![]() In quests or in the wasteland, it determines how many shots dwellers can fire before the enemy does (effects how quickly a dweller fires their weapon) or how much damage the dweller can avoid when fleeing from hopeless battles.ĭwellers can improve their Agility in the Athletics room. Dwellers with high Intelligence also have an increased chance of finding stimpaks and RadAway.ĭwellers can improve their Intelligence in the Classroom.Īgility determines the effectiveness of food production rooms ( diner and garden). 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. Intelligence also increases the speed of crafting in the Weapon workshops for 13 out of 175 weapons and for 18 outfits in the Outfit workshop. Intelligence determines the effectiveness of medbays and science labs. It is also used during wasteland exploration to help explorers succeed in encounters with "civilized" persons or groups.ĭwellers can improve their Charisma in the lounge. Additionally, it reduces the time needed to wait for a change after using the barbershop. 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).ĭwellers can improve their Endurance in the fitness room.Ĭharisma determines the effectiveness of radio studios and living rooms by increasing the likelihood of attracting new dwellers for the former and speeding up reproduction for the latter. To achieve maximum health, a dweller must equip heavy wasteland gear (END +7) at level 1 while already having 10 points in Endurance themselves. This means that a level 50 dweller with 1 Endurance will have 252 hit points when at max level compared to 644 hit points, which a dweller whose endurance was maxed out at 17 from level 1 will have. 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. It is also the assigned skill for the storage rooms, although it will have no effect on those rooms.Įndurance determines how many hit points dwellers gain as they level up. Endurance can also increase the speed of crafting in the weapon workshops for 18 out of 175 weapons. ![]() It does so by slowing down the speed at which the critical hit cursor moves in quests.ĭwellers can improve their Perception in the armory.Ī table showing the range of Health Points that can be achieved at different Endurance levelsĮndurance increases the speed at which the Nuka-Cola bottler creates food and water. Chances of finding locations in the wasteland.The speed of the critical hit indicator during quests.The speed of crafting in the weapon workshops for 55 out of 175 weapons.The speed of water production in the water treatment and water purification facilities.With higher Endurance, bigger health increases upon leveling up 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.įinding weapons, outfits, recipes or locations with better loot 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. Each SPECIAL attribute increases dweller efficiency in various rooms, during combat or when performing certain tasks. SPECIAL in Fallout Shelter works slightly differently than in other games as Skills do not exist in this game. For an overview of Fallout Shelter content, please refer to " Portal:Fallout Shelter.".For SPECIAL implementations in other Fallout games, please see " SPECIAL".For details, please see the respective articles. The content is not described in full detail on this page.This page describes the SPECIAL implementation in Fallout Shelter.
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