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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>
 
  
 
== 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>
<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>
 
</div>
 
+
:*Base Hit Points (33%)
 
+
:*Healing Rate
:'''Strength modifies:'''
+
:*[[Hit Points|Additional HP at first level]] (50%)
+
:*[[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]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]
+
:*Bleed resistance
 
:*Weapon drop resistance
 
:*Weapon drop resistance
 
:*Knockout resistance
 
:*Knockout resistance
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:*Carry weight. Each point of Strength gives you +10 Carry Weight.
 
:*Carry weight. Each point of Strength gives you +10 Carry Weight.
 
:*Throwing range
 
:*Throwing range
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)
+
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2), Outdoorsman (1)
  
 
== Perception ==
 
== Perception ==
 
 
<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>
<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>
 
</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)
:'''Perception modifies:'''
+
:*Hit chance modifier for Aimed shot
:*[[Sight Range]]
+
:*Hit chance modifier for Armor Class
:*[[Hit Chance]] penalty if Perception < 5 (only when shooting above weapon effective range)
+
:*Eye cripple Resistance
:*Hit chance modifier for [[Aimed Shot|aimed shots]]
+
:*Disorient Resistance
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)
+
:*Base Critical Chance
:*[[Blind|Eye cripple]] resistance
+
:*Skill bonuses: SG (2), EW (1), Throwing (2), Traps (3), First Aid (2), Doctor (1), Sneak (2), Leadership (1), Outdoorsman (1)
:*[[Disoriented and winded|Disorient]] resistance
+
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)
+
  
 
== Endurance ==
 
== Endurance ==
 
 
<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>
<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>
 
</div>
 
+
:*Base Hit Points (66%)
 
+
:*HP per level
:'''Endurance modifies:'''
+
:*Healing Rate
:*Base [[Hit Points]] (50%)
+
:*Knockout duration (0.1 seconds less for each Endurance)
:*HP per level (100%)
+
:*Arm/Leg cripple resistance
:*[[Healing Rate]] (1 per point)
+
:*[[Knockout]] duration
+
:*Arm/leg cripple resistance
+
 
:*Winded resistance
 
:*Winded resistance
:*[[Bleed|Bleed resistance]] (1% per point)
+
:*Bleed resistance
:*Skill bonuses: HtH Combat (1)
+
:*Skill bonuses: HtH Combat (1), Outdoorsman (2)
  
 
== Charisma ==
 
== Charisma ==
 
 
<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>
<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>
 
</div>
 
 
:'''Charisma modifies:'''
 
 
:*Leadership boosts.
 
:*Leadership boosts.
 +
:*Suppression Resist.
 +
:*Skill bonuses: Leadership (4), Persuasion (3)
  
 
== Intelligence ==
 
== Intelligence ==
 
 
<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>
<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>
 
</div>
 
+
:*Skill Points per level
 
+
:*Crit chance bonus for Aimed shots
:'''Intelligence modifies:'''
+
:*Base Critical Chance (40%)
:*[[Skill Points]] per level
+
:*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4)
:*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 ==
 
== Agility ==
 
 
<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>
<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>
 
</div>
 
+
:*AP+ Regeneration
 
+
:*Armor Class (2 per point)
:'''Agility modifies:'''
+
:*Bleed Resistance
:*[[Action Points|AP regeneration]]
+
:*Resistance against Knockdowns
:*[[Hit Chance|Armor Class]] (67%)
+
:*Resistance against Partial armor bypasses.
:*[[Healing Rate]] (25%)
+
:*Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Traps (2), Doctor (1), Sneak (3), Outdoorsman (1), Engineering (1)
:*[[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)
+
  
 
== Luck ==
 
== Luck ==
 
 
<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>
<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>
 
</div>
 
+
:*Base Critical Chance (20%)
 
+
:*Crit chance bonus from Aimed shots
:'''Luck modifies:'''
+
:*Crit Strength Chance
:*[[Critical Hit|Base Critical Chance]] (67%)
+
:*Critical Resistance
:*Crit chance bonus from [[Aimed shot|aimed shots]]
+
:*Partial Armor Bypass Severity (defensive)
:*Crit strength
+
:*Bleed Resistance
:*Critical resistance (chance to avoid a crit)
+
:*Armor Class
:*[[Partial Armor Bypass]] severity (defensive)
+
:*[[Bleed]] resistance (50%)
+
:*[[Hit Chance|Armor Class]] (33%)
+
 
:*Weapon misfires
 
:*Weapon misfires
:*Bonus to skills: All (1/6)
+
:*Bonus to skills: All (1)
 
+
  
 
[[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

STRENGTH.gif
  • 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

PERCEPTN.gif
  • 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

ENDUR.gif
  • 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

CHARISMA.gif
  • Leadership boosts.
  • Suppression Resist.
  • Skill bonuses: Leadership (4), Persuasion (3)

[edit] Intelligence

INTEL.gif
  • 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

AGILITY.gif
  • 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

LUCK.gif
  • 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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