SPECIAL

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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 Bonus 9 Bonus 10 Negative 1 Negative 2 Mastery
Strength +8% knockdown resistance from explosives and shotguns (when using Stonewall) 20% decrease in accuracy for each missing point up to weapon requirements +5% chance to knockdown target with Heavy Handed attacks +15% weapon drop resistance (when using Iron Grip) +5% Carry Weight (3% with Small Frame) +2 Melee Damage (3 with Bruiser) +5% Arms cripple resistance +1 Throwing Range (Base is 5) +8% knockback resistance / weapon perk knockback +1 crit power resistance -1% SG/BG/EW damage +1 AP in knockouts +35% Critical Chance resistance
Perception +1% chance to avoid breaking weapons while shooting -8 Armor Class points for targets -7 Sneak points for targets Detect traps effectiveness Better encounter position + 1 weakness resistance +10% hit chance bonus +3 sight range +2 sequence X -2 AP Regen -2% Critical Chance Resistance +20% on critical roll
Endurance +2 Radiation resistance (1 with Fast Metabolism) +7% knockout resistance (when using Stonewall) +1 HP on negative / 2x walking dead perk +1 HP per 3 levels up to level 18 +5% Heal from Healing Rate +0.5% flat damage resistance +0.1% Damage reduction +1 Explosive DT +1 Healing Rate +5 Poison resistance -4 Critical Power -0.25% Movement Speed +5% Damage reduction
Charisma +0.25 SPECIAL implant limit (not working on Cyborgs) +0.1 Combat implant limit (not working on Cyborgs) +10 Skill Points for companions +0.2 Damage reduction from NPCs +2% faster traveling on world map +10 Party points +0.5 Damage to NPCs +0.2 Extra PvE Perks +2% more experience X -1 Slow protection -8 Accuracy +50 Hit Points
Intelligence +3 Skill points per level (1 with Gifted) +1 extra Skill point from reading Books +10 Science to get materials from dismantling items +3% Experience earned on worn gear +0.5 DR penetration resistance +1% Slow Effect protection +1% max Skill Caps -1 second for respawn +1 Flat Damage X +5 Stealth for target +0,5% Attack Speed Immunity to Electric Damage
Agility +0.33 Action Points +0.25 Action Points for turnbased combat +1 Sequence when using One-handed weapons +3 Armor Class +5 Armor Class cap +5 AP Regen -1 Action Point for knockouts +1% to repeat tick effect +0.5 crit chance resistance X -6 Stealth -2 Flat Damage 20% more Action Points
Luck +4% Bonus Critical chance for aimed attacks +50 Engineering for less break Armor +4% Chance to avoid Poison from NPCs +5% Chance to avoid legs cripple +10% Experience in crafted gear +1% Critical chance +1 Critical power +0.25 damage per bullet 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%