Difference between revisions of "SPECIAL"

From FOnline 3 wiki
Jump to navigation Jump to search
(Added a section on Luck)
 
(44 intermediate revisions by 9 users not shown)
Line 1: Line 1:
'''SPECIAL''' is a seven-letter acronym; each letter corresponds to one of ''Fallout''<nowiki>'</nowiki>s seven [[primary statistics]]: [[Strength]], [[Perception]], [[Endurance]], [[Charisma]], [[Intelligence]], [[Agility]], and [[Luck]].
+
'''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]].
 +
 
 +
Each SPECIAL point grants all 9 of its corresponding bonuses and if a character reaches 20 points in any of the stats, both Masteries are unlocked.
 +
 
 +
Some bonuses (such as the party point bonus scaling with Charisma) are tied to your base SPECIAL but many can be obtained from temporary increases as well. Most notably, SPECIAL masteries can be unlocked via [[drugs]].
 +
 
 +
__TOC__
 +
 
 +
== Basic SPECIAL bonuses ==
 +
 
 
{| class="wikitable" style="text-align: center"
 
{| class="wikitable" style="text-align: center"
 
! colspan="1" rowspan="1" style="border: none; background: none;" |
 
! colspan="1" rowspan="1" style="border: none; background: none;" |
Line 11: Line 20:
 
!Bonus 8
 
!Bonus 8
 
!Bonus 9
 
!Bonus 9
!Negative 1
+
!<span style="color:#008000">Mastery</span>
!Negative 2
+
!<span style="color:#008000">Mastery 2</span>
!Mastery
 
 
|-
 
|-
 
!Strength
 
!Strength
| +5% carry weight (3% with [[Small Frame]])
+
| +5% [[carry weight]]<sup><span id="cite_ref-1"></span>[[#cite_note-1|[1]]]</sup>
| +1 throwing range (Base is 5)
+
| +1 [[throwing]] range<sup><span id="cite_ref-2"></span>[[#cite_note-2|[2]]]</sup>
| +2 melee damage (3 with [[Bruiser]])
+
| +2 [[melee damage]]<sup><span id="cite_ref-3"></span>[[#cite_note-3|[3]]]</sup>
| 20% decrease in accuracy for each missing point up to weapon requirements
+
| +5% max [[hit chance]]<sup><span id="cite_ref-4"></span>[[#cite_note-4|[4]]]</sup>
| +5% chance to knockdown target with [[Heavy Handed]] attacks
+
| +1 [[Heavy Handed#Effect calculation|Heavy Handed malus]]  
| +5% arms cripple resistance
+
| +5% chance to avoid crippled arms
| +8% knockback resistance/weapon perk knockback
+
| +8% chance to resist [[knockback]]
| +15% weapon drop resistance (when using [[Iron Limbs]])
+
| +8% knockout/lost turn resistance (requires [[Stonewall]])
| +1 crit power resistance
+
| +1 [[Critical hit#Critical resistances|crit power resistance]]
| -1% SG/BG/EW damage
+
| +35% [[critical chance resistance]]
| +1 AP in knockouts
+
| Extra [[melee damage]] for aimed attacks<sup><span id="cite_ref-5"></span>[[#cite_note-5|[5]]]</sup>
| +35% [[Critical Chance]] resistance
 
 
|-
 
|-
 
!Perception
 
!Perception
| +3 sight range
+
| +3 [[sight]] range
| +10% hit chance bonus
+
| +10% [[accuracy]]
| -9 [[Sneak]] points for targets
+
| +1 [[sneak]] detection (requires [[Binoculars]])
| +2 sequence
+
| +2 [[sequence]]
| Detect traps effectiveness 
+
| Improved trap detection<sup><span id="cite_ref-6"></span>[[#cite_note-6|[6]]]</sup>
| +1% chance to avoid breaking weapons while shooting  
+
| +1% chance to avoid weapon [[condition]] loss  
| -8 [[Armor Class]] points for targets
+
| Reduces targets' [[AC|armor class]] by 8
| Better encounter position
+
| Better positioning in random encounters<sup><span id="cite_ref-7"></span>[[#cite_note-7|[7]]]</sup>
| 1 weakness resistance
+
| +1% chance to resist [[weakness]]
| -2 AP regen
+
| +20 to critical roll
| -2% critical chance resistance
+
| See others' [[AP]] (current/max)
| +20% on critical roll
 
 
|-
 
|-
 
!Endurance
 
!Endurance
| +1 [[Healing Rate]]
+
| +1 [[healing rate]]
| +5 poison resistance
+
| +5 [[poison]] resistance
| +2 radiation resistance (1 with [[Fast Metabolism]])
+
| +2 [[radiation]] resistance<sup><span id="cite_ref-8"></span>[[#cite_note-8|[8]]]</sup>
| +5% [[Healing Rate]] used per heal cooldown
+
| +5% [[healing rate]] effectiveness
 
| +0.1% [[Damage Protection]]
 
| +0.1% [[Damage Protection]]
 
| +1 explosive [[DT]]
 
| +1 explosive [[DT]]
| +1 hp on negative (2x walking dead perk)
+
| +1 negative [[HP]] capacity<sup><span id="cite_ref-9"></span>[[#cite_note-9|[9]]]</sup>
| +1 [[HP]] per 3 levels up to level 18
+
| +1 [[HP]] per [[level]]<br>(up to lvl 18)
| +0.5% [[Lethal Damage]] resistance
+
| +0.5% [[lethal damage]] resistance
| -4 critical power
 
| -0.25% movement speed
 
 
| +5% [[Damage Protection]]
 
| +5% [[Damage Protection]]
 +
| +6% [[HP]]
 
|-
 
|-
 
!Charisma
 
!Charisma
| +10 party points
+
| +10 [[party points]]
 
| +0.5% damage to NPCs
 
| +0.5% damage to NPCs
| +0.2% [[Damage Protection]] from NPCs
+
| +0.2% [[Damage Protection]] against NPCs
| +0.2% extra [[PvE Perks]]
+
| +0.2 extra [[PvE perks]]
| +2% more experience
+
| +2% more [[XP]] gained
| +2% faster traveling on world map
+
| +2% world map traveling speed
| +0.25 SPECIAL implant limit (not working on [[Cyborg]]s)
+
| +0.25 to [[SPECIAL implant]] limit<sup><span id="cite_ref-10"></span>[[#cite_note-10|[10]]]</sup>
| +0.1 combat implant limit (not working on [[Cyborg]]s)
+
| +0.1 to [[combat implant]] limit<sup><span id="cite_ref-10"></span>[[#cite_note-10|[10]]]</sup>
| +10 skill points for companions
+
| +10 companion skill points
| -1 slow protection
+
| +35 [[HP]]
| -8 accuracy
+
| +1 to [[WE stat]] limit
| +50 [[Hit Points]]
 
 
|-
 
|-
 
!Intelligence  
 
!Intelligence  
| +3 skill points per level (2 with [[Gifted]])
+
| +3 skill points per level<sup><span id="cite_ref-11"></span>[[#cite_note-11|[11]]]</sup>
| +1% max skill caps
+
| +1% to all skill caps
| +1% slow effect protection
+
| +2% [[slow]] power resistance
| +1 extra skill point from reading [[Books]]
+
| +1 skill point from [[books]]
| +3% experience earned on worn gear  
+
| +3% gear XP gained
| -1 second for respawn
+
| -1s to replication cooldown
| +10 [[Science]] to get materials from dismantling items
+
| +10% [[Science]] for [[dismantling]]
| +1 [[Lethal Damage]]
+
| +1 [[lethal damage]]
| +0.5% DR penetration resistance
+
| +0.5% [[DR]] penetration resistance
| +5 stealth for target
+
| Immunity to [[electrical damage]]
| +0.5% attack speed
+
| Autoblocks attacks<br>on a cooldown (2s per 1dmg blocked)
| Immunity to [[Electric Damage]]
 
 
|-
 
|-
 
!Agility
 
!Agility
| +0.33 [[Action Points]]
+
| +0.33 [[AP|action points]]
| +0.25 [[Action Points]] for turnbased combat
+
| +0.25 [[TB]] action points
| +3 [[Armor Class]]
+
| +3 [[AC|armor class]]
| +5 [[Armor Class]] cap
+
| +5 [[AC|armor class]] cap
 
| +5 [[AP Regen]]
 
| +5 [[AP Regen]]
| -1 action point for knockouts
+
| -1 [[AP]] lost via knockout
| +1% to repeat tick effect
+
| +1% chance to repeat tick effects
| +1 [[Sequence]] when using one-handed weapons
+
| +1 [[sequence]] with one-handed weapons
| +0.5% crit chance resistance
+
| +0.5% [[critical chance resistance]]
| -6 stealth
+
| -10% max [[hit chance]] for attackers
| -2 [[Lethal Damage]]
+
| +5 action points
| Remove aiming attack speed penatly
 
 
|-
 
|-
 
!Luck
 
!Luck
| +1% critical chance
+
| +1% [[critical chance]]
| +1 critical power
+
| +1% [[critical power]]
| +4% chance to avoid [[Poison]] from NPCs
+
| +4% chance to avoid [[poison]] from NPCs
| +5% chance to avoid legs cripple
+
| +5% chance to avoid crippled legs  
| +4% bonus Critical chance for aimed attacks
+
| +4% bonus critical chance for [[aimed attack]]s
| +10% experience in crafted gear
+
| +10% gear XP when crafting
| +50 [[Engineering]] for less break [[Armor]]
+
| +50 [[Engineering]] for [[Armor#Condition|armor condition loss calculation]]
| +0.25 damage per bullet  
+
| +0.25 damage per bullet
|X
+
| +1 [[item luck]]
| -2% [[Damage Protection]]
+
| 25% damage converted to [[lethal damage]] (or 50% on crit); -25% target's lethal protection
| -4 melee damage
+
| Armor doesn't break
| 25% damage converted to [[Lethal Damage]] (50% on crit) and lowers targets [[Lethal Protection]] by 33%
+
|}
 +
 
 +
1. <span id="cite_note-1"></span>'''[[#cite_ref-1|↑]]''' Characters with the [[Small Frame]] trait receive only 3% additional carry weight capacity per point of Strength. ([[#cite_ref-1|↑ back]])<br>
 +
2. <span id="cite_note-2"></span>'''[[#cite_ref-2|↑]]''' Base throwing range is 5. ([[#cite_ref-2|↑ back]])<br>
 +
3. <span id="cite_note-3"></span>'''[[#cite_ref-3|↑]]''' Characters with the [[Bruiser]] trait receive an additional +1 to melee damage per point of Strength. ([[#cite_ref-3|↑ back]])<br>
 +
4. <span id="cite_note-4"></span>'''[[#cite_ref-4|↑]]''' Applied as penalty reduction; soft-capped by equipped weapon's Strength requirement. ([[#cite_ref-4|↑ back]])<br>
 +
5. <span id="cite_note-5"></span>'''[[#cite_ref-5|↑]]''' The bonus depends on the tier of your weapon. If it's T1, you get +20%; T2: +30%; T3: +50%; T4: +70%; T6: +100%. ([[#cite_ref-5|↑ back]])<br>
 +
6. <span id="cite_note-6"></span>'''[[#cite_ref-6|↑]]''' Modifies how close you need to be to a trap to actually see it. ([[#cite_ref-6|↑ back]])<br>
 +
7. <span id="cite_note-7"></span>'''[[#cite_ref-7|↑]]''' The higher your Perception, the further away from hostile critters you initially spawn. This effect may be limited by the map's available spawn points. ([[#cite_ref-7|↑ back]])<br>
 +
8. <span id="cite_note-8"></span>'''[[#cite_ref-8|↑]]''' Characters with the [[Fast Metabolism]] trait receive only 1% radiation resistance per point of Endurance. ([[#cite_ref-8|↑ back]])<br>
 +
9. <span id="cite_note-9"></span>'''[[#cite_ref-9|↑]]''' Characters with the [[Dead Man Walking]] support perk receive twice the normal bonus. ([[#cite_ref-9|↑ back]])<br>
 +
10. <span id="cite_note-10"></span>'''[[#cite_ref-10|↑]]''' Characters with the [[Cyborg]] class perk do not receive this bonus. ([[#cite_ref-10|↑ back]])<br>
 +
11. <span id="cite_note-11"></span>'''[[#cite_ref-11|↑]]''' Characters with the [[Gifted]] trait receive only 2 additional skill points per point of Intelligence. ([[#cite_ref-11|↑ back]])<br>
 +
 
 +
== PvP-exclusive SPECIAL bonuses ==
 +
 
 +
{| class="wikitable"
 
|-
 
|-
 +
! Stat
 +
! Bonus (per point)
 +
! Condition
 +
! Maximum bonus
 +
|-
 +
| Strength
 +
| +2% melee power
 +
| If you're faster than your opponent
 +
| +40% melee power
 +
|-
 +
| Perception
 +
| +1% normal/explosive/fire DR penetration
 +
| If you have higher critical chance than your opponent
 +
| +20% Normal/Explosive/Fire DR penetration
 +
|-
 +
| Endurance
 +
| +1% reduced chance to be hit
 +
| If you have more [[AP]]s than your opponent
 +
| +20% reduced chance to be hit
 +
|-
 +
| Charisma
 +
| +1% DR penetration resistance
 +
| If you deal more melee damage than your opponent
 +
| +20% DR penetration resistance
 +
|-
 +
| Intelligence
 +
| +2% damage multiplier
 +
| If you have more [[HP]] than your opponent
 +
| +40% damage multiplier
 +
|-
 +
| Agility
 +
| +0.2 DT penetration
 +
| If you deal more damage per bullet than your opponent
 +
| +4 DT penetration
 +
|-
 +
| Luck
 +
| +1% critical power resistance
 +
| If you have more [[implants]] than your opponent
 +
| +20% critical power resistance
 +
|}
 +
 +
== Gifted caps ==
 +
 +
[[Gifted]] is a trait that raises the SPECIAL cap to 40, allowing most of the bonuses to be acquired 40 times.
 +
 +
However, each stat has one bonus that remains capped at 20x even if you have the [[Gifted]] trait:
 +
 +
*Strength: +2 melee damage (3 with Bruiser)
 +
*Perception: +3 sight range
 +
*Endurance: +1 HP per level (up to level 18)
 +
*Charisma: +0.25 SPECIAL implant limit (for non-[[Cyborg]]s)
 +
*Intelligence: +0.5 DR penetration resistance
 +
*Agility: +0.33 action points
 +
*Luck: +1% critical power
 +
 +
== Strength ==
 +
[[File:Strength.gif|60px|left]]
 +
'''Strength''' lets you carry more and punch harder.
 +
 +
Every character needs at least the amount of Strength that their weapon of choice requires due to the -5% max hit chance penalty for each missing point.
 +
 +
You can temporarily increase your Strength by taking drugs: [[Buffout]] (+2), [[Gamma Gulp Beer]] (+1), or [[Liver]] (+2, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Strength]] gear perk. If you're looking for something more permanent, consider installing [[Hypertrophy Accelerator]] implants, [[WE stat]]s ST (T1) and S.HTH (T2), or picking the [[Gain Strength]] level perk.
 +
 +
*Each SPECIAL point invested in Strength gives you:
 +
**+5% [[carry weight]] capacity (reduced to 3% if you have the [[Small Frame]] trait)
 +
**+1 [[throwing]] range
 +
**+2 [[melee damage]] (or 3 if you have the [[Bruiser]] trait)
 +
**+5% max [[hit chance]] (applied as weapon Strength requirement penalty reduction until the penalty is fully neutralized)
 +
**+1 Strength for the [[Heavy Handed#Effect calculation|Heavy Handed effect calculation]]
 +
**+5% chance to resist having your arms crippled
 +
**+8% chance to resist knockback
 +
**+8% knockout/lost turn resistance (requires [[Stonewall]])
 +
**+1% [[Critical hit#Critical resistances|critical power resistance]]
 +
*If you manage to raise your Strength all the way up to 20, you will be rewarded with the following Strength Mastery bonuses:
 +
**+35% [[critical chance resistance]]
 +
**Extra [[melee damage]] for [[aimed attack]]s that scales with the tier of your weapon (if it's T1, you get +20%; T2: +30%; T3: +50%; T4: +70%; T6: +100%)
  
 +
== Perception ==
 +
[[File:Perception.gif|left|90px]]
 +
'''Perception''' allows you to spot potential threats before they spot you.
  
 +
Every character should have at least the amount of Perception required to take full advantage of their weapon's range.
  
 +
You can temporarily increase your Perception by smoking [[Cigarettes]] (+1), or eating [[Eye]]s (+2, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Perception]] gear perk. If you're looking for something more permanent, consider installing [[Optics Enhancer]] implants, [[WE stat]]s PE (T1) and S.RNG (T2) , or picking the [[Gain Perception]] level perk.
  
 +
*Each SPECIAL point invested in Perception gives you:
 +
**+3 [[sight]] range
 +
**+10 accuracy
 +
**+1 [[sneak]] detection (requires [[Binoculars]])
 +
**+2 [[sequence]]
 +
**Improved trap detection
 +
**+1% chance for your weapon to fire without losing any [[Condition#Weapons|condition]]
 +
**-8 to targets' [[AC|armor class]]
 +
**Better positioning in random encounters
 +
**+1% chance to resist [[Weakness]]
 +
*If you manage to raise your Perception all the way up to 20, you will be rewarded with the following Perception Mastery bonuses:
 +
**+20 to [[critical roll]]
 +
**Ability to see other characters' current/maximum [[AP|action points]]
  
 +
== Endurance ==
 +
[[File:Imp_endurance.png|100px|left]]
 +
'''Endurance''' toughens you up, which can only be a good thing.
  
 +
Well, actually, each [[HP|hit point]] above 150 reduces your [[critical roll]] by 2 so perhaps not.
  
 +
You can temporarily increase your Endurance by taking drugs: [[Buffout]] (+2), [[Rot Gut]] (+1), or [[Heart]] (+2, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Endurance]] gear perk. If you're looking for something more permanent, consider installing [[Nociception Regulator]] implants, [[WE stat]]s EN (T1) and S.ULT (T2), or picking the [[Gain Endurance]] level perk.
  
 +
*Each SPECIAL point invested in Endurance gives you:
 +
**+1 [[healing rate]]
 +
**+5% [[healing rate]] effectiveness
 +
**+5% [[poison]] resistance
 +
**+2% [[radiation]] resistance (or +1% if you have [[Fast Metabolism]])
 +
**+0.1% [[Damage Protection]]
 +
**+1 explosive [[DT]]
 +
**+1 negative [[HP]] capacity (or +2 if you have the [[Dead Man Walking]] support perk)
 +
**+1 [[HP]] per [[level]] (up to level 18)
 +
**+0.5% [[lethal damage]] resistance
 +
*If you manage to raise your Endurance all the way up to 20, you will be rewarded with the following Endurance Mastery bonuses:
 +
**+6% [[HP]]
 +
**+5% [[Damage Protection]]
 +
 +
== Charisma ==
 +
[[File:Charisma.gif|70px|left]]
 +
'''Charisma''' is the difference between a lone wolf and a pack leader.
 +
 +
Traditionally a "dump" stat, Charisma provides a surprisingly wide range of useful bonuses in FOnline 3.
 +
 +
You can temporarily increase your Charisma by taking drugs: [[Mentats]] (+2), [[Beer]] (+1), or [[Radiated Eye]] (+4, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Charisma]] gear perk. If you're looking for something more permanent, consider installing [[Empathy Synthesizer]] implants, [[WE stat]]s CH (T1) and S.IMP (T2), or picking the [[Gain Charisma]] level perk.
 +
 +
*Each SPECIAL point invested in Charisma gives you:
 +
**+10 [[party points]]
 +
**+0.5% damage to NPCs
 +
**+0.2% [[Damage Protection]] (PvE only)
 +
**+0.2 extra [[PvE perks]]
 +
**+2% more [[XP]] gained
 +
**+2% world map traveling speed
 +
**+0.25 to [[SPECIAL implant]] limit (non-[[Cyborg]]s only)
 +
**+0.1 to [[combat implant]] limit (non-[[Cyborg]]s only)
 +
**+10 companion skill points
 +
*If you manage to raise your Charisma all the way up to 20, you will be rewarded with the following Charisma Mastery bonuses:
 +
**+35 [[HP]]
 +
**+1 to the [[WE stat]] limit (10 -> 11)
 +
 +
== Intelligence ==
 +
[[File:Imp_intelligence.png|100px|left]]
 +
'''Intelligence''' is what turns a pile of junk into a plasma rifle.
 +
 +
It enhances your skills, speeds up replication, and even provides a small damage boost.
 +
 +
You can temporarily increase your Intelligence by taking drugs: [[Mentats]] (+2), [[Roentgen Rum]] (+1), or [[Brain]] (+4, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Intelligence]] gear perk. If you're looking for something more permanent, consider installing [[Logic Co-Processor]] implants, [[WE stat]]s INT (T1) and S.MED (T2), or picking the [[Gain Intelligence]] level perk.
 +
 +
*Each SPECIAL point invested in Intelligence gives you:
 +
**+3 skill points per level (or +2 if you have the [[Gifted]] trait)
 +
**+1 skill point acquired from the [[books]] you read
 +
**+1% to all skill caps
 +
**+2% [[slow]] power resistance
 +
**+3% gear XP gained
 +
**-1s to replication cooldown
 +
**+10% [[Science]] for [[dismantling]]
 +
**+1 [[lethal damage]]
 +
**+0.5% [[DR]] penetration resistance
 +
*If you manage to raise your Intelligence all the way up to 20, you will be rewarded with the following Intelligence Mastery bonuses:
 +
**Immunity to [[electrical damage]]
 +
**Passive "shield" ability that autoblocks attacks on a cooldown (2 seconds per 1 damage blocked)
 +
 +
== Agility ==
 +
[[File:Imp_agility.png|100px|left]]
 +
'''Agility''' is the stat that governs [[AP|action points]], the single most important resource in Fallout's combat system.
 +
 +
Any combat-oriented character needs all the Agility it can get.
 +
 +
You can temporarily increase your Agility by taking drugs: [[Nuka-Cola]] (+1) or [[Radiated Heart]] (+3, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Agility]] gear perk. If you're looking for something more permanent, consider installing [[Reflex Booster]] implants, [[WE stat]]s AG (T1) and S.MOV (T2), or picking the [[Gain Agility]] level perk.
 +
 +
*Each SPECIAL point invested in Agility gives you:
 +
**+0.33 [[AP|action points]]
 +
**+0.25 [[TB]] action points
 +
**+5 [[AP Regen]]
 +
**+3 [[AC|armor class]]
 +
**+5 [[AC|armor class]] cap
 +
**-1 [[AP]] lost via knockout
 +
**+1% chance to repeat tick effects
 +
**+1 [[sequence]] with one-handed weapons
 +
**+0.5% [[critical chance resistance]]
 +
*If you manage to raise your Agility all the way up to 20, you will be rewarded with the following Agility Mastery bonuses:
 +
**+5 action points
 +
**-10% max [[hit chance]] for attackers
 +
 +
== Luck ==
 +
[[File:Imp_luck.png|100px|left]]
 +
'''Luck''' is the difference between a glancing blow and an exploding head.
 +
 +
Lucky characters get more, and better, [[critical hit]]s than everyone else.
 +
 +
You can temporarily increase your Luck by taking drugs: [[Voodoo]] (+3), [[Booze]] (+1), or [[Ear]] (+3, [[Cannibal]] only), or equipping [[armor]] with the [[Bonus Luck]] gear perk. If you're looking for something more permanent, consider installing [[Probability Calculator]] implants, [[WE stat]]s LK (T1) and S.LET (T2), or picking the [[Gain Luck]] level perk.
 +
 +
*Each SPECIAL point invested in Luck gives you:
 +
**+1% [[critical chance]]
 +
**+1% [[critical power]]
 +
**+0.25 damage per bullet
 +
**+4% chance to avoid [[poison]] from NPCs
 +
**+5% chance to avoid crippled legs
 +
**+4% bonus critical chance for [[aimed attack]]s
 +
**+50 [[Engineering]] for [[Armor#Condition|armor condition loss calculation]]
 +
**+10% gear XP when [[crafting]]
 +
**+1 [[item luck]]
 +
*If you manage to raise your Luck all the way up to 20, you will be rewarded with the following Luck Mastery bonuses:
 +
**25% of your total damage converted to [[lethal damage]] (on a critical hit, this goes up to 50%) and your targets' lethal protection reduced by 25%
 +
**No [[Condition#Armor|condition]] loss when your [[armor]] absorbs hits
  
|}
 
 
[[Category:Character development]]
 
[[Category:Character development]]

Latest revision as of 00:21, 10 April 2026

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.

Each SPECIAL point grants all 9 of its corresponding bonuses and if a character reaches 20 points in any of the stats, both Masteries are unlocked.

Some bonuses (such as the party point bonus scaling with Charisma) are tied to your base SPECIAL but many can be obtained from temporary increases as well. Most notably, SPECIAL masteries can be unlocked via drugs.

Basic SPECIAL bonuses

Bonus 1 Bonus 2 Bonus 3 Bonus 4 Bonus 5 Bonus 6 Bonus 7 Bonus 8 Bonus 9 Mastery Mastery 2
Strength +5% carry weight[1] +1 throwing range[2] +2 melee damage[3] +5% max hit chance[4] +1 Heavy Handed malus +5% chance to avoid crippled arms +8% chance to resist knockback +8% knockout/lost turn resistance (requires Stonewall) +1 crit power resistance +35% critical chance resistance Extra melee damage for aimed attacks[5]
Perception +3 sight range +10% accuracy +1 sneak detection (requires Binoculars) +2 sequence Improved trap detection[6] +1% chance to avoid weapon condition loss Reduces targets' armor class by 8 Better positioning in random encounters[7] +1% chance to resist weakness +20 to critical roll See others' AP (current/max)
Endurance +1 healing rate +5 poison resistance +2 radiation resistance[8] +5% healing rate effectiveness +0.1% Damage Protection +1 explosive DT +1 negative HP capacity[9] +1 HP per level
(up to lvl 18)
+0.5% lethal damage resistance +5% Damage Protection +6% HP
Charisma +10 party points +0.5% damage to NPCs +0.2% Damage Protection against NPCs +0.2 extra PvE perks +2% more XP gained +2% world map traveling speed +0.25 to SPECIAL implant limit[10] +0.1 to combat implant limit[10] +10 companion skill points +35 HP +1 to WE stat limit
Intelligence +3 skill points per level[11] +1% to all skill caps +2% slow power resistance +1 skill point from books +3% gear XP gained -1s to replication cooldown +10% Science for dismantling +1 lethal damage +0.5% DR penetration resistance Immunity to electrical damage Autoblocks attacks
on a cooldown (2s per 1dmg blocked)
Agility +0.33 action points +0.25 TB action points +3 armor class +5 armor class cap +5 AP Regen -1 AP lost via knockout +1% chance to repeat tick effects +1 sequence with one-handed weapons +0.5% critical chance resistance -10% max hit chance for attackers +5 action points
Luck +1% critical chance +1% critical power +4% chance to avoid poison from NPCs +5% chance to avoid crippled legs +4% bonus critical chance for aimed attacks +10% gear XP when crafting +50 Engineering for armor condition loss calculation +0.25 damage per bullet +1 item luck 25% damage converted to lethal damage (or 50% on crit); -25% target's lethal protection Armor doesn't break

1. Characters with the Small Frame trait receive only 3% additional carry weight capacity per point of Strength. (↑ back)
2. Base throwing range is 5. (↑ back)
3. Characters with the Bruiser trait receive an additional +1 to melee damage per point of Strength. (↑ back)
4. Applied as penalty reduction; soft-capped by equipped weapon's Strength requirement. (↑ back)
5. The bonus depends on the tier of your weapon. If it's T1, you get +20%; T2: +30%; T3: +50%; T4: +70%; T6: +100%. (↑ back)
6. Modifies how close you need to be to a trap to actually see it. (↑ back)
7. The higher your Perception, the further away from hostile critters you initially spawn. This effect may be limited by the map's available spawn points. (↑ back)
8. Characters with the Fast Metabolism trait receive only 1% radiation resistance per point of Endurance. (↑ back)
9. Characters with the Dead Man Walking support perk receive twice the normal bonus. (↑ back)
10. Characters with the Cyborg class perk do not receive this bonus. (↑ back)
11. Characters with the Gifted trait receive only 2 additional skill points per point of Intelligence. (↑ back)

PvP-exclusive SPECIAL bonuses

Stat Bonus (per point) Condition Maximum bonus
Strength +2% melee power If you're faster than your opponent +40% melee power
Perception +1% normal/explosive/fire DR penetration If you have higher critical chance than your opponent +20% Normal/Explosive/Fire DR penetration
Endurance +1% reduced chance to be hit If you have more APs than your opponent +20% reduced chance to be hit
Charisma +1% DR penetration resistance If you deal more melee damage than your opponent +20% DR penetration resistance
Intelligence +2% damage multiplier If you have more HP than your opponent +40% damage multiplier
Agility +0.2 DT penetration If you deal more damage per bullet than your opponent +4 DT penetration
Luck +1% critical power resistance If you have more implants than your opponent +20% critical power resistance

Gifted caps

Gifted is a trait that raises the SPECIAL cap to 40, allowing most of the bonuses to be acquired 40 times.

However, each stat has one bonus that remains capped at 20x even if you have the Gifted trait:

  • Strength: +2 melee damage (3 with Bruiser)
  • Perception: +3 sight range
  • Endurance: +1 HP per level (up to level 18)
  • Charisma: +0.25 SPECIAL implant limit (for non-Cyborgs)
  • Intelligence: +0.5 DR penetration resistance
  • Agility: +0.33 action points
  • Luck: +1% critical power

Strength

Strength.gif

Strength lets you carry more and punch harder.

Every character needs at least the amount of Strength that their weapon of choice requires due to the -5% max hit chance penalty for each missing point.

You can temporarily increase your Strength by taking drugs: Buffout (+2), Gamma Gulp Beer (+1), or Liver (+2, Cannibal only), or equipping armor with the Bonus Strength gear perk. If you're looking for something more permanent, consider installing Hypertrophy Accelerator implants, WE stats ST (T1) and S.HTH (T2), or picking the Gain Strength level perk.

Perception

Perception.gif

Perception allows you to spot potential threats before they spot you.

Every character should have at least the amount of Perception required to take full advantage of their weapon's range.

You can temporarily increase your Perception by smoking Cigarettes (+1), or eating Eyes (+2, Cannibal only), or equipping armor with the Bonus Perception gear perk. If you're looking for something more permanent, consider installing Optics Enhancer implants, WE stats PE (T1) and S.RNG (T2) , or picking the Gain Perception level perk.

  • Each SPECIAL point invested in Perception gives you:
  • If you manage to raise your Perception all the way up to 20, you will be rewarded with the following Perception Mastery bonuses:

Endurance

Imp endurance.png

Endurance toughens you up, which can only be a good thing.

Well, actually, each hit point above 150 reduces your critical roll by 2 so perhaps not.

You can temporarily increase your Endurance by taking drugs: Buffout (+2), Rot Gut (+1), or Heart (+2, Cannibal only), or equipping armor with the Bonus Endurance gear perk. If you're looking for something more permanent, consider installing Nociception Regulator implants, WE stats EN (T1) and S.ULT (T2), or picking the Gain Endurance level perk.

Charisma

Charisma.gif

Charisma is the difference between a lone wolf and a pack leader.

Traditionally a "dump" stat, Charisma provides a surprisingly wide range of useful bonuses in FOnline 3.

You can temporarily increase your Charisma by taking drugs: Mentats (+2), Beer (+1), or Radiated Eye (+4, Cannibal only), or equipping armor with the Bonus Charisma gear perk. If you're looking for something more permanent, consider installing Empathy Synthesizer implants, WE stats CH (T1) and S.IMP (T2), or picking the Gain Charisma level perk.

  • Each SPECIAL point invested in Charisma gives you:
  • If you manage to raise your Charisma all the way up to 20, you will be rewarded with the following Charisma Mastery bonuses:

Intelligence

Imp intelligence.png

Intelligence is what turns a pile of junk into a plasma rifle.

It enhances your skills, speeds up replication, and even provides a small damage boost.

You can temporarily increase your Intelligence by taking drugs: Mentats (+2), Roentgen Rum (+1), or Brain (+4, Cannibal only), or equipping armor with the Bonus Intelligence gear perk. If you're looking for something more permanent, consider installing Logic Co-Processor implants, WE stats INT (T1) and S.MED (T2), or picking the Gain Intelligence level perk.

  • Each SPECIAL point invested in Intelligence gives you:
    • +3 skill points per level (or +2 if you have the Gifted trait)
    • +1 skill point acquired from the books you read
    • +1% to all skill caps
    • +2% slow power resistance
    • +3% gear XP gained
    • -1s to replication cooldown
    • +10% Science for dismantling
    • +1 lethal damage
    • +0.5% DR penetration resistance
  • If you manage to raise your Intelligence all the way up to 20, you will be rewarded with the following Intelligence Mastery bonuses:
    • Immunity to electrical damage
    • Passive "shield" ability that autoblocks attacks on a cooldown (2 seconds per 1 damage blocked)

Agility

Imp agility.png

Agility is the stat that governs action points, the single most important resource in Fallout's combat system.

Any combat-oriented character needs all the Agility it can get.

You can temporarily increase your Agility by taking drugs: Nuka-Cola (+1) or Radiated Heart (+3, Cannibal only), or equipping armor with the Bonus Agility gear perk. If you're looking for something more permanent, consider installing Reflex Booster implants, WE stats AG (T1) and S.MOV (T2), or picking the Gain Agility level perk.

Luck

Imp luck.png

Luck is the difference between a glancing blow and an exploding head.

Lucky characters get more, and better, critical hits than everyone else.

You can temporarily increase your Luck by taking drugs: Voodoo (+3), Booze (+1), or Ear (+3, Cannibal only), or equipping armor with the Bonus Luck gear perk. If you're looking for something more permanent, consider installing Probability Calculator implants, WE stats LK (T1) and S.LET (T2), or picking the Gain Luck level perk.