Difference between revisions of "SPECIAL"

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Revision as of 15:19, 31 March 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.

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 (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 +35% Critical Chance resistance For aimed attacks +20%/ 30%/ 50%/ 70%/ 100% Melee Damage depending on weapon Tier
Perception +3 sight range +10% hit chance bonus +1 Sneak Detection if wearing binoculars +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 +20 to critical roll See Target's AP above Head
Endurance +1 Healing Rate +5 poison resistance +2 radiation resistance (1 with Fast Metabolism) +5% Healing Rate used per heal cooldown +0.1% Damage Protection +1 explosive DT +1 hp on negative (2x walking dead perk) +1 HP per level up to level 18 +0.5% Lethal Damage resistance +5% Damage Protection +6% HP
Charisma +10 party points +0.5% damage to NPCs +0.2% Damage Protection 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 +35 Hit Points +1 WE Stat Limit
Intelligence +3 skill points per level (2 with Gifted) +1% max skill caps -2% Slow power for attackers +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 Lethal Damage +0.5% DR penetration resistance Immunity to Electric Damage Block Next Attack (1 damage = 2 sec CD)
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 -10% max chance to hit for opponents +5 AP
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 on crafted gear +50 Engineering for less break Armor +0.25 damage per bullet +1 item luck 25% damage converted to Lethal Damage (50% on crit) and lowers targets Lethal Protection by 25% Armor doesn't break

SPECIAL Effects (PvP Only)

  • Unleash hidden potential in battle! SPECIAL stats now give you massive tactical advantages if you outplay your enemies:
Stat Effect Condition for Effect Max Cap
Strength (ST) +2% Melee Power per Strength point If you're faster than your opponent +40% Melee Power
Perception (PE) +1% Normal/Explosive/Fire DR penetration per Perception point If you have higher crit chance +20% Normal/Explosive/Fire DR penetration
Endurance (EN) +1% reduced chance to be hit per Endurance point If you have more AP than your opponent +20% reduced chance to be hit
Charisma (CH) +1% DR penetration resistance per Charisma point If you deal more melee damage than your opponent +20% DR penetration resistance
Intelligence (IN) +2% Damage Multiplier per Intelligence point If you have more HP than your opponent +40% Damage Multiplier
Agility (AG) +0.2 DT penetration per Agility point If you deal more damage per bullet than your opponent +4 DT penetration
Luck (LK) +1% Critical Power Resistance per Luck point If you have more implants than your opponent +20% Critical Power Resistance

NOTE: Special stat sources can be split into to 3 categories:

  • Base - value on register/reroll
  • Real - value with all permanent bonuses(level perks, WE perks, implants etc)
  • Temporary - value of bonuses from non-permanent sources(drugs, armor perks etc)

So its worth to keep in mind next time you reroll that you can use Real category to get benefits coming from stats you wouldn't get otherwise.
For example you can install WE perks temporarily during rerolling to gain Level Perks, PvE Perks and more and uninstall them afterwords.

Temporary Special wont work in these special calculations:

  • Perk Select
  • Support Perk Select
  • Armor decreasing tempo(luck)
  • Implant Limit
  • Skill Point Gain
  • PvE Perks Gain
  • Party Points


With Gifted cap for most stats raise to 40, but there is 1 in each special capped to 20, like HP for Endurance.

Capped at 20:

  • 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 (not working on Cyborgs)
  • Intelligence: +0.5 DR penetration resistance
  • Agility: +0.33 to MAX AP
  • Luck: +1 critical power