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This page lists all primary statistics in Fallout Tactics.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For primary statistics in other Fallout games, please see "Primary statistic".
  • For an overview of Fallout Tactics content, please refer to "Portal:Fallout Tactics".
 
Gametitle-FOT
Gametitle-FOT

General information[]

For humans, primary statistics cannot go below 1 or above 10 during creation. For other races primary stats can go as high as 16. Each race or species has different minimum and maximum stat requirements. Bonuses from items can increase the statistics beyond their natural racial maximum. 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.

Each race has some points distributed already at character creation. It does not, however, really matter, as they can be subtracted and added to anyway. Generally, humans have 40 Character Points to distribute among their characteristics. The numbers for other races are 42 for ghouls, 40 for super mutants, 41 for deathclaws, 45 for humanoid robots, and only 35 for dogs. Races with more than 40 character points generally have slower Perk Rate.

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, Pilot, Traps
Endurance The ability to withstand punishment and physical exertion. Healing Rate
Hit Points
Poison Resistance
Radiation Resistance
Outdoorsman
Charisma A combination of looks, charm and leadership skills. Non-player character reactions
Prices
Barter
Intelligence Mental strength and abilities. Dialogue options
skill points per level
Doctor, First Aid, Outdoorsman, Repair, Science
Agility Speed, dexterity and the ability to manipulate small objects. Action Points
Armor Class
Big Guns, Energy Weapons, Lockpick, Melee Weapons, Pilot, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed
Luck A combination of fate, karma and, in general, how the universe views this character. Chances with the virtual dice of the game
Critical Chance
Gambling
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