Category:SPECIAL
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| − | SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character, that will, depending on their value, greatly change the character.  | + | SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ('''S'''trength, '''P'''erception, '''E'''ndurance, '''C'''harisma, '''I'''ntelligence, '''A'''gility and '''L'''uck) , that will, depending on their value, greatly change the character.  | 
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| − | = Strength =  | + | == Strength ==  | 
| + | <div class="row">  | ||
| + | <div class="col-md-1"></div>  | ||
| + | <div class="col-md-3">[[File:STRENGTH.gif]]</div>  | ||
| + | <div class="col-md-8">Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.</div>  | ||
| + | </div>  | ||
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| − | Strength modifies:  | + | :'''Strength modifies:'''  | 
| + | :*[[Hit Points|Base HP]] (50%)  | ||
| + | :*[[Healing Rate]] (25%)  | ||
| + | :*Str requirement for all weapons  | ||
| + | :*[[Bleed Resistance|Bleed resistance]] (20%)  | ||
| + | :*Weapon drop resistance  | ||
| + | :*Knockout resistance  | ||
| + | :*Melee damage  | ||
| + | :*Carry weight  | ||
| + | :*Throwing range  | ||
| + | :*Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6)  | ||
| − | + | == Perception ==  | |
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| − | <  | + | <div class="row">  | 
| + | <div class="col-md-1"></div>  | ||
| + | <div class="col-md-3">[[File:PERCEPTN.gif]]</div>  | ||
| + | <div class="col-md-8">The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.</div>  | ||
| + | </div>  | ||
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| − | + | :'''Perception modifies:'''  | |
| − | ''  | + | :*[[Sight Range]]  | 
| + | :*[[Hit Chance]] penalty if Perception < 5 (only when shooting above weapon effective range)  | ||
| + | :*Hit chance modifier for [[Aimed Shot|aimed shots]]  | ||
| + | :*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)  | ||
| + | :*[[Blind|Eye cripple]] resistance  | ||
| + | :*[[Disoriented and winded|Disorient]] resistance  | ||
| + | :*Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6)  | ||
| − | + | == Endurance ==  | |
| − | + | <div class="row">  | |
| − | + | <div class="col-md-1"></div>  | |
| − | + | <div class="col-md-3">[[File:ENDUR.gif]]</div>  | |
| − | + | <div class="col-md-8">Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.</div>  | |
| − | + | </div>  | |
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| − | + | :'''Endurance modifies:'''  | |
| + | :*Base [[Hit Points]] (50%)  | ||
| + | :*HP per level (100%)  | ||
| + | :*[[Healing Rate]] (50%)  | ||
| + | :*[[Knockout]] duration  | ||
| + | :*Arm/leg cripple resistance  | ||
| + | :*Winded resistance  | ||
| + | :*[[Bleed|Bleed resistance]] (20%)  | ||
| + | :*Skill bonuses: Unarmed (1/6), Melee (2/6)  | ||
| + | == Charisma ==  | ||
| + | <div class="row">  | ||
| + | <div class="col-md-1"></div>  | ||
| + | <div class="col-md-3">[[File:CHARISMA.gif]]</div>  | ||
| + | <div class="col-md-8">A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.</div>  | ||
| + | </div>  | ||
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| − | + | :'''Charisma modifies:'''  | |
| − | ''  | + | :*Leadership boosts.  | 
| − | + | == Intelligence ==  | |
| − | + | <div class="row">  | |
| − | + | <div class="col-md-1"></div>  | |
| − | + | <div class="col-md-3">[[File:INTEL.gif]]</div>  | |
| − | + | <div class="col-md-8">Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.<br>Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.</div>  | |
| − | + | </div>  | |
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| − | + | :'''Intelligence modifies:'''  | |
| + | :*[[Skill Points]] per level  | ||
| + | :*Crit chance bonus from [[Aimed shot|aimed shots]]  | ||
| + | :*[[Critical Hit|Base Critical Chance]] (33%)  | ||
| + | :*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)  | ||
| − | + | == Agility ==  | |
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| − | <  | + | <div class="row">  | 
| + | <div class="col-md-1"></div>  | ||
| + | <div class="col-md-3">[[File:AGILITY.gif]]</div>  | ||
| + | <div class="col-md-8">Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.</div>  | ||
| + | </div>  | ||
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| + | :'''Agility modifies:'''  | ||
| + | :*[[Action Points|AP regeneration]]  | ||
| + | :*[[Hit Chance|Armor Class]] (67%)  | ||
| + | :*[[Healing Rate]] (25%)  | ||
| + | :*[[Bleed|Bleed Resistance]] (10%)  | ||
| + | :*Resistance against knockdowns  | ||
| + | :*Resistance against [[Partial Armor Bypass|partial armor bypasses]].  | ||
| + | :*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)  | ||
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| + | == Luck ==  | ||
| + | <div class="row">  | ||
| + | <div class="col-md-1"></div>  | ||
| + | <div class="col-md-3">[[File:LUCK.gif]]</div>  | ||
| + | <div class="col-md-8">Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.</div>  | ||
| + | </div>  | ||
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| − | *[[Critical Hit|Base Critical Chance]] (67%)  | + | '''Luck modifies:'''  | 
| − | *Crit chance bonus from [[Aimed shot|aimed shots]]  | + | :*[[Critical Hit|Base Critical Chance]] (67%)  | 
| − | *Crit strength  | + | :*Crit chance bonus from [[Aimed shot|aimed shots]]  | 
| − | *Critical resistance (chance to avoid a crit)  | + | :*Crit strength  | 
| − | *[[Partial Armor Bypass]] severity (defensive)  | + | :*Critical resistance (chance to avoid a crit)  | 
| − | *[[Bleed]] resistance (50%)  | + | :*[[Partial Armor Bypass]] severity (defensive)  | 
| − | *[[Hit Chance|Armor Class]] (33%)  | + | :*[[Bleed]] resistance (50%)  | 
| − | *Weapon misfires  | + | :*[[Hit Chance|Armor Class]] (33%)  | 
| − | *Bonus to skills: All (1/6)  | + | :*Weapon misfires  | 
| + | :*Bonus to skills: All (1/6)  | ||
[[Category:Character]]  | [[Category:Character]]  | ||
Revision as of 12:58, 25 September 2014
SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck) , that will, depending on their value, greatly change the character.
Contents | 
Strength
Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.
- Strength modifies:
- Base HP (50%)
 - Healing Rate (25%)
 - Str requirement for all weapons
 - Bleed resistance (20%)
 - Weapon drop resistance
 - Knockout resistance
 - Melee damage
 - Carry weight
 - Throwing range
 - Skill bonuses: SG (1/6), BG (3/6), EW (1/6), Close Combat (1/6), Throwing (2/6)
 
 
Perception
The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.
- Perception modifies:
- Sight Range
 - Hit Chance penalty if Perception < 5 (only when shooting above weapon effective range)
 - Hit chance modifier for aimed shots
 - Hit chance modifier for Armor Class (for single shots vs moving targets only)
 - Eye cripple resistance
 - Disorient resistance
 - Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6)
 
 
Endurance
Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.
- Endurance modifies:
- Base Hit Points (50%)
 - HP per level (100%)
 - Healing Rate (50%)
 - Knockout duration
 - Arm/leg cripple resistance
 - Winded resistance
 - Bleed resistance (20%)
 - Skill bonuses: Unarmed (1/6), Melee (2/6)
 
 
Charisma
A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.
- Charisma modifies:
- Leadership boosts.
 
 
Intelligence
Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.
Intelligence is a much more general stat than in other fallout games, as it affects your base Engineering and Science skills; which are important if you want to craft your own equipment.
Intelligence is a much more general stat than in other fallout games, as it affects your base Engineering and Science skills; which are important if you want to craft your own equipment.
- Intelligence modifies:
- Skill Points per level
 - Crit chance bonus from aimed shots
 - Base Critical Chance (33%)
 - Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)
 
 
Agility
Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.
- Agility modifies:
- AP regeneration
 - Armor Class (67%)
 - Healing Rate (25%)
 - Bleed Resistance (10%)
 - Resistance against knockdowns
 - Resistance against partial armor bypasses.
 - Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)
 
 
Luck
Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.
Luck modifies:
- Base Critical Chance (67%)
 - Crit chance bonus from aimed shots
 - Crit strength
 - Critical resistance (chance to avoid a crit)
 - Partial Armor Bypass severity (defensive)
 - Bleed resistance (50%)
 - Armor Class (33%)
 - Weapon misfires
 - Bonus to skills: All (1/6)
 
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