Difference between revisions of "SPECIAL"
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| Line 10: | Line 10: | ||
!Bonus 7 | !Bonus 7 | ||
!Bonus 8 | !Bonus 8 | ||
| + | !Negative 1 | ||
| + | !Negative 2 | ||
!Mastery | !Mastery | ||
|- | |- | ||
| Line 22: | Line 24: | ||
| +15% weapon drop resistance (when using [[Iron Grip]]) | | +15% weapon drop resistance (when using [[Iron Grip]]) | ||
| +35% [[Critical Chance]] resistance | | +35% [[Critical Chance]] resistance | ||
| + | | -1% SG/BG/EW damage | ||
| + | | +1 AP in knockouts | ||
|- | |- | ||
!Perception | !Perception | ||
| Line 33: | Line 37: | ||
| Better encounter position | | Better encounter position | ||
| +20% on critical roll | | +20% on critical roll | ||
| + | | -2 AP Regen | ||
| + | | -2% Critical Chance Resistance | ||
|- | |- | ||
!Endurance | !Endurance | ||
| Line 44: | Line 50: | ||
| +1 [[HP]] per 3 levels up to level 18 | | +1 [[HP]] per 3 levels up to level 18 | ||
| +5% Damage reduction | | +5% Damage reduction | ||
| + | | -4 Critical Power | ||
| + | | -0.25% Movement Speed | ||
|- | |- | ||
!Charisma | !Charisma | ||
| Line 55: | Line 63: | ||
| +0.1 Combat implant limit (not working on [[Cyborg]]s) | | +0.1 Combat implant limit (not working on [[Cyborg]]s) | ||
| +50 [[Hit Points]] | | +50 [[Hit Points]] | ||
| + | | -1 Slow protection | ||
| + | | -8 Accuracy | ||
|- | |- | ||
!Intelligence | !Intelligence | ||
| Line 66: | Line 76: | ||
| +1 [[Flat Damage]] | | +1 [[Flat Damage]] | ||
| Immunity to [[Electric Damage]] | | Immunity to [[Electric Damage]] | ||
| + | | +5 Stealth for target | ||
| + | | +0,5% Attack Speed | ||
|- | |- | ||
!Agility | !Agility | ||
| Line 77: | Line 89: | ||
| +1 [[Sequence]] when using One-handed weapons | | +1 [[Sequence]] when using One-handed weapons | ||
| 20% more [[Action Points]] | | 20% more [[Action Points]] | ||
| + | | -6 Stealth | ||
| + | | -2 Flat Damage | ||
|- | |- | ||
!Luck | !Luck | ||
| Line 87: | Line 101: | ||
| +50 [[Engineering]] for less break [[Armor]] | | +50 [[Engineering]] for less break [[Armor]] | ||
|X | |X | ||
| + | | -2% damage reduction | ||
| + | | -4 Melee Damage | ||
| 25% Damage converted to [[Flat Damage]] (50% on critical hit), lowers Flat Protection from targets by 25% | | 25% Damage converted to [[Flat Damage]] (50% on critical hit), lowers Flat Protection from targets by 25% | ||
|- | |- | ||
Revision as of 15:34, 26 March 2022
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 | 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% knockdown resistance from explosives and shotguns (when using Stonewall) | +15% weapon drop resistance (when using Iron Grip) | +35% Critical Chance resistance | -1% SG/BG/EW damage | +1 AP in knockouts |
| Perception | +3 sight range | +10% hit chance bonus | -7 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 | +20% on critical roll | -2 AP Regen | -2% Critical Chance Resistance |
| Endurance | +1 Healing Rate | +5 Poison resistance | +2 Radiation resistance (1 with Fast Metabolism) | +6% Heal from Healing Rate | +0.1% Damage reduction | +1 Explosive DT | +7% knockout resistance (when using Stonewall) | +1 HP per 3 levels up to level 18 | +5% Damage reduction | -4 Critical Power | -0.25% Movement Speed |
| Charisma | +10 Party points | +0.5 Damage to NPCs | +0.5 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) | +50 Hit Points | -1 Slow protection | -8 Accuracy |
| Intelligence | +3 Skill points per level (1 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 | Immunity to Electric Damage | +5 Stealth for target | +0,5% Attack Speed |
| 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 | 20% more Action Points | -6 Stealth | -2 Flat Damage |
| 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 | X | -2% damage reduction | -4 Melee Damage | 25% Damage converted to Flat Damage (50% on critical hit), lowers Flat Protection from targets by 25% |