Agility

Agility is one of the seven primary statistics in the SPECIAL system.
==Fallout, Fallout 2 and Fallout Tactics==
Action point allocation is based on the AG stat. Therefore, a character that wishes to keep an enemy on its toes, or claws, needs to have a high Agility in order to have multiple combat moves. Additionally, it allows the character to dodge better. It is a critical stat for anyone interested in more mobile and visceral skills, such as unarmed and small guns. Other skills rely on it, but these have higher values in AG investment.
===Ways to increase Agility===
* In Fallout, the Brotherhood of Steel in Lost Hills can perform an operation to permanently increase Agility by 1, assuming the player can afford it.
* In Fallout and Fallout 2, Agility can be raised by using Psycho which gives a temporary +3, and by using Buffout which gives a temporary +2.
* Agility can be raised in Fallout 2 by using monument chunk which gives a temporary +3.
*In Fallout 2, taking the Gain Agility perk also raises Agility by 1.
===Agility-based perks===
Perk 	Required	Level 	Additional Requirements 	Games
Bonus HtH Damage 	6 	3 	Strength 6 	Fallout, Fallout 2, Fallout Tactics
Gunner 	6 	3 	Small Guns 40% 	Fallout Tactics
Healer 	6 	3 	Perception 7, Intelligence 5, First Aid 40% 	Fallout, Fallout 2, Fallout Tactics
Kama Sutra Master 	5 	3 	Endurance 5 	Fallout, Fallout 2, Fallout Tactics
Lead Foot 	6 	3 	Perception 6, Pilot 60%, Unavailable to deathclaws and dogs	Fallout Tactics
Quick Pockets 	5 	3 	- 	Fallout, Fallout 2, Fallout Tactics
Stat! 	6 	3 	First Aid 75%, Doctor 50% 	Fallout Tactics
Flexible 	6 	4 	- 	Fallout Tactics
Hit the Deck 	6 	4 	- 	Fallout Tactics
Bonus Ranged Damage 	6 	6 	Luck 6 	Fallout, Fallout 2, Fallout Tactics
Bonus Move 	5 	6 	- 	Fallout, Fallout 2, Fallout Tactics
Quick Recovery 	5 	6 	- 	Fallout 2, Fallout Tactics
Silent Running 	6 	6 	Sneak 50% 	Fallout, Fallout 2, Fallout Tactics
Stunt Man 	6 	6 	Strength 6, Endurance 6, Unavailable to deathclaw and dogs 	Fallout Tactics
Light Step 	5 	9 	Luck 5 	Fallout 2, Fallout Tactics
Better Criticals 	4 	9 	Perception 6, Luck 6 	Fallout, Fallout 2, Fallout Tactics
Dodger 	4 / 6 	9 	- 	Fallout, Fallout 2, Fallout Tactics
Demolition Expert 	4 	9 	Traps 75% 	Fallout 2, Fallout Tactics
Action Boy/Action Girl	5 	12 	- 	Fallout, Fallout 2, Fallout Tactics
Weapon Handling 	5 	12 	Strength <7 	Fallout 2, Fallout Tactics
Bonus HtH Attacks 	6 	6 / 15 	- 	Fallout, Fallout 2, Fallout Tactics
Tunnel Rat 	6 	8 	- 	Fallout Tactics
Bonus Rate of Fire 	 	9 / 15 	Perception 6, Intelligence 6 	Fallout, Fallout 2, Fallout Tactics
Pickpocket 	8 	9 / 15 	Steal 80% 	Fallout, Fallout 2, Fallout Tactics
Silent Death 	10 	18 	Sneak 80%, Unarmed 80% 	Fallout, Fallout 2, Fallout Tactics
Sniper 	8 	18 / 24	Perception 8, Small Guns 80% 	Fallout, Fallout 2, Fallout Tactics
Slayer 	8 	18 /24 	Strength 8, Unarmed 80% 	Fallout, Fallout 2, Fallout Tactics
==Fallout 3==
Modifies: Action Points available for V.A.T.S., and the Small Guns and Sneak skills.
Agility determines the number of Action Points available for use in V.A.T.S. (base AP determined by 65 + Agility*2, and can be raised by perks and some items).
Value	Action Points	Skill Modifiers
1 	67 	Small Guns +2, Sneak +2
2 	69 	Small Guns +4, Sneak +4
3 	71 	Small Guns +6, Sneak +6
4 	73 	Small Guns +8, Sneak +8
5 	75 	Small Guns +10, Sneak +10
6 	77 	Small Guns +12, Sneak +12
7 	79 	Small Guns +14, Sneak +14
8 	81 	Small Guns +16, Sneak +16
9 	83 	Small Guns +18, Sneak +18
10 	85 	Small Guns +20, Sneak +20
===Agility-based perks===
Perk 	Required	Level	Additional Requirements
Gun Nut 	4 	2 	Intelligence 4
Thief 	4 	2 	Perception 4
Silent Running 	6 	12 	Sneak 50
Sniper 	6 	12 	Perception 6
Light Step 	6 	14 	Perception 6
Action Boy/Action Girl	6 	16 	-
Nerves of Steel 	7 	26 	-
===Ways to increase Agility===
;Permanent
* Bobblehead - Agility (+1)
* Intense Training perk (+1)
* No Weaknesses perk (will raise base to 5 if below 5)
* Almost Perfect perk (will raise base to 9 if below 9)
;Temporary
* Armor and clothing
** The AntAgonizer's costume, Brahmin-skin outfit, Maple's garb, wasteland settler outfit, wasteland wanderer outfit (+1)
** Poplar's hood (+1)
** Most variants of pre-War outfits, including dirty variants (+1)
** Laborer outfit, tattered slave outfit, worn slave outfit (+1)
* Fire ant nectar (+4)
==Fallout: New Vegas==
Modifies: Action Points available for V.A.T.S., draw and holster speed, reload speed, and the Guns and Sneak skills.
Agility determines the number of action points available for use in V.A.T.S. (base AP determined by 65 + (Agility x3), and can be raised by perks and some items).
The holster/reload time is modified in percentage by 10*(Agility-5)% from 100% base value. Agility below 5 makes reloading slower and above 5 makes it faster, by 10 percentage points per point of Agility, as a modifier to the character's speed. Speed is the inverse of time: at Agility 1, the character is at 60% of baseline speed, which means the time it takes to reload is multiplied by 1.67 (taking 5/3 as long to reload), while at Agility 10 the character is at 150% baseline speed, so the amount of time it takes to reload is multiplied by 0.67 (taking 2/3 as long to reload).
:\begin{align}
\text{reload speed modifier} &= \frac{Agility-5}{10} = \frac{Agility}{10}-\frac{1}{2} \\
\text{reload time in seconds} &= \frac{WeaponReloadTime}{((0.5+Agility*0.1)*modifier)}
\end{align} 
Modifier Rapid Reload = 1.25
===Agility-based perks===
Perk 	Required	Level	Additional Requirements
Rapid Reload 	5 	2 	Guns 30
Light Touch 	6 	2 	Repair 45
Quick Draw 	5 	8 	—
Silent Running 	6 	12 	Sneak 50
Sniper 	6 	12 	Perception 6
Light Step 	6 	14 	Perception 6
Action Boy/Action Girl	6 	16 	—
Slayer 	7 	24 	Unarmed 90
Nerves of Steel 	7 	26 	—
Tunnel Runner 	8 	26 	—
===Level names and statistics===
Value	Name 	Action Points	Skill Modifiers
1 	Walking Disaster	68 	Guns +2, Sneak +2
2 	Accident Prone 	71 	Guns +4, Sneak +4
3 	Oaf 	74 	Guns +6, Sneak +6
4 	Butterfingers 	77 	Guns +8, Sneak +8
5 	Under Control 	80 	Guns +10, Sneak +10
6 	Catlike 	83 	Guns +12, Sneak +12
7 	Knife Thrower 	86 	Guns +14, Sneak +14
8 	Knife Catcher 	89 	Guns +16, Sneak +16
9 	Acrobatic Marvel	92 	Guns +18, Sneak +18
10 	Walks on Water 	95 	Guns +20, Sneak +20
===Ways to increase Agility===
;Permanent
* Agility Implant available at the New Vegas medical clinic (+1)
* Small Frame trait (+1)
* Intense Training perk (+1)
* Completing the quest The Apocalypse or The End will allow raising any one primary statistic by 1.
;Temporary
* Armor and clothing
** Brahmin-skin outfit, Gladiator armor, wasteland legend outfit, wasteland settler outfit, wasteland wanderer outfit (+1)
** Most variants of pre-War outfits (+1)
** Stealth suit Mk II (+1)
** Courier duster, riot gear, marked scout armor (+1)
* Chems
** Coyote tobacco chew (+1)
** Fire ant nectar (+4)
* Perks
** Walker Instinct (+1 while outdoors)
* Traits
** Claustrophobia (+1 while outdoors, but -1 indoors)
** Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)
===Ways to decrease Agility===
* Armor and clothing
** Metal armor (reinforced), Lightweight metal armor (-1)
** T-45d power armor, Brotherhood T-45d power armor, NCR salvaged power armor (-2)
** Gecko-backed metal armor (reinforced) (-1)
===Notes===
* Contrary to Agility's description in-game, and what the Fallout: New Vegas Official Game Guide states, Agility does not affect run speed. This can easily be proven in-game with a stopwatch, measuring the time it takes to travel a given distance with a 1 Agility and a 10 Agility character (the same time).
* If the player character's Agility stat is the most extreme (highest or lowest), Doc Mitchell will either say "Most patients don't get out of bed after being shot and then move like they was in perfect control. You're unusual, I'll say that." (for highest) or "Don't have all of your coordination back yet, it looks like. You should think about doing some rehab." (For lowest)
==Fallout 4==
Each point of Agility yields 10 additional action points:
:\mathrm{MaxAP} = 60 + (10 \times \mathrm{Agility})
Game settings for action points:
* fAVDActionPointsBase = 60
* fAVDActionPointsMult = 10
Each point adds 1% directly to the player's pickpocketing chance, and is also used in an unknown formula to determine the chance of being detected while sneaking.
===Agility-based perks===
Perk 	Agility Required
Gunslinger 	1
Commando 	2
Sneak 	3
Mister Sandman 	4
Action Boy/Action Girl	5
Moving Target 	6
Ninja 	7
Quick Hands 	8
Blitz 	9
Gun Fu 	10
===Ways to increase Agility===
;Permanent
* Level (+1)
* Agility bobblehead (+1)
* You're SPECIAL! book (+1)
* Perks
** Strong Back (rank 5) - When overencumbered, sprinting costs 50% less Action Points
** Lone Wanderer (rank 4) - When adventuring without a companion, gain +25 Action Points
** Action Boy/Girl - Action Points regenerate 25%/50%/75% () faster
** Moving Target (rank 3) - Sprinting costs 50% less Action Points
** Quick Hands (rank 2 & 3) - Reloading costs no Action Points in VATS; gain +10 Action Points ()
** Grim Reaper's Sprint - Any kill in VATS has a 15%/25%/35% chance to restore all Action Points
;Temporary
==Fallout 76==
Modifies: Action Points, ability to sneak
Agility is the stat that influences sneak and maximum Action Points (AP), which is consumed while using V.A.T.S., sprint, power attacks or the Dodgy perk. As with other Fallout 76 SPECIAL attributes, Agility has a maximum base stat of 15.
At an Agility of 1, the maximum AP available is 105. Each additional level of Agility increases the total amount of AP by 10. At an Agility of 15, the maximum AP available is 245.
Similarly, at an Agility of 1, the sneak rating bonus is 5. Each additional level of Agility increases this amount by 5. At an Agility of 15, the sneak rating bonus is 75.
===Agility-based Perks===
Name 	Level	Rank	Description
Action Boy/Action Girl	2 	1 	Action points regenerate 15% faster.
Action Boy/Action Girl	2 	2 	Action points regenerate 30% faster.
Action Boy/Action Girl	2 	3 	Action points regenerate 45% faster.
Adrenaline 	49 	1 	Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills.
Adrenaline 	49 	2 	Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills.
Adrenaline 	49 	3 	Gain +8% (max 48%) damage for 30s per kill. Duration refreshes with kills.
Adrenaline 	49 	4 	Gain +9% (max 54%) damage for 30s per kill. Duration refreshes with kills.
Adrenaline 	49 	5 	Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills.
Ammosmith 	34 	1 	Produce 40% more rounds when crafting ammunition.
Ammosmith 	34 	2 	Produce 80% more rounds when crafting ammunition.
Born Survivor 	3 	1 	Falling below 20% health will automatically use a Stimpak, once every 20s.
Born Survivor 	3 	2 	Falling below 30% health will automatically use a Stimpak, once every 20s.
Born Survivor 	3 	3 	Falling below 40% health will automatically use a Stimpak, once every 20s.
Covert Operative 	27 	1 	Your ranged sneak attacks do 2.15x normal damage.
Covert Operative 	27 	2 	Your ranged sneak attacks do 2.3x normal damage.
Covert Operative 	27 	3 	Your ranged sneak attacks do 2.5x normal damage.
Dead Man Sprinting 	8 	1 	Sprint 10% faster at increased AP cost when your health is below 40%.
Dead Man Sprinting 	8 	2 	Sprint 20% faster at increased AP cost when your health is below 50%.
Dodgy 	45 	1 	Avoid 10% of incoming damage at the cost of 30 Action Points per hit.
Dodgy 	45 	2 	Avoid 20% of incoming damage at the cost of 30 Action Points per hit.
Dodgy 	45 	3 	Avoid 30% of incoming damage at the cost of 30 Action Points per hit.
Enforcer 	30 	1 	Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb.
Enforcer 	30 	2 	Your shotguns gain a 10% stagger chance and a 20% chance to cripple a limb.
Enforcer 	30 	3 	Your shotguns gain a 15% stagger chance and a 30% chance to cripple a limb.
Escape Artist 	35 	1 	Sneak to lose enemies, and running no longer affects stealth.
Evasive 	17 	1 	Each AGI point adds +1 Damage and Energy Resist (Max 15). (No Power Armor)
Evasive 	17 	2 	Each AGI point adds +2 Damage and Energy Resist (Max 30). (No Power Armor)
Evasive 	17 	3 	Each AGI point adds +3 Damage and Energy Resist (Max 45). (No Power Armor)
Expert Guerrilla 	25 	1 	Your automatic pistols now do +10% damage
Expert Guerrilla 	25 	2 	Your automatic pistols now do +15% damage
Expert Guerrilla 	25 	3 	Your automatic pistols now do +20% damage
Expert Gunslinger 	24 	1 	Your non-automatic pistols now do +10% damage.
Expert Gunslinger 	24 	2 	Your non-automatic pistols now do +15% damage.
Expert Gunslinger 	24 	3 	Your non-automatic pistols now do +20% damage.
Goat Legs 	32 	1 	Take 40% less damage from falling.
Goat Legs 	32 	2 	Take 80% less damage from falling.
Guerrilla 	10 	1 	Your automatic pistols now do +10% damage
Guerrilla 	10 	2 	Your automatic pistols now do +15% damage
Guerrilla 	10 	3 	Your automatic pistols now do +20% damage
Gun Fu 	50 	1 	V.A.T.S. swaps targets on kill with +10% damage to your next target.
Gun Fu 	50 	2 	V.A.T.S. swaps targets on kill with +10% then 20% damage to your next 2 targets.
Gun Fu 	50 	3 	V.A.T.S. swaps targets on kill with +10%, 20%, then 30% damage to your next 3 targets.
Gun Runner 	4 	1 	Your running speed is increased by 10% when you have a pistol equipped
Gun Runner 	4 	2 	Your running speed is increased by 20% when you have a pistol equipped
Gunslinger 	6 	1 	Your non-automatic pistols now do +10% damage.
Gunslinger 	6 	2 	Your non-automatic pistols now do +15% damage.
Gunslinger 	6 	3 	Your non-automatic pistols now do +20% damage.
Home Defense 	22 	1 	You can craft and disarm better traps and craft better turrets. (Plans required)
Home Defense 	22 	2 	You can craft and disarm advanced traps and craft advanced turrets. (Plans required)
Home Defense 	22 	3 	You can craft and disarm expert traps and craft expert turrets. (Plans required)
Light Footed 	38 	1 	While sneaking, you never trigger mines or floor-based traps.
Marathoner 	13 	1 	Sprinting consumes 20% fewer Action Points. (No Power Armor)
Marathoner 	13 	2 	Sprinting consumes 30% fewer Action Points. (No Power Armor)
Marathoner 	13 	3 	Sprinting consumes 40% fewer Action Points. (No Power Armor)
Master Guerrilla 	43 	1 	Your automatic pistols now do +10% damage
Master Guerrilla 	43 	2 	Your automatic pistols now do +15% damage
Master Guerrilla 	43 	3 	Your automatic pistols now do +20% damage
Master Gunslinger 	41 	1 	Your non-automatic pistols now do +10% damage.
Master Gunslinger 	41 	2 	Your non-automatic pistols now do +15% damage.
Master Gunslinger 	41 	3 	Your non-automatic pistols now do +20% damage.
Mister Sandman 	37 	1 	At night your silenced weapons do an additional 25% sneak attack damage.
Mister Sandman 	37 	2 	At night your silenced weapons do an additional 50% sneak attack damage.
Modern Renegade 	18 	1 	Gain Pistol hip fire accuracy and a +2% chance to cripple a limb.
Modern Renegade 	18 	2 	Gain more Pistol hip fire accuracy and a +3% chance to cripple a limb.
Modern Renegade 	18 	3 	Gain excellent Pistol hip fire accuracy and a +4% chance to cripple a limb.
Moving Target 	5 	1 	Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor)
Moving Target 	5 	2 	Gain +30 Damage and Energy Resistance while sprinting. (No Power Armor)
Moving Target 	5 	3 	Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor)
Ninja 	15 	1 	Your melee sneak attacks do 2.3x normal damage.
Ninja 	15 	2 	Your melee sneak attacks do 2.6x normal damage.
Ninja 	15 	3 	Your melee sneak attacks do 3x normal damage.
Packin' Light 	9 	1 	Your pistols weigh 25% less.
Packin' Light 	9 	2 	Your pistols weigh 50% less.
Packin' Light 	9 	3 	Your pistols weigh 75% less.
Secret Agent 	47 	1 	Stealth Boys last twice as long.
Secret Agent 	47 	2 	Stealth Boys last three times as long.
Secret Agent 	47 	3 	Stealth Boys last four times as long.
Sneak 	20 	1 	You are 25% harder to detect while sneaking.
Sneak 	20 	2 	You are 50% harder to detect while sneaking.
Sneak 	20 	3 	You are 75% harder to detect while sneaking.
Thru-hiker 	7 	1 	Food and drink weights are reduced by 30%.
Thru-hiker 	7 	2 	Food and drink weights are reduced by 60%.
Thru-hiker 	7 	3 	Food and drink weights are reduced by 90%.
White Knight 	39 	1 	Your armor breaks 20% more slowly and is cheaper to repair.
White Knight 	39 	2 	Your armor breaks 40% more slowly and is cheaper to repair.
White Knight 	39 	3 	Your armor breaks 60% more slowly and is cheaper to repair.
===Ways to increase Agility===
Note that all stat boosts in Fallout 76 are temporary.
* Bobblehead: Agility (+2 for 1 hour or 2 hours with Curator)
* Armor and apparel:
** "Raider" underarmor with a treated lining mod (+1)
** "Raider" underarmor with a resistant lining mod (+2)
** "Raider" underarmor with a protective lining mod (+2)
** "Raider" underarmor with a shielded lining mod (+3)
* Legendary Effects:
** Agility (+1)
** Unyielding (+3)
* Magazines:
** U.S. Covert Operations Manual 10: (+1)
* Mutations:
** Bird Bones (+4)
** Herd Mentality (+2 if grouped, -2 if solo)
* Consumables:
** Food:
*** Cat meat steak (+2)
*** Crispy squirrel bits (+2)
*** Fox jerky (+2)
*** Ground mole rat (+3)
*** Scorchbeast mixed meat stew (+1)
*** Smoked scorchbeast lung (+3)
*** Squirrel on a stick (+3)
** Drinks:
*** Mutfruit juice (+1)
*** Rum (+1)
*** Steeped melon blossom chai (+2)
*** Syrup (+1)
** Chems:
*** Calmex (+3)
*** X-cell (+2)
==Fallout: The Roleplaying Game==
Agility defines a character's Defense, or their ability to avoid damage. Agility is also added with Perception to determine a character's Initiative. Agility is also used as the default for skill tests involving Small Guns, Sneak, and Throwing.
===Agility-based perks===
==Fallout Shelter==
Agility affects how efficient a dweller is while working in the diner and garden facilities. It can be increased on different dwellers by assigning them to the athletics room.
While on quests, Agility also increases how fast (how many times) a dweller attacks/ fires their weapon per round.
==Fallout: The Board Game==
Unlike other games, Agility is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Agility token gets free rerolls during certain tests, as well as during fights if equipped with an Agility-based weapon.
The wastelander player character always begins the game with Agility. Any player character wearing the singed duster gains one hit during an Agility test. However, a player character cannot gain any rerolls from Agility while wearing metal armor. During any Agility test, Calmex can be used to gain one free hit.
===Agility-based perks===
* Action Boy/Action Girl
* Sneak
===Agility-based weapons===
==Video==
left|320px|Fallout 4 Agility promotional video
Category:SPECIAL
Category:Fallout primary statistics
Category:Fallout 2 primary statistics
Category:Fallout 3 primary statistics
Category:Fallout: New Vegas primary statistics
Category:Fallout 4 primary statistics
Category:Fallout 76 primary statistics
Category:Fallout: The Roleplaying Game SPECIAL
Category:Fallout Tactics primary statistics
Category:Fallout: The Board Game primary statistics
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