Derived statistics

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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.

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.

Role Base APs
Tank 2
Semi‑tank 3
Specialist 4
Damage dealer 5
Shooter 7
Sneaker 8
  • A character's base amount of action points depends on their role; see the table to the left. Characters without a role have a base of 5 APs.
  • In real-time combat, APs regenerate over time at a rate governed by AP Regen. Note that movement prevents APs from regenerating.
  • In turn-based combat, you regenerate an amount of APs equal to your max at the start of each turn.
  • The only way to regain action points other than waiting is via AP Drain, which steals 2 to 4 APs from the defender and gives them to the attacker.
  • You can't perform actions unless you can immediately afford their AP cost; the only exception is real-time reloading, which can be performed using APs you don't have, giving you negative (red) action points that must be cleared via normal AP regeneration.
  • If you're currently lying on the ground as a result of a knockdown or a knockout, you won't be able to get up until all of your negative action points have been cleared.
  • You can receive additional negative action points from critical effects even if you're already in the red: knockdowns give you 3 negative action points, lost turns give you negative APs equal to your max APs, and knockouts give you 10 to 30 negative action points.

Modifiers

  • Agility ≥ 3 grants bonus action points equal to Agility/3 rounded 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
  • Ear (cannibal drug) grants +2 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)
  • FEV-TRR (mutation) grants +2 action points

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

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 increases 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

Hit points

Hit points (HP/HPs) are a measure of how much damage your character can absorb before dying.

The base amount of a character's hit points depends on its role:

Role Base HP
Tank 200
Semi‑tank 150
Specialist 75
Damage dealer 50
Shooter 30
Sneaker 20
No role 150

Incoming damage from a single NPC attack targeting a player is capped at 80% of the player's maximum hit points; Advanced Defense (legendary armor perk) can reduce this by up to 10%

Modifiers

  • Each point of Endurance grants +1 HP per level (up to level 18)
  • Endurance Mastery grants +6% HP
  • Charisma Mastery grants +35 HP
  • Monument Chunk (drug) grants +10% HP
  • Psycho (drug) reduces your hit points by 35
  • Radiated Ear (Cannibal drug) reduces your hit points by 35
  • Bonus Endurance (armor perk) grants up to +2 Endurance (or up to +4 for Hubologist)
  • Iron Skin (armor perk) grants up to +45 hit points (or up to +150 for Hubologist)
  • Deathclaw (class perk) gains bonus hit points equal to 3 x base lethal damage
  • Super Mutant (class perk)'s base hit points are doubled; its hit points derived from Endurance are doubled too
  • Hubologist (class perk) receives +100 hit points
  • Leader (class perk)'s Vitality flag provides a hit point bonus that scales with Leader's Charisma
  • Random Boy (class perk) has a chance to gain 25 hit points (lucky roll) or lose 20 hit points (unlucky roll)
  • Soldier (class perk)'s maximum hit points are increased by 1
  • Infantry (class perk)'s maximum hit points are reduced by 20% and further reduced by 1 for each point of Intelligence
  • Lifegiver (level perk) grants +6 Endurance for HP-per-level calculation (best-case scenario: +128 HP)
  • Gain Endurance (level perk) grants +2 Endurance
  • Tier 6 Danger Zone blessing grants an amount of hit points equal to double the amount your character would gain from Endurance after leveling up (up to 40, or 80 for Super Mutants)
  • Wrights family blessing grants +35 hit points
  • Good Natured (trait): +7% hit points (Regulator: +50% max HP until you kill a player)
  • Nemean Module (combat implant) tiers 1-3 grant +4% HP
  • Nemean Module (combat implant) tiers 1-3 combined with the Warlord Enhancement relic implant grant +6% HP each
  • FEV-WZN (mutation) grants +20 hit points
  • HP (T1 WE stat) grants +15 hit points
  • S.DEF (T2 WE stat) grants +15 hit points
  • High radiation dose results in a significant HP reduction
  • Salvatores Armor grants +75 hit points when worn

HP restoration

If your current hit points drop below your maximum, there are several ways to regain them:

  • First Aid (or Repair if you're a Cyborg)
  • Lifesteal
  • Passive regeneration via healing rate
  • Healing drugs, such as Stimpaks or Blood Packs
  • Weapon healing (being shot with healing ammo)
  • Medicine Doctor (perk synergy), which heals you for 50% of the amount you heal others for
  • Fast Metabolism (trait), which restores 5 hit points 3 seconds after an NPC hits you
  • Killing Spree (weapon perk), which restores up to 7% of your maximum hit points on kill (or up to 16% for Hubologist)
  • Priest (class perk)'s Rage, which activates a healing aura effect that restores 10% hit points per second to all teammates within 20 hexes
  • Anti-Sneaker (perk synergy), which instantly restores you to full health after killing a player with the Sneaker class role
  • Doctor NPCs that can be found in most major locations; they will fully restore your hit points at no charge

Note that the effectiveness of most of these methods depends on your healing received stat.

Negative HP

When your hit points reach 0 or less, you fall to the ground, unable to perform any actions, but you're not necessarily dead yet.

This is because every character (except Chosen One) has at least 20 negative hit points to work with. Here's how to get more:

  • Each point of Endurance grants +1 negative HP capacity
  • Dead Man Walking (support perk) doubles your negative HP capacity
  • Surgeon (level perk) grants +50 negative HP capacity
  • Bonus Endurance (armor perk) extends negative HP cap by up to 80 (or 260 for Hubologist)

Death

Once you run out of negative hit points, you die.

  • When a player character dies, it is put on a 60-second "replication" timeout. As soon as the timeout ends, the dead character is revived at the nearest respawn point
    • Paramedics are able to revive fallen players
    • Undying (perk synergy) allows you to rise from the dead instantly with 50% of your maximum HP restored
    • Using a Trauma Pack while you're still alive likewise allows you to self-revive
    • Note that each of the above methods of "cheating death" has its own "revive cooldown" that will prevent the character from getting revived again until it ends
  • If you die due to Dynamite in your inventory exploding, your replication cooldown will be 8 minutes
  • Dead players leave behind a corpse that contains all of their items. The corpse despawns after 10 minutes, leaving behind a loot pile
  • Scripted deaths add a 60-second revive cooldown on top of the replication timeout. Examples of "scripted deaths" include deaths related to failed quest states, ~suicide, Mad Scientist Case failures, Special Cookie revenge kills, Vertibird crashes, and many dungeon-related scenarios, such as Vault 13 killing all the players still inside when the door closes

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
  • FEV-LZA (mutation) grants +20% 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%
  • 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
  • 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
  • FEV-RVS (mutation) grants +20 healing rate
  • Radiated Brain (Cannibal drug) reduces healing rate by 30
  • 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
  • Mentats (drug) add 20 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, each point of Sequence increases your AP Regen by 1.

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
  • 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
70%
65%
75%
70%
60%
80%
90%

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%
  • 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

Skill points per level

Skill points (SP/SPs) are a resource that allows a character to increase the level of its skills; see the Skills article for details.

They are gained on level up at a rate that depends on the character's permanent Intelligence and whether or not it has the Gifted trait or the Educated support perk.

The basic SP-per-level formula is 5 + 3 x INT. Characters with the Gifted trait use 2 x INT instead. Having the Educated support perks grants 2 additional SPs per level.

Skill points gained per level
Permanent
Intelligence
Base Educated Gifted Gifted
+Educated
1 8
2 11 4
3 14 6
4 17 8
5 20 10
6 23 12
7 26 14
8 29 31 16 18
9 32 34 18 20
10 35 37 20 22
11 38 40 22 24
12 41 43 24 26
13 44 46 26 28
14 47 49 28 30
15 50 52 30 32
16 53 55 32 34
17 56 58 34 36
18 59 61 36 38
19 62 64 38 40
20 65 67 40 42
  • Wearing Leather Armor grants you an additional skill point whenever you level up.
  • Soldier (class perk) suffers a -1 penalty to skill points gained per level, and an additional -1 penalty to bonus skill points gained from the Educated support perk.
  • Intelligence implants do not grant bonus skill points