S.P.E.C.I.A.L.

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Revision as of 14:47, 2 August 2022 by GalaxyA40 (talk | contribs) (Iron Grip -> Iron Limbs)
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SPECIAL is a seven-letter acronym; each letter corresponds to one of Fallout's seven primary statistics: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.
Bonus 1 Bonus 2 Bonus 3 Bonus 4 Bonus 5 Bonus 6 Bonus 7 Bonus 8 Bonus 9 Negative 1 Negative 2 Mastery
Strength +5% carry weight (3% with Small Frame) +1 throwing range (Base is 5) +2 melee damage (3 with Bruiser) 20% decrease in accuracy for each missing point up to weapon requirements +5% chance to knockdown target with Heavy Handed attacks +5% arms cripple resistance +8% knockback resistance/weapon perk knockback +15% weapon drop resistance (when using Iron Limbs) +1 crit power resistance -1% SG/BG/EW damage +1 AP in knockouts +35% Critical Chance resistance
Perception +3 sight range +10% hit chance bonus -10 Sneak points for targets +2 sequence Detect traps effectiveness +1% chance to avoid breaking weapons while shooting -8 Armor Class points for targets Better encounter position 1 weakness resistance -2 AP regen -2% critical chance resistance +20% on critical roll
Endurance +1 Healing Rate +5 poison resistance +2 radiation resistance (1 with Fast Metabolism) +5% Healing Rate used per heal cooldown +0.1% damage reduction +1 explosive DT +1 hp on negative (2x walking dead perk) +1 HP per 3 levels up to level 18 +0.5% flat damage resistance -4 critical power -0.25% movement speed +5% damage reduction
Charisma +10 party points +0.5 damage to NPCs +0.2 damage reduction from NPCs +0.2 extra PvE Perks +2% more experience +2% faster traveling on world map +0.25 SPECIAL implant limit (not working on Cyborgs) +0.1 combat implant limit (not working on Cyborgs) +10 skill points for companions -1 slow protection -8 accuracy +50 Hit Points
Intelligence +3 skill points per level (2 with Gifted) +1% max skill caps +1% slow effect protection +1 extra skill point from reading Books +3% experience earned on worn gear -1 second for respawn +10 Science to get materials from dismantling items +1 Flat Damage +0.5 DR penetration resistance +5 stealth for target +0.5% attack speed Immunity to Electric Damage
Agility +0.33 Action Points +0.25 Action Points for turnbased combat +3 Armor Class +5 Armor Class cap +5 AP Regen -1 action point for knockouts +1% to repeat tick effect +1 Sequence when using one-handed weapons +0.5 crit chance resistance -6 stealth -2 flat damage Remove aiming attack speed penatly
Luck +1% critical chance +1 critical power +4% chance to avoid Poison from NPCs +5% chance to avoid legs cripple +4% bonus Critical chance for aimed attacks +10% experience in crafted gear +50 Engineering for less break Armor +0.25 damage per bullet X -2% damage reduction -4 melee damage 25% damage converted to Flat Damage (50% on crit) and lowers targets flat protection by 33%