Category:SPECIAL
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<p class="text-center">SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.</p> | <p class="text-center">SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.</p> | ||
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== Strength == | == Strength == | ||
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<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:STRENGTH.gif]]</div> | <div class="col-md-3">[[File:STRENGTH.gif]]</div> | ||
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</div> | </div> | ||
− | + | :*Base Hit Points (33%) | |
− | + | :*Healing Rate | |
− | + | ||
− | :*Base | + | |
− | :* | + | |
:*Str requirement for all weapons | :*Str requirement for all weapons | ||
− | :* | + | :*Bleed resistance |
:*Weapon drop resistance | :*Weapon drop resistance | ||
:*Knockout resistance | :*Knockout resistance | ||
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== Perception == | == Perception == | ||
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<div class="row"> | <div class="row"> | ||
<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:PERCEPTN.gif]]</div> | <div class="col-md-3">[[File:PERCEPTN.gif]]</div> | ||
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</div> | </div> | ||
− | + | :*Sight Range Each point of Perception will give you 4 points of Sight Range | |
− | + | :*Hit Chance penalty if Perception < 5 (only when shooting above weapon effective range) | |
− | + | :*Hit chance modifier for Aimed shot | |
− | :* | + | :*Hit chance modifier for Armor Class |
− | :* | + | :*Eye cripple Resistance |
− | :*Hit chance modifier for | + | :*Disorient Resistance |
− | :*Hit chance modifier for | + | :*Base Critical Chance |
− | :* | + | |
− | :* | + | |
:*Skill bonuses: SG (2), EW (1), Throwing (2), Traps (3), First Aid (2), Doctor (1), Sneak (2), Leadership (1), Outdoorsman (1) | :*Skill bonuses: SG (2), EW (1), Throwing (2), Traps (3), First Aid (2), Doctor (1), Sneak (2), Leadership (1), Outdoorsman (1) | ||
== Endurance == | == Endurance == | ||
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<div class="row"> | <div class="row"> | ||
<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:ENDUR.gif]]</div> | <div class="col-md-3">[[File:ENDUR.gif]]</div> | ||
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</div> | </div> | ||
− | + | :*Base Hit Points (66%) | |
− | + | :*HP per level | |
− | + | :*Healing Rate | |
− | :*Base | + | :*Knockout duration (0.1 seconds less for each Endurance) |
− | :*HP per level | + | :*Arm/Leg cripple resistance |
− | :* | + | |
− | :* | + | |
− | :*Arm/ | + | |
:*Winded resistance | :*Winded resistance | ||
− | :* | + | :*Bleed resistance |
:*Skill bonuses: HtH Combat (1), Outdoorsman (2) | :*Skill bonuses: HtH Combat (1), Outdoorsman (2) | ||
== Charisma == | == Charisma == | ||
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<div class="row"> | <div class="row"> | ||
<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:CHARISMA.gif]]</div> | <div class="col-md-3">[[File:CHARISMA.gif]]</div> | ||
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</div> | </div> | ||
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:*Leadership boosts. | :*Leadership boosts. | ||
− | :*Suppression Resist. | + | :*Suppression Resist. |
:*Skill bonuses: Leadership (4), Persuasion (3) | :*Skill bonuses: Leadership (4), Persuasion (3) | ||
== Intelligence == | == Intelligence == | ||
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<div class="row"> | <div class="row"> | ||
<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:INTEL.gif]]</div> | <div class="col-md-3">[[File:INTEL.gif]]</div> | ||
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</div> | </div> | ||
− | + | :*Skill Points per level | |
− | + | :*Crit chance bonus for Aimed shots | |
− | + | :*Base Critical Chance (40%) | |
− | :* | + | |
− | :*Crit chance bonus | + | |
− | :* | + | |
:*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4) | :*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4) | ||
== Agility == | == Agility == | ||
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<div class="row"> | <div class="row"> | ||
<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:AGILITY.gif]]</div> | <div class="col-md-3">[[File:AGILITY.gif]]</div> | ||
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</div> | </div> | ||
− | + | :*AP+ Regeneration | |
− | + | :*Armor Class (2 per point) | |
− | + | :*Bleed Resistance | |
− | :* | + | :*Resistance against Knockdowns |
− | :* | + | :*Resistance against Partial armor bypasses. |
− | :* | + | :*Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Traps (2), Doctor (1), Sneak (3), Outdoorsman (1), Engineering (1) |
− | + | ||
− | :*Resistance against | + | |
− | :*Resistance against | + | |
− | :*Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Doctor (1), Sneak (3), | + | |
== Luck == | == Luck == | ||
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<div class="row"> | <div class="row"> | ||
<div class="col-md-1"></div> | <div class="col-md-1"></div> | ||
<div class="col-md-3">[[File:LUCK.gif]]</div> | <div class="col-md-3">[[File:LUCK.gif]]</div> | ||
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</div> | </div> | ||
− | + | :*Base Critical Chance (20%) | |
− | + | :*Crit chance bonus from Aimed shots | |
− | + | :*Crit Strength Chance | |
− | :* | + | :*Critical Resistance |
− | :*Crit chance bonus from | + | :*Partial Armor Bypass Severity (defensive) |
− | :*Crit | + | :*Bleed Resistance |
− | :*Critical | + | :*Armor Class |
− | :* | + | |
− | :* | + | |
− | :* | + | |
:*Weapon misfires | :*Weapon misfires | ||
:*Bonus to skills: All (1) | :*Bonus to skills: All (1) | ||
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[[Category:Character]] | [[Category:Character]] |
Latest revision as of 14:15, 7 May 2021
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 |
[edit] Strength
- Base Hit Points (33%)
- Healing Rate
- Str requirement for all weapons
- 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), BG (3), EW (1), HtH Combat (3), Throwing (2), Outdoorsman (1)
[edit] Perception
- Sight Range Each point of Perception will give you 4 points of Sight Range
- Hit Chance penalty if Perception < 5 (only when shooting above weapon effective range)
- Hit chance modifier for Aimed shot
- Hit chance modifier for Armor Class
- Eye cripple Resistance
- Disorient Resistance
- Base Critical Chance
- Skill bonuses: SG (2), EW (1), Throwing (2), Traps (3), First Aid (2), Doctor (1), Sneak (2), Leadership (1), Outdoorsman (1)
[edit] Endurance
- Base Hit Points (66%)
- HP per level
- Healing Rate
- Knockout duration (0.1 seconds less for each Endurance)
- Arm/Leg cripple resistance
- Winded resistance
- Bleed resistance
- Skill bonuses: HtH Combat (1), Outdoorsman (2)
[edit] Charisma
- Leadership boosts.
- Suppression Resist.
- Skill bonuses: Leadership (4), Persuasion (3)
[edit] Intelligence
- Skill Points per level
- Crit chance bonus for Aimed shots
- Base Critical Chance (40%)
- Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4)
[edit] Agility
- AP+ Regeneration
- Armor Class (2 per point)
- Bleed Resistance
- Resistance against Knockdowns
- Resistance against Partial armor bypasses.
- Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Traps (2), Doctor (1), Sneak (3), Outdoorsman (1), Engineering (1)
[edit] Luck
- Base Critical Chance (20%)
- Crit chance bonus from Aimed shots
- Crit Strength Chance
- Critical Resistance
- Partial Armor Bypass Severity (defensive)
- Bleed Resistance
- Armor Class
- Weapon misfires
- Bonus to skills: All (1)
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