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{{main|Fallout: New Vegas character creation}} |
{{main|Fallout: New Vegas character creation}} |
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− | The maximum [[level]] |
+ | The maximum [[level]] obtainable in ''Fallout: New Vegas'' is 30; however, each [[Fallout: New Vegas add-ons|add-on]] installed adds an additional 5 levels to the maximum. With all four DLC's, the level is increased to a final level maximum of 50. |
==Primary statistics== |
==Primary statistics== |
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{{main|Fallout: New Vegas primary statistics}} |
{{main|Fallout: New Vegas primary statistics}} |
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− | The S.P.E.C.I.A.L. system |
+ | The S.P.E.C.I.A.L. system has remained mostly consistent throughout the ''Fallout'' series. As has been the case since [[Fallout]], the character's S.P.E.C.I.A.L. attributes default to 5 points per attribute, with an additional 5 points to be distributed during character creation, for a total of 40 points. As in previous games, individual attributes can be adjusted upward and downward so long as the total equals exactly 40. Also as in previous games, individual attributes cannot go lower than 1 or higher than 10; any bonuses or penalties beyond those are simply ignored. |
+ | S.P.E.C.I.A.L. stands for: |
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− | ''Fallout: New Vegas'' mirrors many of the implementation details that ''Fallout 3'' had with the SPECIAL system, with a few minor changes: |
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+ | * [[Strength]] |
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− | * Endurance now influences [[Unarmed]] and [[Survival]] instead of [[Unarmed]] and [[Big Guns]]. |
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+ | * [[Perception]] |
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− | * Endurance also influences the "implant limit", the maximum number of implants that the character can have installed at the [[New Vegas medical clinic]]. |
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+ | * [[Endurance]] |
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− | * Charisma now also influences [[Fallout: New Vegas companions#Nervecompanion|compnion nerve]]. |
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+ | * [[Charisma]] |
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− | * Luck's influence on gambling returns from Fallouts 1 and 2. |
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+ | * [[Intelligence]] |
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+ | * [[Agility]] |
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+ | * [[Luck]] |
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⚫ | Unlike ''Fallout'' and ''Fallout 2'', the game internally keeps track of "base stats," which are the SPECIAL scores without any temporary adjustments (such as from [[chems]] or certain equipment). These base stats are used both for checking against the prerequisites for a perk and for determining the number of skill points allocated on a level up. The only ways to increase these "base stats" are through: |
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− | As in Fallout 3, a point in a SPECIAL stat influences the associated skills by 2, with the exception of [[Luck]], which improves ''all'' stats by 1 at every odd score. |
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+ | * Starting ''[[Old World Blues (add-on)|Old World Blues]]'', which automatically grants the [[Spineless]] perk (+1 Strength) |
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+ | * Completing ''Old World Blues'' and obtaining the optional [[Reinforced Spine]] perk (+2 Strength), which will replace the [[Spineless]] perk. |
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⚫ | There is a special Endurance calculation used ''just'' for the [[New Vegas medical clinic]] implant limit, which is base Endurance ''minus any Endurance implant''. This is to prevent an Endurance implant from being "free" (as otherwise it would be possible to install an Endurance implant and still have the same number of available implants as before). Taking all these stat buffs will yield 24 SPECIAL points, the maximum possible without the use of cheats. |
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− | SPECIAL attributes may be increased temporarily via [[Fallout:_New_Vegas_consumables#Chems|chem]] usage or particular equipment. SPECIAL attributes can be both altered permanently or temporarily by various perks (like [[Meat of Champions]]) and traits (such as [[Claustrophobia]] or [[Early Bird]]). Implants at the [[New Vegas medical clinic]] can also provide permanent boosts to a SPECIAL attribute, though the player is limited to one implant per point of base Endurance. As in previous games, individual attributes can not go lower than 1 or higher than 10; any bonus or penalty beyond those are simply ignored. |
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⚫ | Unlike ''Fallout'' and ''Fallout 2'', the game keeps track |
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− | |||
⚫ | There is a special Endurance calculation used ''just'' for the [[New Vegas medical clinic]] implant limit |
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==Ranks of SPECIAL== |
==Ranks of SPECIAL== |
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==Derived statistics== |
==Derived statistics== |
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{{main|Fallout: New Vegas derived statistics}} |
{{main|Fallout: New Vegas derived statistics}} |
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− | Derived statistics are attributes of a character |
+ | Derived statistics are attributes of a character that cannot be set directly, but are instead based on (or derived from) the character's primary statistics or attributes. |
The following derived statistics are known to exist in ''Fallout: New Vegas'': |
The following derived statistics are known to exist in ''Fallout: New Vegas'': |
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==Skills== |
==Skills== |
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{{main|Fallout: New Vegas skills}} |
{{main|Fallout: New Vegas skills}} |
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− | [[Skill]]s in ''[[Fallout: New Vegas]]'' determine |
+ | [[Skill]]s in ''[[Fallout: New Vegas]]'' determine effectiveness in a variety of situations. As in the previous games, three [[Tag skill|tag skills]] out of thirteen are selected as the character's specialties. Tagging a skill grants a 15 point bonus to that skill. S.P.E.C.I.A.L. attributes affect the starting level of each skill. |
The skills in ''Fallout: New Vegas'' are: |
The skills in ''Fallout: New Vegas'' are: |
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==Perks== |
==Perks== |
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{{main|Fallout: New Vegas perks}} |
{{main|Fallout: New Vegas perks}} |
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− | [[Perk]]s are special elements of the level up system which grant special effects and abilities. In ''Fallout: New Vegas'', |
+ | [[Perk]]s are special elements of the level up system which grant special effects and abilities. In ''Fallout: New Vegas'', a perk is granted every two levels. Many perks have attribute and/or level requirement(s); for example, the [[Mysterious Stranger]] perk requires 6 Luck and can only be taken after reaching character level 10. Some perks also grant special bonuses; for example the Mysterious Stranger perk grants a non-player character from above that comes down to help in combat every once in a while. |
For a list of perks, please see [[Fallout: New Vegas perks|''Fallout: New Vegas'' perks]]. |
For a list of perks, please see [[Fallout: New Vegas perks|''Fallout: New Vegas'' perks]]. |
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==Traits== |
==Traits== |
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{{main|Fallout: New Vegas traits}} |
{{main|Fallout: New Vegas traits}} |
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− | [[Trait]]s modify different aspects of gameplay, including (but not limited to) |
+ | [[Trait]]s modify different aspects of gameplay, including (but not limited to) primary statistics, derived statistics, and skills. Traits always have both positive and negative results. For example, the [[Small Frame]] trait grants a +1 to Agility but also makes limbs more easily crippled. |
One can choose up to two traits when designing a character (or none at all). |
One can choose up to two traits when designing a character (or none at all). |
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==Notes== |
==Notes== |
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− | *There |
+ | * There are a maximum of 61 SPECIAL points available in ''Fallout New Vegas'', requiring all ten ranks of [[Intense Training]], the [[Small Frame]] trait, the seven implants available from the [[New Vegas Medical Clinic]], the completion of ''[[Lonesome Road (add-on)|Lonesome Road]]'', and the [[Reinforced Spine]] perk from ''[[Old World Blues (add-on)|Old World Blues]]''. |
==Changes from previous ''Fallout'' games== |
==Changes from previous ''Fallout'' games== |
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− | Much of the SPECIAL from ''[[Fallout 3]]'' remains intact, with very few new features being added in the way of character creation or stats. Weapons now have a minimum Strength requirement to be used effectively, like in ''[[Fallout]]'' and ''[[Fallout 2]]''. Also returning from the first two games are [[low Intelligence |
+ | Much of the SPECIAL from ''[[Fallout 3]]'' remains intact, with very few new features being added in the way of character creation or stats. Weapons now have a minimum Strength requirement to be used effectively, like in ''[[Fallout]]'' and ''[[Fallout 2]]''. Also returning from the first two games are [[Intelligence#Fallout:_New_Vegas_2|low Intelligence characters]], which can be created by setting Intelligence to less than 3. The SPECIAL [[Vault-Tec bobblehead|bobbleheads]] from ''Fallout 3'' have been replaced by implants available from the [[New Vegas medical clinic]]. |
+ | |||
+ | ==Bugs== |
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+ | If, for some reason, you have 10 in every SPECIAL trait, Intense Training or any similar action that makes the player add a point to a SPECIAL attribute (such as completing the Lonesome Road DLC), you will be stuck in the SPECIAL menu with no way to even pause the game. There is no way to fix this except by using console commands. |
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{{Navbox SPECIAL}} |
{{Navbox SPECIAL}} |
Revision as of 13:06, 1 April 2014
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This page describes the SPECIAL implementation in Fallout: New Vegas. |
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Character creation
The maximum level obtainable in Fallout: New Vegas is 30; however, each add-on installed adds an additional 5 levels to the maximum. With all four DLC's, the level is increased to a final level maximum of 50.
Primary statistics
The S.P.E.C.I.A.L. system has remained mostly consistent throughout the Fallout series. As has been the case since Fallout, the character's S.P.E.C.I.A.L. attributes default to 5 points per attribute, with an additional 5 points to be distributed during character creation, for a total of 40 points. As in previous games, individual attributes can be adjusted upward and downward so long as the total equals exactly 40. Also as in previous games, individual attributes cannot go lower than 1 or higher than 10; any bonuses or penalties beyond those are simply ignored.
S.P.E.C.I.A.L. stands for:
Unlike Fallout and Fallout 2, the game internally keeps track of "base stats," which are the SPECIAL scores without any temporary adjustments (such as from chems or certain equipment). These base stats are used both for checking against the prerequisites for a perk and for determining the number of skill points allocated on a level up. The only ways to increase these "base stats" are through:
- New Vegas medical clinic implants,
- Taking the Intense Training perk,
- Completing Lonesome Road,
- Taking the Four Eyes trait, which deducts 1 permanently from Perception while granting a temporary +2 to Perception when wearing glasses, or +3 when wearing lucky shades,
- Taking the Small Frame trait,
- Starting Old World Blues, which automatically grants the Spineless perk (+1 Strength)
- Completing Old World Blues and obtaining the optional Reinforced Spine perk (+2 Strength), which will replace the Spineless perk.
There is a special Endurance calculation used just for the New Vegas medical clinic implant limit, which is base Endurance minus any Endurance implant. This is to prevent an Endurance implant from being "free" (as otherwise it would be possible to install an Endurance implant and still have the same number of available implants as before). Taking all these stat buffs will yield 24 SPECIAL points, the maximum possible without the use of cheats.
Ranks of SPECIAL
Rank | Strength | Perception | Endurance | Charisma | Intelligence | Agility | Luck |
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1 | Wet Noodle | Deaf Bat | Basically Dead | Misanthrope | Sub-Brick | Walking Disaster | 13-Pitch Black Cats |
2 | Beached Jellyfish | Senile Mole | Crumbly | Old Hermit | Vegetable | Accident Prone | Broken Gypsy Mirror |
3 | Doughy Baby | Squinting Newt | Do Not Bend | Creepy Undertaker | Cretin | Oaf | Sickly Albatross |
4 | Lightweight | Unsuspecting Trout | Handle With Care | Peevish Librarian | Knuckle Head | Butterfingers | Spilled Salt |
5 | Average Joe | Wary Trout | Stain-Resistant | Substitute Teacher | Knowledgeable | Under Control | Coin Flip |
6 | Barrel Chested | Alert Coyote | Hardy | Cheery Salesman | Gifted | Catlike | Stacked Deck |
7 | Beach Bully | Big-Eyed Tiger | Tough-as-nails | Diplomat | Smartypants | Knife Thrower | Lucky 7 |
8 | Circus Strongman | Monocled Falcon | Flame Retardant | Movie Star | Know-It-All | Knife Catcher | Leprechaun's Foot |
9 | Doomsday Pecs | Sniper Hawk | Bullet Proof | Casanova | Genius | Acrobatic Marvel | 21 Leaf Clover |
10 | Hercules' Bigger Cousin | Eagle with Telescope | Unstoppable | Cult Leader | Omniscient | Walks on Water | Two-Headed Coin Flip |
Derived statistics
Derived statistics are attributes of a character that cannot be set directly, but are instead based on (or derived from) the character's primary statistics or attributes.
The following derived statistics are known to exist in Fallout: New Vegas:
- Action points
- Carry weight
- Hit points
- Melee damage
- Unarmed damage
- Weapon Damage
Skills
Skills in Fallout: New Vegas determine effectiveness in a variety of situations. As in the previous games, three tag skills out of thirteen are selected as the character's specialties. Tagging a skill grants a 15 point bonus to that skill. S.P.E.C.I.A.L. attributes affect the starting level of each skill.
The skills in Fallout: New Vegas are:
- Combat skills: Energy Weapons, Explosives, Guns, Melee Weapons, Unarmed,
- Other skills: Barter, Lockpick, Medicine, Repair, Science, Sneak, Speech, Survival
Perks
Perks are special elements of the level up system which grant special effects and abilities. In Fallout: New Vegas, a perk is granted every two levels. Many perks have attribute and/or level requirement(s); for example, the Mysterious Stranger perk requires 6 Luck and can only be taken after reaching character level 10. Some perks also grant special bonuses; for example the Mysterious Stranger perk grants a non-player character from above that comes down to help in combat every once in a while.
For a list of perks, please see Fallout: New Vegas perks.
Traits
Traits modify different aspects of gameplay, including (but not limited to) primary statistics, derived statistics, and skills. Traits always have both positive and negative results. For example, the Small Frame trait grants a +1 to Agility but also makes limbs more easily crippled.
One can choose up to two traits when designing a character (or none at all).
For a list of traits, please see Fallout: New Vegas traits.
Notes
- There are a maximum of 61 SPECIAL points available in Fallout New Vegas, requiring all ten ranks of Intense Training, the Small Frame trait, the seven implants available from the New Vegas Medical Clinic, the completion of Lonesome Road, and the Reinforced Spine perk from Old World Blues.
Changes from previous Fallout games
Much of the SPECIAL from Fallout 3 remains intact, with very few new features being added in the way of character creation or stats. Weapons now have a minimum Strength requirement to be used effectively, like in Fallout and Fallout 2. Also returning from the first two games are low Intelligence characters, which can be created by setting Intelligence to less than 3. The SPECIAL bobbleheads from Fallout 3 have been replaced by implants available from the New Vegas medical clinic.
Bugs
If, for some reason, you have 10 in every SPECIAL trait, Intense Training or any similar action that makes the player add a point to a SPECIAL attribute (such as completing the Lonesome Road DLC), you will be stuck in the SPECIAL menu with no way to even pause the game. There is no way to fix this except by using console commands.
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