at 225.

Survival[edit | edit source]

  • Grants access to crafting recipes. Vegetable Starch Adhesive (Survival 100)
  • Increases your chance to harvest twice as much from wild plants
  • +30 per Survivalist rank (90 total possible)
  • +5 per Survival magazine recipe rank (50 total possible)
  • +5 per 25 Settler Survival skill (20 total possible)
  • Up to +40 from harvesting plants and cooking food: +0.02 per plant Harvested', +0.01 per food cooked and some point for fishing
  • This skill caps at 200.

Ballistics[edit | edit source]

  • Grants access to ammo crafting recipes, required for most gun upgrades, and to craft higher levels of ballistic weaves.
  • Workshop Technology Levels can be crafted at (20) and (120) Skill. (Desolation)
  • +25 per Gun Nut rank (100 total possible)
  • +5 per Ballistic Weapon magazine recipe rank (50 total possible)
  • +5 Large Guns Bobblehead
  • +5 Small Guns Bobblehead
  • +1 per Intelligence
  • Up to +30 from crafting ballistic ammo and certain items
  • Skill above 75 gives a chance to craft extra ballistic ammo
  • This skill caps at 200.

Science[edit | edit source]

  • Grants access to certain crafting recipes such as: Power Armor upgrades and repair, Energy Weapon upgrades and ammo, and Eyewear upgrades and scanners.
  • Workshop Technology Levels can be crafted at (30) and (120) Skill. (Desolation)
  • +25 per Science rank (100 total possible)
  • +10 per Nuclear Physicist rank (30 total possible)
  • +5 per Energy Weapon magazine recipe rank (50 total possible)
  • +5 Science Bobblehead
  • +5 Energy Weapons Bobblehead
  • +1 per Intelligence
  • Up to +30 from crafting energy ammo and certain items
  • Skill above 75 gives a chance to craft extra energy ammo
  • This skill caps at 230, but has no bonuses past 200.

Stealth[edit | edit source]

  • Improves your sneaking ability
  • +30 per Sneak rank (90 total possible)
  • +5 per Covert Ops magazine recipe rank (50 total possible)
  • +10 Sneak Bobblehead
  • +2 per Agility (20 total possible)
  • Up to +30 from dealing Sneak Attacks, Sandman Kills, and Picking Pockets: +0.2 per one of these actions
  • +50 Assassin Specialization (this is not required to reach 200 skill, but it gives you an advantage earlier on)
  • Skill 10-200 gains 5-100% Improved Sneak ability
  • Skill 60-200 gains 5-50% Speed while sneaking
  • Skill 100-200 gains 5-30% Reduced light detection
  • Skill 100+ Sneaking at normal speed no longer reduces stealth.
  • This skill caps at 250, but has no more affects after 200. Those extra 50 points are just to reach the cap quicker.

Engineering[edit | edit source]

  • Grants access to certain crafting recipes: (10) Bolters, (20) Plasma Rifles, VICE Gauss Rifle, Incinerator, Energy Fusion Converter; (30) Handmade Gauss Rifle, Cheaper cargo bot recipe, MicroDrones, Vice MX ammo; (100) Cheaper Cargo Bot Recipe
  • Required in the Experimentation Lab to create certain weapons like Thermic Lances.
  • Workshop Technology Levels can be crafted at (30) and (120) Skill. (Desolation)
  • +20 per Robotics Expert rank (80 total possible)
  • +5 per Technologist rank (20 total possible)
  • +5 per Robco Fun magazine recipe rank (25 total possible)
  • +10 Repair Bobblehead
  • +1 per Intelligence
  • +5 per 25 Settler Engineering skill (20 total possible)
  • Up to +35 from disabling robots and crafting engineering tools and devices: +0.1 per robot
  • Skill above 75 gives a chance to craft extra tools, turret parts, maintenance kits, auto-repair devices, and other items
  • This skill caps at 200.

Medical[edit | edit source]

  • Grants access to certain crafting recipes and increases healing received.
    • Crafting: Loaded B1 Shot (Med70, Chem20) - cures Lethargy and Weakness. Combat Stimpack (Med60, Chem60)
  • +25 per Medic rank (100 total possible)
  • +5 per Medical magazine recipe rank (50 total possible)
  • +10 Medical Bobblehead
  • +1 per Intelligence
  • Up to +30 from using stimpaks/radaway, or crafting certain medical supplies: +0.1 per stim/rad
  • This skill caps at 200.

Chemistry[edit | edit source]

  • Grants access to certain crafting recipes
  • +25 per Chemist rank (100 total possible)
  • +5 per Chemistry guide recipe rank (50 total possible)
  • +1 per Intelligence
  • Up to +40 from crafting certain items, +0.1 per taken chem
  • This skill caps at 200.

Leadership[edit | edit source]

  • Grants access to certain crafting/trading recipe.
  • Workshop Technology Levels can be crafted at (30) and (120) Skill. (Desolation)
  • Companions gain +1% XP per skill point (up to +240%)
  • Skill 100-200 reduces Settler Mission time by 5-30%
  • +20 per Local Leader (60 total possible)
  • +20 per Inspirational (60 total possible)
  • +5 per Leadership guide recipe rank (50 total possible)
  • +5 Speech Bobblehead
  • +1 per Charisma
  • Up to +20 from successful speech checks
  • +5 per Trailblazer (35 total possible - this perk is not accounted for to reach 200)
  • Eating corpses, murdering, and stealing has a negative effect on your leadership skill
  • All skill gained from magazines, charisma, and speech checks, are effected by this penalty
  • Local Leader and Trailblazer are applied after the penalty, so these perks always work
  • This skill caps at 240 (95 with lots of stealing, murdering and cannibalizing)

Trading[edit | edit source]

  • Grants access to certain crafting/trading recipes
  • Grants access to the Trading Market Terminal at 30 skill
  • +20 per Marketeer rank (100 total possible)
  • +5 per Trading guide recipe rank (50 total possible)
  • +5 Speech Bobblehead
  • +10 Barter Bobblehead
  • +1 per Charisma
  • Up to +40 from successful speech checks (+0.2) and investments (+1)
  • Skill 10-200 gains 2-40% Buying price discount at vendors
  • Vendors gain additional inventory/caps at: 20, 60, 100, 140, 200 skill (5 tiers)
  • NOTE: The Black Market still requires having Marketeer rank 4
  • This skill caps at 205, but has no affect past 200.

Exploration[edit | edit source]

  • Affects your loot chance for finding extra ammo and junk in containers*
  • +30 per Scrounger or Fortune Finder rank (120 total possible)
  • +2 per Luck
  • +5 per Fact or Fiction recipe rank (50 total possible)
  • Up to +40 from exploring locations and clearing dungeons
  • Skill above 200 may continue to increase for certain sources of loot
  • (This chance can actually go above 200 skill, even though your display perk stops at 200)
  • This skill caps at 230.

Explosives[edit | edit source]

  • Grants access to certain crafting recipes such as grenade launchers (20), landmines, and mini-nuke disassembly (30 + nuclear physicist).
  • Allows you to disarm conventional mines
  • +20 per Demolition Expert rank (80 total possible)
  • +10 Explosive Bobblehead
  • +1 per Perception
  • Up to +40 from disarming mines (+0.2) and crafting certain explosives
  • This skill caps at 150.

Salvaging[edit | edit source]

  • Affects your loot chance for looting parts from appliances, machinery, robots, and synths
  • If have 20 Salvaging Skill, you can now salvage weapons/armor directly from corpses
  • If have 40 Salvaging Skill, you can now salvage cigarette machines and news stands out in the world
  • If have 60 Salvaging Skill, you can now salvage large appliances (washers and dryers)
  • If have 80 Salvaging Skill, you can now salvage refrigeration machines (frigs, iceboxes, milk machines, etc.)
  • If have 120 Salvaging Skill, you can now salvage intact cars out in the world
  • You gain a very small amount of Salvaging Skill every time you scrap a weapon
  • Gives you up to +3 additional parts from scrapping weapons
  • +20 per Technologist rank up to 4 (80 total possible)
  • +20 per Scrapper rank (40 total possible)
  • +10 per 25 Settler Salvaging skill (40 total possible)
  • +1 per Perception
  • This skill caps at 180, but can go higher based on the number of items you scrapped. However, that seems to have diminishing returns to the point of it giving no skill increases.

Fitness[edit | edit source]

  • Grants you bonuses to your sprinting AP drain, power attack AP drain, breath holding for scopes, swimming, and jumping
  • +3 per Strength (30 total possible)
  • +3 per Endurance (30 total possible)
  • +3 per Agility (30 total possible)
  • +5 per Moving Target, Action Boy, Aquaboy ranks
  • +5 Melee Bobblehead
  • +5 Unarmed Bobblehead
  • (NOT FINISHED - more ways to increase your fitness skill will be added in the future)
  • Fitness skill 10-100 gains 2-20% reduced AP while sprinting
  • Fitness skill 100-200 gains 20-70% reduced AP while sprinting
  • Fitness skill 60-200 gains +5-45% reduced AP while holding your breath for scope aiming
  • Fitness skill 40-200 gains +5-25% Swimming speed
  • Fitness skill 80-200 gains +2-14% Jumping height
  • This skill is unfinished and only goes up to 130.

Firearms[edit | edit source]

  • Includes: ballistic pistols, shotguns, standard rifles, and other similar weapons (not heavy weapons)
  • Specifically: N99, Deliverer, Handmade Rifle, Combat Rifle, Submachine Gun, Double Shotgun, Combat Shotgun, Lever Action Shotgun, Pipe Gun...
  • Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
  • Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
  • +25 Gunslinger rank 1-2
  • +25 Trooper rank 1-2
  • +10 Small Guns Bobblehead
  • Up to +90 from kills made with Firearms
  • (Keywords required: Ballistic)
  • (Keywords rejected: Sniper, Heavy)
  • This skill caps at 200.

Sniper[edit | edit source]

  • Includes: Hunting rifle, laser musket, bolt-action pipe, gauss weapons, lever-action rifle, bolters, and other similar weapons
  • Skill 10-100 gains 5-50% Sneak Attack Damage, 2-20% Range, and increased aiming stability
  • Skill 100-200 gains 50%-100% Sneak Attack Damage, 20%-60% Range, and increased aiming stability
  • +25 Trooper rank 1-2
  • +25 Sniper rank 1-2
  • +10 Big Guns Bobblehead
  • Up to +90 from kills made with Sniper weapons
  • (Keywords required: Sniper, Scope)
  • (Keywords rejected: Pistol, Shotgun, HeavyGun)
  • This skill caps at 200.
  • The +5% critical chance bonus from Future Soldier does not affect Energy Sniper weaponry, such as the Laser Musket.

Energy[edit | edit source]

  • Includes: Laser guns, plasma guns, and other similar weapons (not heavy weapons)
  • Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
  • Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
  • +25 per rank of Future Soldier
  • +10 Energy Weapons Bobblehead
  • Up to +90 from kills made with Energy weapons
  • (Keywords required: Energy or Laser or Plasma)
  • (Keywords rejected: Ballistic, HeavyGun)
  • This skill caps at 200.

Heavy Weapons[edit | edit source]

  • Includes: Flamer, missile launcher, minigun, gatling laser, broadsider, and other similar weapons
  • Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
  • Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
  • +25 per rank of Commando
  • +10 Big Guns Bobblehead
  • Up to +90 from kills made with Heavy Weapons
  • (Keywords required: HeavyGun)
  • This skill caps at 200.

Melee[edit | edit source]

  • Includes: Any melee or unarmed weapon
  • Skill 10-200 gains 5-100% Critical Hit Damage
  • Skill 10-200 gains 3-60% Limb Damage
  • +25 per rank of Big Leagues
  • +5 Melee Bobblehead
  • +5 Unarmed Bobblehead
  • Up to +90 from kills made with Melee weapons
  • (Keywords required: Melee 1H or Melee 2H or Unarmed)
  • This skill caps at 200.

Metalworking[edit | edit source]

  • Ranks of Blacksmith give +25 (100 max)
  • Allows you to repair and upgrade power armor and certain regular armor like Metal Armor, craft many melee weapons upgrades, and build common tools.
  • Ranks of "Recipe: Crush your Enemies" gives +5 each (50 max)
  • Base Strength gives +1 each
  • Crafting items gives up to +40
  • Replaced in all recipes that required the Blacksmith perk
  • This skill caps at 200.

Tailoring[edit | edit source]

  • Ranks of Armorer give +25 (100 max)
  • Ranks of "Recipe: Inconceivable" gives +5 each (50 max)
  • Base Strength gives +1 each
  • Crafting items such as armor platings gives up to +40
  • Replaced in all recipes that required the Armorer perk
  • This skill caps at 160.