|
This page lists all primary statistics in Fallout 2. |
|
Overview[]
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.
You get 40 points to distribute among the 7 statistics when creating a character (not taking traits into account).
List[]
Primary statistic | Description | Derived statistics and effects | Associated skills |
---|---|---|---|
Strength | Raw physical strength. | Carry Weight Hit Points Melee Damage Thrown weapons range modifier |
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. | Non-player character 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[]
The player can increase their attributes in several ways:
- The Gifted trait gives +1 to each statistic at a negligible penalty to skills and skill point gain.
- Gain perks allow for receiving a +1 bonus to each statistic (exchanging a total of 21 levels for the equivalent of Gifted).
- San Francisco bunker allows the player to increase Strength, Perception, Charisma and Intelligence by 1 with the right memory modules:
- Strength: Red Memory Module on the second level of the vault in Vault City
- Perception: Green Memory Module in Military Base 3rd level
- Charisma: Blue Memory Module in the Enclave armory in Navarro
- Intelligence: Yellow Memory Module in Sierra Army Depot
- The Enlightened One's zeta scan can randomly provide +1, +2, or -1 to Luck.
- AHS-7's zeta scan can randomly provide +1 to Intelligence, Luck, or -1 to Luck.
In summary, non-Gifted and non-perk methods of increasing stats can give a theoretical total of 6 bonus SPECIAL points. Gifted gives a total of 13 bonus points and all perks 20.
Items also provide temporary bonuses until removed.
- +1 to Charisma with mirrored shades (Mason or Golgotha)
- Power armor provides +3 to Strength
- Advanced power armor (Mk I and Mk II) provides +4 to Strength