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<div style="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">&#9762; MISFITS SPECIAL REFERENCE &#9762;</div>
'''SPECIAL — Player Guide'''
<div style="color:#888; font-size:0.9em; letter-spacing:3px;">Nuclear-14 WIKI — SPECIAL (S.P.E.C.I.A.L.) — DETAILED REFERENCE</div>
<div style="font-size:0.95em; color:#bfcfd6; margin-top:0.4em;">A simple, practical reference for players. Pick SPECIAL to match your playstyle — here's what each stat actually does.</div>
</div>
</div>


== Quick Reference ==
== TL;DR ==
Paste this at the top of guides for fast lookup.
* SPECIAL are the 7 core stats: '''Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck'''.
* Each stat normally ranges from 1–10.
* Default is 5 in every stat.
* Character creation starts from 5 in every stat and allows redistribution, with 5 extra total points available.
* Values below 5 give penalties; values above 5 give bonuses.
* Temporary modifiers can affect effective SPECIAL, but gameplay effects clamp effective values to 1–10.
* SPECIAL scaling is curved rather than fully linear, so edge values matter more than small middle adjustments.


== Quick Reference (Player-Friendly) ==
{| class="wikitable" style="width:100%; text-align:center;"
{| class="wikitable" style="width:100%; text-align:center;"
|+ '''SPECIAL Quick Reference — endpoints & core formulas'''
|+ '''At-a-glance: what each stat gives you'''
! Level !! Str: Melee dmg !! Per: Spread / recoil !! End: HP adj !! Int: G-craft time !! Agi: Move speed !! Luck: Crit / Junk loot
|-
|-
! Level
| 1 || 90% || 115% || −20 HP || Cannot hand craft || 92.5% || 0% / 0%
! Curved Δ
! Strength: melee × (1 + Δ * 0.02)
! Strength: carry/pull × (endpoints −8% @1 → +10% @10)
! Perception: spread keepFraction (endpoints +15% @1 → −25% @10)
! Endurance: health adj (±20 @ ends)
! Intelligence: medical speed × (1 + (I−5)*0.1)
! Agility: move speed × (endpoints −7.5% @1 → +7.5% @10)
! Luck: single‑shot crit ≈ (25% @10 scaled by Δ/7.5)
|-
|-
| 1 || -5 || 0.900 (−10%) || 0.92 (−8%) || 1.15 (+15%) || −20 || 0.60× || 0.925 (−7.5%) || 0%
| 2 || 93% || 110.5% || −14 HP || 145% || 94.75% || 0% / 0%
|-
|-
| 2 || -3.5 || 0.930 (−7%) || 0.944 (−5.6%) || 1.105 (+10.5%) || −14 || 0.70× || 0.9475 (−5.25%) || 0% (unlucky 5%)
| 3 || 95.5% || 106.75% || −9 HP || 130% || 96.6% || 0% / 0%
|-
|-
| 3 || -2.25 || 0.955 (−4.5%) || 0.964 (−3.6%) || 1.0675 (+6.75%) || −9 || 0.80× || 0.9663 (−3.37%) || 0% (unlucky 3%)
| 4 || 98% || 103% || −4 HP || 115% || 98.5% || 0% / 0%
|-
|-
| 4 || -1 || 0.980 (−2%) || 0.984 (−1.6%) || 1.030 (+3%) || −4 || 0.90× || 0.985 (−1.5%) || 0% (unlucky 1%)
| 5 || 100% || 100% || normal || 100% || 100% || 0% / 0%
|-
|-
| 5 || 0 || 1.000 (0%) || 1.00 (0%) || 1.000 (0%) || 0 || 1.00× || 1.000 (0%) || 0%
| 6 || 102% || 96.67% || +2.67 HP || 90% || 101% || 3.33% / 6.67%
|-
|-
| 6 || +1 || 1.020 (+2%) || 1.013 (+1.3%) || 0.9667 (−3.33%) || +2.67 || 1.10× || 1.010 (+1.0%) || ≈3.3%
| 7 || 104.5% || 92.5% || +6 HP || 80% || 102.25% || 7.5% / 15%
|-
|-
| 7 || +2.25 || 1.045 (+4.5%) || 1.030 (+3.0%) || 0.925 (−7.5%) || +6 || 1.20× || 1.0225 (+2.25%) || ≈7.5%
| 8 || 107.5% || 87.5% || +10 HP || 70% || 103.75% || 12.5% / 25%
|-
|-
| 8 || +3.75 || 1.075 (+7.5%) || 1.050 (+5.0%) || 0.875 (−12.5%) || +10 || 1.30× || 1.0375 (+3.75%) || ≈12.5%
| 9 || 111% || 81.67% || +14.67 HP || 60% || 105.5% || 18.33% / 36.67%
|-
|-
| 9 || +5.5 || 1.110 (+11.0%) || 1.073 (+7.33%) || 0.8167 (−18.33%) || +14.67 || 1.40× || 1.055 (+5.5%) || ≈18.33%
| 10 || 115% || 75% || +20 HP || 50% || 107.5% || 25% / 50%
|-
| 10 || +7.5 || 1.150 (+15.0%) || 1.100 (+10.0%) || 0.750 (−25.0%) || +20 || 1.50× || 1.075 (+7.5%) || 25.0%
|}
|}


== Full Breakdown ==
== How to Use This ==
All numbers use the repository tuning defaults (Resources/Prototypes/_Misfits/Special/special_tuning.yml) and the curved effect scale:
* If you want to hit harder in melee, stack '''Strength'''.
* 1 → −5, 2 → −3.5, 3 → −2.25, 4 → −1, 5 → 0, 6 +1, 7 +2.25, 8 → +3.75, 9 → +5.5, 10 → +7.5.
* If you want tighter gun handling, better recoil control, better heavy gun control, and faster mine work, pick '''Perception'''.
* If you want to tank better, recover stamina faster, and handle wasteland hazards better, pick '''Endurance'''.
* If you want better trade prices, better payouts, and bigger speech presence, pick '''Charisma'''.
* If you want faster crafting, better lathe use, better medical speed, chemical-reading utility, and medical HUD at max level, pick '''Intelligence'''.
* If you want faster movement and shorter combat action delays, pick '''Agility'''.
* If you want crits and much better lucky junk-pile rewards, pick '''Luck'''.
 
== Player Tips & Examples ==
* Melee fighter: STR 8–10, AGI 6–8 — hit harder and attack more smoothly.
* Marksman: PER 8–10, AGI 5–7 — tighter spread, better recoil, and better combat pacing.
* Heavy gunner: PER 8–10, END 6–8 — Perception controls heavy gun spread/recoil, while Endurance keeps you in the fight longer.
* Medic/Engineer: INT 8–10 — faster crafting, faster medical, better lathe performance, chemical-reading utility, and Medical HUD at 10 INT.
* Survivalist/Tank: END 8–10, STR 6–8 — more health, better stamina recovery, and stronger resistance to toxin-style damage.
* Trader/Face: CHA 8–10 — better vendor pricing, better sell payouts, and larger speech text.
* Scavenger/Rogue: LCK 7–10, AGI 7–10 — more crits, better lucky loot, and faster movement.
 
== Notable Level Mechanics ==
Some stat levels grant explicit mechanical effects. These are important for gameplay and can have strong consequences.
 
* '''Below 3 Luck''': grants the Clumsy trait.
** Clumsy can cause affected interactions to fail, including hyposprays, defibrillators, some guns, and climbing/table interactions.
 
* '''1 Intelligence''': prevents G-menu hand crafting and gives the low-intelligence speech accent.
 
* '''1–3 Intelligence''': prevents opening or using lathes.
 
* '''8 Intelligence''': allows you to see chemicals without chem goggles.
 
* '''10 Intelligence''': grants a Medical HUD effect.
 
* '''7 Charisma''': makes your speech text larger.
 
* '''Below 5 Charisma''': examining the character shows awkward or hard-to-approach social tells.
 
* '''1–2 Charisma''': speech can occasionally gain awkward phrasing, hesitant openers, trailing closers, or a brief stutter.
 
== Detailed Stat Notes ==
 
=== Strength ===
Strength affects melee weapon damage and helps offset carrying and pulling slowdowns.
 
Higher Strength increases melee damage. Lower Strength reduces melee damage.
 
'''Melee damage scaling:'''
* 1 STR: 90%
* 2 STR: 93%
* 3 STR: 95.5%
* 4 STR: 98%
* 5 STR: 100%
* 6 STR: 102%
* 7 STR: 104.5%
* 8 STR: 107.5%
* 9 STR: 111%
* 10 STR: 115%
 
=== Perception ===
Perception affects gun handling, heavy gun handling, and mine handling.
 
Higher Perception improves spread, recoil growth, and camera recoil. Lower Perception worsens them. Heavy gun spread and recoil also scale from Perception. Higher Perception also arms and disarms landmines faster, while lower Perception makes mine handling slower.
 
'''Spread / recoil scaling:'''
* 1 PER: 115%
* 2 PER: 110.5%
* 3 PER: 106.75%
* 4 PER: 103%
* 5 PER: 100%
* 6 PER: 96.67%
* 7 PER: 92.5%
* 8 PER: 87.5%
* 9 PER: 81.67%
* 10 PER: 75%
 
Lower is better for spread/recoil.
 
=== Endurance ===
Endurance affects health, hunger, thirst, stamina recovery, and toxin-style damage taken.
 
Higher Endurance increases health thresholds, slows hunger and thirst decay, improves stamina recovery, and reduces Poison, Radiation, Caustic, and Cellular damage. Lower Endurance reduces health and makes those damage types worse.
 
'''Health threshold modifier:'''
* 1 END: −20 HP
* 2 END: −14 HP
* 3 END: −9 HP
* 4 END: −4 HP
* 5 END: normal
* 6 END: +2.67 HP
* 7 END: +6 HP
* 8 END: +10 HP
* 9 END: +14.67 HP
* 10 END: +20 HP
 
=== Charisma ===
Charisma affects trade, reward payouts, loadout points, social presentation, and text size.
 
Higher Charisma improves trade value, sell payouts, exchange rewards, mass-sell crate totals, contract currency rewards, and gives more loadout points. Lower Charisma worsens trade value and reduces loadout points.
 
'''Trade scaling:'''
* 1 CHA: 110% buy price, 90% sell/reward payout
* 5 CHA: normal
* 10 CHA: 90% buy price, 110% sell/reward payout
 
'''Approximate loadout point modifier:'''
* 1 CHA: −10 points
* 2 CHA: −7 points
* 3 CHA: −5 points
* 4 CHA: −2 points
* 5 CHA: normal
* 6 CHA: +2 points
* 7 CHA: +5 points
* 8 CHA: +8 points
* 9 CHA: +11 points
* 10 CHA: +15 points
 
=== Intelligence ===
Intelligence affects hand crafting, lathe access, lathe crafting time, medical speed, chemical identification, and max-level medical awareness.
 
At 1 Intelligence, characters cannot hand craft through the G menu and gain the low-intelligence speech accent. At 8 Intelligence, characters can see chemicals without chem goggles. At 10 Intelligence, characters gain a Medical HUD effect.
 
'''G-menu hand crafting:'''
* 1 INT: cannot hand craft through the G menu
* 2 INT: 145% crafting time
* 3 INT: 130% crafting time
* 4 INT: 115% crafting time
* 5 INT: 100% crafting time
* 6 INT: 90% crafting time
* 7 INT: 80% crafting time
* 8 INT: 70% crafting time
* 9 INT: 60% crafting time
* 10 INT: 50% crafting time and Medical HUD
 
'''Lathe crafting:'''
* 1–3 INT: cannot open/use lathes
* 4 INT: 115% crafting time
* 5 INT: 100% crafting time
* 6 INT: 90% crafting time
* 7 INT: 80% crafting time
* 8 INT: 70% crafting time
* 9 INT: 60% crafting time
* 10 INT: 50% crafting time
 
'''medical speed:'''
* 1 INT: 60% medical speed
* 5 INT: 100% medical speed
* 10 INT: 150% medical speed


==== Strength ====
=== Agility ===
Strength affects melee damage, heavy/large-weapon handling and carry/pull speed.
Agility affects movement speed and combat action delay.
* Melee damage: multiplier = 1 + (curvedDelta) * 0.02 (tuning.StrengthMeleeDamageMultiplierPerPoint).
* Carry / pull speed: endpoint at 1 = −8%, at 10 = +10% (curved-scale interpolation).
* Heavy gun handling: angles & recoil scaled by keepFraction = 1 + curved-scaled value (endpoints +18% @1 → −10% @10), clamped to [0.70, 1.40].


(See quick table above for per-level values.)
Higher Agility increases movement speed and reduces melee attack delay and gun fire delay. Lower Agility reduces movement speed and increases combat action delay.


==== Perception ====
'''Movement speed modifier:'''
Perception affects ranged spread/recoil, fire cadence, and mining speed.
* 1 AGI: 92.5%
* Spread/recoil: keepFraction interpolates from +15% at 1 to −25% at 10.
* 2 AGI: 94.75%
* Fire delay: FireRate is multiplied by 1 / (1 + modifier) where modifier is the curved-scale interpolation (clamped to avoid extreme values).
* 3 AGI: 96.6%
* Mining/action delays use similar endpoints: +25% delay at 1 → −25% delay at 10.
* 4 AGI: 98.5%
* 5 AGI: 100%
* 6 AGI: 101%
* 7 AGI: 102.25%
* 8 AGI: 103.75%
* 9 AGI: 105.5%
* 10 AGI: 107.5%


==== Endurance ====
'''Combat action delay:'''
Endurance changes survivability, needs decay, stamina recovery, and toxin resistance.
* 1 AGI: 108% delay
* Health thresholds: modified by interpolation from −20 (at 1) to +20 (at 10) added to soft‑crit/crit/dead thresholds.
* 5 AGI: normal
* Hunger/Thirst decay multiplier: interpolates from +15% decay at 1 to −12% decay at 10.
* 10 AGI: 90% delay
* Stamina recovery multiplier: interpolates from −15% at 1 to +20% at 10.
* Toxin damage types (Poison, Radiation, Caustic, Cellular) are multiplied by toxin multiplier interpolated: +12% at 1 → −15% at 10.


==== Charisma ====
Lower delay is better.
Charisma influences trade prices, loadout points on character creation, and presentation hooks.
* Loadout point modifier = RoundAwayFromZero(curvedDelta * 2). Example: Charisma 1 = −10, Charisma 10 = +15.
* Trade price modifier: buying/selling amount × (1 + curvedScaledModifier) where scaled endpoints are ±10%.
* Chat font size increases by +2 for Charisma ≥ 7; low Charisma produces examine/speech flavor text.


==== Intelligence ====
=== Luck ===
Intelligence speeds medical/timed actions and reduces lathe production time / material use.
Luck affects critical hits, lucky junk-pile bonus loot, and Clumsy.
* Medical/timed actions: speed multiplier = max(0.1, 1 + (I − 5) × 0.1). Action delay = baseDelay / speedMultiplier.
* Lathe production time: linear interpolation: Intelligence ≤4 increases production time with +15% per point below 5; Intelligence ≥5 reduces time linearly to min multiplier (default 0.50 at 10). Example multipliers: 1→1.60, 5→1.00, 10→0.50.
* Lathe material use: only rewards above-average Intelligence; at 10 material use multiplier ≈ 0.75 (25% discount) with linear scaling in-between.


==== Agility ====
Critical hits deal 1.5× damage. For ranged weapons, crit chance scales against ammo capacity: single-shot weapons use the listed chance, while multi-shot weapons divide that chance by ammo capacity. Melee weapons use the same Luck crit curve as single-shot ranged weapons.
Agility affects movement speed and action cadence.
* Movement speed: interpolates from −7.5% at 1 to +7.5% at 10 (small but consistent).
* Action/melee cadence: action delay interpolates from +8% delay at 1 to −10% delay at 10.


==== Luck ====
Lucky junk-pile rewards are rarity-weighted. Common supplies are more likely, while the rarest rewards are extremely uncommon. Lucky loot has a chance of spawning inside of the junk pile's inventory each time you open a junk pile for the first time.
Luck drives critical hits and chance-based reward hooks.
* Single‑shot critical chance scales to 25% at Luck=10. Implementation uses curved Δ proportion of the endpoint and clamps to [0,1]. Revolver-style single-shot weapons double this chance.
* Unlucky chance: low Luck introduces small chances of an unlucky hit: Luck 2→5%, 3→3%, 4→1%.
* Generic luck rolls (loot, etc.) use GetLuckRollChance(baseChance, chancePerPoint) where chancePerPoint is tuning-dependent (default tuning.LuckLootChancePerPoint).


== Implementation & References ==
'''Melee and single-shot weapon crit chance:'''
* Core implementation: Content.Shared._Misfits.Special.SharedSpecialSystem.cs
* 1–5 LCK: 0%
* Tuning defaults: Resources/Prototypes/_Misfits/Special/special_tuning.yml
* 6 LCK: 3.33%
* Stat consumers: Content.Shared._Misfits.SpecialStats and server combat/lathe systems.
* 7 LCK: 7.5%
* 8 LCK: 12.5%
* 9 LCK: 18.33%
* 10 LCK: 25%


== Using this page ==
'''Lucky junk-pile bonus loot chance:'''
* Quick reference at top is suitable for guides and tooltips.
* 1–5 LCK: 0%
* For exact runtime behavior, consult the referenced code files above if your server uses custom tuning YAML.
* 6 LCK: 6.67%
* 7 LCK: 15%
* 8 LCK: 25%
* 9 LCK: 36.67%
* 10 LCK: 50%


[[Category:Nuclear-14]]
Lucky junk containers can spawn bonus items once per player per container. Lucky loot can include useful medical supplies, magazines, drinks, ammo rewards, and very rare high-value rewards like Pip Boys

Latest revision as of 21:56, 26 May 2026

SPECIAL — Player Guide

A simple, practical reference for players. Pick SPECIAL to match your playstyle — here's what each stat actually does.

TL;DR

  • SPECIAL are the 7 core stats: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
  • Each stat normally ranges from 1–10.
  • Default is 5 in every stat.
  • Character creation starts from 5 in every stat and allows redistribution, with 5 extra total points available.
  • Values below 5 give penalties; values above 5 give bonuses.
  • Temporary modifiers can affect effective SPECIAL, but gameplay effects clamp effective values to 1–10.
  • SPECIAL scaling is curved rather than fully linear, so edge values matter more than small middle adjustments.

Quick Reference (Player-Friendly)

At-a-glance: what each stat gives you
Level Str: Melee dmg Per: Spread / recoil End: HP adj Int: G-craft time Agi: Move speed Luck: Crit / Junk loot
1 90% 115% −20 HP Cannot hand craft 92.5% 0% / 0%
2 93% 110.5% −14 HP 145% 94.75% 0% / 0%
3 95.5% 106.75% −9 HP 130% 96.6% 0% / 0%
4 98% 103% −4 HP 115% 98.5% 0% / 0%
5 100% 100% normal 100% 100% 0% / 0%
6 102% 96.67% +2.67 HP 90% 101% 3.33% / 6.67%
7 104.5% 92.5% +6 HP 80% 102.25% 7.5% / 15%
8 107.5% 87.5% +10 HP 70% 103.75% 12.5% / 25%
9 111% 81.67% +14.67 HP 60% 105.5% 18.33% / 36.67%
10 115% 75% +20 HP 50% 107.5% 25% / 50%

How to Use This

  • If you want to hit harder in melee, stack Strength.
  • If you want tighter gun handling, better recoil control, better heavy gun control, and faster mine work, pick Perception.
  • If you want to tank better, recover stamina faster, and handle wasteland hazards better, pick Endurance.
  • If you want better trade prices, better payouts, and bigger speech presence, pick Charisma.
  • If you want faster crafting, better lathe use, better medical speed, chemical-reading utility, and medical HUD at max level, pick Intelligence.
  • If you want faster movement and shorter combat action delays, pick Agility.
  • If you want crits and much better lucky junk-pile rewards, pick Luck.

Player Tips & Examples

  • Melee fighter: STR 8–10, AGI 6–8 — hit harder and attack more smoothly.
  • Marksman: PER 8–10, AGI 5–7 — tighter spread, better recoil, and better combat pacing.
  • Heavy gunner: PER 8–10, END 6–8 — Perception controls heavy gun spread/recoil, while Endurance keeps you in the fight longer.
  • Medic/Engineer: INT 8–10 — faster crafting, faster medical, better lathe performance, chemical-reading utility, and Medical HUD at 10 INT.
  • Survivalist/Tank: END 8–10, STR 6–8 — more health, better stamina recovery, and stronger resistance to toxin-style damage.
  • Trader/Face: CHA 8–10 — better vendor pricing, better sell payouts, and larger speech text.
  • Scavenger/Rogue: LCK 7–10, AGI 7–10 — more crits, better lucky loot, and faster movement.

Notable Level Mechanics

Some stat levels grant explicit mechanical effects. These are important for gameplay and can have strong consequences.

  • Below 3 Luck: grants the Clumsy trait.
    • Clumsy can cause affected interactions to fail, including hyposprays, defibrillators, some guns, and climbing/table interactions.
  • 1 Intelligence: prevents G-menu hand crafting and gives the low-intelligence speech accent.
  • 1–3 Intelligence: prevents opening or using lathes.
  • 8 Intelligence: allows you to see chemicals without chem goggles.
  • 10 Intelligence: grants a Medical HUD effect.
  • 7 Charisma: makes your speech text larger.
  • Below 5 Charisma: examining the character shows awkward or hard-to-approach social tells.
  • 1–2 Charisma: speech can occasionally gain awkward phrasing, hesitant openers, trailing closers, or a brief stutter.

Detailed Stat Notes

Strength

Strength affects melee weapon damage and helps offset carrying and pulling slowdowns.

Higher Strength increases melee damage. Lower Strength reduces melee damage.

Melee damage scaling:

  • 1 STR: 90%
  • 2 STR: 93%
  • 3 STR: 95.5%
  • 4 STR: 98%
  • 5 STR: 100%
  • 6 STR: 102%
  • 7 STR: 104.5%
  • 8 STR: 107.5%
  • 9 STR: 111%
  • 10 STR: 115%

Perception

Perception affects gun handling, heavy gun handling, and mine handling.

Higher Perception improves spread, recoil growth, and camera recoil. Lower Perception worsens them. Heavy gun spread and recoil also scale from Perception. Higher Perception also arms and disarms landmines faster, while lower Perception makes mine handling slower.

Spread / recoil scaling:

  • 1 PER: 115%
  • 2 PER: 110.5%
  • 3 PER: 106.75%
  • 4 PER: 103%
  • 5 PER: 100%
  • 6 PER: 96.67%
  • 7 PER: 92.5%
  • 8 PER: 87.5%
  • 9 PER: 81.67%
  • 10 PER: 75%

Lower is better for spread/recoil.

Endurance

Endurance affects health, hunger, thirst, stamina recovery, and toxin-style damage taken.

Higher Endurance increases health thresholds, slows hunger and thirst decay, improves stamina recovery, and reduces Poison, Radiation, Caustic, and Cellular damage. Lower Endurance reduces health and makes those damage types worse.

Health threshold modifier:

  • 1 END: −20 HP
  • 2 END: −14 HP
  • 3 END: −9 HP
  • 4 END: −4 HP
  • 5 END: normal
  • 6 END: +2.67 HP
  • 7 END: +6 HP
  • 8 END: +10 HP
  • 9 END: +14.67 HP
  • 10 END: +20 HP

Charisma

Charisma affects trade, reward payouts, loadout points, social presentation, and text size.

Higher Charisma improves trade value, sell payouts, exchange rewards, mass-sell crate totals, contract currency rewards, and gives more loadout points. Lower Charisma worsens trade value and reduces loadout points.

Trade scaling:

  • 1 CHA: 110% buy price, 90% sell/reward payout
  • 5 CHA: normal
  • 10 CHA: 90% buy price, 110% sell/reward payout

Approximate loadout point modifier:

  • 1 CHA: −10 points
  • 2 CHA: −7 points
  • 3 CHA: −5 points
  • 4 CHA: −2 points
  • 5 CHA: normal
  • 6 CHA: +2 points
  • 7 CHA: +5 points
  • 8 CHA: +8 points
  • 9 CHA: +11 points
  • 10 CHA: +15 points

Intelligence

Intelligence affects hand crafting, lathe access, lathe crafting time, medical speed, chemical identification, and max-level medical awareness.

At 1 Intelligence, characters cannot hand craft through the G menu and gain the low-intelligence speech accent. At 8 Intelligence, characters can see chemicals without chem goggles. At 10 Intelligence, characters gain a Medical HUD effect.

G-menu hand crafting:

  • 1 INT: cannot hand craft through the G menu
  • 2 INT: 145% crafting time
  • 3 INT: 130% crafting time
  • 4 INT: 115% crafting time
  • 5 INT: 100% crafting time
  • 6 INT: 90% crafting time
  • 7 INT: 80% crafting time
  • 8 INT: 70% crafting time
  • 9 INT: 60% crafting time
  • 10 INT: 50% crafting time and Medical HUD

Lathe crafting:

  • 1–3 INT: cannot open/use lathes
  • 4 INT: 115% crafting time
  • 5 INT: 100% crafting time
  • 6 INT: 90% crafting time
  • 7 INT: 80% crafting time
  • 8 INT: 70% crafting time
  • 9 INT: 60% crafting time
  • 10 INT: 50% crafting time

medical speed:

  • 1 INT: 60% medical speed
  • 5 INT: 100% medical speed
  • 10 INT: 150% medical speed

Agility

Agility affects movement speed and combat action delay.

Higher Agility increases movement speed and reduces melee attack delay and gun fire delay. Lower Agility reduces movement speed and increases combat action delay.

Movement speed modifier:

  • 1 AGI: 92.5%
  • 2 AGI: 94.75%
  • 3 AGI: 96.6%
  • 4 AGI: 98.5%
  • 5 AGI: 100%
  • 6 AGI: 101%
  • 7 AGI: 102.25%
  • 8 AGI: 103.75%
  • 9 AGI: 105.5%
  • 10 AGI: 107.5%

Combat action delay:

  • 1 AGI: 108% delay
  • 5 AGI: normal
  • 10 AGI: 90% delay

Lower delay is better.

Luck

Luck affects critical hits, lucky junk-pile bonus loot, and Clumsy.

Critical hits deal 1.5× damage. For ranged weapons, crit chance scales against ammo capacity: single-shot weapons use the listed chance, while multi-shot weapons divide that chance by ammo capacity. Melee weapons use the same Luck crit curve as single-shot ranged weapons.

Lucky junk-pile rewards are rarity-weighted. Common supplies are more likely, while the rarest rewards are extremely uncommon. Lucky loot has a chance of spawning inside of the junk pile's inventory each time you open a junk pile for the first time.

Melee and single-shot weapon crit chance:

  • 1–5 LCK: 0%
  • 6 LCK: 3.33%
  • 7 LCK: 7.5%
  • 8 LCK: 12.5%
  • 9 LCK: 18.33%
  • 10 LCK: 25%

Lucky junk-pile bonus loot chance:

  • 1–5 LCK: 0%
  • 6 LCK: 6.67%
  • 7 LCK: 15%
  • 8 LCK: 25%
  • 9 LCK: 36.67%
  • 10 LCK: 50%

Lucky junk containers can spawn bonus items once per player per container. Lucky loot can include useful medical supplies, magazines, drinks, ammo rewards, and very rare high-value rewards like Pip Boys