|This page describes the SPECIAL implementation in Fallout Shelter.|
SPECIAL in Fallout Shelter works slightly differently than in other games as Skills do not exist in this game. Each SPECIAL attribute increases dweller efficiency in various rooms, during combat or when performing certain tasks.
Keep in mind that although attributes can only be trained to a maximum of 10, they can still be increased to up to 17 through clothing bonuses. These additional points will not be visible on the dweller's SPECIAL bars but can be checked by tapping/clicking the bars, which brings up a more comprehensive menu that lists any and all bonuses.
It also determines how much a dweller can carry while exploring the wasteland and increases the damage the dwellers can deal; at 10 Strength the dweller will always inflict the maximum damage of the weapon he is wielding. Stronger dwellers also have a greater chance at successfully opening lockers they find in the wasteland.
Dwellers can improve their strength in the Weight room.
During quests, it determines the speed of the critical hit indicator; higher perception decreases the speed the indicator moves, allowing the player to score the most powerful critical hits more easily. In the wasteland it helps dwellers to find locations.
Dwellers can improve their perception in the Armory.
Endurance increases the speed at which the Nuka-Cola bottler creates food and water and it is also the assigned skill for the storage areas.
Health determines how many hit points dwellers gain as they level up. Dwellers start with 105 health points. They seem to get 2.5 + (END * 0.5) health points each time they level up, so 17 points in endurance will add 11 hit points per level compared to the minimum of 3 at END 1.
To achieve maximum health, a dweller must equip Heavy wasteland gear (END +7) at level 1 while already having 10 points in endurance themselves. At END 11 or more, the dweller becomes immune to the occasional radiation bursts they suffer while exploring the wasteland (note that this does not apply to real-time combat).
These hit points are not retroactive.
Dwellers can improve their endurance in the Fitness room.
It is also used during wasteland exploration to help explorers succeed in encounters with "civilized" persons or groups.
Dwellers can improve their charisma in the Lounge.
In the wasteland, intelligent dwellers have better chances at succeeding in encounters with wounded civilized persons (such as injured sheriffs, wounded slaves, etc.), as well as dealing with certain enemy types. Dwellers with high Intelligence also have an increased chance of finding stimpaks and RadAways.
Dwellers can improve their intelligence in the Classroom.
In quests or in the wasteland it determines how many shots they can fire before the enemy does or how much damage the dweller can avoid when fleeing from hopeless battles.
Dwellers can improve their agility in the Athletics room.
Luck determines if a production room also yields caps along with the normal room reward (or extra caps after a successful rush attempt). Luck also affects the chance of rush attempts succeeding.
In the wasteland, it increases the chances of finding items when dwellers go out on quests and explore locations in the wasteland. The higher the luck, the better the items. During quest combat it increases the speed at which the critical hit meter fills.
Dwellers can improve their luck in the Game room.