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Speculation on Fallout Shelter S.P.E.C.I.A.L. stats
I've been playing Fallout Shelter for awhile now on iOS and mostly on the Android. If you haven't played the app, I definetly recommend playing it; very addicting creating your very own fallout vault out of scratch using caps as a currency for building rooms such as power generators, diners, and water treatment plants. After awhile you learn that it's important to keep your vault well-maintained in resources of power, food, and water or else your vault population dies of hunger or radiation. The production rooms are the very livelihood of the vault itself, but without the proper vault dwellers w/ the "specialized" stats, the vault will fall apart.

The S.P.E.C.I.A.L. stats I'm talking about are: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. All of these stats have unique qualities inside and outside your vault. Strength is useful for power productivity in your power generators/nuclear reactors. Perception is used for water production in your water treatmeant/water purification rooms. Endurance is both practical suriving in the wasteland as it is also used for productivity in your nuka-cola bottlers. Charisma helps to increase your vault population by breeding two dwellers together in your living quarters; additionally, charisma used in your radiostations helps attracts dwellers from the waste to your vault. Intelligence is vital for the production of both stimpacks and radaways in your Medbays and Science Labs. Agility is necessary for food production in your diners/gardens. Luck is the best overall stat that is useful in all production rooms for decreasing incident percentage in rushes. The seven stats all together are important for micromanaging your vault, however I want to delve deeper on how all of these stats effect your dweller's survival and sucessful scavenging in the wasteland.

Strength in fallout is primarily used for how much weight the player can carry, how effective your melee attacks become, and how effective you are at weilding heavy weapons. This is mostly speculation for how it might affect your dwellers in fallout shelter while exploring the wasteland. In fallout, you can only carry so much junk and loot until the player becomes over-encumbered, which means you cannot run or fast-travel; at some point your dweller becomes over-encumbered carrying loot that he can't escape mob encounters to the point where he's taking more damage escaping. My proof is this video of Fallout 4 S.P.E.C.I.A.L. Video Series - Strength, while this not may be about fallout shelter it does however emphasize strength in general for fallout.



Perception in fallout is basically a radar of your five sense giving you more self-awareness of the dangers around you, how effective you use your V.A.T.S. in combat, pickpocketing/picklocking, how effective you become with explosives, and how effective you become at sniping. The Speculation I want to go over with perception in your vault dwellers wasteland exploring is that it might have significance on chance of mob encounters and how effective your dweller is at stealthing and looting abandoned locations. Perception in the wasteland for fallout shelter might also be used in combat to analyze enemies' weakness to effectively defeat them, but I have no definite proof that this might be the case except for this video of Fallout 4 S.P.E.C.I.A.L. Video Series - Perception. Explosive weapons like fatmans/missile launchers and sniper rifles might do more damage with dwellers with high perception in fallout shelter, but I can't guarantee if that is correct or not.



Endurance is a key defensive component for surviving the wasteland in fallout by giving the player better Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level. I have certainty and proof that high endurance in a vault dweller exploring the wasteland will increase the dweller's factor for survival in fallout shelter. When a dweller explores the wasteland, the dweller will take radiation poison over time, however a dweller with 10 endurance will take no radiation damage whatsoever while in the wasteland, I have proven this by sending a dweller with 10 endurance + 10 luck into the wasteland w/ excellent gear and supplies (he hasn't touched a single radaway I've given him). Higher hit points might be another factor to endurance, but I'd also like to believe you gain hit points from leveling your dweller as well, but there is no absolute certainty but high endurance gives better survival altogether in the wasteland.



Charisma is useful for speech/bartering in fallout, giving the player more influence over the people around them winning them over through peaceful negotiations. As far as wasteland exploration significance goes for dwellers with high charisma, I see it useful for interactions between helping fugitive slaves and random people along the way gaining experience and caps. I don't see charisma as huge game changer for survival in the wasteland, but if you want them extra caps on your well-diversified dwellers with all good stats, then go send them out into the waste.



Intelligence not only effects the player's speech dialogue in fallout, but it also effects how effective at terminal hacking you are, how effective at crafting recipes you are, and how effective you are at attacking with energy weapons. My speculation on high intelligent dwellers in the wasteland is that it might play a role for identifying weaknesses in enemies as it is speculated to do with perception, one example is that when a dweller encounters a mirelurk and defeats it in the waste, that said dweller says in his/her journal its weakness is its face. Now I don't have absolute certainty if this could be just perception, but i've seen this example used all over the web that it might correlate w/ intelligence. I don't believe intelligence has absolute combat significance in the wasteland except possibly for energy weapon useage like gatling lasers, laser muskets/rifles/pistols, and plasma rifles/pistols.

Agility is combative stat that effects the player's movement speed while running and how many actions points a player has for while in V.A.T.S. This stat I speculate is reliable engaging in certain mob encounters that is required to kill fast enemies like scavenger dogs, mirelurk hunters, and possibly even deathclaws? I can't prove that agility is/isn't effective on deathclaws, but there is undeniable proof agility is needed for fighting mirelurks hunters that are too fast for some of your dwellers in the wasteland. Agility also might be useful for escaping mob encounters and taking less damage, I don't see why that can't be possible.

Luck is primarily used for stealth, critical shots, winning in gambling, and being the most prosperous player in fallout. When it comes to luck in the wasteland, a dweller with high luck increases not only how many caps you rake in, but also the valuable loot altogether your dweller can find in the wasteland from low-tiered weaponry/outfits to legendary-tiered weapons/armor. And the longer your dweller with high luck can survive in the waste, the chances of earning better loot increases. One final speculation I might add is that luck may factor in combat by suceeding in certain mob fights giving your dweller to win some fights against a certain tough mob while losing the rest of the encounters.

Additional notes, the stats useful in all of these retrospects of wasteland survival and loot-scavenging, but when it also comes to combat I forgot to add that the gear you provide your dweller can differentiate a dweller's chances of surviving most mob encounters or not. Certain combat stats like strength, perception, and agility could play a part for beating the mob encounter all-together, but it's the weapon you give your dweller that helps him/her kill the mob to begin with, I sent my dweller Thomas Moore with 10 END + 10 LUCK into the wasteland for 2 days and 1 hour with legendary X-01 IV Power Armor + legendary Guided Missile Launcher, he's been killing ghoul reavers, enclave deathclaws, and supermutants without using a single radaway or stimpack yet. So send your best peeps with the best endurance, luck, etc stats and give them the best power armor and heavy/highest damage dealing weapon you have and hope for HIGH SUCESS! Also experiment with sending vault dwellers w/ different high stats/combination of high stats into the wasteland and post your results in the discussion below and give me your feedback on your speculation of the Fallout Shelter Special stats and how it might effect dwellers in the wasteland.
Last edited by Crimson Renegade; Sep 30, 2015 @ 11:05pm

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Gus Tarball Sep 18, 2015 @ 5:58am 
In the wasteland all stats are important. In the vault the SPECIAL stat related to the production room a dweller works in, Endurance and Luck are important. Your vault defense teams especially need endurance and luck. Endurance keeps dwellers alive. Luck improves their chance to attack and improves the probability of successfully rushing a room.

Don't overbuild your production rooms. Make them 3 wide but don't upgrade them until you can defend them. Upgraded rooms will cause their invasions to be harder to defend against.

Have the training rooms always full especially Endurance. Endurance is the only 3 wide training room I have. Intelligence is a single wide room. All other training rooms are 2 wide. None are upgraded. Upgrading training rooms from level 1 to level 3 reduces training time by 5-10%. Are the harder invasions those rooms face worth a 2 hour reduction out of 19 hours at lever 10?

Crimson Renegade Sep 18, 2015 @ 10:44pm 
Upgrading the training rooms is a good investment for training dwellers efficiently to the desired stat of 10. Disasters in upgraded rooms are more difficult to handle in upgraded rooms especially for your low level dwellers, however equipping dwellers with hunting rifles, laser pistols, sawed off shotguns, and any weapon that does better damage should take care disasters such as radroaches and even molerats (worst case scenario spam stimpacks into your dying dwellers to prevent them dying, or plan B and send higher level reinforcements). If you exit your game of fallout shelter, your vault dwellers will keep training until they level their desired stat, and then you simply click on them to level, so you don't have to worry about disasters/invasions while being outside the menu of the game. The only disadvantage I'd say when it comes to training your dwellers is that they can't level up in the training rooms.
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All Discussions > Steam Forums > Off Topic > Topic Details
Date Posted: Sep 18, 2015 @ 5:07am
Posts: 2