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.
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.
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
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.
- 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 that Action Points deplete by while sprinting.
rounded down, i.e.:
rounded down, where E = Endurance and L = Current Character Level.
Leveling Up: In Fallout 4 Endurance is retroactive; 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 (e.g. picking up the Endurance bobblehead or using You're SPECIAL! book after reaching maximum Endurance), which will allow the player to gain even more hp per level. There is no Hit Point Cap.
Sprinting
Action Point drain while sprinting:
Moving Target adds an additional 0.5 multiplier
Game Settings for sprinting:
- fSprintActionPointsDrainMult = 12.0
- fSprintActionPointsEndBase = 1.05
- fSprintActionPointsEndMult = -0.05
In layman's terms, 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 rank of Endurance, reducing the drain rate to 6.6 AP per second at 10 Endurance.
Note that with 1 Agility, the player has a maximum of 70 AP. This translates to 5.83 seconds of potential full sprinting time at 1 END, 6.14 at 2 END (+0.31 seconds of full sprint), 6.48 at 3 END (+0.34), up to 10.61 seconds at 10 END. However, each point in Agility raises the player's maximum AP by 10 points, which translates to 2 AGL granting 6.67 seconds at 1 END (+0.83), 3 AGL granting 7.5 seconds at 1 END (+0.83), and 10 Agility (160 AP) grants 13.33 seconds at 1 END (+0.83).
Mathematically-speaking, raising Agility is the better way to increase the total time you can sprint, at least until reaching a full sprint time threshold of 16.67 seconds, after which putting points into Endurance becomes more profitable. This threshold is reached at any allocation of 13 additional points into both END and AGL (i.e. END + AGL = 15, an 8:7, 9:6, or 10:5 distribution).
- Since SPECIAL is by no means capped, it is possible to affect non-permanent stat increases beyond 10 (11 with bobbleheads obtained after reaching 10 through perk allocation) using equipment and consumables. Under this course of action, the multiplicative AP drain rate at END 14 and AGL 1 equals 200 max AP at END 1 and AGL 14 (16.67 secs of sprint either way) and at 16+ END increases sprint time by full seconds.
These calculations do not include the multiplier added by Moving Target 3, which in turn has a prerequisite of 6 AGL, Level 44, and three ranks).
Ways to Increase Endurance
- Permanent
- Level (+1)
- Endurance bobblehead (+1)
- You're SPECIAL! book (+1)
- Temporary
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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 raises Endurance, e.g. wasteland gear.
Gallery
Video
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