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.[1]

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.[2]

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.

Primary statistics

主页面: Fallout 76 primary statistics

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.

Derived statistics

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

Sell price:
0.075 + (CHR x 0.025) every 2 levels up to 10, then 0.2 + [(CHR - 10) x 0.005

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).


主页面: Fallout 76 perks

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.[3] 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.

主页面: Legendary perks

Starting at level 50, perk cards may be scrapped into perk coins (Perk coin), 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.[需要引证]

主页面: Fallout 76 perk loadouts

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.



  1. 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.
  2. Patch - Survival: "Stats: Effects that decrease the player's S.P.E.C.I.A.L. stats can no longer reduce them below 1."
  3. Max ranked cards do not count.