About: Fallout Tactics skills   Sponge Permalink

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Each skill has its own skill level which is expressed as a percentage. Skill levels can be raised by spending skill points earned from gaining experience levels, or by reading specific books. As a skill's level increases, raising the skill further costs more skill points per percentage point. If statically (taking temporary effects aside, such as those of chems), the skill is at 99% or less, raising it (by 1 or 2 percentage points --- see below) costs 1 skill point; if the skill is at some value between 100% and 124% (inclusive), raising it (by 1 or 2 percentage points) costs 2 skill points; the full table of costs is:

AttributesValues
rdfs:label
  • Fallout Tactics skills
rdfs:comment
  • Each skill has its own skill level which is expressed as a percentage. Skill levels can be raised by spending skill points earned from gaining experience levels, or by reading specific books. As a skill's level increases, raising the skill further costs more skill points per percentage point. If statically (taking temporary effects aside, such as those of chems), the skill is at 99% or less, raising it (by 1 or 2 percentage points --- see below) costs 1 skill point; if the skill is at some value between 100% and 124% (inclusive), raising it (by 1 or 2 percentage points) costs 2 skill points; the full table of costs is:
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dbkwik:fallout/pro...iPageUsesTemplate
Subject
  • skill
Game
  • FOT
abstract
  • Each skill has its own skill level which is expressed as a percentage. Skill levels can be raised by spending skill points earned from gaining experience levels, or by reading specific books. As a skill's level increases, raising the skill further costs more skill points per percentage point. If statically (taking temporary effects aside, such as those of chems), the skill is at 99% or less, raising it (by 1 or 2 percentage points --- see below) costs 1 skill point; if the skill is at some value between 100% and 124% (inclusive), raising it (by 1 or 2 percentage points) costs 2 skill points; the full table of costs is: * negative costs 1 skill point to raise * 0% to 99% costs 1 skill point to raise * 100% to 124% costs 2 skill points to raise * 125% to 149% costs 3 skill points to raise * 150% to 174% costs 4 skill points to raise * 175% to 199% costs 5 skill points to raise * 200% to 299% costs 6 skill points to raise By spending skill points or reading books, a skill cannot be raised if its increased level would be above 300%. However, the level can exceed 300% temporarily, for example, as a result of using chems; and even statically, for example, as a result of choosing perks at the right time. An act of raising a skill in exchange for the appropriate amount of skill points --- according to the above table --- increases the skill's level by 2 percentage points if the skill is tagged, and by 1 percentage point otherwise. The appropriate amount of skill points must be available for this. There are no partial percentage points at partial costs. Notice that if a skill is tagged and is at 299%, then the skill cannot be raised, not even to 300%. Also notice that, for example, if a skill is tagged and is at 149%, then raising the skill to 151% costs 3 skill points. Like perks, 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. More than 99 skill points can be saved up, even though the counter fails to visually indicate whether more than 99 skill points are available.
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