Derived statistic
|
Description
|
Derived from
|
Initial value
|
Action Points
|
The higher the number, the more actions can be accomplished before another entity (whether friend or foe) reacts.
|
Agility
|
|
Carry Weight
|
How much can be carried before becoming overencumbered.
|
Strength
|
|
Compass Distance
|
How far away enemies can be while still showing up as a red bar on the HUD compass.
|
Perception
|
Unknown
|
Critical Chance
|
Chance that a hit will inflict Critical Damage.
|
Luck
|
|
Damage Resistance
|
All damage received is reduced by this percentage.
|
Armor
|
0
|
Disposition
|
Modifies Speech check difficulty on top of actual skill.
|
Charisma
|
If viewed from the same scale as skill,
|
Fire Resistance
|
All fire damage received is reduced by this percentage.
|
Armor
|
0
|
Hit Points
|
How much damage can be taken before dying.
|
Endurance
|
|
Lung Capacity
|
How long the player can stay underwater before beginning to drown.
|
Endurance
|
Unknown
|
Melee Damage
|
Bonus damage with Melee Weapons.
|
Strength
|
|
Poison Resistance
|
All poison damage received is reduced by this percentage.
|
Endurance
|
|
Radiation Resistance
|
How adept the player's body is at ignoring exposure to radiation.
|
Endurance
|
|
Skill Rate
|
How many skill points the player character gains per level.
|
Intelligence
|
|
Unarmed Damage
|
Damage done with fists (damage of Unarmed weapons is added to this value.)
|
Endurance and Luck (Unarmed skill)
|
|