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What About NPCs?

Probably should be mentioned on this page whether or not, say, giving a companion attribute boosting armor/clothes would effect gameplay in any way. Noobyorkcity (talk) 05:15, May 8, 2017 (UTC)

Added a new Discussion about the Derived statistics pages excluded from the Page they belong onto! - Wiki Bloating!

Excluding "Primary Statistics" and "Derived Statistics" is Ridiculous!

The scarce Informations provided by these 2 pages doesn't justify to be derived from Fallout 4 SPECIAL, wich is what ppl search if they want to know what those Abbreviations mean! - being their Abbreviation only or in detail and Ingame Statistics! Look at any other wiki, if you search for informations about a skill or perk-system you get exactly that informations, all, on one page! - even this wiki does it right with Fallout 4 Perks, if you search for perks you get a description about the system, a list of the perks with their ingame description and even informations about the SPECIAL attribute levels wich should also be included onto the "SPECIAL" page! Perks aswell as Single "SPECIAL" points deserve their own pages to receive more detailed descriptions! - but in wich way the 2 in the title mentioned Pages are Justified to be Split from the Wiki-Page about the whole Special-System in Fallout 4?!

This SPECIAL Page should look more like the Perks page imho, one should find all informations about the Fallout 4 SPECIAL-System on one page, not several!

(}-:<[BRD]>:-{) (talk) 23:26, April 21, 2020 (UTC)

That's an aside conversation. You are breaking the organization of the page with your edit by including things that are not primary statistics in the section for primary statistics. In a part of the section for explaining what SPECIAL stands for. Trying to cram everything into one single section leads to clutter as well. Great Mara (talk) 23:48, April 21, 2020 (UTC)


***Example of how the Page could look cleaner***

Changelist:

  • Basicly Merged Fallout 4 primary statistics into Fallout 4 SPECIAL
  • Rearranged Page Contents
  • Added "Notes" section and "Differences from previous Fallout Games" as under-section (Maybe Name shortening?)
  • Changed position from the "You're SPECIAL" Picture to "Notes"
  • Linked the first appearance of the word "Perk" to the respective Wiki Page (else one has to use the Link under the section "Perks" - overall links to that site = 2)
  • Changed Text under "Primary Statistics" (Shortened heavily, included the full list with descriptions)
  • Changed text under "Differences from previous Fallout Games", shortened to remove duplicate informations!
  • Didn't change other text's yet, i kinda don't like to plainly change wiki pages unless adding missing parts!

Plans:

  • Rewrite sections: shortening of bloated texts, de-arrange mixed Informations (informations about fallout 4 are more important on a page about fallout 4 SPECIAL system than differences to previous games! - sure, many ppl might have played them aswell and are interested in the differences! - but should be separated to the actual informations as they don't matter in the actual Game!)
  • Improve actual "Fallout 4 derived statistics" as there might be indeed more Informations that would Justify an own Wiki-page, especially as not all of those informations are directly tied to the SPECIAL-system like with "Fallout 4 primary statistics", wich exclusively consists of directly SPECIAL-tied informations, one want to know about it reading about "SPECIAL"! - i doubt that ever someone searches for "Primary statistics" if he/she wants to know about the statistics behind the SPECIAL system!

(As Example, idk a Page about HP Statistics, only a mere notice in Hit_Points#Fallout_4!) and how it's affected by certain effects - especially Buffs&De-buffs! - even Skyrim has a Information-richer Page about just that! - actually, Fallout 4 is the first Wiki that confuses me, some pages are great, like Perks - wich could easaly Split into shown and unshown Perks to prevent spoilers! - others are Horrible, like about weapons - those Statistic Tables need a serious rework! - but that's a bigger task wich also need update of the informations as some are incredible outdated!)

Personal Comment: I wonder who and why someone even came up with the idea to split it into 3 different pages, maybe in previous games there were more statistics behind it to justify a split, but a short look at Fo3 reveals it suffers from the same issue! All Informations on Fallout 3 primary statistics also revolve around the Fallout 3 SPECIAL-System!


Example below this Line


General

Main article: SPECIAL

All SPECIAL perk images as they appear on the perk poster

In Fallout 4, the player starts with 1 skill point in every attribute and receives an additional 21 points to add to these attributes. The number of points in them directly affect what perks the player can take in a linear fashion.

The total amount of starting points is 28, which is considerably lower than in previous games that gave you 40. However, they can be increased through finding bobbleheads, magazines, and spending points when leveling up; much like the Intense Training perk from Fallout 3 and Fallout: New Vegas, in Fallout 4 each level-up allows the player an option to increase a single SPECIAL stat instead of choosing a perk.

The abbreviation "S.P.E.C.I.A.L." stands for:

Character creation

Allocate 21 SPECIAL points when talking to the Vault-Tec rep

Character building starts when a Vault-Tec rep arrives at your door and asks for you to sign a few papers, and the option to re-spec these stats will be given after leaving Vault 111. This will prompt the SPECIAL screen to pop up, and you can begin to select where you want your points to go. Each stat starts with 1 point in each, and the game gives you 21 other points to enter. Remember to carefully plan where you put your points, as it affects what you are able to do in the future. If you don`t like your setup, you can change them when you are exiting Vault 111 for the first time, along with your name and appearance.

Primary statistics

In Fallout 4, the primary statistics from which in-game values are derived uses the S.P.E.C.I.A.L. system as follows:

Image Primary statistic Description Derived statistics and effects
Fo4 Strength.png Strength A measure of your raw physical power. It affects how much you can carry and the damage of all melee attacks. Carry Weight
Melee Damage
Fo4 Perception.png Perception Perception is a measurement of your environmental and situational awareness. It directly affects weapon accuracy in V.A.T.S. (Vault-Tec Assisted Targeting System), lock-picking skills, and successful attempts at stealing items. Weapon Accuracy in V.A.T.S.
Fo4 Endurance.png Endurance A measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting. Health per level.
Action Point drain from Sprinting.
Fo4 Charisma.png Charisma Your ability to charm and convince others. It affects your success to persuade in dialogue, prices when you barter, and the maximum number of settlers in settlements. Success to persuade in dialogue.
Prices when you Barter.
Maximum settlement population.
Fo4 Intelligence.png Intelligence A measure of your overall mental acuity. It affects the number of Experience Points earned and reduces the number of dud words when hacking terminals. Experience Points earned.
Easier hacking.
Fo4 Agility.png Agility A measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak. Action Points
Your ability to Sneak.
Fo4 Luck.png Luck A measure of your general good fortune and affects the recharge rate of critical hits. Recharge rate of Critical Hits.

Derived statistics

Unlike the primary statistics, derived statistics are not explicitly stated in game and are instead calculated based off of the primary S.P.E.C.I.A.L. values. For example, the player character's experience modifier is not stated in the pip-boy, but can be calculated (derived) based on Intelligence; each point in INT earns an additional 3% bonus xp, e.g. (5 INT)*(3% bonus) = (15% experience modifier).

See main article for more derived statistics.

Perks

Main article: Fallout 4 perks

Perks are Integral elements of the level up system which grant special effects and improve abilities as a replacement to Skills in previous games. In Fallout 4, a choice of one perk/perk rank or improvement of one SPECIAL stat is granted at every level. Perk availability is dependent on your SPECIAL stats which is shown on an In-game Perk Chart; the higher the SPECIAL stat, the more perks are available to choose from. Each SPECIAL has 10 perks attributed to it, reflecting the ten levels of a SPECIAL Stat. For example, the Lone Wanderer perk requires a Charisma of at least 3. Some perks also grant special bonuses. For example, the Bloody Mess perk grants a chance to have enemies explode into a gut-strewn paste as well as additional damage in combat each perk level.

Notes

Allocate 1 more point with You're SPECIAL!

After exiting Vault 111, the Sole Survivor can find a "You're SPECIAL!" book under Shaun's crib in Sanctuary Hills, which allows raising of one of the primary statistics by one. This normally cannot be used to raise a stat already at 10 to 11. However, one can use a temporary stat loss from a consumable to decrease a current SPECIAL stat and then use the book to upgrade that stat. When the consumable's effect wears off, they will have gained an extra point in that SPECIAL stat permanently. This means that it is possible raise a stat to 12, if one already had a stat at 11 prior to using the book. Liam's glasses may also be used for Charisma only.


Differences from previous Fallout Games

In Fallout 4, the total amount of starting points is 28, which is considerably lower than in previous games that gave you 40. However, they can be increased through finding bobbleheads, magazines, and spending points when leveling up; much like the Intense Training perk from Fallout 3 and Fallout: New Vegas, in Fallout 4 each level-up allows the player an option to increase a single SPECIAL stat instead of choosing a perk.

Instead of 5 in Fallout 3 and Fallout: New Vegas, in Fallout 4, the player character can invest an additional 21 attribute points into the SPECIAL stats at the start of the game. However, unlike the previous games each SPECIAL stat starts out at 1 instead of 5. Later the player can upgrade their SPECIAL stats when leveling up. (Total starting attributes is 28)

Unlike in previous games, it appears that all SPECIAL stats can be meaningfully boosted past 10. In other words, temporary (e.g. chems) and static (e.g. from clothing) boosts are allowed to bring your stats higher than 10, and this is meaningful. For a more permanent adjustment, Bobbleheads can permanently raise a stat already at 10 to 11.



(Excluded everything above "General" & underneath "Videos" to safe space!)

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