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Category:SPECIAL

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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.
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SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ('''S'''trength, '''P'''erception, '''E'''ndurance, '''C'''harisma, '''I'''ntelligence, '''A'''gility and '''L'''uck) , 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.
 
  
= Strength =
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== Strength ==
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<div class="row">
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<div class="col-md-1"></div>
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<div class="col-md-3">[[File:STRENGTH.gif]]</div>
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<div class="col-md-8">Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.</div>
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</div>
  
[[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:
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:'''Strength modifies:'''
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:*[[Hit Points|Base HP]] (50%)
 +
:*[[Healing Rate]] (25%)
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:*Str requirement for all weapons
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:*[[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)
  
*[[Hit Points|Base HP]] (50%)
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== Perception ==
*[[Healing Rate]] (25%)
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*Str requirement for all weapons
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*[[Bleed Resistance|Bleed resistance]] (20%)
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*Weapon drop resistance
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*Knockout resistance
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*Melee damage
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*Carry weight
+
*Throwing range
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*Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6)
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<br><br><br>
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<div class="row">
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<div class="col-md-1"></div>
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<div class="col-md-3">[[File:PERCEPTN.gif]]</div>
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<div class="col-md-8">The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.</div>
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</div>
  
= Perception =
 
  
[[File:PERCEPTN.gif|link=|left|Perception]]
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:'''Perception modifies:'''
''The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.''
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:*[[Sight Range]]
 +
:*[[Hit Chance]] penalty if Perception < 5 (only when shooting above weapon effective range)
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:*Hit chance modifier for [[Aimed Shot|aimed shots]]
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:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)
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:*[[Blind|Eye cripple]] resistance
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:*[[Disoriented and winded|Disorient]] resistance
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:*Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6)
  
Perception modifies:
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== Endurance ==
  
*[[Sight Range]]
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<div class="row">
*[[Hit Chance]] penalty if Perception < 5 (only when shooting above weapon effective range)
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<div class="col-md-1"></div>
*Hit chance modifier for [[Aimed Shot|aimed shots]]
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<div class="col-md-3">[[File:ENDUR.gif]]</div>
*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)
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<div class="col-md-8">Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.</div>
*[[Blind|Eye cripple]] resistance
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</div>
*[[Disoriented and winded|Disorient]] resistance
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*Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6)
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<br><br><br>
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:'''Endurance modifies:'''
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:*Base [[Hit Points]] (50%)
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:*HP per level (100%)
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:*[[Healing Rate]] (50%)
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:*[[Knockout]] duration
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:*Arm/leg cripple resistance
 +
:*Winded resistance
 +
:*[[Bleed|Bleed resistance]] (20%)
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:*Skill bonuses: Unarmed (1/6), Melee (2/6)
  
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== Charisma ==
  
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<div class="row">
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<div class="col-md-1"></div>
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<div class="col-md-3">[[File:CHARISMA.gif]]</div>
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<div class="col-md-8">A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.</div>
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</div>
  
= Endurance =
 
  
[[File:ENDUR.gif|link=|left|Endurance]]
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:'''Charisma modifies:'''
''Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.''
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:*Leadership boosts.
  
Endurance modifies:
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== Intelligence ==
  
*Base [[Hit Points]] (50%)
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<div class="row">
*HP per level (100%)
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<div class="col-md-1"></div>
*[[Healing Rate]] (50%)
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<div class="col-md-3">[[File:INTEL.gif]]</div>
*[[Knockout]] duration
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<div class="col-md-8">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.<br>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.</div>
*Arm/leg cripple resistance
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</div>
*Winded resistance
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*[[Bleed|Bleed resistance]] (20%)
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*Skill bonuses: Unarmed (1/6), Melee (2/6)
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<br><br><br>
 
  
= Charisma =
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:'''Intelligence modifies:'''
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:*[[Skill Points]] per level
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:*Crit chance bonus from [[Aimed shot|aimed shots]]
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:*[[Critical Hit|Base Critical Chance]] (33%)
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:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)
  
[[File:CHARISMA.gif|link=|left|Charisma]]
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== Agility ==
''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.''
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<br><br><br>
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<div class="row">
 +
<div class="col-md-1"></div>
 +
<div class="col-md-3">[[File:AGILITY.gif]]</div>
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<div class="col-md-8">Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.</div>
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</div>
  
= 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)
 
  
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:'''Agility modifies:'''
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:*[[Action Points|AP regeneration]]
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:*[[Hit Chance|Armor Class]] (67%)
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:*[[Healing Rate]] (25%)
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:*[[Bleed|Bleed Resistance]] (10%)
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:*Resistance against knockdowns
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:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].
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:*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>
 
<br><br><br>
  
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== Luck ==
  
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<div class="row">
 +
<div class="col-md-1"></div>
 +
<div class="col-md-3">[[File:LUCK.gif]]</div>
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<div class="col-md-8">Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.</div>
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</div>
  
= 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%)
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'''Luck modifies:'''
*Crit chance bonus from [[Aimed shot|aimed shots]]
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:*[[Critical Hit|Base Critical Chance]] (67%)
*Crit strength
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:*Crit chance bonus from [[Aimed shot|aimed shots]]
*Critical resistance (chance to avoid a crit)
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:*Crit strength
*[[Partial Armor Bypass]] severity (defensive)
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:*Critical resistance (chance to avoid a crit)
*[[Bleed]] resistance (50%)
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:*[[Partial Armor Bypass]] severity (defensive)
*[[Hit Chance|Armor Class]] (33%)
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:*[[Bleed]] resistance (50%)
*Weapon misfires
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:*[[Hit Chance|Armor Class]] (33%)
*Bonus to skills: All (1/6)
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:*Weapon misfires
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:*Bonus to skills: All (1/6)
  
  
 
[[Category:Character]]
 
[[Category:Character]]

Revision as of 13:58, 25 September 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

STRENGTH.gif
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

PERCEPTN.gif
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

ENDUR.gif
Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.


Endurance modifies:

Charisma

CHARISMA.gif
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

INTEL.gif
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:

Agility

AGILITY.gif
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:




Luck

LUCK.gif
Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.


Luck modifies:

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