Category:SPECIAL
Line 2: | Line 2: | ||
The acronym "S.P.E.C.I.A.L." stands for : Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. | The acronym "S.P.E.C.I.A.L." stands for : Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. | ||
+ | |||
+ | = Strength = | ||
+ | |||
+ | [[File:STRENGTH.gif|link=|left|Strength]] | ||
+ | ''Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.'' | ||
+ | |||
+ | Strength modifies: | ||
+ | |||
+ | *[[Hit Points|Base HP]] (50%) | ||
+ | *[[Healing Rate]] (25%) | ||
+ | *Str requirement for all weapons | ||
+ | *[[Bleed Resistance|Bleed resistance]] (20%) | ||
+ | *Weapon drop resistance | ||
+ | *Knockout resistance | ||
+ | *Melee damage | ||
+ | *Carry weight | ||
+ | *Throwing range | ||
+ | *Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6) | ||
+ | |||
+ | <br><br><br> | ||
+ | |||
+ | = Perception = | ||
+ | |||
+ | [[File:PERCEPTN.gif|link=|left|Perception]] | ||
+ | ''The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.'' | ||
+ | |||
+ | Perception modifies: | ||
+ | |||
+ | *[[Sight Range]] | ||
+ | *[[Hit Chance]] penalty if Perception < 5 (only when shooting above weapon effective range) | ||
+ | *Hit chance modifier for [[Aimed Shot|aimed shots]] | ||
+ | *Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only) | ||
+ | *[[Blind|Eye cripple]] resistance | ||
+ | *[[Disoriented and winded|Disorient]] resistance | ||
+ | *Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6) | ||
+ | |||
+ | |||
+ | <br><br><br> | ||
+ | |||
+ | |||
+ | |||
+ | = Endurance = | ||
+ | |||
+ | [[File:ENDUR.gif|link=|left|Endurance]] | ||
+ | ''Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.'' | ||
+ | |||
+ | Endurance modifies: | ||
+ | |||
+ | *Base [[Hit Points]] (50%) | ||
+ | *HP per level (100%) | ||
+ | *[[Healing Rate]] (50%) | ||
+ | *[[Knockout]] duration | ||
+ | *Arm/leg cripple resistance | ||
+ | *Winded resistance | ||
+ | *[[Bleed|Bleed resistance]] (20%) | ||
+ | *Skill bonuses: Unarmed (1/6), Melee (2/6) | ||
+ | |||
+ | <br><br><br> | ||
+ | |||
+ | = Charisma = | ||
+ | |||
+ | [[File:CHARISMA.gif|link=|left|Charisma]] | ||
+ | ''A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led. Modifies: leadership boosts.'' | ||
+ | |||
+ | <br><br><br> | ||
+ | |||
+ | = Intelligence = | ||
+ | |||
+ | [[File:INTEL.gif|link=|left|Intelligence]] | ||
+ | ''Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.'' | ||
+ | |||
+ | Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment. | ||
+ | |||
+ | Intelligence modifies: | ||
+ | |||
+ | *[[Skill Points]] per level | ||
+ | *Crit chance bonus from [[Aimed shot|aimed shots]] | ||
+ | *[[Critical Hit|Base Critical Chance]] (33%) | ||
+ | *Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6) | ||
+ | |||
+ | <br><br><br> | ||
+ | |||
+ | |||
+ | |||
+ | = Agility = | ||
+ | |||
+ | [[File:AGILITY.gif|link=|left|Agility]] | ||
+ | ''Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.'' | ||
+ | |||
+ | Agility modifies: | ||
+ | |||
+ | *[[Action Points|AP regeneration]] | ||
+ | *[[Hit Chance|Armor Class]] (67%) | ||
+ | *[[Healing Rate]] (25%) | ||
+ | *[[Bleed|Bleed Resistance]] (10%) | ||
+ | *Resistance against knockdowns | ||
+ | *Resistance against [[Partial Armor Bypass|partial armor bypasses]]. | ||
+ | *Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6) | ||
+ | <br><br><br> | ||
+ | |||
+ | |||
+ | |||
+ | = Luck = | ||
+ | |||
+ | [[File:LUCK.gif|link=|left|Luck]] | ||
+ | 'Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.'' | ||
+ | |||
+ | Luck modifies: | ||
+ | |||
+ | *[[Critical Hit|Base Critical Chance]] (67%) | ||
+ | *Crit chance bonus from [[Aimed shot|aimed shots]] | ||
+ | *Crit strength | ||
+ | *Critical resistance (chance to avoid a crit) | ||
+ | *[[Partial Armor Bypass]] severity (defensive) | ||
+ | *[[Bleed]] resistance (50%) | ||
+ | *[[Hit Chance|Armor Class]] (33%) | ||
+ | *Weapon misfires | ||
+ | *Bonus to skills: All (1/6) | ||
+ | |||
[[Category:Character]] | [[Category:Character]] |
Revision as of 05:05, 23 September 2014
SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character, that will, depending on their value, greatly change the character.
The acronym "S.P.E.C.I.A.L." stands for : Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.
Contents |
Strength
Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.
Strength modifies:
- Base HP (50%)
- Healing Rate (25%)
- Str requirement for all weapons
- Bleed resistance (20%)
- Weapon drop resistance
- Knockout resistance
- Melee damage
- Carry weight
- Throwing range
- Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6)
Perception
The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.
Perception modifies:
- Sight Range
- Hit Chance penalty if Perception < 5 (only when shooting above weapon effective range)
- Hit chance modifier for aimed shots
- Hit chance modifier for Armor Class (for single shots vs moving targets only)
- Eye cripple resistance
- Disorient resistance
- Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6)
Endurance
Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.
Endurance modifies:
- Base Hit Points (50%)
- HP per level (100%)
- Healing Rate (50%)
- Knockout duration
- Arm/leg cripple resistance
- Winded resistance
- Bleed resistance (20%)
- Skill bonuses: Unarmed (1/6), Melee (2/6)
Charisma
A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led. Modifies: leadership boosts.
Intelligence
Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.
Intelligence is a much more general stat than in other fallout games, as it affects your base Engineering and Science skills; which are important if you want to craft your own equipment.
Intelligence modifies:
- Skill Points per level
- Crit chance bonus from aimed shots
- Base Critical Chance (33%)
- Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)
Agility
Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.
Agility modifies:
- AP regeneration
- Armor Class (67%)
- Healing Rate (25%)
- Bleed Resistance (10%)
- Resistance against knockdowns
- Resistance against partial armor bypasses.
- Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)
Luck
'Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.
Luck modifies:
- Base Critical Chance (67%)
- Crit chance bonus from aimed shots
- Crit strength
- Critical resistance (chance to avoid a crit)
- Partial Armor Bypass severity (defensive)
- Bleed resistance (50%)
- Armor Class (33%)
- Weapon misfires
- Bonus to skills: All (1/6)
This category currently contains no pages or media.