Category:SPECIAL
m (→Strength) |
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:'''Strength modifies:''' | :'''Strength modifies:''' | ||
:*[[Hit Points|Base HP]] (50%) | :*[[Hit Points|Base HP]] (50%) | ||
− | :*[[Healing Rate]] (25%) | + | :*[[Healing Rate]] (25%) Each 2 points of Strength will give you 1 point of H.rate |
:*Str requirement for all weapons | :*Str requirement for all weapons | ||
− | :*[[Bleed Resistance|Bleed resistance]] | + | :*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]] |
:*Weapon drop resistance | :*Weapon drop resistance | ||
:*Knockout resistance | :*Knockout resistance | ||
− | :*Melee damage | + | :*Melee damage. Each point of Strength gives you +2 Melee Damage. |
− | :*Carry weight | + | :*Carry weight. Each point of Strength gives you +10 Carry Weight. |
:*Throwing range | :*Throwing range | ||
:*Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6) | :*Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6) |
Revision as of 08:38, 1 October 2014
SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck) , that will, depending on their value, greatly change the character.
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%) Each 2 points of Strength will give you 1 point of H.rate
- Str requirement for all weapons
- Bleed resistance Each point of Strength gives you 1 point of Bleed resistance
- Weapon drop resistance
- Knockout resistance
- Melee damage. Each point of Strength gives you +2 Melee Damage.
- Carry weight. Each point of Strength gives you +10 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.
- Charisma 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 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)
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