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This page describes the SPECIAL implementation in Fallout.

Primary statistics

The minimum for each primary statistic is 1 and the maximum is 10. These boundaries can never be broken, even with bonuses or maluses. 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.

List

Primary statistic Description Derived statistics and effects Associated skills
Strength Raw physical strength. Carry Weight
Hit Points
Melee Damage
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
Outdoorsman
Charisma A combination of appearance and charm. NPC reactions
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.

Image Name Description Derived From Initial Value
FO1 DerivedStat Action Points.png Action Points Number of things possible to do during one combat turn Agility 5 + Agility / 2
FO1 DerivedStat Carry Weight.png Carry Weight Speed and amount carried. Strength 25 + (STR x 25) = lbs
StonewallFNV.png Damage Threshold Damage reduction Armor 0
FO1 DerivedStat Healing Rate.png Healing Rate HP healed per day, effect of healing on player character Endurance (1/3) * Endurance (minimum 1)
Perk rate.png Perk Rate How often a character is allowed to pick a perk 3
FO1 DerivedStat Poison Resistance.png Poison Resistance Poison damage reduction, chance to get poisoned Endurance Endurance * 5
RadiationResist.png Radiation Resistance Reduction of radiation exposure Endurance, Armor, Rad-X Endurance * 2
FO1 DerivedStat Sequence.png Sequence When in a combat turn a character can react Perception 2 * Perception
FO1 Trait Skilled.png Skill Rate Amount of skill points per level. Intelligence (IN * 2) + 5


Derived statistic Description Derived from Initial value
Armor Class How good your character is at avoiding being hit in combat. Agility AG
Critical Chance Chance to cause a Critical Hit. Luck (LK) %
Damage Resistance Any damage taken is reduced by this amount. - 0
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)
Radiation Resistance Amount of radiation your character is exposed to is reduced by this amount. Endurance (EN * 2) %

See all