Difference between revisions of "SPECIAL"
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| − | + | '''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]]. | |
| + | {| class="wikitable" style="text-align: center" | ||
| + | ! colspan="1" rowspan="1" style="border: none; background: none;" | | ||
| + | !Bonus 1 | ||
| + | !Bonus 2 | ||
| + | !Bonus 3 | ||
| + | !Bonus 4 | ||
| + | !Bonus 5 | ||
| + | !Bonus 6 | ||
| + | !Bonus 7 | ||
| + | !Bonus 8 | ||
| + | !Mastery | ||
| + | |- | ||
| + | !Strength | ||
| + | | +6% 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 | ||
| + | |- | ||
| + | !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 | ||
| + | |- | ||
| + | !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 | ||
| + | |- | ||
| + | !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 [[Cyborg]]s) | ||
| + | | +0.1 Combat implant limit (not working on [[Cyborg]]s) | ||
| + | | +50 [[Hit Points]] | ||
| + | |- | ||
| + | !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]] | ||
| + | |- | ||
| + | !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]] | ||
| + | |- | ||
| + | !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 | ||
| + | | 25% Damage converted to [[Flat Damage]] (50% on critical hit), lowers Flat Protection from targets by 25% | ||
| + | |- | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |} | ||
[[Category:Character development]] | [[Category:Character development]] | ||
Revision as of 01:16, 26 January 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 | Mastery | |
|---|---|---|---|---|---|---|---|---|---|
| Strength | +6% 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 | 25% Damage converted to Flat Damage (50% on critical hit), lowers Flat Protection from targets by 25% |