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This page lists all primary statistics in Fallout 2. |
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Overview[]
The minimum for each primary statistic is 1 and the maximum is 10. These boundaries can never be broken, even with bonuses or maluses. 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.
The player gets 40 points to distribute among the 7 statistics when creating a character (not taking traits into account,) which means the player actually gets 33, due to each statistic having a minimum of 1. Traits modify this as follows: Small Frame will give +1, Bruiser will give +2, and Gifted will give +7.
List[]
Primary statistic | Description | Derived statistics and effects | Associated skills |
---|---|---|---|
Strength | Raw physical strength. | Carry Weight Hit Points Melee Damage Thrown weapons range modifier Usable weapon |
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, Traps |
Endurance | Stamina and physical toughness. | Healing Rate Hit Points Poison Resistance Radiation Resistance |
Outdoorsman |
Charisma | A combination of appearance and charm. | NPC reactions Party Limit Prices |
Barter, Speech |
Intelligence | Knowledge, wisdom and the ability to think quickly. | Dialogue options skill points per level |
Doctor, First Aid, Outdoorsman, Repair, Science |
Agility | Coordination and the ability to move well. | Action Points Armor Class |
Big Guns, Energy Weapons, Lockpick, Melee Weapons, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed |
Luck | Fate, Karma. | Chances with the virtual dice of the game Critical Chance |
Gambling |
Increasing attributes[]
The player can get a computer in the Brotherhood outpost in San Francisco to perform operations to raise Strength, Perception, Charisma and Intelligence by 1, provided they find the associated memory modules.
- Strength: Red memory module - found on the second level of the vault in Vault City
- Perception: Green memory module - found in the Mariposa Military Base 3rd lvl
- Charisma: Blue memory module - found in the Enclave armory in Navarro
- Intelligence: Yellow memory module - found in Sierra Army Depot
In addition, the player can increase all S.P.E.C.I.A.L. stats by using the Gain perk.
Wearing power armor raises the player’s Strength by 3 and advanced power armor (normal and Mk II) raises it by 4.
Luck may be increased by 2 or decreased by 1 by speaking with the Hubologist in NCR and getting a zeta scan. Alternatively, the Hubologists in San Francisco can perform a zeta scan which either increases Luck and Intelligence by 1 or decreases luck by 1. The player can only get one zeta scan.
The mirrored shades increase Charisma by 1 when held in either hand slot.