Difference between revisions of "Agility"

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{{Special
+
#REDIRECT [[SPECIAL#Agility]]
|name=Agility
 
|image=Imp agility.png
 
|modifies=[[Action Points]], [[Armor Class]]
 
|negative=Lower 6 Stealth each Agility<br>Lower 3 Flat Damage each Agility
 
|perks=[[Action Boy]], [[Better Criticals]], [[Bonus HtH Attacks]], [[Bonus HtH Damage]], [[Bonus Move]], [[Bonus Ranged Damage]], [[Bonus Rate of Fire]], [[Demolition Expert]], [[Dodger]], [[Gain Agility]], [[Healer]], [[Pickpocket]], [[Quick Pockets]], [[Quick Recovery]], [[Silent Death]], [[Silent Running]], [[Weapon Handling]]
 
|traits=[[Small Frame]]
 
}}
 
''"Coordination and the ability to move well. A high Agility is important for any active character. Modifies: Action Points, Armor Class, Sequence, and many skills."''
 
 
 
'''Note:''' Despite the description, Agility does not affect your sequence.
 
 
 
'''Note:''' Your Agility can be permanently increased by 1 point with an [[Reflex Booster|implant]], unless it is already 20, the maximum.
 
 
 
==Drugs that affect Agility==
 
*[[Buffout]] -1
 
*[[Nuka-Cola]] +1
 
 
 
==Tips==
 
 
 
Having 6 or more agility is recommended. With a low agility you won't have many action points, and therefor cannot take aimed shots at the head, eyes or groin.
 
There is no difference between having 8 agility versus 9 agility when determining the number of action points your character will have.
 
 
 
Unless using drugs, it's better to have an even number in agility. An odd number in agility will only increase your armor class, which is currently of little importance.
 
 
 
==Skills Modified by Agility==
 
 
 
* [[Big Guns]]
 
* [[Energy Weapons]]
 
* [[Lockpick]]
 
* [[Small Guns]]
 
* [[Steal]]
 
* [[Throwing]]
 
* [[Traps]]
 
* [[Close Combat]]
 
 
 
[[Category:SPECIAL]]
 

Latest revision as of 00:26, 10 April 2026

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