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== TL;DR ==
== TL;DR ==
* SPECIAL are the 7 core stats: '''Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck'''.
* SPECIAL are the 7 core stats: '''Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck'''.
* Each stat ranges from 1–10 and uses a curved scale (not linear). Small changes near the middle are smaller than near the ends.
* Each stat normally ranges from 1–10.
* Use the Quick Reference table below for exact per-level numbers; read the short tips under each stat for how they affect gameplay.
* 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) ==
== Quick Reference (Player-Friendly) ==
{| class="wikitable" style="width:100%; text-align:center;"
{| class="wikitable" style="width:100%; text-align:center;"
|+ '''At-a-glance: what each stat gives you'''
|+ '''At-a-glance: what each stat gives you'''
! Level !! Str: Melee dmg !! Per: Ranged spread !! End: HP adj !! Int: Med speed !! Agi: Move !! Luck: Crit
! Level !! Str: Melee dmg !! Per: Spread / recoil !! End: HP adj !! Int: G-craft time !! Agi: Move speed !! Luck: Crit / Junk loot
|-
|-
| 1 || −10% || +15% spread || −20 HP || 0.6× speed || −7.5% || 0%
| 1 || 90% || 115% || −20 HP || Cannot hand craft || 92.5% || 0% / 0%
|-
|-
| 2 || −7% || +10.5% || −14 HP || 0.7× || −5.25% || tiny unlucky
| 2 || 93% || 110.5% || −14 HP || 145% || 94.75% || 0% / 0%
|-
|-
| 3 || −4.5% || +6.75% || −9 HP || 0.8× || −3.37% || tiny unlucky
| 3 || 95.5% || 106.75% || −9 HP || 130% || 96.6% || 0% / 0%
|-
|-
| 4 || −2% || +3% || −4 HP || 0.9× || −1.5% || tiny unlucky
| 4 || 98% || 103% || −4 HP || 115% || 98.5% || 0% / 0%
|-
|-
| 5 || +0% || +0% || 0 HP || 1.0× || 0% || 0%
| 5 || 100% || 100% || normal || 100% || 100% || 0% / 0%
|-
|-
| 6 || +2% || −3.33% || +2.7 HP || 1.1× || +1% || small crit
| 6 || 102% || 96.67% || +2.67 HP || 90% || 101% || 3.33% / 6.67%
|-
|-
| 7 || +4.5% || −7.5% || +6 HP || 1.2× || +2.25% || noticeable crit
| 7 || 104.5% || 92.5% || +6 HP || 80% || 102.25% || 7.5% / 15%
|-
|-
| 8 || +7.5% || −12.5% || +10 HP || 1.3× || +3.75% || strong crit
| 8 || 107.5% || 87.5% || +10 HP || 70% || 103.75% || 12.5% / 25%
|-
|-
| 9 || +11% || −18.3% || +14.7 HP || 1.4× || +5.5% || very strong crit
| 9 || 111% || 81.67% || +14.67 HP || 60% || 105.5% || 18.33% / 36.67%
|-
|-
| 10 || +15% || −25% || +20 HP || 1.5× || +7.5% || 25% crit
| 10 || 115% || 75% || +20 HP || 50% || 107.5% || 25% / 50%
|}
|}


== How to Use This ==
== How to Use This ==
- If you want to hit harder in melee, stack '''Strength'''.
* If you want to hit harder in melee, stack '''Strength'''.
- If you want to be a precise shooter or miner, pick '''Perception'''.
* If you want tighter gun handling, better recoil control, better heavy gun control, and faster mine work, pick '''Perception'''.
- If you want to tank, resist poisons, and survive longer, pick '''Endurance'''.
* If you want to tank better, recover stamina faster, and handle wasteland hazards better, pick '''Endurance'''.
- If you want faster med/repair work and better lathe/production efficiency, pick '''Intelligence'''.
* If you want better trade prices, better payouts, and bigger speech presence, pick '''Charisma'''.
- If you want to run faster and act more often, pick '''Agility'''.
* If you want faster crafting, better lathe use, better medical speed, chemical-reading utility, and medical HUD at max level, pick '''Intelligence'''.
- If you like better chances on luck rolls, crits and gambling, pick '''Luck'''.
* If you want faster movement and shorter combat action delays, pick '''Agility'''.
- Charisma mainly affects social/economic things (loadout, trade prices, RP benefits).
* If you want crits and much better lucky junk-pile rewards, pick '''Luck'''.


== Player Tips & Examples ==
== Example Builds ==
* Melee fighter: Str 8–10, Agi 6–8 — hit harder, act faster.
* Melee fighter: STR 8–10, AGI 6–8 — hit harder and attack faster.
* Marksman: Per 8–10, Agi 5–7 — greatly reduced spread, better accuracy.
* Marksman: PER 8–10, AGI 5–7 — tighter spread, better recoil, and better combat pacing.
* Medic/Engineer: Int 8–10 — speed up medical actions and reduce lathe time/materials.
* Heavy gunner: PER 8–10, END 6–8 — Perception controls heavy gun spread/recoil, while Endurance keeps you in the fight longer.
* Survivalist/Tank: End 8–10, Str 6–8 — survive longer and carry more.
* Medic/Engineer: INT 8–10 — faster crafting, faster medical, better lathe performance, chemical-reading utility, and Medical HUD at 10 INT.
* Rogue/Thief: Luck 7–10, Agi 7–10 — more crits and faster actions.
* 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 ==
== Notable Level Mechanics ==
Some stat levels grant explicit mechanical effects—these are important for gameplay and can have strong consequences.
Some stat levels grant explicit mechanical effects. These are important for gameplay and can have strong consequences.


* '''Charisma 1''': grants a language/dialect trait at roundstart (you may begin with an extra local dialect or unique speech flavor useful for RP and certain NPC interactions).
* '''Below 3 Luck''': grants the Clumsy trait.
* '''Luck 1''': introduces a small but real chance for firearms and similar devices to catastrophically fail (a gun may jam or explode). Avoid relying on high-risk weapons with Luck=1.
** Clumsy can cause affected interactions to fail, including hyposprays, defibrillators, shooting a gun, 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 ==


== Short Stat Summaries ==
=== Strength ===
=== Strength ===
Gives straight melee power and helps you carry/push heavy things. Higher Strength increases melee damage and carrying/pushing speed.
Strength affects melee weapon damage and helps offset carrying and pulling slowdowns.
 
Higher Strength increases melee damage. Lower Strength reduces melee damage. At 7 Strength, you are no longer slowed by duffel bags.
 
'''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 ===
Lowers weapon spread and helps with ranged weapons, mining, and spotting things. Higher Perception makes your aim tighter.
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 ===
Raises health thresholds, slows hunger/thirst decay, improves stamina regen, and reduces many damage types.
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 ===
Improves economic interactions and loadout rewards. If you like trading, help your team through speech checks, or want better buying/selling, put points here.
Charisma affects trade, reward payouts, loadout points, social presentation, and text size.
Level-specific: Charisma 1 grants a starting language/dialect trait (see Notable Level Mechanics).
 
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 ===
Speeds up medical and timed actions, and reduces lathe production time/material use — great for medics and engineers.
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
 
'''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 and medical HUD


=== Agility ===
=== Agility ===
Improves movement speed and action cadence. Good for scouts, runners, and anyone who needs to act more often.
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 ===
Increases critical chances and improves many chance-based outcomes (loot, random events). High Luck gives frequent small bonuses.
Luck affects critical hits, lucky junk-pile bonus loot, and Clumsy.
Level-specific: Luck 1 can cause catastrophic weapon failures (see Notable Level Mechanics).
 
Critical hits deal 1.5× damage. Melee weapons use the same Luck crit curve as 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 the junk pile inventory after opening any junk pile for the first time.
 
'''Melee and ranged 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.

Revision as of 21:51, 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.

Example Builds

  • Melee fighter: STR 8–10, AGI 6–8 — hit harder and attack faster.
  • 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, shooting a gun, 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. At 7 Strength, you are no longer slowed by duffel bags.

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

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 and medical HUD

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. Melee weapons use the same Luck crit curve as 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 the junk pile inventory after opening any junk pile for the first time.

Melee and ranged 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.