## FANDOM

36,867 Pages

...
Stamina and physical toughness. A character with a high Endurance will survive where others may not.— Fallout In-game description

Endurance is one of the seven primary statistics in the SPECIAL system.

## Fallout, Fallout 2, Fallout TacticsEdit

Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.

### Ways to increase EnduranceEdit

• In Fallout, the Brotherhood of Steel in Lost Hills can perform an operation to permanently increase Endurance by 1, assuming the Vault Dweller can afford it.
• Endurance can be permanently raised in Fallout 2 and Fallout Tactics via the Gain perk.
• Endurance can be temporarily raised by 3 in Fallout and Fallout 2 by using Buffout.
• The Elixir of Life from Fallout Tactics gives +1 EN and +15 HP.

### Endurance-based perksEdit

Perk Required Level Additional Requirements Games
Die Hard 6 2 First Aid 40% Fallout Tactics
Flower Child 5 9, 3 - Fallout, Fallout Tactics
Faster Healing 6 3 - Fallout, Fallout 2, Fallout Tactics
Kama Sutra Master 5 3 Agility 5 Fallout 2
Rad Child 6 3 Ghouls only Fallout Tactics
Strong Back 6 3 Strength 6 Fallout, Fallout 2, Fallout Tactics
Survivalist 6 3 Intelligence 6, Outdoorsman 40% Fallout, Fallout 2, Fallout Tactics
Toughness 6 3 Luck 6 Fallout, Fallout 2, Fallout Tactics
Bracing 5 4 Big Guns 60% Fallout Tactics
Psychotic 8 5 Super mutant only Fallout Tactics
Rad Resistance 6 6 Intelligence 4 Fallout, Fallout 2, Fallout Tactics
Pathfinder 6 6 Outdoorsman 40% Fallout, Fallout 2, Fallout Tactics
Snakeater 3 6 - Fallout, Fallout 2, Fallout Tactics
Stunt Man 6 6 Strength 6, Agility 6, Unavailable to deathclaws and dogs Fallout Tactics
Brutish Hulk 5 8 Strength 7, Deathclaws only Fallout Tactics
Hide of Scars 6 10 Deathclaws only Fallout Tactics
Lifegiver 4 12 - Fallout, Fallout 2, Fallout Tactics
Tough Hide < 8 12 Super mutant only Fallout Tactics

## Fallout 3Edit

Modifies: Hit Points, Poison & Radiation resistance (but not damage resistance) and the Big Guns and Unarmed Skills. Endurance also determines the speed the character's oxygen counter counts down when they are holding their breath underwater.

Value Resistance Starting Health Skill Modifiers
1 0% 120 Big Guns +2, Unarmed +2
2 2% 140 Big Guns +4, Unarmed +4
3 4% 160 Big Guns +6, Unarmed +6
4 6% 180 Big Guns +8, Unarmed +8
5 8% 200 Big Guns +10, Unarmed +10
6 10% 220 Big Guns +12, Unarmed +12
7 12% 240 Big Guns +14, Unarmed +14
8 14% 260 Big Guns +16, Unarmed +16
9 16% 280 Big Guns +18, Unarmed +18
10 18% 300 Big Guns +20, Unarmed +20

### Endurance-based perksEdit

Toughness 5 6
Size Matters 5 8
Strong Back 5 8 Strength 5
Life Giver 6 12
Solar Powered 7 20

Permanent
Temporary

## Fallout: New VegasEdit

Endurance determines a character's environmental resistances (poison, radiation), Hit Points, and Healing Rate, as well as the starting levels of the Unarmed and Survival skills. It also determines the number of implants allowed.

### Endurance-based perksEdit

Old World Gourmet 6 2 Survival 45
Toughness 5 6
Rad Resistance 5 8 Survival 40
Stonewall 6 8 Strength 6
Strong Back 5 8 Strength 5
Life Giver 6 12
Long Haul 6 12 Barter 70
Atomic! 6 20
Solar Powered 7 20
Burden to Bear 6 30 Strength 6
Implant GRX 8 30

### Level names and statisticsEdit

Value Name Starting HP Poison/Rad Resist Skill Modifiers
1 Basically Dead 120 0%/0% Survival/Unarmed +2
2 Crumbly 140 5%/2% Survival/Unarmed +4
3 Do Not Bend 160 10%/4% Survival/Unarmed +6
4 Handle with Care 180 15%/6% Survival/Unarmed +8
5 Stain-resistant 200 20%/8% Survival/Unarmed +10
6 Hardy 220 25%/10% Survival/Unarmed +12
7 Tough-as-nails 240 30%/12% Survival/Unarmed +14
8 Flame Retardant 260 35%/14% Survival/Unarmed +16
9 Bulletproof 280 40%/16% Survival/Unarmed +18
10 Unstoppable 300 45%/18% Survival/Unarmed +20

Permanent
Temporary

### NotesEdit

• If the Courier's Endurance stat is the most extreme (highest or lowest), Doc Mitchell will either say it explains how the Courier is still alive: being "built solid as an oak." (for highest) or that a stiff breeze would tear them in two but a couple of bullets making them "right as rain." (For lowest)
• An Endurance of 9 will guarantee the ability to get every implant in the game, the 9 implants by Dr. Usanagi as well as those offered as Perks. This level of Endurance can be reached by initial S.P.E.C.I.A.L. allocation or raising it by the Intense Training Perk or the raise awarded by finishing the Lonesome Road add-on.
• The Endurance Implant by Dr. Usanagi *WILL NOT* raise the number of possible implants, although it counts as a permanent raise of the base Endurance score for all other practical purposes, no matter if chosen first.

## Fallout 4Edit

Endurance is the measure of overall physical fitness. It affects your total health and the action point drain from sprinting

Modifies: Hit Points and the rate at which Action Points deplete while sprinting.

If E is the Endurance level and L is the current character level, then

$HitPoints = 80 + E \times 5$
$HitPointsPerLevel = 2.5 + (E \times .5)$
\begin{align} TotalHitPoints &= HitPoints + (HitPointsPerLevel \times (L - 1)) \\ &= 77.5 + (4.5 \times E) + (2.5 \times L) + (0.5 \times E \times L) \end{align}

where the total is rounded down.

### Leveling upEdit

In Fallout 4, Endurance is applied retroactively: Increasing it later on in the game will still reward you all the hit points you would have gained with a higher initial statistic. An Endurance of 10 will grant you 7.5 HP per level (or 7 and 8 every other level, since health is rounded down). It is possible to increase Endurance beyond 10 permanently, for example by picking up the Endurance bobblehead or using the You're SPECIAL! book after reaching maximum Endurance, which will allow the player to gain even more HP per level. Hit points are in no way capped.

### SprintingEdit

If E is the Endurance level, Action Points are drained at the following rate while sprinting:

$ActionPointsPerSecond = (1.05 - 0.05 \times E) \times 12$

In other words, 1 Endurance is equal to a default Action Point drain rate of 12 AP per second, with a reduction of 0.6 AP per second for every additional level of Endurance. At 10 Endurance, the drain rate is 6.6 AP per second.
With rank 3 of the Moving Target perk, the 12 multiplier is changed to a 6.

Since the amount of AP is determined by Agility, the total sprinting time depends on both Endurance and Agility. If the sum of Agility and Endurance is below 14, increasing Agility will increase the total sprinting time more than raising Endurance. When the sum is above 14, increasing Endurance will be more effective. This is true even with rank 3 of the Moving Target perk.

The values in the above formula are defined by the following game settings:

• fSprintActionPointsDrainMult = 12.0
• fSprintActionPointsEndBase = 1.05
• fSprintActionPointsEndMult = -0.05

21 Endurance will reduce sprint AP drain to zero, regardless of AP cost-reducing perks and armor mods.

Permanent
Temporary

## Fallout 76Edit

Endurance is a measure of your overall physical fitness. It affects your total health, the Action Point drain from sprinting, and your resistance to disease

Modifies: Disease resistance, Hit Points and the rate at which Action Points deplete while sprinting.

As with other Fallout 76 SPECIAL attributes, endurance has a maximum of 15 but there are only 49 points split between the 7 attributes.

At the starting Endurance of 1, the maximum Hit Points (HP) is 250. Each level, it increases by 5 HP. At the maximum Endurance of 15, the maximum HP is 320.

Similarly, at the starting Endurance of 1, the sprinting Action Point (AP) drain is reduced by 5%. Each addition level of Endurance reduces the drain by a further 5%. At the maximum Endurance of 15, sprinting AP drain is reduced by 75%. This means that with the same number of AP points between them, a character with Endurance = 15 is able to sprint four times as long as a theoretical character with Endurance = 0.

### Endurance-based perksEdit

Name Level Rank Description
Adamantium Skeleton 21 1 Your limb damage is now reduced by 30%
2 Your limb damage is now reduced by 60%
3 Your limb damage is completely eliminated.
All Night Long 41 1 Hunger and thirst grow 20% more slowly at night.
2 Hunger and thirst grow 40% more slowly at night.
3 Hunger and thirst grow 60% more slowly at night.
Aquaboy/Aquagirl 26 1 You no longer take Rad damage from swimming and can breathe underwater.
Cannibal 15 1 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
2 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger.
3 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger.
Chem Fiend 23 1 Any chems you take last 30% longer.
2 Any chems you take last 60% longer.
3 Any chems you take last 100% longer.
Chem Resistant 43 1 You're half as likely to get addicted when consuming Chems.
2 You gain complete immunity to chem addiction.
Cola Nut 14 1 Nuka-Cola products are now twice as beneficial.
2 Nuka-Cola products are now three times as beneficial.
Dromedary 3 1 All drinks quench thirst by an additional 25%.
2 All drinks quench thirst by an additional 50%.
3 All drinks quench thirst by an additional 75%.
Fireproof 27 1 Take 15% less damage from explosions and flame attacks.
2 Take 30% less damage from explosions and flame attacks.
3 Take 45% less damage from explosions and flame attacks.
Good Doggy 8 1 Eating dog food is now three times as beneficial.
Hydro Fix 11 1 Chems generate 50% less thirst
2 Chems no longer generate thirst
Homebody 19 1 Gain gradual health regeneration while in your camp or workshop.
2 Gain improved health and limb regeneration while in your camp or workshop.
Iron Stomach 4 1 Your chance to catch a disease from food is reduced by 30%.
2 Your chance to catch a disease from food is reduced by 60%.
3 Your chance to catch a disease from food is reduced by 90%.
Ironclad 30 1 Gain 10 Damage and Energy Resistance while not wearing Power Armor.
2 Gain 20 Damage and Energy Resistance while not wearing Power Armor.
3 Gain 30 Damage and Energy Resistance while not wearing Power Armor.
4 Gain 40 Damage and Energy Resistance while not wearing Power Armor.
5 Gain 50 Damage and Energy Resistance while not wearing Power Armor.
Lead Belly 2 1 You take 30% less radiation from eating or drinking.
2 You take 60% less radiation from eating or drinking.
3 You take no radiation from eating or drinking.
Lifegiver 50 1 Gain a total of +15 to your maximum Health.
2 Gain a total of +30 to your maximum Health.
3 Gain a total of +45 to your maximum Health.
Munchy Resistance 17 1 Using chems induces 50% less hunger.
2 Chems now never induce hunger.
Natural Resistance 10 1 You are 30% less likely to catch a disease from the environment
2 You are 60% less likely to catch a disease from the environment
3 You are 90% less likely to catch a disease from the environment
Nocturnal Fortitude 31 1 Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m.
2 Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m.
Photosynthetic 47 1 Gain health regen between the hours of 6 a.m. and 6 p.m.
2 Gain improved Health regen between the hours of 6 a.m. and 6 p.m.
Professional Drinker 39 1 There's no chance you'll get addicted to alcohol.
Rejuvenated 12 1 You gain increased benefit from being Well Fed or Well Hydrated.
2 You gain much increased benefit from being Well Fed or Well Hydrated.
Revenant 32 1 Gain +25% damage bonus for 2 minutes when a player revives you.
2 Gain +50% damage bonus for 2 minutes when a player revives you.
Slow Metabolizer 5 1 All food satisfies hunger by an additional 25%.
2 All food satisfies hunger by an additional 50%.
3 All food satisfies hunger by an additional 75%.
Solar Powered 22 1 Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
2 Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
3 Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
Sun Kissed 45 1 Slowly regen radiation damage between the hours of 6 a.m. and 6 p.m.
2 Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m.
Thirst Quencher 6 1 Drinking any liquid has a 30% reduced chance to cause disease.
2 Drinking any liquid has a 60% reduced chance to cause disease.
3 Drinking any liquid has a 90% reduced chance to cause disease.
Vaccinated 16 1 Chance of catching a disease from creatures is reduced by 30%
2 Chance of catching a disease from creatures is reduced by 60%
3 Chance of catching a disease from creatures is reduced by 90%

### Ways to increase EnduranceEdit

Note that all stat boosts in Fallout 76 are temporary.

## Fallout ShelterEdit

Modifies: Dweller's maximum Hit Points.

On each level-up Dweller's maximum HP increases according formula:

$MaxHitPoints += (BaseEndurance + OutfitEndurance) * 0.5 + 2.5$;

Dwellers with higher Endurance perform better in Nuka-Cola bottler.

### Ways to increase EnduranceEdit

Permanent

By training Endurance in fitness room.

Temporary

By equipping outfits that raises Endurance, e.g. wasteland gear.

## Fallout: The Board GameEdit

Unlike other games, Endurance is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Endurance token gets free rerolls during certain tests, as well as during fights if equipped with an Endurance-based weapon. Endurance is also used to resist addiction when using drugs.

Any player character wearing T-60 power armor is treated as having Endurance. During Endurance tests or fights, the vault suit gives its wearer one additional reroll, while anyone wearing the hazmat suit gains one free hit. Also during any Endurance test or fight, Buffout can be used to gain one free hit.

## VideoEdit

Community content is available under CC-BY-SA unless otherwise noted.