Category:SPECIAL
Line 1: | Line 1: | ||
− | 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. | + | 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. |
− | |||
− | = Strength = | + | == Strength == |
+ | <div class="row"> | ||
+ | <div class="col-md-1"></div> | ||
+ | <div class="col-md-3">[[File:STRENGTH.gif]]</div> | ||
+ | <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> | ||
+ | </div> | ||
− | |||
− | |||
− | Strength modifies: | + | :'''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) | ||
− | + | == Perception == | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | < | + | <div class="row"> |
+ | <div class="col-md-1"></div> | ||
+ | <div class="col-md-3">[[File:PERCEPTN.gif]]</div> | ||
+ | <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> | ||
+ | </div> | ||
− | |||
− | + | :'''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) | ||
− | + | == Endurance == | |
− | + | <div class="row"> | |
− | + | <div class="col-md-1"></div> | |
− | + | <div class="col-md-3">[[File:ENDUR.gif]]</div> | |
− | + | <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> | |
− | + | </div> | |
− | + | ||
− | + | ||
− | + | :'''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) | ||
+ | == Charisma == | ||
+ | <div class="row"> | ||
+ | <div class="col-md-1"></div> | ||
+ | <div class="col-md-3">[[File:CHARISMA.gif]]</div> | ||
+ | <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> | ||
+ | </div> | ||
− | |||
− | + | :'''Charisma modifies:''' | |
− | '' | + | :*Leadership boosts. |
− | + | == Intelligence == | |
− | + | <div class="row"> | |
− | + | <div class="col-md-1"></div> | |
− | + | <div class="col-md-3">[[File:INTEL.gif]]</div> | |
− | + | <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> | |
− | + | </div> | |
− | + | ||
− | + | ||
− | + | ||
− | |||
− | + | :'''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) | ||
− | + | == Agility == | |
− | + | ||
− | < | + | <div class="row"> |
+ | <div class="col-md-1"></div> | ||
+ | <div class="col-md-3">[[File:AGILITY.gif]]</div> | ||
+ | <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> | ||
+ | </div> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | :'''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> | <br><br><br> | ||
+ | == Luck == | ||
+ | <div class="row"> | ||
+ | <div class="col-md-1"></div> | ||
+ | <div class="col-md-3">[[File:LUCK.gif]]</div> | ||
+ | <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> | ||
+ | </div> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | *[[Critical Hit|Base Critical Chance]] (67%) | + | '''Luck modifies:''' |
− | *Crit chance bonus from [[Aimed shot|aimed shots]] | + | :*[[Critical Hit|Base Critical Chance]] (67%) |
− | *Crit strength | + | :*Crit chance bonus from [[Aimed shot|aimed shots]] |
− | *Critical resistance (chance to avoid a crit) | + | :*Crit strength |
− | *[[Partial Armor Bypass]] severity (defensive) | + | :*Critical resistance (chance to avoid a crit) |
− | *[[Bleed]] resistance (50%) | + | :*[[Partial Armor Bypass]] severity (defensive) |
− | *[[Hit Chance|Armor Class]] (33%) | + | :*[[Bleed]] resistance (50%) |
− | *Weapon misfires | + | :*[[Hit Chance|Armor Class]] (33%) |
− | *Bonus to skills: All (1/6) | + | :*Weapon misfires |
+ | :*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
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.
- 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)
This category currently contains no pages or media.
(Difference between revisions)