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Fallout 4 primary statistics

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This page lists all primary statistics in Fallout 4.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For primary statistics in other Fallout games, please see "Primary statistic".
  • For an overview of Fallout 4 content, please refer to "Portal:Fallout 4".
 
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OverviewEdit

Fallout 4 SPECIAL primary stats

All SPECIAL perk images as they appear on the perk poster

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.

ListEdit

Primary statistic Description Derived statistics and effects
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
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.
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.
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.
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.
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.
Luck A measure of your general good fortune and affects the recharge rate of critical hits. Recharge rate of Critical Hits.

NotesEdit

  • 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, you can take a drug to decrease a current special stat and then use the book to upgrade that stat, when the drug effect wears off, you will have gained an extra point in that special stat permanently. This does mean that you can raise a stat to 12, if you already had a stat to 11 prior to using the book. However, you would have to choose between the Strength, Perception, Charisma, or Intelligence stats only, as they are the only stats which can be decreased using drugs currently in the game. Of course now that survival is out, one could decrease the other stats (except Luck probably) by becoming hungry/thirsty/diseased/tired.
  • Getting addicted to X-cell will drop every stat by one. So any stat can be increased this way.
  • Addiction no longer seems to work for this, but temporary stat loss from consumables and stat loss from Liam's glasses does seem to. Using this along with the Dogmeat item replication exploit in combination with fury and drugged water allows for a massive perception of 16 before bobblehead, for example.
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