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Endurance is one of the seven primary statistics in the SPECIAL system 在辐射4 .
Overview[]
If E is the Endurance level and L is the current character level, then
This means that if Endurance and level are both odd, or if only one of the two stats are even, the full benefits from both will be received. If both are even, only one term is odd (155), and the flooring function means one hit point is "lost." As a result, having an odd number for Endurance is negligibly superior for keeping hit points maximized.
Because having more HP means radiation poisoning will reduce more HP, having higher Endurance will functionally increase the character's vulnerability to radiation.
Modified statistics[]
- Maximum Hit Points
- Depletion rate of Action Points while sprinting.
Leveling up[]
In Fallout 4, Endurance is applied retroactively: increasing it later on in the game will still reward all the Hit Points which would have been gained with a higher initial statistic. An Endurance of 10 will grant 7.5 HP per level (or 7 and 8 every other level, since health is rounded down.) It is possible to increase Endurance beyond 10 permanently, for example by picking up the Endurance bobblehead after reaching maximum Endurance, which will allow the player to gain even more HP per level. Hit Points are not capped.
Sprinting[]
If E is the Endurance level, Action Points are drained at the following rate while sprinting:
In other words, 1 Endurance is equal to a default Action Point drain rate of 12 AP per second, with a reduction of 0.6 AP per second for every additional level of Endurance. At 10 Endurance, the drain rate is 6.6 AP per second. At 21 Endurance, the drain rate is 0 AP, and there is no limit to sprinting duration.
With rank 3 of the Moving Target perk, the x12 drain multiplier is changed to 6. However, this does not change the 21 Endurance level needed to remove AP drain rate.
Since the amount of AP is determined by Agility, the total sprinting time depends on both Endurance and Agility. If the sum of Agility and Endurance is below 14, increasing Agility will increase the total sprinting time more than raising Endurance. When the sum is above 14, increasing Endurance will be more effective. This is true even with rank 3 of the Moving Target perk. As noted above, this ceases to be true at 21 Endurance, at which point the total sprinting time is infinite and cannot be improved further.
The values in the above formula are defined by the following game settings:
- fSprintActionPointsDrainMult = 12.0
- fSprintActionPointsEndBase = 1.05
- fSprintActionPointsEndMult = -0.05
21 Endurance will reduce sprint AP drain to zero, regardless of AP cost-reducing perks and armor mods.
Endurance-based perks[]
| Perk | Rank | Requirement | Level | Additional Requirements | Effects |
|---|---|---|---|---|---|
| Toughness | 1 | END 1 | — | — | +10 more Damage Resistance |
| 2 | END 1 | 9 | Toughness 1 | +20 more Damage Resistance | |
| 3 | END 1 | 18 | Toughness 2 | +30 more Damage Resistance | |
| 4 | END 1 | 31 | Toughness 3 | +40 more Damage Resistance | |
| 5 | END 1 | 46 | Toughness 4 | +50 more Damage Resistance | |
| Lead Belly | 1 | END 2 | — | — | Lower amount of rads gained when eating non-cooked food and/or non-purified water. |
| 2 | END 2 | 6 | Lead Belly 1 | Much lower amount of rads gained when eating non-cooked food and/or non-purified water. | |
| 3 | END 2 | 17 | Lead Belly 2 | No rads gained when eating non-cooked food and/or non-purified water. | |
| Life Giver | 1 | END 3 | — | — | +20 maximum HP |
| 2 | END 3 | 8 | Life Giver 1 | +20 maximum HP | |
| 3 | END 3 | 20 | Life Giver 2 | +20 maximum HP Permanent HP regeneration at 0.5 points per second | |
| Chem Resistant | 1 | END 4 | — | — | 50% less likely to become addicted when consuming chems. |
| 2 | END 4 | 22 | Chem Resistant 1 | Immunity to all chem addictions. | |
| Aquaboy/Aquagirl | 1 | END 5 | — | — | Immunity to rads when swimming or underwater. Ability to breathe underwater. |
| 2 | END 5 | 21 | Aquaboy/Aquagirl 1 | Ability to become undetectable by enemies when underwater. | |
| Rad Resistant | 1 | END 6 | — | — | +10 more Radiation Resistance |
| 2 | END 6 | 13 | Rad Resistant 1 | +20 more Radiation Resistance | |
| 3 | END 6 | 26 | Rad Resistant 2 | +30 more Radiation Resistance | |
| 4 | END 6 | 35 | Rad Resistant 3 Far Harbor add-on |
+40 more Radiation Resistance | |
| Adamantium Skeleton | 1 | END 7 | — | — | Take 30% less limb damage. |
| 2 | END 7 | 13 | Adamantium Skeleton 1 | Take 60% less limb damage. | |
| 3 | END 7 | 26 | Adamantium Skeleton 2 | Immunity to limb damage. | |
| Cannibal | 1 | END 8 | — | — | Ability to feast on dead human corpses to heal 25 HP per body. |
| 2 | END 8 | 19 | Cannibal 1 | Ability to also feast on dead feral ghoul and super mutant corpses to heat 25 lost HP per body. | |
| 3 | END 8 | 38 | Cannibal 2 | Consuming corpses heals 50 HP per body. | |
| Ghoulish | 1 | END 9 | — | — | Replenish lost HP according to 50% of current amount of rads. |
| 2 | END 9 | 24 | Ghoulish 1 | Replenish lost HP according to 100% of current amount of rads. | |
| 3 | END 9 | 48 | Ghoulish 2 | Replenish lost HP according to 150% of current amount of rads. Random chance for hostile feral ghouls to become friendly. | |
| 4 | END 9 | 50 | Ghoulish 3 Nuka-World add-on |
Gain passive rads reduction at 1 rad/second. | |
| Solar Powered | 1 | END 10 | — | — | Temporary +2 Strength and Endurance between 6:00 a.m. and 6:00 p.m. |
| 2 | END 10 | 27 | Solar Powered 1 | Gain passive rads reduction at 4 rads/second between 6:00 a.m. and 6:00 p.m. | |
| 3 | END 10 | 50 | Solar Powered 2 | Gain HP regeneration at 0.5 points/second between 6:00 a.m. and 6:00 p.m. |
Ways to increase Endurance[]
Permanent[]
- Level (+1)
- Endurance bobblehead (+1)
- You're SPECIAL! book (+1)
Temporary[]
- Armor and clothing
- +1
- Airship captain's hat
- Acadia's Shield
- Black Ops chestpiece
- Black prospector's hat
- Bowler hat
- Champion left arm
- Chase's uniform
- Courser uniform
- Cowboy hat
- Fancy plaid suit & string tie
- Fisherman's outfit (all variants)
- Fisherman's overalls (all variants)
- Furry pants & T-shirt
- Gage's eyepatch
- Green shirt and combat boots
- Iron helmet
- Magician's tuxedo
- Operators armored skirt
- Pack shawl
- Padded blue jacket
- Pastor's vestments
- Patchwork sweater & furry pants
- Patchwork sweater & shorts
- Postman hat (clean & dirty)
- Postman uniform (clean & dirty)
- Sea captain's hat
- Surveyor outfit
- Torn shirt & ragged pants
- Trench coat (all variants)
- Wrap & ripped jeans
- Western duster
- +2
- Black vest and slacks
- Bottle and Cappy orange jacket & jeans
- Bottle and Cappy red jacket & jeans
- Cappy jacket & jeans
- Child of Atom rags (all variants)
- Cleanroom suit (regular & hooded)
- Corset
- Farmhand clothes
- High Confessor's robes
- Hooded rags
- Laundered loungewear
- Nuka-World geyser jacket & jeans
- Nuka-World jacket & jeans
- Submariner uniform
- Suspenders and slacks
- Torn shirt & jeans
- +1
- Legendary armor effects
- Fortifying (+1) and Unyielding (+3) would work except that, due to a bug, they do not.
- DiMA (Acadia's Shield) (+1)
- Consumables
- Alcohol (Effects do not stack) (Effects are doubled with Party Boy/Party Girl Rank 2)
- Bourbon (+1)
- Nuka-Bombdrop (regular and ice-cold) (+1)
- Nuka-Cola Dark (regular and ice-cold) (+1)
- Food
- Food paste (+1)
- Hermit crab meat (+1)
- Queen mirelurk meat (+1)
- Grilled hermit crab (+2)
- Mirelurk queen steak (+2)
- Queen Nukalurk meat (+2)
- Grilled queen Nukalurk (+3)
- Chems
- Buffout (+2)
- X-cell (+2)
- Buffjet (+3)
- Bufftats (+3)
- Psychobuff (+3)
- Alcohol (Effects do not stack) (Effects are doubled with Party Boy/Party Girl Rank 2)
- Perks
- Solar Powered (rank 1) (+2 between 6:00 a.m. - 6:00 p.m.)
- SCAV! - Motivationally Moneyless (+1/2/3, depending on current caps amount)
- Settlement objects
- Power Cycle 1000 (grants Endurance Boost, can be replaced if other stat-boosting objects are used) (+1)
Video[]
Fallout 4 S.P.E.C.I.A.L. Video Series - Endurance
Fallout 4 Endurance promotional video
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