Skills are usally split in to "combat" and "non-combat". "Combat skills" are skills that influence the effectiveness of any form of weapon, such as Energy Weapons, Explosives, Guns, Melee Weapons, and Unarmed combat. "Non-combat skills" include Barter, Medicine, Repair, and Speech. The skill cap is 100 skills start of at random depending on S.P.E.C.I.A.L you chose.
Barter (Charisma)Barter skill will effect your transactions, the higher the skill, the lower the prices of items you buy.
Energy Weapons (Perception)Energy Weapons skill measure your efficiency with weapons that use energy as ammunition source.
Explosives (Perception)How easily you can disarm a mine, how effectively you can use any explosive weapon like mines, grenades, missile launcher etc.
Guns (Agility)This skill determines your effectiveness with any weapon that uses conventional ammunition.
Lockpick (Perception)This Skill dictates how effectively you will be able to open locked doors and containers.
Medicine (Intelligence)
Medicine skill points determines how many hit points you will recover when you use stimpack, and the effectiveness of Rad-X and RadAway.
Melee Weapons (Strength)This skill determines your effectiveness with any melee weapon.
Repair (Intelligence)Repair skills allow you to repair and maintain your weapons/apparel. Also enables you to create items and guns ammunition at reloading benches.
Science (Intelligence)Enables you to hack restricted computers, and recycle energy weapon ammunition at work benches.
Sneak (Agility)The higher this skill, the easier it is to sneak and do your job undetected. You can steal, pick pocket and attack while sneaking to get your opponent in one hit.
Speech (Charisma)
Speech skill will dictate your influence on other via dialogues. The higher this skill, more influential you are. If this skill is high, you can get useful information otherwise people won’t share with you.
Survival (Endurance)Increases the hit points you receive from food and drinks. It also helps you to create consumable items at camp fires.
Unarmed (Strength/Endurance)Determines your effectiveness in hand to hand combat and with weapons like Brass Knuckles, Power Fists, and Displacer Gloves that can be used in hand to hand combat.


