Fallout Shelter

Fallout Shelter

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What S.P.E.C.I.A.L. Means in Fallout Shelter
By pieroe
The general explanation to what each attribute of SPECIAL affects in the game, as well as hidden tidbits in sub-sections of the game.
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Differences Between Other Fallout Games
SPECIAL in Fallout Shelter works slightly differently than in other games as Skills do not exist in this game. Each SPECIAL attribute increases dweller efficiency in various rooms, during combat or when performing certain tasks.

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

It also determines how much a dweller can carry while exploring the wasteland and increases the damage the dwellers can deal; at 10 Strength the dweller will always inflict the maximum damage of the weapon he is wielding. 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.
Perception
Perception increases the speed at which water production rooms (Water treatment and Water purification facilities) produce water.

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. In the wasteland it helps dwellers to find locations.

Dwellers can improve their perception in the Armory.
Endurance
Endurance increases the speed at which the Nuka-Cola bottler creates food and water and it is also the assigned skill for the storage areas.

Endurance determines how many hit points dwellers gain as they level up. Dwellers start with 105 health points. 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.

To achieve maximum health, a dweller must equip heavy wasteland gear (END +7) at level 1 while already having 10 points in Endurance themselves. 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).

These hit points are not retroactive.

Dwellers can improve their endurance in the Fitness room.
Charisma
Charisma determines the effectiveness of Radio studios and Living quarters by increasing the likelihood of attracting new dwellers for the former and speeding up reproduction for the latter.

It is also used during wasteland exploration to help explorers succeed in encounters with "civilized" persons or groups.

Dwellers can improve their charisma in the Lounge.
Intelligence
Intelligence determines the effectiveness of Medbays and Science labs.

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. Dwellers with high Intelligence also have an increased chance of finding stimpaks and RadAways.

Dwellers can improve their intelligence in the Classroom.
Agility
Agility determines the effectiveness of food production rooms (Diner and Garden). It also governs how fast dwellers fire their weapons.

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.

Dwellers can improve their agility in the Athletics room.
Luck
Luck determines if a production room also yields caps along with the normal room reward (or extra caps after a successful rush attempt). Luck also affects the chance of rush attempts succeeding.

In the wasteland, it increases the chances of finding items when dwellers go out on quests and explore locations in the wasteland. The higher the Luck, the better the items. During quest combat it increases the speed at which the critical hit meter fills.

Dwellers can improve their luck in the Game room.
70 Comments
NexusWalrus May 20 @ 5:56pm 
what I had been wanting to known for the longest time. wish I knew this before growing w newborn all the way to lvl50 lol
tranz2deep Nov 21, 2024 @ 2:15pm 
My only question is if gear bonuses will kick you over 10 in the stat. If not, they are counter-productive in training up!
Mrs. Chillax Mar 20, 2024 @ 9:15am 
I wish I had read this 8 years ago and countless "re-stars" ago lol. Thank you! This was very helpful.....Going to restart again now LOL LOL
Gekas Jan 12, 2024 @ 4:28pm 
thanks gamer
John Weed Jul 6, 2022 @ 11:10am 
Im sepicla
libero2711 Jun 26, 2022 @ 4:13pm 
so endurance is only good WHILE lvling up and useless after i hit lvl 50?? thats kind of a bummer, ive been leveling up my dwellers without even having 10 END :(
RitoChip Jun 23, 2022 @ 11:17am 
so piper's outfit is probably one of the most useful?
Makeithappen May 3, 2022 @ 11:43am 
Sounds like the best stats to get for the wasteland and quests is S.P.E.A.L. And using the highest END gear you can get on every Vault Dweller till they hit 50. Switch to Luck gear in the wasteland.
I'm not sure what clothes are best for quests, but I'm sure it doesn't matter much.
ciudad Jan 20, 2022 @ 1:03am 
nice
BoJustBo Nov 15, 2021 @ 4:41am 
Many thanks, some of these are not obvious at all.