|This page describes the SPECIAL implementation in Fallout 76.|
In Fallout 76, player characters start with 1 point in every attribute. Each time a player character levels up until level 50, they can choose 1 S.P.E.C.I.A.L. attribute to increase. The maximum point for each attribute was raised to 15 in Fallout 76. After level 50, player characters will continue to level in order to redistribute S.P.E.C.I.A.L. attributes one point per level, but cannot gain any additional points, staying with the total of 56 S.P.E.C.I.A.L. points.
A player character's S.P.E.C.I.A.L. statistics cannot be reduced below 1, even if they are affected by sufficient debuffs to mathematically lower them below this threshold.
With the release of Wastelanders, one's S.P.E.C.I.A.L. which can affect later events depending on choices they make when talking with NPCs, and when dealing with problems that require certain S.P.E.C.I.A.L. stats to bypass. With the release of One Wasteland For All and legendary perks, S.P.E.C.I.A.L. can be increased by a maximum of +30 points by equipping legendary S.P.E.C.I.A.L. perks in all six slots.
In Fallout 76, the primary statistics from which in game values such as Hit Points or Carry Weight are derived uses the S.P.E.C.I.A.L. system, dictated by one's Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.
Unlike the primary statistics, derived statistics are not explicitly stated in game and are instead calculated based on the primary S.P.E.C.I.A.L. values. For example, Carry Weight is determined by a combination of the player character's Strength statistic and further affected by the perks that are equipped.
|Derived statistic||Description||Derived from||Initial value|
|Experience modifier||A bonus to all experience earned.||Intelligence (+2.072% per), Aid items, Inspirational, Night Person, Lunchboxes
Bobblehead: Leader, Live & Love #8, Egg Head, Casual public teams
|BASE + (INT × 2.072)%|
|Action Points||Primarily used for VATS; also used for sprinting, holding your breath while sniping, gun bashing, and power attacks.||Agility, Equipment, Consumables||60 + (AGL × 10)|
|Action Point Refresh||How fast Action Points regenerate.||Equipment, Consumables, Action Boy/Action Girl|
|Barter bonus||Buying / selling price modifier when trading with Merchants.||Charisma, Equipment, Consumables, Hard Bargain||Buy price:|
2.5 - (CHR x 0.1) every 2 levels up to 10, then 2 - [(CHR - 10) x 0.02
|Carry Weight||The amount of weight you can carry before becoming overencumbered.||Strength, Equipment, Consumables, Strong Back||150 + (STR × 5)|
|Critical Hit recharge||The amount of critical charge built per attack in V.A.T.S.||Luck, Four Leaf Clover, Psychopath|
|Hit Points||How much damage you can sustain before death; reduced by radiation poisoning.||Endurance, Consumables, Lifegiver||250 + (END × 5)|
|Hit Points Regeneration||How much passive healing you deal to yourself.||Consumables, Rejuvenated|
|Melee Damage||Bonus damage you do in close combat; unlike previous Fallout games, this also includes unarmed.||Strength, Equipment, Consumables, Gladiator, Slugger, Iron Fist, Bobblehead: Unarmed, Bobblehead - Melee Weapons|
|Damage Resistance||A number used to determine how much ballistic damage you can negate.||Equipment, Consumables, Barbarian, Bullet Shield, Bodyguards, Evasive, Moving Target, Junk Shield, Ironclad|
|Disease resistance||A number used to determine the chance of disease from diseased sources.||Endurance, Equipment, Consumables, Iron Stomach, Natural Resistance, Thirst Quencher, Vaccinated|
|Energy Resistance||A number used to determine how much energy damage you can negate.||Equipment, Consumables, Refractor, Bodyguards, Moving Target, Ironclad, Grounded|
|Fire Resistance||A number used to determine how much fire damage you can negate.||Equipment, Fireproof, Sizzling Style|
|Cryo Resistance||A number used to determine how much frost damage you can negate.||Equipment|
|Poison Resistance||A number used to determine how much poison damage you can negate.||Equipment, Consumables, Funky Duds|
|Radiation Resistance||A number used to determine how much radiation damage and rads you can negate.||Equipment, Consumables, Rad Resistant, Lead Belly, What Rads?|
|Damage Avoidance||A chance to avoid damage altogether||Serendipity|
|Damage Reduction||A number used to determine how much damage you negate before Resistance calculations.||Power Armor (42%, 7% per piece), emergency protocols, Legendary armor modifiers, Blocker, Dodgy, Lone Wanderer|
|Running Speed||Factors affecting running speed||Power Armor (-20%), Speed Demon, Dead Man Sprinting, Gun Runner, Run for Your Knife, Squad Maneuver|
|Sprinting Speed||Factors affecting sprinting speed||Equipment, Speed Demon, Dead Man Sprinting|
|Sneak||Factors affecting ability to sneak.||Agility, Equipment, consumables, Sneak, Escape Artist, Light Footed|
|Scrapping multiplier||Factors affecting the amount of junk produced by scrapping weapons and armor.||Intelligence, Scrapper|
- Experience points
Affected by the player character's Intelligence (+2.072% per point).
Perks in Fallout 76 are characterized as playing cards that the player collects as they level up. Each perk card costs at least 1 point in its designated S.P.E.C.I.A.L. attribute to equip. Players can equip multiple cards per attribute when the total perk point cost is equal to or less than the points of the attribute. The number of perk points is capped to a maximum of 56, however this limit may be pushed to 86 when using Legendary S.P.E.C.I.A.L. perks.
Certain perk cards can be upgraded to further improve their benefits. One can upgrade, or rank up a perk card by while in possession of a duplicate. Ranking up a Perk card also increases the amount of S.P.E.C.I.A.L. points required to equip that Perk card. For example, ranking up the Gladiator 1 perk card to Gladiator 2 would increase the Strength requirement from 1 to 2 Perk cards do not need to be the same rank in order to rank them up; the combined cards are simply added together.
Starting at level 50, perk cards may be scrapped into perk coins ( ), which are used to upgrade legendary perks. The perk cards are worth 2 coins for each star, or rank up. For example, Gunsmith 5 is worth 10 coins, while Party Boy 1 is worth 2. Each legendary perk slot is unlocked account-wide every 50 levels. In order to unlock all 6, a single character on the account must reach level 350. If that character is deleted, the slots remain unlocked.
With the release of an upcoming patch or major update, a new feature was added where players can customize multiple S.P.E.C.I.A.L. loadouts to use at separate times with their Vault Dweller during gameplay, allowing a larger variety of various perks and S.P.E.C.I.A.L. points to use in conversation with NPCs, combat, and more.
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- Legendary S.P.E.C.I.A.L. does add more assignable points and increase your stats by the same number, however it counts as a buff rather than an increase to the base. For this reason, Legendary Charisma will not allow you to share higher tier perk cards.
- Patch 220.127.116.11 - Survival: "Stats: Effects that decrease the player's S.P.E.C.I.A.L. stats can no longer reduce them below 1."
- Max ranked cards do not count.