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Fallout primary statistics
|This page lists all primary statistics in the original Fallout.|
The minimum for each primary statistic is 1 and the maximum is 10. These boundaries can never be broken, even with bonuses or maluses. Each statistic directly modifies certain derived statistics. In addition, every skill is tied to a primary statistic. Some perks require certain minimum attribute values as well.
|Primary statistic||Description||Derived statistics and effects||Associated skills|
|Strength||Raw physical strength.||Carry Weight
|Melee Weapons, Unarmed|
|Perception||The ability to see, hear and taste and notice unusual things.||Dialogue options
Distance from enemies in random encounters
Ranged combat distance modifiers
|Doctor, First Aid, Lockpick, Traps|
|Endurance||Stamina and physical toughness.||Healing Rate
|Charisma||A combination of appearance and charm.||Non-player character reactions
|Intelligence||Knowledge, wisdom and the ability to think quickly.||Dialogue options
skill points per level
|Doctor, First Aid, Outdoorsman, Repair, Science|
|Agility||Coordination and the ability to move well.||Action Points
|Big Guns, Energy Weapons, Lockpick, Melee Weapons, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed|
|Luck||Fate, Karma.||Chances with the virtual dice of the game
You can get a doctor in the Brotherhood to perform operations on you to raise each of your stats (except Luck and Charisma) by 1, although this is really expensive. Wearing Power Armor will also raise your Strength by 3. Chuck in Adytum can raise Luck by 1, Patrick the Celt's encounter can increase Charisma by 1.