Repair (Fallout: New Vegas)

Repair is a skill in Fallout: New Vegas.
==Initial level==
: \text{Initial level}=2+(2\times\text{Intelligence})+\left\lceil\frac{\text{Luck}}{2}\right\rceil
Example: A starting Intelligence of 5 and Luck of 5.
: 2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15
==Description==
Items can now be repaired to 100% regardless of the player character's current skill. Repair still governs the effectiveness of repairing one item with another, using the same repair efficiency calculation as Fallout 3, but with a static 100% condition limit in place of the skill-based limit.
A higher Repair skill unlocks crafting recipes for different types of ammunition and other gear at reloading benches and workbenches, such as the Weapon repair kit with 50 skill. High Repair also allows one to repair mechanical or electronic world objects (elevators, doors, computers, etc.).
==Ways to increase Repair==
; Permanent
* Leveling up (up to +15 or +17 with Educated)
* Dean's Electronics (+3 or +4 with Comprehension)
* Logic Co-Processor implant (+2 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
* Good Natured (+5)
* Skilled (+5)
; Temporary
* Civilian engineer jumpsuit (+5)
* Handyman jumpsuit (+5)
* NCR engineer jumpsuit (+5)
* Repconn jumpsuit (+5)
* RobCo jumpsuit (+5)
* Vault 3 utility jumpsuit (repair +5, lockpick +5)
* Dead Money jumpsuit (+5)
* Yangtze camp jumpsuit (+5)
* Dr. Klein's glasses (+5)
* Fixin' Things (+10 or +20 with Comprehension)
* Mentats (+2 to +8 depending on Intelligence, a perfect Intelligence of 10 will see no benefit.)
* Party Time Mentats (+2 to +8 depending on Intelligence, an Intelligence of 10 will see no benefit.)
* Black coffee (+2 to +4 depending on Intelligence; an Intelligence of 10 will see no benefit, Survival can increase the bonus by up to +12 at 100%)
* Light Switch 01 Upgrade: "Smart Lights" (+5 to +9 (depending on current Intelligence) for 12 hours or until one uses the Light Switch 02 Upgrade: "Mood Lights")
==Perks that require Repair skill==
Perk 	Requirement	Level	Additional Requirements
In Shining Armor	20 	2 	Science 70
Junk Rounds 	45 	2 	Luck 6
Light Touch 	45 	2 	Agility 6
Hand Loader 	70 	6 	—
Jury Rigging 	90 	14 	—
Mad Bomber 	45 	6 	Explosives 45
==Interactions that require Repair skill==
* 20 Repair to repair the Prospector Saloon's radio during Trudy's Radio Repair.
* 20 Repair to salvage the broken solar arrays for Solar array parts at HELIOS One.
* 25 Repair to repair the broken 9mm SMG in Doc Mitchell's house.
* 25 Repair to disable the Hologram emitters throughout the Sierra Madre.
* 25 Repair to activate the workbench function for the duplicated ED-E.
* 30 Repair to fix the Broken compass at the Crashed scout bus (bypassing Compass sensor module and workbench requirement) during Roadside Attraction.
* 35 Repair to repair ED-E (requires Science 55 and bypasses Spare parts requirement).
* 35 Repair to repair the broken elevator in the Bison Steve Hotel.
* 35 Repair to repair the broken generator in Sloan.
* 35 Repair to repair the auxiliary generator in the quest That Lucky Old Sun (requires one Scrap metal).
* 35 Repair to successfully lie to the White Glove in the Ultra-Luxe kitchen (bypassing needing honorary White Glove Society membership or a White Glove Society disguise) during Beyond the Beef.
* 35 Repair to convince Dean Domino that the Holograms will protect him from the Ghost people during Strike Up the Band.
* 35 repair to teach ED-E how to improve his weapon repair effectiveness.
* 40 Repair to discuss with Pete how to salvage the crashed B-29 laying at the bottom of Lake Mead, gaining Boomers fame.
* 45 Repair to disarm rigged shotgun traps and retrieve their ammo contents.
* 50 Repair to repair the broken elevator in Vault 22, allowing easier travel through the Vault.
* 50 Repair to help the Boomer teacher improve her curriculum by suggesting making a machinery booklet.
* 50 Repair to defuse the bomb onboard the Vertibird during You'll Know It When It Happens.
* 50 Repair to inform Dean Domino that the speakers run through a central sound system during Curtain Call at the Tampico.
* 50 Repair to disable the laser tripwire emitters in the X-13 research facility.
* 50 Repair to fix the damaged security turret security terminal in the Hopeville missile silo bunker.
* 50 Repair to identify the sound of gunfire in one of ED-E's recordings as having damaged his primary stabilizing jets.
* 60 Repair to rewire the junction box and disconnect it from the automated security system in the Securitron vault.
* 60 Repair to jury-rig the fuse box in the Puesta del Sol switching station (bypassing Spare parts requirement).
* 65 Repair to repair the broken solar panels at the Nellis array (bypassing Solar array parts requirement) during Sunshine Boogie.
* 65 Repair to jam the hidden doors' opening mechanisms in the REPCONN headquarters.
* 65 Repair to fully repair ED-E (bypassing Science requirement as well as Spare parts requirement).
* 65 Repair to teach ED-E how to make additional energy cells.
* 75 Repair to sabotage the mechanism for the hound cages in the Legate's camp, preventing Legion mongrels from attacking during the fight with Legate Lanius.
* 75 Repair to threaten Elijah about sabotaging the entrance to the Sierra Madre vault and getting him to personally intervene during Heist of the Centuries.
* 75 Repair to inform Klein to use the X-2 transmitter antenna array instead of the X-2 antenna to get into Mobius's Forbidden Zone.
* 75 Repair to fix the ghost reception in Mobius's eye monitor.
* 80 Repair to jury rig the food processor at the Camp McCarran concourse during Not Worth a Hill of Corn and Beans.
* 85 Repair or 67 Science to disarm the laser tripwire that releases the four Protectrons in the solar collection tower at HELIOS One during That Lucky Old Sun.
* 100 Repair to disable the hologram emitters in the Sierra Madre vault during Heist of the Centuries.
* 100 Repair or 100 Science to disable the eyebots in Ulysses' Temple during The Courier.
==Non-player characters who repair==
Name 	Location 	Repair cap
Dale Barton 	The Fort 	58%
Samuel Kerr 	188 Trading Post 	64%
Calamity 	Jacobstown 	76%
Old Lady Gibson 	Gibson scrap yard 	79%
Mick 	Mick & Ralph's 	85%
Joshua Graham 	Zion Canyon 	100%
Paladin Sato 	Brotherhood of Steel safehouse	100%
Raul Tejada 	Black Mountain / Raul's shack 	100%
Major Knight 	Mojave Outpost 	100%
Sink Central Intelligence Unit	The Sink/Big MT 	100%
Commissary terminal 	The Divide 	100%
The Repair skill of an NPC dictates the maximum condition they can repair to, based on the same maximum condition formula used in Fallout 3. The total cost to repair is independent of one's Barter and Repair skills and is calculated with this formula:
:\text{Repair cost} = 2 \left( \text{Value at max capped repair condition} - \text{Value at current condition} \right) If repairing an item were to increase its value by 1000 caps, the repair would cost 2000 caps, essentially a 100% overhead.
==Notes==
* Non-player characters will not repair apparel (such as Benny's suit) that has no DT.
* Normally, common weapon variants can not be repaired with unique weapons unless the Jury Rigging perk is selected, which can result in the potential loss of these rare items.
* Items whose HP values still round to 100% will not offer the option to repair/maintain them, even if they show less than maximum cap value, and will not appear in the list of spare weapons when repairing another of the same type.
Category:Fallout: New Vegas skills