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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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<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>
  
The acronym "S.P.E.C.I.A.L." stands for : Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.
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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>
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:*Base Hit Points (33%)
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:*Healing Rate
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:*Str requirement for all weapons
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:*Bleed resistance
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:*Weapon drop resistance
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:*Knockout resistance
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:*Melee damage. Each point of Strength gives you +2 Melee Damage.
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:*Carry weight. Each point of Strength gives you +10 Carry Weight.
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:*Throwing range
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:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2), Outdoorsman (1)
  
= Strength =
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== Perception ==
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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>
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:*Sight Range Each point of Perception will give you 4 points of Sight Range
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:*Hit Chance penalty if Perception < 5 (only when shooting above weapon effective range)
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:*Hit chance modifier for Aimed shot
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:*Hit chance modifier for Armor Class
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:*Eye cripple Resistance
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:*Disorient Resistance
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:*Base Critical Chance
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:*Skill bonuses: SG (2), EW (1), Throwing (2), Traps (3), First Aid (2), Doctor (1), Sneak (2), Leadership (1), Outdoorsman (1)
  
[[File:STRENGTH.gif|link=|left|Strength]]
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== Endurance ==
''Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.''
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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:ENDUR.gif]]</div>
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</div>
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:*Base Hit Points (66%)
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:*HP per level
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:*Healing Rate
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:*Knockout duration (0.1 seconds less for each Endurance)
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:*Arm/Leg cripple resistance
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:*Winded resistance
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:*Bleed resistance
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:*Skill bonuses: HtH Combat (1), Outdoorsman (2)
  
Strength modifies:
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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>
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:*Leadership boosts.
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:*Suppression Resist.
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:*Skill bonuses: Leadership (4), Persuasion (3)
  
*[[Hit Points|Base HP]] (50%)
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== Intelligence ==
*[[Healing Rate]] (25%)
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<div class="row">
*Str requirement for all weapons
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<div class="col-md-1"></div>
*[[Bleed Resistance|Bleed resistance]] (20%)
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<div class="col-md-3">[[File:INTEL.gif]]</div>
*Weapon drop resistance
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</div>
*Knockout resistance
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:*Skill Points per level
*Melee damage
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:*Crit chance bonus for Aimed shots
*Carry weight
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:*Base Critical Chance (40%)
*Throwing range
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:*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4)
*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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== Agility ==
 
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<div class="row">
= Perception =
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<div class="col-md-1"></div>
 
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<div class="col-md-3">[[File:AGILITY.gif]]</div>
[[File:PERCEPTN.gif|link=|left|Perception]]
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</div>
''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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:*AP+ Regeneration
 
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:*Armor Class (2 per point)
Perception modifies:
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:*Bleed Resistance
 
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:*Resistance against Knockdowns
*[[Sight Range]]
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:*Resistance against Partial armor bypasses.
*[[Hit Chance]] penalty if Perception < 5 (only when shooting above weapon effective range)
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:*Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Traps (2), Doctor (1), Sneak (3), Outdoorsman (1), Engineering (1)
*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)
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<br><br><br>
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= Endurance =
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[[File:ENDUR.gif|link=|left|Endurance]]
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''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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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
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*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>
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= Charisma =
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[[File:CHARISMA.gif|link=|left|Charisma]]
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''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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= Intelligence =
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[[File:INTEL.gif|link=|left|Intelligence]]
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''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.''
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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.
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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)
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<br><br><br>
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= Agility =
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[[File:AGILITY.gif|link=|left|Agility]]
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''Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.''
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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)
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<br><br><br>
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= Luck =
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[[File:LUCK.gif|link=|left|Luck]]
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'Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.''
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Luck modifies:
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*[[Critical Hit|Base Critical Chance]] (67%)
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*Crit chance bonus from [[Aimed shot|aimed shots]]
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*Crit strength
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*Critical resistance (chance to avoid a crit)
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*[[Partial Armor Bypass]] severity (defensive)
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*[[Bleed]] resistance (50%)
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*[[Hit Chance|Armor Class]] (33%)
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*Weapon misfires
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*Bonus to skills: All (1/6)
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== Luck ==
 +
<div class="row">
 +
<div class="col-md-1"></div>
 +
<div class="col-md-3">[[File:LUCK.gif]]</div>
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</div>
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:*Base Critical Chance (20%)
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:*Crit chance bonus from Aimed shots
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:*Crit Strength Chance
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:*Critical Resistance
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:*Partial Armor Bypass Severity (defensive)
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:*Bleed Resistance
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:*Armor Class
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:*Weapon misfires
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:*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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