Difference between revisions of "SPECIAL"

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| +8% knockdown resistance from explosives and shotguns (when using [[Stonewall]])
 
| +8% knockdown resistance from explosives and shotguns (when using [[Stonewall]])
 
| +15% weapon drop resistance (when using [[Iron Grip]])
 
| +15% weapon drop resistance (when using [[Iron Grip]])
| +35% [[Critical Chance]] resistance
 
 
| -1% SG/BG/EW damage
 
| -1% SG/BG/EW damage
 
| +1 AP in knockouts
 
| +1 AP in knockouts
 +
| +35% [[Critical Chance]] resistance
 
|-
 
|-
 
!Perception
 
!Perception
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| -8 [[Armor Class]] points for targets  
 
| -8 [[Armor Class]] points for targets  
 
| Better encounter position  
 
| Better encounter position  
| +20% on critical roll
 
 
| -2 AP Regen
 
| -2 AP Regen
 
| -2% Critical Chance Resistance
 
| -2% Critical Chance Resistance
 +
| +20% on critical roll
 
|-
 
|-
 
!Endurance
 
!Endurance
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| +7% knockout resistance (when using [[Stonewall]])
 
| +7% knockout resistance (when using [[Stonewall]])
 
| +1 [[HP]] per 3 levels up to level 18
 
| +1 [[HP]] per 3 levels up to level 18
| +5% Damage reduction
 
 
| -4 Critical Power
 
| -4 Critical Power
 
| -0.25% Movement Speed
 
| -0.25% Movement Speed
 +
| +5% Damage reduction
 
|-
 
|-
 
!Charisma
 
!Charisma
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| +0.25 SPECIAL implant limit (not working on [[Cyborg]]s)
 
| +0.25 SPECIAL implant limit (not working on [[Cyborg]]s)
 
| +0.1 Combat implant limit (not working on [[Cyborg]]s)
 
| +0.1 Combat implant limit (not working on [[Cyborg]]s)
| +50 [[Hit Points]]
 
 
| -1 Slow protection
 
| -1 Slow protection
 
| -8 Accuracy
 
| -8 Accuracy
 +
| +50 [[Hit Points]]
 
|-
 
|-
 
!Intelligence  
 
!Intelligence  
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| +10 [[Science]] to get materials from dismantling items
 
| +10 [[Science]] to get materials from dismantling items
 
| +1 [[Flat Damage]]
 
| +1 [[Flat Damage]]
| Immunity to [[Electric Damage]]
 
 
| +5 Stealth for target
 
| +5 Stealth for target
 
| +0,5% Attack Speed  
 
| +0,5% Attack Speed  
 +
| Immunity to [[Electric Damage]]
 
|-
 
|-
 
!Agility
 
!Agility
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| +1% to repeat tick effect  
 
| +1% to repeat tick effect  
 
| +1 [[Sequence]] when using One-handed weapons
 
| +1 [[Sequence]] when using One-handed weapons
| 20% more [[Action Points]]
 
 
| -6 Stealth
 
| -6 Stealth
 
| -2 Flat Damage
 
| -2 Flat Damage
 +
| 20% more [[Action Points]]
 
|-
 
|-
 
!Luck
 
!Luck

Revision as of 16:07, 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) -1% SG/BG/EW damage +1 AP in knockouts +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 -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) +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 -4 Critical Power -0.25% Movement Speed +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) -1 Slow protection -8 Accuracy +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 +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 -6 Stealth -2 Flat Damage 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 -2% damage reduction -4 Melee Damage 25% Damage converted to Flat Damage (50% on critical hit), lowers Flat Protection from targets by 25%