This page describes the SPECIAL implementation and Reputations in Fallout 2.
Primary statistics
The minimum for each primary statistic is 1 and the maximum is 10. Each statistic directly modifies certain derived statistics. In addition, every skill is tied to a primary statistic. Some perks require certain minimum attribute values as well. A total of 40 points can be distributed among the 7 statistics when creating a new character.
List
Primary statistic | Description | Derived statistics and effects | Associated skills |
---|---|---|---|
Strength | Raw physical strength. | Carry Weight Hit Points Melee Damage Thrown weapons range modifier Usable weapon |
Melee Weapons, Unarmed |
Perception | The ability to see, hear and taste and notice unusual things. | Dialogue options Distance from enemies in random encounters Ranged combat distance modifiers Sequence |
Doctor, First Aid, Lockpick, Traps |
Endurance | Stamina and physical toughness. | Healing Rate Hit Points Poison Resistance Radiation Resistance Additional Hit Points per level |
Outdoorsman |
Charisma | A combination of appearance and charm. | NPC reactions Party Limit Prices |
Barter, Speech |
Intelligence | Knowledge, wisdom and the ability to think quickly. | Dialogue options skill points per level |
Doctor, First Aid, Outdoorsman, Repair, Science |
Agility | Coordination and the ability to move well. | Action Points Armor Class |
Big Guns, Energy Weapons, Lockpick, Melee Weapons, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed |
Luck | Fate, Karma. | Chances with the virtual dice of the game Critical Chance |
Gambling |
Increasing attributes
- ACE at the San Francisco Brotherhood Outpost can perform operations to permanently raise Strength, Perception, Charisma and Intelligence by 1, if provided the associated memory modules.
- Red memory module - found on the second level of the vault in Vault City
- Green memory module - found in the Mariposa Military Base 3rd lvl
- Blue memory module - found in the Enclave armory in Navarro
- Yellow memory module - found in Sierra Army Depot
- All seven can be improved by using the Gain perk.
- Wearing power armor raises Strength by 3
- Advanced power armor raises Strength by 4.
- Luck and Intelligence may be altered by taking zeta scan:
- Luck may be increased by 2 or decreased by 1 by speaking with the Hubologists at the Church of Hubology.
- Luck and Intelligence may be increased by 1, or Luck decreased by 1, by speaking with the Hubologists at the Hubologist compound.
- The mirrored shades increase Charisma by 1 when held in either hand slot.
Derived statistics
Derived statistics are attributes of a character that are based on (or derived from) the character's primary statistics or attributes that the player cannot influence directly.
Derived statistic | Description | Derived from | Initial value |
---|---|---|---|
Action Points | The amount of actions your character can take during a combat turn. | Agility | (AG / 2) + 5 1 |
Armor Class | How good your character is at avoiding being hit in combat. | Agility | AG |
Carry Weight | The maximum amount of equipment your character can carry, in pounds. | Strength | 25 + (ST * 25) |
Critical Chance | Chance to cause a Critical Hit. | Luck | (LK) % |
Damage Resistance | Any damage taken is reduced by this amount. | - | 0 |
Healing Rate | How many Hit Points you heal at the end of each day. | Endurance | EN / 3 (min. 1) |
Hit Points | How much damage your character can take before dying. | Endurance Strength |
15 + (2* EN) + ST |
Melee Damage | Amount of bonus damage in hand-to-hand combat. | Strength | ST - 5 (min. 1) |
Party Limit | The number of followers your character can have. | Charisma | CH / 2 1 |
Perk Rate | How many levels must pass before your character gains another perk. | - | 3 |
Poison Resistance | Reduces any poison damage by this amount. | Endurance | (EN * 5) % |
Radiation Resistance | Amount of radiation your character is exposed to is reduced by this amount. | Endurance | (EN * 2) % |
Sequence | Determines how soon in a combat turn your character can react. | Perception | PE * 2 |
Skill Rate | How many skill points your character gains per level. | Intelligence | IN * 2 + 5 2 |
1 Rounded down.
2 Skill Rate without taking gifted trait. If gifted is taken it then is IN * 2.
Reputation
Reputation is a game mechanic, reflecting the general feeling of the player character in each of the towns they visit. Reputation can be modified by doing good or bad deeds, like completing quests or killing townsfolk.