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This page describes the SPECIAL implementation in Fallout Shelter. |
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SPECIAL in Fallout Shelter works slightly differently than in other games as Skills do not exist in this game. Each SPECIAL attribute increases dweller efficiency in various rooms, during combat or when performing certain tasks.
Keep in mind that although attributes can only be trained to a maximum of 10, they can still be increased to up to 17 through outfit bonuses. These additional points will not be visible on the dweller's SPECIAL bars but can be checked by tapping/clicking the bars, which brings up a more comprehensive menu that lists any and all bonuses.
Room Speed Effects | Vault Effects | Exploration Effects | Quest Effects | |
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Strength | Power generators / Nuclear reactors | Higher chance to open lockers | ||
Perception | Water treatment / Water purification | Finding weapons, outfits, recipes or locations with better loot | Slower crit arrow speed | |
Endurance | Nuka-Cola bottler | With higher Endurance, bigger health increases upon leveling up | Rad resistance (immunity at 11+) Legendary junk (normal difficulty) More HP |
More HP |
Charisma | Living room Radio studio Barbershop |
Legendary junk (normal difficulty) The chances of success when interacting with "civilized" persons or groups in the wasteland. |
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Intelligence | Medbay / Science lab | Experience gained for performing tasks. | Chances of succeeding in dealings with injured dwellers and dealing with certain enemy types. | Odds of finding Stimpaks/RadAways while exploring locations. |
Agility | Diner / Garden | Huge contribution to survivability | Faster attacks | |
Luck | Rush chance
Chance for caps after production |
Huge contribution to survivability
Finding caps Legendary junk (normal difficulty) |
Faster crits |
Strength[]
- Improved at
- Weight room
Strength determines:
- The speed of power production in power generators and nuclear reactors.
- The speed of crafting in the Weapon workshops for 46 out of 175 weapons.
- The chances of successfully opening lockers in the wasteland.
Perception[]
- Improved at
- Armory
Perception determines:
- The speed of water production in water treatment and water purification facilities.
- The speed of crafting in the weapon workshops for 55 out of 175 weapons.
- The speed of the critical hit indicator during quests.
- The chances of finding locations in the wasteland.
Endurance[]
- Improved at
- Fitness room
Endurance determines:
- The speed of food and water production in Nuka-Cola bottler facilities.
- The speed of crafting for 18 out of 175 weapons in weapon workshops.
Endurance is also the assigned skill for the storage rooms, although it will have no effect on those rooms.
Endurance determines how many hit points dwellers gain as they level up. Dwellers start with 105 health points. They seem to get 2.5 + (END * 0.5) health points each time they level up, so 17 points in Endurance will add 11 hit points per level compared to the minimum of 3 at END 1. This means that a level 50 dweller with 1 Endurance will have 252 hit points when at max level compared to 644 hit points, which a dweller whose endurance was maxed out at 17 from level 1 will have.
To achieve maximum health, a dweller must equip heavy wasteland gear (END +7) at level 1 while already having 10 points in Endurance themselves. At END 11 or more, the dweller becomes immune to the occasional radiation bursts they suffer while exploring the wasteland (note that this does not apply to real-time combat).
These hit points are not retroactive.
Charisma[]
- Improved at
- Lounge
Charisma determines:
- The effectiveness of radio studios, by increasing the likelihood of attracting new dwellers.
- The effectiveness of living rooms, by speeding up reproduction.
- The speed at which appearance changes are applied at a barbershop.
- The chances of success when interacting with "civilized" persons or groups in the wasteland.
Intelligence[]
- Improved at
- Classroom
Intelligence determines:
- The effectiveness of medbays and science labs.
- Experience gain for performing tasks in the vault.
- The speed of crafting for 13 out of 175 weapons in Weapon workshops and for 18 outfits in Outfit workshop.
- The chances of succeeding in encounters with wounded civilized persons (e.g., injured sheriffs, wounded slaves) in the wasteland, as well as dealing with certain enemy types.
- The chances of finding stimpaks and RadAway in the wasteland.
Agility[]
- Improved at
- Athletics room
Agility determines:
- The effectiveness of food production rooms (diner and garden).
- How many shots dwellers can fire before the enemy does (i.e., how quickly a dweller fires their weapon) or how much damage the dweller can avoid when fleeing from hopeless battles, during quests and in the wasteland.
Luck[]
- Improved at
- Game room
Luck determines:
- Whether a production room also yields caps along with the normal room reward
- Whether a production room yields extra caps after a successful rush attempt.
- The chances of rush attempts succeeding.
- The chances of finding items on quests.
- The speed at which the critical hit meter fills on quests.
- The amounts of caps found in the wasteland.