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Endurance is one of the seven primary statistics in the SPECIAL system.
Fallout, Fallout 2, Fallout Tactics[]
Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.
Ways to increase Endurance[]
- 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[]
Fallout 3[]
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[]
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[]
- 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, The 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[]
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[]
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[]
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[]
- 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[]
- 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.
- A minimum Endurance of 6 is required to win Cass's drinking challenge during Heartache by the Number (75 Barter is needed to offer the challenge). 7 Endurance will impress Cass and 8 Endurance will cause her to admit the Courier surpasses her in the art of drinking.
- 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[]
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
This means that if Endurance and level are both odd, or if only one of the two stats are even, the full benefits from both will be received. If both are even, only one term is odd (155), and the flooring function means one hit point is "lost." As a result, having an odd number for Endurance is negligibly superior for keeping hit points maximized.
Because having more HP means radiation poisoning will reduce more HP, having higher Endurance will functionally increase the character's vulnerability to radiation.
Leveling up[]
In Fallout 4, Endurance is applied retroactively: increasing it later on in the game will still reward all the Hit Points which would have been gained with a higher initial statistic. An Endurance of 10 will grant 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 after reaching maximum Endurance, which will allow the player to gain even more HP per level. Hit Points are not capped.
Sprinting[]
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. At 21 Endurance, the drain rate is 0 AP, and there is no limit to sprinting duration.
With rank 3 of the Moving Target perk, the x12 drain multiplier is changed to 6. However, this does not change the 21 Endurance level needed to remove AP drain rate.
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. As noted above, this ceases to be true at 21 Endurance, at which point the total sprinting time is infinite and cannot be improved further.
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.
Endurance-based perks[]
Perk | Endurance required | Effect | Notes |
---|---|---|---|
Toughness | 1 | +Rank*10 normal damage resistance, max ranks 5. | Significantly worse than +1 Endurance or Armorer in terms of how much damage can be taken before death. |
Lead Belly | 2 | +Rank*10 radiation resistance against internal (ingested/imbibed) radiation at ranks 1 and 2, immunity at rank 3 (max). | Almost all food and all dirty water can be rendered radiation-free at a cooking station. If this is done, the primary remaining benefit of this perk is for reducing rads from drinking Nuka-Cola and its variants; in the base game with no add-ons, this means 5 rads per drink, which means rank 2 of this perk functionally does nothing (rank 1 reduces the rads by about 3.06; rank 2 by 3.49 total; rank 3 by 5 total). |
Life Giver | 3 | +Rank*20 hit points, rank 3 grants 0.5% HP/second regeneration while not in combat, max ranks 3. | Ranks grant more HP than 1 Endurance point from levels 1-30, break even at level 31, and past that point grant fewer HP. |
Chem Resistant | 4 | -Rank*50% addiction chance for chems, additively - rank 2 (max) is immunity to addiction. | Outside of Survival mode, refreshing beverages require no perk to make and are also effective at removing addictions. Anti-synergy with Junkie weapons. Does not apply to alcohol or, in Survival mode, cannibalism. |
Aquaboy/Aquagirl | 5 | Rank 1 grants breathing underwater and immunity to radiation while swimming; rank 2 (max) grants perfect stealth (can't be detected) while swimming. | Rank 1 is nearly identical to eating a mirelurk cake and wearing a hazmat suit, although the perk's bonus is permanent and does not have any equipment requirements; rank 2 is limited by the relative rarity of applicable situations. |
Rad Resistant | 6 | +Rank*10 radiation resistance against external radiation, max ranks 3 or 4 | Radiation resistance will not protect against significant external radiation sources; both power armor and hazmat suits work by providing at least 1000 resistance and providing a % reduction on top, which is necessary for spending significant time soaking up hard rads. Poor synergy with Ghoulish, which works best when radiation resistance is low. |
Adamantium Skeleton | 7 | Reduces most limb damage by 30/60/100% (max ranks 3). | Does not reduce limb damage from falling or, on Survival Mode, being overburdened. Note that limbs completely recover health shortly after combat ends. |
Cannibal | 8 | Rank 1 allows consumption of unmutated human corpses for 25 health, rank 2 allows consumption of ghoul and super mutant corpses for the same amount, rank 3 increases the healing to 50. | In Survival mode, this perk inflicts Dark Craving, which means that eating is only necessary every 12 hours rather than every 6, and 1 corpse can fully feed the character; only corpses can be eaten to recover from hunger. |
Ghoulish | 9 | Heal (Ranks*50)% of rads taken as health, max ranks 3; with | max ranks reaches 4, but rank 4 instead heals 1 rad/sec while not waiting, sleeping, or fast traveling. Rank 3 also provides a low (but unknown) chance for any encountered feral ghoul to become permanently friendly, attacking any hostiles and staying friendly even if attacked by the player.Does not work well with the Lead Belly above, as with this perk, the rads in irradiated food typically become desirable. Works well with Rank 2 of Solar Powered, as one will suffer full rads from eating food (and heal from them), then heal off the rads; similarly works well with RadAway, mutant hound chops, and so on. |
Solar Powered | 10 | From 6 am to 6 pm, rank 1 grants +2 Strength and Endurance; rank 2 heals 4 rads/second; rank 3 (max) heals hp at a rate of 0.5% per second. | Rank 2 nearly replaces Lead Belly during the day, as the rads taken from irradiated consumables will quickly be healed. Rank 2 is also strictly superior to Rank 4 of Ghoulish during the day, although they will stack. Rank 3 works in combat, but outside of daytime combat, it does not outperform Rank 3 of Life Giver (with the caveat that Ranks 1 and 2 of Life Giver must be taken to get there, which have less effect than Ranks 1 and 2 of Solar Powered). |
Ways to increase Endurance[]
Permanent[]
- Level (+1)
- Endurance bobblehead (+1)
- You're SPECIAL! book (+1)
Temporary[]
- Armor and clothing
- +1
- Airship captain's hat
- Acadia's Shield
- Black Ops chestpiece
- Black prospector's hat
- Bowler hat
- Champion left arm
- Chase's uniform
- Courser uniform
- Cowboy hat
- Fancy plaid suit & string tie
- Fisherman's outfit (all variants)
- Fisherman's overalls (all variants)
- Furry pants & T-shirt
- Gage's eyepatch
- Green shirt and combat boots
- Iron helmet
- Magician's tuxedo
- Operators armored skirt
- Pack shawl
- Padded blue jacket
- Pastor's vestments
- Patchwork sweater & furry pants
- Patchwork sweater & shorts
- Postman hat (clean & dirty)
- Postman uniform (clean & dirty)
- Sea captain's hat
- Surveyor outfit
- Torn shirt & ragged pants
- Trench coat (all variants)
- Wrap & ripped jeans
- Western duster
- +2
- Black vest and slacks
- Bottle and Cappy orange jacket & jeans
- Bottle and Cappy red jacket & jeans
- Cappy jacket & jeans
- Child of Atom rags (all variants)
- Cleanroom suit (regular & hooded)
- Corset
- Farmhand clothes
- High Confessor's robes
- Hooded rags
- Laundered loungewear
- Nuka-World geyser jacket & jeans
- Nuka-World jacket & jeans
- Submariner uniform
- Suspenders and slacks
- Torn shirt & jeans
- +1
- Legendary armor effects
- Fortifying (+1) and Unyielding (+3) would work except that, due to a bug, they do not.
- DiMA (Acadia's Shield) (+1)
- Consumables
- Alcohol (Effects do not stack) (Effects are doubled with Party Boy/Party Girl Rank 2)
- Bourbon (+1)
- Nuka-Bombdrop (regular and ice-cold) (+1)
- Nuka-Cola Dark (regular and ice-cold) (+1)
- Food
- Food paste (+1)
- Hermit crab meat (+1)
- Queen mirelurk meat (+1)
- Grilled hermit crab (+2)
- Mirelurk queen steak (+2)
- Queen Nukalurk meat (+2)
- Grilled queen Nukalurk (+3)
- Chems
- Buffout (+2)
- X-cell (+2)
- Buffjet (+3)
- Bufftats (+3)
- Psychobuff (+3)
- Alcohol (Effects do not stack) (Effects are doubled with Party Boy/Party Girl Rank 2)
- Perks
- Solar Powered (rank 1) (+2 between 6:00 a.m. - 6:00 p.m.)
- SCAV! - Motivationally Moneyless (+1/2/3, depending on current caps amount)
- Settlement objects
- Power Cycle 1000 (grants Endurance Boost, can be replaced if other stat-boosting objects are used) (+1)
Fallout 76[]
Modifies: Disease Resistance, Hit Points, and the rate at which Action Points deplete while sprinting.
Fallout: The Roleplaying Game[]
Endurance's only derived statistic is a character's Health Points. Endurance is used as the default for skill tests involving Big Guns and Survival.
Endurance-based perks[]
Fallout Shelter[]
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[]
- Permanent
By training Endurance in fitness room.
- Temporary
By equipping outfits that raise Endurance, e.g. wasteland gear.
Fallout: The Board Game[]
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[]
Endurance-based weapons[]
Behind the scenes[]
Endurance was tied to the scrapped survival mechanics in early stages of Fallout 2s development.
Gallery[]
Video[]
Fallout 4 S.P.E.C.I.A.L. Video Series - Endurance
Fallout 4 Endurance promotional video
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