Endurance is one of the seven primary statistics in the SPECIAL system.
Contents
Fallout, Fallout 2, Fallout Tactics[edit | edit source]
Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.
Ways to increase Endurance[edit | edit source]
- 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 perks[edit | edit source]
Fallout 3[edit | edit source]
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.

"Always be ready to take one for the team."
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 perks[edit | edit source]
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Lead Belly | 5 | 6 | |
Toughness | 5 | 6 | |
Rad Resistance | 5 | 8 | |
Size Matters | 5 | 8 | |
Strong Back | 5 | 8 | Strength 5 |
Life Giver | 6 | 12 | |
Solar Powered | 7 | 20 | |
Rad Tolerance | 7 | 26 | |
Rad Absorption | 7 | 28 |
Ways to increase Endurance[edit | edit source]
- Permanent
- Bobblehead - Endurance (+1)
- Intense Training perk (+1)
- No Weaknesses perk (will raise base to 5 if below 5.)
- Almost Perfect perk (will raise base to 9 if below 9.)
- Temporary
- Armor and clothing
- Brahmin-skin outfit, Mechanist's costume, wasteland settler outfit, wasteland wanderer outfit (+1)
- Laborer outfit, tattered slave outfit, worn slave outfit (+1)
- All-nighter nightwear (+1)
- Buffout (+3)
Fallout: New Vegas[edit | edit source]
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 perks[edit | edit source]
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Old World Gourmet | 6 | 2 | Survival 45 |
Lead Belly | 5 | 6 | — |
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 | — |
Irradiated Beauty | 8 | 22 | — |
Rad Absorption | 7 | 28 | — |
Burden to Bear | 6 | 30 | Strength 6 |
Implant GRX | 8 | 30 | — |
Level names and statistics[edit | edit source]
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 |
Ways to increase Endurance[edit | edit source]
- Permanent
- Endurance Implant available at the New Vegas medical clinic (+1)
- Intense Training perk (+1)
- The Apocalypse or The End will allow raising any one primary statistic by 1. Completing the quest
- Temporary
- Armor and clothing
- Traits
- Claustrophobia (+1 while outdoors, but -1 indoors)
- Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)
- Buffout (+3)
- Sierra Madre martini (+4)
Notes[edit | edit source]
- 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 4[edit | edit source]
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
where the total is rounded down.
Leveling up[edit | edit source]
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.
Sprinting[edit | edit source]
If E is the Endurance level, Action Points are drained at the following rate while sprinting:
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.
Ways to increase Endurance[edit | edit source]
- Permanent
- Level (+1)
- Endurance bobblehead (+1)
- You're SPECIAL! book (+1)
- Temporary
- Various armor and clothing
- Legendary armor effects
- Chems
- Several perks
- Settlement objects
- Power Cycle 1000 (prototype) (+1)
Fallout 76[edit | edit source]
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 perks[edit | edit source]
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. | ||
Ghoulish | 36 | 1 | Radiation now regenerates your lost Health. |
2 | Radiation now regenerates more of your lost Health. | ||
3 | Radiation now regenerates even more of your lost Health! | ||
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. |
Rad Resistant | 34 | 1 | +10 Radiation Resistance. |
2 | +20 Radiation Resistance. | ||
3 | +30 Radiation Resistance. | ||
4 | +40 Radiation Resistance. | ||
Radicool | 38 | 1 | The greater your rads, the greater your strength! (+5 Max) |
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 Endurance[edit | edit source]
Note that all stat boosts in Fallout 76 are temporary.
- Bobblehead: Endurance (+2 for 1 hour or 2 hours with Curator)
- Armor and clothing:
- "Brotherhood of Steel", "Marine", or "Vault suit" underarmor with a treated lining mod (+1)
- "Secret Service" underarmor with a treated lining mod (+2)
- "Marine" or "Vault suit" underarmor with a resistant lining mod (+1)
- "Brotherhood of Steel" underarmor with a resistant lining mod (+2)
- "Vault suit" underarmor with a protective lining mod (+1)
- "Brotherhood of Steel" or "Marine" underarmor with a protective lining mod (+2)
- "Secret Service" underarmor with a protective lining mod (+4)
- "Marine" or "Vault suit" underarmor with a shielded lining mod (+2)
- "Brotherhood of Steel" underarmor with a shielded lining mod (+3)
- "Secret Service" underarmor with a shielded lining mod (+4)
- Legendary Effects:
- Endurance (+1)
- Mutations:
- Herd Mentality (+2 if grouped, -2 if solo)
- Perks:
- Solar Powered (+1 to +3 during the day, -1 to -3 during the night)
- Consumables:
- Food:
- Aged mirelurk queen steak (+3)
- Chitlins con carne (+2)
- Dog meat steak (+3)
- Grilled hermit crab (+1)
- Grilled radroach (+1)
- Mirelurk queen steak (+2)
- Mirelurk softshell cake (+3)
- Mutt chops (+2)
- Mystery meat pie (+3)
- Pemmican (+3)
- Radtoad omelette (+2)
- Roasted scorchbeast heart (+3)
- Scorchbeast mixed meat stew (+2)
- Silt bean soup (+2)
- Starlight berry cobbler (+1)
- Drinks:
- Bourbon (+1)
- Nuka-Cola Dark (+1)
- Steeped gourd blossom tea (+2)
- Chems:
- Buffout (+2)
- Bufftats (+3)
- Psychobuff (+3)
- X-cell (+2)
- Food:
Fallout Shelter[edit | edit source]
Modifies: Dweller's maximum Hit Points.
On each level-up Dweller's maximum HP increases according formula:
;
Dwellers with higher Endurance perform better in Nuka-Cola bottler.
Ways to increase Endurance[edit | edit source]
- Permanent
By training Endurance in fitness room.
- Temporary
By equipping outfits that raises Endurance, e.g. wasteland gear.
Fallout: The Board Game[edit | edit source]
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.
Endurance-based perks[edit | edit source]
Endurance-based weapons[edit | edit source]
Gallery[edit | edit source]
Video[edit | edit source]
Fallout 4 S.P.E.C.I.A.L. Video Series - Endurance
Fallout 4 Endurance promotional video
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