Fallout Wiki
Register
Advertisement
Fallout Wiki

Stamina and physical toughness. A character with a high Endurance will survive where others may not.— Fallout In-game description

Endurance is one of the seven primary statistics in the SPECIAL system.

Fallout, Fallout 2, Fallout Tactics[]

Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.

Ways to increase Endurance[]

  • In Fallout, the Brotherhood of Steel in Lost Hills can perform an operation to permanently increase Endurance by 1, assuming the Vault Dweller can afford it.
  • Endurance can be permanently raised in Fallout 2 and Fallout Tactics via the Gain perk.
  • Endurance can be temporarily raised by 3 in Fallout and Fallout 2 by using Buffout.
  • The Elixir of Life from Fallout Tactics gives +1 EN and +15 HP.

Endurance-based perks[]

Perk Required Level Additional Requirements Games
Die Hard 6 2 First Aid 40% Fallout Tactics
Flower Child 5 9, 3 - Fallout, Fallout Tactics
Faster Healing 6 3 - Fallout, Fallout 2, Fallout Tactics
Kama Sutra Master 5 3 Agility 5 Fallout 2
Rad Child 6 3 Ghouls only Fallout Tactics
Strong Back 6 3 Strength 6 Fallout, Fallout 2, Fallout Tactics
Survivalist 6 3 Intelligence 6, Outdoorsman 40% Fallout, Fallout 2, Fallout Tactics
Toughness 6 3 Luck 6 Fallout, Fallout 2, Fallout Tactics
Bracing 5 4 Big Guns 60% Fallout Tactics
Psychotic 8 5 Super mutant only Fallout Tactics
Rad Resistance 6 6 Intelligence 4 Fallout, Fallout 2, Fallout Tactics
Pathfinder 6 6 Outdoorsman 40% Fallout, Fallout 2, Fallout Tactics
Snakeater 3 6 - Fallout, Fallout 2, Fallout Tactics
Stunt Man 6 6 Strength 6, Agility 6, Unavailable to deathclaws and dogs Fallout Tactics
Brutish Hulk 5 8 Strength 7, Deathclaws only Fallout Tactics
Hide of Scars 6 10 Deathclaws only Fallout Tactics
Lifegiver 4 12 - Fallout, Fallout 2, Fallout Tactics
Tough Hide < 8 12 Super mutant only Fallout Tactics

Fallout 3[]

Modifies: Hit Points, Poison & Radiation Resistance (but not damage resistance), and the Big Guns and Unarmed skills. Endurance also determines the speed the character's oxygen counter counts down when they are holding their breath underwater.

Bobblehead Endurance

"Always be ready to take one for the team."

Value Resistance Starting Health Skill Modifiers
1 0% 120 Big Guns +2, Unarmed +2
2 2% 140 Big Guns +4, Unarmed +4
3 4% 160 Big Guns +6, Unarmed +6
4 6% 180 Big Guns +8, Unarmed +8
5 8% 200 Big Guns +10, Unarmed +10
6 10% 220 Big Guns +12, Unarmed +12
7 12% 240 Big Guns +14, Unarmed +14
8 14% 260 Big Guns +16, Unarmed +16
9 16% 280 Big Guns +18, Unarmed +18
10 18% 300 Big Guns +20, Unarmed +20

Endurance-based perks[]

Perk Requirement Level Additional Requirements
Lead Belly 5 6
Toughness 5 6
Rad Resistance 5 8
Size Matters 5 8
Strong Back 5 8 Strength 5
Life Giver 6 12
Solar Powered 7 20
Rad Tolerance 7 26
Rad Absorption 7 28

Ways to increase Endurance[]

Permanent
Temporary

Fallout: New Vegas[]

Endurance determines a character's environmental resistances (poison, radiation), Hit Points, and Healing Rate, as well as the starting levels of the Unarmed and Survival skills. It also determines the number of implants allowed.

Endurance-based perks[]

Perk Requirement Level Additional Requirements
Old World Gourmet Dead Money 6 2 Survival 45
Lead Belly 5 6
Toughness 5 6
Rad Resistance 5 8 Survival 40
Stonewall 6 8 Strength 6
Strong Back 5 8 Strength 5
Life Giver 6 12
Long Haul 6 12 Barter 70
Atomic! Old World Blues (add-on) 6 20
Solar Powered 7 20
Irradiated Beauty Lonesome Road (add-on) 8 22
Rad Absorption 7 28
Burden to Bear Lonesome Road (add-on) 6 30 Strength 6
Implant GRX Old World Blues (add-on) 8 30

Level names and statistics[]

Value Name Starting HP Poison/Rad Resist Skill Modifiers
1 Basically Dead 120 0%/0% Survival/Unarmed +2
2 Crumbly 140 5%/2% Survival/Unarmed +4
3 Do Not Bend 160 10%/4% Survival/Unarmed +6
4 Handle with Care 180 15%/6% Survival/Unarmed +8
5 Stain-resistant 200 20%/8% Survival/Unarmed +10
6 Hardy 220 25%/10% Survival/Unarmed +12
7 Tough-as-nails 240 30%/12% Survival/Unarmed +14
8 Flame Retardant 260 35%/14% Survival/Unarmed +16
9 Bulletproof 280 40%/16% Survival/Unarmed +18
10 Unstoppable 300 45%/18% Survival/Unarmed +20

Ways to increase Endurance[]

Permanent
Temporary

Notes[]

  • If the Courier's Endurance stat is the most extreme (highest or lowest), Doc Mitchell will either say it explains how the Courier is still alive: being "built solid as an oak." (for highest) or that a stiff breeze would tear them in two but a couple of bullets making them "right as rain." (For lowest)
  • An Endurance of 9 will guarantee the ability to get every implant in the game, the 9 implants by Dr. Usanagi as well as those offered as Perks. This level of Endurance can be reached by initial S.P.E.C.I.A.L. allocation or raising it by the Intense Training Perk or the raise awarded by finishing the Lonesome Road add-on.
  • A minimum Endurance of 6 is required to win Cass's drinking challenge during Heartache by the Number (75 Barter is needed to offer the challenge). 7 Endurance will impress Cass and 8 Endurance will cause her to admit the Courier surpasses her in the art of drinking.
  • The Endurance Implant by Dr. Usanagi WILL NOT raise the number of possible implants, although it counts as a permanent raise of the base Endurance score for all other practical purposes, no matter if chosen first.

Fallout 4[]

Endurance is the measure of overall physical fitness. It affects your total health and the action point drain from sprinting

Modifies: Hit Points and the rate at which Action Points deplete while sprinting.

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.

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 Endurance required Effect Notes
Toughness 1 +Rank*10 normal damage resistance, max ranks 5. Significantly worse than +1 Endurance or Armorer in terms of how much damage can be taken before death.
Lead Belly 2 +Rank*10 radiation resistance against internal (ingested/imbibed) radiation at ranks 1 and 2, immunity at rank 3 (max). Almost all food and all dirty water can be rendered radiation-free at a cooking station. If this is done, the primary remaining benefit of this perk is for reducing rads from drinking Nuka-Cola and its variants; in the base game with no add-ons, this means 5 rads per drink, which means rank 2 of this perk functionally does nothing (rank 1 reduces the rads by about 3.06; rank 2 by 3.49 total; rank 3 by 5 total).
Life Giver 3 +Rank*20 hit points, rank 3 grants 0.5% HP/second regeneration while not in combat, max ranks 3. Ranks grant more HP than 1 Endurance point from levels 1-30, break even at level 31, and past that point grant fewer HP.
Chem Resistant 4 -Rank*50% addiction chance for chems, additively - rank 2 (max) is immunity to addiction. Outside of Survival mode, refreshing beverages require no perk to make and are also effective at removing addictions. Anti-synergy with Junkie weapons. Does not apply to alcohol or, in Survival mode, cannibalism.
Aquaboy/Aquagirl 5 Rank 1 grants breathing underwater and immunity to radiation while swimming; rank 2 (max) grants perfect stealth (can't be detected) while swimming. Rank 1 is nearly identical to eating a mirelurk cake and wearing a hazmat suit, although the perk's bonus is permanent and does not have any equipment requirements; rank 2 is limited by the relative rarity of applicable situations.
Rad Resistant 6 +Rank*10 radiation resistance against external radiation, max ranks 3 or 4Far Harbor Radiation resistance will not protect against significant external radiation sources; both power armor and hazmat suits work by providing at least 1000 resistance and providing a % reduction on top, which is necessary for spending significant time soaking up hard rads. Poor synergy with Ghoulish, which works best when radiation resistance is low.
Adamantium Skeleton 7 Reduces most limb damage by 30/60/100% (max ranks 3). Does not reduce limb damage from falling or, on Survival Mode, being overburdened. Note that limbs completely recover health shortly after combat ends.
Cannibal 8 Rank 1 allows consumption of unmutated human corpses for 25 health, rank 2 allows consumption of ghoul and super mutant corpses for the same amount, rank 3 increases the healing to 50. In Survival mode, this perk inflicts Dark Craving, which means that eating is only necessary every 12 hours rather than every 6, and 1 corpse can fully feed the character; only corpses can be eaten to recover from hunger.
Ghoulish 9 Heal (Ranks*50)% of rads taken as health, max ranks 3; with Nuka-World max ranks reaches 4, but rank 4 instead heals 1 rad/sec while not waiting, sleeping, or fast traveling. Rank 3 also provides a low (but unknown) chance for any encountered feral ghoul to become permanently friendly, attacking any hostiles and staying friendly even if attacked by the player. Does not work well with the Lead Belly above, as with this perk, the rads in irradiated food typically become desirable. Works well with Rank 2 of Solar Powered, as one will suffer full rads from eating food (and heal from them), then heal off the rads; similarly works well with RadAway, mutant hound chops, and so on.
Solar Powered 10 From 6 am to 6 pm, rank 1 grants +2 Strength and Endurance; rank 2 heals 4 rads/second; rank 3 (max) heals hp at a rate of 0.5% per second. Rank 2 nearly replaces Lead Belly during the day, as the rads taken from irradiated consumables will quickly be healed. Rank 2 is also strictly superior to Rank 4 of Ghoulish during the day, although they will stack. Rank 3 works in combat, but outside of daytime combat, it does not outperform Rank 3 of Life Giver (with the caveat that Ranks 1 and 2 of Life Giver must be taken to get there, which have less effect than Ranks 1 and 2 of Solar Powered).

Ways to increase Endurance[]

Permanent[]

Temporary[]

Fallout 76[]

Endurance is a measure of your overall physical fitness. It affects your total health, the Action Point drain from sprinting, and your resistance to disease

Modifies: Disease Resistance, Hit Points, and the rate at which Action Points deplete while sprinting.

As with other Fallout 76 SPECIAL attributes, Endurance has a maximum of 15 but there are only 49 points split between the 7 attributes.

At the starting Endurance of 1, the maximum Hit Points (HP) is 250. For each point of Endurance, it increases by 5 HP. At the maximum Endurance of 15, the maximum HP is 320. Expressed as percentage points (so 2% + 2% = 4%), this means each point of Endurance above 1 increases HP by 2%.

Similarly, at the starting Endurance of 1, the sprinting Action Point (AP) drain is reduced by 5%. Each additional level of Endurance reduces the drain by a further 5%. At the maximum Endurance of 15, sprinting AP drain is reduced by 75%. This means that with the same number of AP points between them, a character with 15 Endurance is able to sprint four times as long as a theoretical character with 0 Endurance.

Disease Resistance employs a baseline of multiplying by 2 (i.e. doubling) the chance to catch a disease in addition to applying actual sources of Disease Resistance in a separate step (i.e. with Endurance 1, Fully Fed, and Fully Hydrated, your chance to catch a disease will be multiplied by 2 for Endurance and 0.3 for conditions for a net multiplier of 0.6). Each point of Endurance from 2 to 10 decreases this multiplier by 0.1, and each point from 11 to 15 decreases it by 0.05.

The table below expresses Sprint Duration and Disease Resistance relative to Endurance 1.

Endurance scaling
Endurance Health points Sprint Duration Disease Chance Multiplier Divided by 2 (Double for actual in-game chance to catch a disease)
1 250 1 1
2 255 1.06 0.95
3 260 1.12 0.9
4 265 1.19 0.85
5 270 1.27 0.8
6 275 1.36 0.75
7 280 1.46 0.7
8 285 1.58 0.65
9 290 1.73 0.6
10 295 1.9 0.55
11 300 2.11 0.53
12 305 2.38 0.5
13 310 2.71 0.48
14 315 3.17 0.45
15 320 3.8 0.43

Endurance-based perks[]

Name Level Rank Description
Adamantium Skeleton 21 1 Your limb damage is now reduced by 30%.
2 Your limb damage is now reduced by 60%.
3 Your limb damage is completely eliminated.
All Night Long 41 1 Hunger and thirst grow 20% more slowly at night.
2 Hunger and thirst grow 40% more slowly at night.
3 Hunger and thirst grow 60% more slowly at night.
Aquaboy/Aquagirl 26 1 You no longer take Rad damage from swimming and can breathe underwater.
Cannibal 15 1 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
2 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger.
3 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger.
Chem Fiend 23 1 Any chems you take last 30% longer.
2 Any chems you take last 60% longer.
3 Any chems you take last 100% longer.
Chem Resistant 43 1 You're half as likely to get addicted when consuming Chems.
2 You gain complete immunity to chem addiction.
Cola Nut 14 1 Nuka-Cola products are now twice as beneficial.
2 Nuka-Cola products are now three times as beneficial.
Dromedary 3 1 All drinks quench thirst by an additional 25%.
2 All drinks quench thirst by an additional 50%.
3 All drinks quench thirst by an additional 75%.
Fireproof 27 1 Take 15% less damage from explosions and flame attacks.
2 Take 30% less damage from explosions and flame attacks.
3 Take 45% less damage from explosions and flame attacks.
Ghoulish 36 1 Radiation now regenerates your lost Health.
2 Radiation now regenerates more of your lost Health.
3 Radiation now regenerates even more of your lost Health!
Good Doggy 8 1 Eating dog food is now three times as beneficial.
Hydro Fix 11 1 Chems generate 50% less thirst
2 Chems no longer generate thirst
Homebody 19 1 Gain gradual health regeneration while in your camp or workshop.
2 Gain improved health and limb regeneration while in your camp or workshop.
Iron Stomach 4 1 Your chance to catch a disease from food is reduced by 30%.
2 Your chance to catch a disease from food is reduced by 60%.
3 Your chance to catch a disease from food is reduced by 90%.
Ironclad 30 1 Gain 10 Damage and Energy Resistance while not wearing Power Armor.
2 Gain 20 Damage and Energy Resistance while not wearing Power Armor.
3 Gain 30 Damage and Energy Resistance while not wearing Power Armor.
4 Gain 40 Damage and Energy Resistance while not wearing Power Armor.
5 Gain 50 Damage and Energy Resistance while not wearing Power Armor.
Lead Belly 2 1 You take 30% less radiation from eating or drinking.
2 You take 60% less radiation from eating or drinking.
3 You take no radiation from eating or drinking.
Life Giver 50 1 Gain a total of +15 to your maximum Health.
2 Gain a total of +30 to your maximum Health.
3 Gain a total of +45 to your maximum Health.
Munchy Resistance 17 1 Using chems induces 50% less hunger.
2 Chems now never induce hunger.
Natural Resistance 10 1 You are 30% less likely to catch a disease from the environment
2 You are 60% less likely to catch a disease from the environment
3 You are 90% less likely to catch a disease from the environment
Nocturnal Fortitude 31 1 Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m.
2 Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m.
Photosynthetic 47 1 Gain health regen between the hours of 6 a.m. and 6 p.m.
2 Gain improved Health regen between the hours of 6 a.m. and 6 p.m.
Professional Drinker 39 1 There's no chance you'll get addicted to alcohol.
Rad Resistant 34 1 +10 Radiation Resistance.
2 +20 Radiation Resistance.
3 +30 Radiation Resistance.
4 +40 Radiation Resistance.
Radicool 38 1 The greater your rads, the greater your strength! (+5 Max)
Rejuvenated 12 1 You gain increased benefit from being Well Fed or Well Hydrated.
2 You gain much increased benefit from being Well Fed or Well Hydrated.
Revenant 32 1 Gain +25% damage bonus for 2 minutes when a player revives you.
2 Gain +50% damage bonus for 2 minutes when a player revives you.
Slow Metabolizer 5 1 All food satisfies hunger by an additional 25%.
2 All food satisfies hunger by an additional 50%.
3 All food satisfies hunger by an additional 75%.
Solar Powered 22 1 Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
2 Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
3 Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
Sun Kissed 45 1 Slowly regen radiation damage between the hours of 6 a.m. and 6 p.m.
2 Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m.
Thirst Quencher 6 1 Drinking any liquid has a 30% reduced chance to cause disease.
2 Drinking any liquid has a 60% reduced chance to cause disease.
3 Drinking any liquid has a 90% reduced chance to cause disease.
Vaccinated 16 1 Chance of catching a disease from creatures is reduced by 30%
2 Chance of catching a disease from creatures is reduced by 60%
3 Chance of catching a disease from creatures is reduced by 90%

Ways to increase Endurance[]

Note that all stat boosts in Fallout 76 are temporary.

Fallout: The Roleplaying Game[]

Endurance's only derived statistic is a character's Health Points. Endurance is used as the default for skill tests involving Big Guns and Survival.

Endurance-based perks[]

Fallout Shelter[]

Modifies: Dweller's maximum Hit Points.

On each level-up Dweller's maximum HP increases according formula:

;

Dwellers with higher Endurance perform better in Nuka-Cola bottler.

Ways to increase Endurance[]

Permanent

By training Endurance in fitness room.

Temporary

By equipping outfits that raise Endurance, e.g. wasteland gear.

Fallout: The Board Game[]

Unlike other games, Endurance is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Endurance token gets free rerolls during certain tests, as well as during fights if equipped with an Endurance-based weapon. Endurance is also used to resist addiction when using drugs.

Any player character wearing T-60 power armor is treated as having Endurance. During Endurance tests or fights, the vault suit gives its wearer one additional reroll, while anyone wearing the hazmat suit gains one free hit. Also during any Endurance test or fight, Buffout can be used to gain one free hit.

Endurance-based perks[]

Endurance-based weapons[]

Behind the scenes[]

Endurance was tied to the scrapped survival mechanics in early stages of Fallout 2s development.

Gallery[]

Video[]

Fallout_4_S.P.E.C.I.A.L._Video_Series_-_Endurance

Fallout 4 S.P.E.C.I.A.L. Video Series - Endurance

Fallout 4 Endurance promotional video

Advertisement