Fallout Shelter
Makeithappen Feb 22, 2018 @ 9:08am
What does each Special do?
I have been searching everywhere for a one stop place that condenses all the info regarding what special stats do in every situation of the game. Vault, Wasteland, Quests, etc.

What I have so far.
Train food workers in E.A.L
Train power workers in S.E.L
Train water workers in P.E.L
Train medics and scientists in E.I.L
Train Nuka Cola workers in E.L
Train radio workers in E.C.L
Train Wasteland explorers in S.P.E.C.I.A.L

+7 END outfit /w level 1 leveling gives the best HP pool by level 50.

I understand how vault combat works I suppose. Quest combat is pretty vague. The wiki covers a few things that effect quests.

Strength increases the speed at which power generators and Nuclear reactors generate power.

As with all other stats, a higher strength makes the dwellers take less damage in the wasteland. 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.
(Says nothing about quests. So do not put points into it if that is all you are using that dweller for?)

Perception: 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.

Agility: 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.

Luck: During quest combat it increases the speed at which the critical hit meter fills.

Apparently charisma does nothing in quests as far as combat. I did read somewhere it helps for a more positive outcome with dialogue? Doesn't seem all that useful for this part of the game.
Originally posted by Ryuu:
affects*
Luck also gives more caps for successful rush.

Originally posted by dennisalex:
You just cant be sure if a low or high SPECIAL has anything to do with any incidents/fights(except E)and then again you cant see your HP.Those stats DO have an impact if they are low or high on other fallout games but not noticable here
With save editor you can see HP numbers.
Redditors tested stats for exploration, and have break-down for each of them
https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/Section-10:-The-Wasteland#101

Currently there's no evidence that strength, charisma, and intelligence do anything in quests.
https://en.reddit.com/r/foshelter/comments/4tbfme/there_was_a_hint_in_the_loading_screens_that_said/d5g7b95/
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Showing 1-11 of 11 comments
Makeithappen Feb 22, 2018 @ 9:15am 
More info off the falloutshelter reddit page?

Endurance matters regardless of activity, if your dwellers are not level 50 already. Once at level 50, endurance is not as critical. Endurance does not seem to help much with combat radiation damage inflicted by radscorpions and ghouls.

Perception, Agility, and Luck are the other known useful stats for questing. Perception slows down the arrows for the critical mini-game so you can get better criticals. Luck increases the frequency of the critical mini-games. Agility increases attack speed, but boosts past A10 are lot smaller (A10 attacks speed is not much slower than A17).

Of the remaining stats (Strength, Charisma, and Intelligence), there is unconfirmed theory that Strength boosts damage with the new melee weapons. Unknown if Intelligence provides any bonus on using Stimpacks and Radaway. Completely unknown if Charisma has any effect at all.
dennisalex Feb 22, 2018 @ 9:24am 
You dont really want E,L to all those rooms,just the main stat.You will need E only to the nuka cola room.Of course E is very useful to get the most HP for the dweller but not useful to be efficient in all rooms(except nuka cola room)All the other stats just does not seem to have any visible/noticeable use to quests(or wasteland)Give them a good weapon,a decent outfit(not really),max out E plus an E-OUTFIT,bring together pets that icrease damage(+6 the best)and thats it.You will rule in fights or incidents
Makeithappen Feb 22, 2018 @ 9:39am 
except that rad scorpion that teleports and kills off your guys because all they have is intelligence or perception in those rooms and no E? Even at level 50 these things wreck through my vault dwellers/ The luck is for rushing risk being lowered.
Dschinghis Pan Feb 22, 2018 @ 11:12am 
S for wasteland exploring.
P slows down the speed of the "crit"-thingy.
E increases health on level up and reduces radiation gain.
C propably usefull to get more friendly encounters during exploration
I no idea.
A increases attack speed.
L increases chance to get a crit.

So for questing PEAL would be the best possible.
For exploring... dunno I recently send out a guy with mixed stats and he did fine for like 9h and only used 3stims and 1 radaway. Called him back at that point.
Last edited by Dschinghis Pan; Feb 23, 2018 @ 3:57am
Ryuu Feb 22, 2018 @ 11:36am 
Not all above is correct.

https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/Section-2:-SPECIAL

Every room benefits from L, even if indirectly.
Every stat matters for textual part of exploration(not quests).
Last edited by Ryuu; Feb 22, 2018 @ 12:41pm
dennisalex Feb 22, 2018 @ 12:38pm 
You just cant be sure if a low or high SPECIAL has anything to do with any incidents/fights(except E)and then again you cant see your HP.Those stats DO have an impact if they are low or high on other fallout games but not noticable here
Makeithappen Feb 22, 2018 @ 12:41pm 
Originally posted by dennisalex:
You just cant be sure if a low or high SPECIAL has anything to do with any incidents/fights(except E)and then again you cant see your HP.Those stats DO have an impact if they are low or high on other fallout games but not noticable here
Luck effects the likelyhood of an incident when you rush a room. I know that much. You can tell by the % of that likelyhood before choosing to accept it.
The author of this topic has marked a post as the answer to their question.
Ryuu Feb 22, 2018 @ 12:45pm 
affects*
Luck also gives more caps for successful rush.

Originally posted by dennisalex:
You just cant be sure if a low or high SPECIAL has anything to do with any incidents/fights(except E)and then again you cant see your HP.Those stats DO have an impact if they are low or high on other fallout games but not noticable here
With save editor you can see HP numbers.
Redditors tested stats for exploration, and have break-down for each of them
https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/Section-10:-The-Wasteland#101

Currently there's no evidence that strength, charisma, and intelligence do anything in quests.
https://en.reddit.com/r/foshelter/comments/4tbfme/there_was_a_hint_in_the_loading_screens_that_said/d5g7b95/
Last edited by Ryuu; Feb 22, 2018 @ 12:47pm
dennisalex Feb 22, 2018 @ 12:47pm 
But that % has to do with how big is the room,If you have advance it,how many dwellers work in it,If it brand new and you havent rush it yet,maybe if they havent damages from attacks/incidents.
Makeithappen Feb 22, 2018 @ 12:50pm 
Originally posted by dennisalex:
But that % has to do with how big is the room,If you have advance it,how many dwellers work in it,If it brand new and you havent rush it yet,maybe if they havent damages from attacks/incidents.
I have my first room in my shelter as a nuclear power plant fully upgraded with 3 space. All the settlers/vault people i have in there have 10 luck. That's 6 people. which gives me 10% chance of an incident. And each time you rush the room the incident chance increased by 10%. If i leave it alone for a few hours it goes back down to 10%
Last edited by Makeithappen; Feb 22, 2018 @ 12:50pm
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Date Posted: Feb 22, 2018 @ 9:08am
Posts: 11