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Category:SPECIAL

(Endurance)
(Charisma)
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:'''Charisma modifies:'''
 
:'''Charisma modifies:'''
 
:*Leadership boosts.
 
:*Leadership boosts.
 +
:*Suppression Resist. (3% per Charisma)
 
:*Skill bonuses: Leadership (4), Persuasion (3)
 
:*Skill bonuses: Leadership (4), Persuasion (3)
  

Revision as of 10:59, 15 May 2019

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 Hit Points (50%)
  • Healing Rate (25%) Each 5 points of Strength will give you 1 point of H.rate
  • Str requirement for all weapons
  • Bleed resistance Each point of Strength gives you 0.2 points 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), BG (3), EW (1), HtH Combat (3), Throwing (2), Outdoorsman (1)

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 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 (for single shots vs moving targets only)
  • Eye cripple resistance
  • Disorient resistance
  • Skill bonuses: SG (2), EW (1), Throwing (2), Traps (3), First Aid (2), Doctor (1), Sneak (2), Leadership (1), Outdoorsman (1)

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:
  • Base Hit Points (50%)
  • HP per level (100%)
  • Healing Rate (1 per 2.5 points [At 3, 5, 8 and 10 EN +1 Healing Rate])
  • Knockout duration (0.2 seconds less each Endurance)
  • Arm/leg cripple resistance
  • Winded resistance
  • Bleed resistance (0.2 per point)
  • Skill bonuses: HtH Combat (1), Outdoorsman (2)

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.
  • Suppression Resist. (3% per Charisma)
  • Skill bonuses: Leadership (4), Persuasion (3)

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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