Derived statistics
Derived statistics, also known as secondary statistics, are attributes based on the character's primary statistics (SPECIAL).
They cannot be modified directly, though some degree of alteration is possible via perks, traits, etc. For example, carry weight capacity is based on Strength and can be lowered by the Small Frame trait or increased by the Strong Back support perk, but you cannot directly add points to it like you would to a SPECIAL attribute during character creation.
Contents
Action points
Action points (AP/APs) are a resource that allows characters to do things. Every action, such as opening a door, firing a weapon, or reloading, costs a specific number of points to perform.
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Modifiers
- Agility ≥ 3 grants bonus action points equal to
Agility/3rounded to the nearest integer and capped at 7 - Agility ≥ 20 triggers the mastery bonus, which grants 5 additional action points
| Agility | 1-2 | 3-4 | 5-7 | 8-10 | 11-13 | 14-16 | 17-19 | 20-40 |
|---|---|---|---|---|---|---|---|---|
| AP bonus | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7+5 |
- Small Frame (trait) grants +2 action points
- Action Boy (level perk) grants +2 action points
- Raider Armor grants +2 action points
- Mordino family's blessing grants +3 action points for 24 hours
- Jet (drug) grants +2 action points
- When taken by Regulators with the Chem Reliant trait, Jet grants +3 action points
- Ear (cannibal drug) grants +2 action points
- When taken by Regulators with the Chem Reliant trait, Ear grants +6 action points
- Dragon Module (combat implant) grants +1 action point when installed a second time
- AP (T1 WE stat) grants +1 action point
- S.MOV (T2 WE stat) grants +1 action point
- Speedboy (perk synergy) increases your total action points by 25%
- Fast Trigger (weapon perk) grants up to +2 action points (or up to +3 action points if you're a Hubologist)
- Nader (perk synergy) allows you to drain 1 action point from any target you hit
- Speed Mechanism (armor perk) grants up to +3 action points (or up to +5 action points if you're a Hubologist)
- Soldier (class perk) receives +1 action point
- The Raider class has a large number of AP-related mechanics
- Random Boy can randomly gain 2 action points (lucky roll) or lose 1 action point (unlucky roll)
AP Regen
AP Regen is a value that governs the rate at which your spent action points passively recover in real time while you are not moving. Each point of AP Regen allows you to recover 0.0025 AP per tick (0.25 seconds).
The base value of AP Regen, 100, is the same for all characters; it allows one action point to be regenerated every second (in four ticks, each restoring 0.25 AP).
Modifiers
- Agility grants +5 AP Regen per point
- Sequence grants +1 AP Regen per point
- Action Boy (level perk) grants +50 AP Regen
- Bonus AP Regen (level perk) increases your AP Regen by 20%
- Cowboy (level perk) grants +50 AP Regen if you have a one-handed weapon equipped
- Bonus HtH Rapid (perk synergy) grants +100 AP Regen if you have a melee weapon equipped
- Buffout (drug) reduces AP Regen by 25
- When taken by Regulators with the Chem Reliant trait, Buffout reduces AP regen by 100
- Radiated Brain (cannibal drug) boosts AP Regen by 20
- When taken by Regulators with the Chem Reliant trait, Radiated Brain boosts AP Regen by 50
- Regeneration (armor perk) grants up to +35 AP Regen (or up to +80 if you're a Hubologist)
- Fast Trigger (weapon perk) grants up to +25 AP Regen (or up to +40 if you're a Hubologist)
- APR (T1 WE stat) grants +12 AP Regen
- S.REG (T2 WE stat) grants +12 AP Regen and a stacking (up to 10 stacks) 10-second +5 AP Regen bonus triggered by NPC kills
- Claw Module (combat implant) grants +25 AP Regen per tier (or +38 for characters with the Warlord Enhancement relic implant)
- Tier 3 Tactical Module (combat implant, Cyborg-exclusive) reduces your AP Regen by 25 for every 5 points of Charisma
- Swiftstrike Augmentation (relic implant) increases your AP Regen by 20%
- Leader (class perk)'s Mobility flag grants a bonus to AP Regen equal to the Leader's Charisma
- Chosen One (class perk) loses 4 AP Regen per point of Luck
- Deathclaw (class perk) gets an AP Regen bonus that scales with its melee damage
- Killer (class perk) gains 25 AP Regen when the battle timer is active
- Random Boy (class perk) gains 5 AP Regen per point of Luck
- Soldier (class perk) gets a +1 bonus to AP Regen
- T4 Danger Zone (Raider) boss's blessing grants +40 AP Regen
In addition to AP Regen that occurs passively over time, there are several mechanics that allow a character to regain a portion of their APs instantly:
- Bloody Mess (trait) allows you to recover 25% of your maximum action points on kill
- Voodoo (drug) allows you to recover 20% of your maximum action points on kill
- Killing Spree (weapon perk) restores 20% of your maximum action points on kill in PvP only (ranks E-B) or in PvP and PvE (ranks A-S+)
- Killer (class perk) recovers all action points on killing a player and one third of that on killing an NPC
Carry weight capacity
Carry weight capacity (CWC) is the maximum combined weight of items that a character can have in their inventory without incurring a movement speed penalty.
Note that your current carry weight is calculated server-side in grams and then displayed to you in kilograms which may occasionally lead to situations where a character that looks like they're exactly at their maximum is actually over it. For example, if your CWC is 60000 grams and you're carrying 60123 grams, the UI will show that you're at 60/60 kg (exactly your maximum) while at the same time displaying the "Overweight" status indicator at the top of the screen.
Every character starts with the base carry weight capacity of 50 kg but there are many ways to modify that limit.
Modifiers
- Strong Back (support perk) lets you carry 22 kg extra
- Strong Back Lite (PvE perk) lets you carry 5 kg extra per rank
- Utility (armor perk) can increase your CWC by up to +95 kg (or +400 kg if you're a Hubologist)
- Each point of Strength multiplies your CWC by 5% (or 3% if you have the Small Frame trait)
- Regulator's version of Small Frame (trait) sets your character's CWC at 75 kg with no possibility of increasing it further
- Backpack adds 50 kg to you CWC when held in either hand
- Bag adds 100 kg to your CWC when held in either hand
- Base Cleaner (PvE perk) grants a +25% CWC bonus per rank but it only takes effect when you're inside one of your bases
- Pack Rat (support perk) doubles the load you can carry
- ULT (T1 WE stat) grants +100 CWC
- S.ULT (T2 WE stat) grants +100 CWC
- Soldier (class perk) can carry 1 kg extra
- Leader (class perk) loses 10 kg of CWC for each point of Perception
- Clone (class perk) can carry 25 kg extra for each point of Charisma
- Random Boys (class perk) have a chance to get either a +50 kg bonus or a -25 kg penalty to their CWC
- Priests suffer an 85% CWC reduction
- Monument Chunk (T5 drug) increases your CWC by 10% when used
Healing received
Healing received is a multiplier that applies to all incoming hit point restoration effects (First Aid, Stimpaks, healing rate, etc.). It has no effect on the healing your character provides to others. It can never be lower than 1% or higher than 500%.
The base value of healing received depends on your role:
| Role | Base healing received |
|---|---|
| Tank | 120% |
| Semi‑tank | 110% |
| Specialist | 100% |
| Damage dealer | 80% |
| Shooter | 50% |
| Sneaker | 10% |
| No role | 100% |
Modifiers
Healing received can be modified by a number of sources that stack additively:
- Faster Healing (level perk) grants +25% healing received
- Quick Pockets (level perk) grants +15% healing received
- Lone Wanderer (level) grants +30% healing received if there are no players or NPCs from your faction/team within 20 hexes
- Priest (class perk) grants +100% healing received
- MED (T1 WE stat) grants +10% healing received
- S.MED (T2 WE stat) grants +10% healing received
- Receiving 30+ stacks of Paramedic's buffs grants +100% healing received
- Bio Steel (armor perk) grants up to +40% healing received (or up to +100% if you're a Hubologist)
- Medic Flag (armor perk) grants up to +100% healing received (or up to +250% if you're a Hubologist)
- Radscorpion Leather Armor grants +40% healing received
- Poison reduces healing received by 50% (or by 20% if you have the Vitality perk synergy)
- Bleeding reduces healing received by 50% (or by 20% if you have the Vitality perk synergy)
- Eye (Cannibal drug) reduces healing received by 50%
- When taken by Regulators with the Chem Reliant trait, Eye reduces healing received by 99%
- Healing provided by weapons loaded with healing ammo uses a separate multiplier that stacks multiplicatively with the target's healing received and does not count towards its 500% cap
Healing rate
Healing rate is a value that governs a character's ability to passively recover hit points over time.
It has three components: the base (displayed on the character sheet), the cooldown, and the effectiveness.
The base is the number of hit points that would be recovered every time healing rate ticks if the character had exactly 20 points of Endurance.
The cooldown is the interval that must elapse between two healing rate activations; its default length is 25 seconds and it can never be reduced below its 5-second cap.
The effectiveness is a multiplier applied to the base value to calculate the final amount that actually gets restored when the cooldown resets. It is equal to 5% multiplied by the value of the character's Endurance stat.
Bleeding turns your healing rate against you, causing you to take damage rather than heal with each activation, using (0.25 x number of Bleed stacks) instead of the normal (0.05 x Endurance) as the multiplier.
Priest's healing rate works differently from that of other classes; see Priest for details.
Characters with the Chosen One class perk do not recover health via healing rate.
Modifiers
- Endurance grants +1 healing rate per point
- Fast Metabolism (trait) grants +25 healing rate
- Regulator's version of Fast Metabolism doubles the character's healing rate in addition to granting the +25 bonus
- Nemean Module (combat implant) grants +15 healing rate at tier 2
- HR (T1 WE stat) grants +20 healing rate
- S.SHD (T2 WE stat) grants +20 healing rate
- Healing Powder (drug) grants +25 healing rate
- When taken by Regulators with the Chem Reliant trait, Healing Powder grants +50 healing rate
- Radiated Brain (Cannibal drug) reduces healing rate by 30
- When taken by Regulators with the Chem Reliant trait, Radiated Brain reduces healing rate by 70
- Monument Chunk (T5 drug) increases healing rate by 10%
- Faster Healing (level perk) grants +15 healing rate and reduces healing rate cooldown by 5 seconds
- Vitality (perk synergy) increases healing rate by 50%
- Leader (class perk)'s Vitality flag grants healing rate equal to the Leader's Charisma
- Soldier (class perk) receives a +1 bonus to healing rate
- Random Boy (class perk) can randomly gain 60 healing rate (lucky roll) or lose 20 (unlucky roll)
- Radiation sickness reduces healing rate by 10 at 5% and sets it to 0 at 80%
- Regeneration (armor perk) grants up to +21 healing rate (or +80 if you're a Hubologist)
- Fast Metabolism (trait) reduces healing rate cooldown by 10 seconds
- Regulator's version of Fast Metabolism reduces healing rate cooldown by 15 seconds
- Mentats (drug) add 20 seconds to healing rate cooldown
- When taken by Regulators with the Chem Reliant trait, Mentats add 100 seconds to healing rate cooldown
- Healing Powder (drug) reduces healing rate cooldown by 5 seconds
- Leader (class perk)'s Vitality flag grants healing rate cooldown reduction equal to 25% of the Leader's Charisma
- Soldier (class perk) has its healing rate cooldown extended by 1 second
- Defeating the Robot Boss (which can be found in T5 danger zones) grants a 24-hour buff that boosts your healing rate by 20, increases your healing rate effectiveness by 10%, and reduces your healing rate cooldown by 3 seconds
- As with any other form of health recovery, the healing rate's final amount of hit points restored each time it triggers is modified by your healing received multiplier.
Sequence
Sequence is a measure of how quickly a character can act.
In turn-based combat, it governs the order in which characters take their turns (higher Sequence = earlier position in the queue).
In real-time combat, it grants a +1 bonus to AP Regen.
Modifiers
- Each point of Perception increases your Sequence by 2
- Earlier Sequence (level perk) grants +30 Sequence
- SQ (T1 WE stat) grants +25 Sequence
- S.REG (T2 WE stat) grants +25 Sequence
- Radiation sickness reduces your Sequence by 5 at 10%
- Soldier (class perk) gets a +1 bonus to Sequence
- Taking Mentats (drug) grants +10 Sequence
- When taken by Regulators with the Chem Reliant trait, Mentats grant +40 Sequence
- Random Boy's rolls can result in either a +75 bonus to Sequence (lucky roll) or a -25 penalty to Sequence (unlucky roll)
- Wrecker loses 2 points of Sequence per point of Agility
Character size
Character size is a percentage value based on how big a character is relative to the baseline. The baseline (100%) is a character with 300 hit points, no traits, and no perks.
Your base character size depends on your role:
| Role | No role | Tank | Semi-tank | Specialist | Damage Dealer | Shooter | Sneaker |
|---|---|---|---|---|---|---|---|
| Base character size |
Modifiers
- Character size scales with hit points at a rate of +0.1% per 1 HP, capped at +60% (600 HP)
- The Bruiser trait increases your character size by 20%
- Infantry (class perk) receives a 30% boost to character size
- Adrenaline Rush (level perk) grants +0.2% character size for every 1% of max HP that you have lost
- Pyro! (perk synergy) increases your character size by +40%
- Small Frame (trait) reduces character size by 15%
- Regulator's version of the Small Frame trait reduces character size by 20%
- Livewire (level perk) reduces character size by 5%
- Armor King (perk synergy) reduces character size by 15%
- Paramedic (class perk) suffers a 10% reduction to character size
Interactions
- Cybernetic Eye (level perk) grants 1% more damage per 1% of size difference against targets bigger than you (aimed attacks only)
- Pyromaniac (level perk) grants 2% more fire damage per 1% of size difference if the target is smaller than you
- Bonus HtH Speed (perk synergy) grants 0.3% more movement speed for every 1% of character size above 100%
- Quick Fingers (perk synergy) adds 20% to your damage multiplier if you are smaller than your target
- Tank (perk synergy) adds 10% to your damage multiplier if the target is smaller than you