Endurance/Fallout 4

Endurance is one of the seven primary statistics in the SPECIAL system.

Gameplay
Modifies: Hit Points and the rate at which Action Points deplete while sprinting.

Formula
If E is the Endurance level and L is the current character level, then
 * $$HitPoints = 80 + E \times 5$$


 * $$HitPointsPerLevel = 2.5 + (E \times .5)$$



\begin{align} TotalHitPoints &= HitPoints + (HitPointsPerLevel \times (L - 1)) \\ &= 77.5 + (4.5 \times E) + (2.5 \times L) + (0.5 \times E \times L) \end{align} $$

where the total is rounded down.

Leveling up
In Fallout 4, Endurance is applied retroactively: Increasing it later on in the game will still reward you all the hit points you would have gained with a higher initial statistic. An Endurance of 10 will grant you 7.5 HP per level (or 7 and 8 every other level, since health is rounded down). It is possible to increase Endurance beyond 10 permanently, for example by picking up the Endurance bobblehead or using the You're SPECIAL! book after reaching maximum Endurance, which will allow the player to gain even more HP per level. Hit points are in no way capped.

Sprinting
If E is the Endurance level, Action Points are drained at the following rate while sprinting:
 * $$ActionPointsPerSecond = (1.05 - 0.05 \times E) \times 12$$

In other words, 1 Endurance is equal to a default Action Point drain rate of 12 AP per second, with a reduction of 0.6 AP per second for every additional level of Endurance. At 10 Endurance, the drain rate is 6.6 AP per second.

With rank 3 of the Moving Target perk, the 12 multiplier is changed to a 6.

Since the amount of AP is determined by Agility, the total sprinting time depends on both Endurance and Agility. If the sum of Agility and Endurance is below 14, increasing Agility will increase the total sprinting time more than raising Endurance. When the sum is above 14, increasing Endurance will be more effective. This is true even with rank 3 of the Moving Target perk.

The values in the above formula are defined by the following game settings:
 * fSprintActionPointsDrainMult = 12.0
 * fSprintActionPointsEndBase = 1.05
 * fSprintActionPointsEndMult = -0.05

21 Endurance will reduce sprint AP drain to zero, regardless of AP cost-reducing perks and armor mods.

Permanent

 * Level (+1)
 * Endurance bobblehead (+1)
 * You're SPECIAL! book (+1)
 * SCAV! - Motivationally Moneyless (+1/2/3, depending on amount caps in the inventory.)

Temporary

 * Various armor and clothing
 * Legendary armor effects
 * Chems
 * Several perks
 * Settlement objects
 * Power Cycle 1000 (+1)

Video
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