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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

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

>> 
Main article: Fallout 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.

See also