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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 outfit 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.

Room Speed Effects Vault Effects Exploration Effects Quest Effects
Strength Power generators / Nuclear reactors Higher chance to open lockers
Perception Water treatment / Water purification Finding weapons, outfits, recipes or locations with better loot Slower crit arrow speed
Endurance Nuka-Cola bottler With higher Endurance, bigger health increases upon leveling up Rad resistance (immunity at 11+)
Legendary junk (normal difficulty)
More HP
More HP
Charisma Living room
Radio studio
Barbershop
Legendary junk (normal difficulty)
Intelligence Medbay / Science Lab
Agility Diner / Garden Huge contribution to survivability Faster attacks
Luck Rush chance

Chance for caps after production

Huge contribution to survivability

Finding caps

Legendary junk (normal difficulty)

Faster crits

Strength[]

Improved at
Weight room

Strength determines:

Perception[]

Improved at
Armory

Perception determines:

Endurance[]

Improved at
Fitness room
FOS Endurance Table

A table showing the range of Health Points that can be achieved at different Endurance levels

Endurance determines:

Endurance is also the assigned skill for the storage rooms, although it will have no effect on those rooms.

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. This means that a level 50 dweller with 1 Endurance will have 252 hit points when at max level compared to 644 hit points, which a dweller whose endurance was maxed out at 17 from level 1 will have.

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.

Charisma[]

Improved at
Lounge

Charisma determines:

  • The effectiveness of radio studios, by increasing the likelihood of attracting new dwellers.
  • The effectiveness of living rooms, by speeding up reproduction.
  • The speed at which appearance changes are applied at a barbershop.
  • The chances of success when interacting with "civilized" persons or groups in the wasteland.

Intelligence[]

Improved at
Classroom

Intelligence determines:

  • The effectiveness of medbays and science labs.
  • Experience gain for performing tasks in the vault.
  • The speed of crafting for 13 out of 175 weapons in Weapon workshops and for 18 outfits in Outfit workshop.
  • The chances of succeeding in encounters with wounded civilized persons (e.g., injured sheriffs, wounded slaves) in the wasteland, as well as dealing with certain enemy types.
  • The chances of finding stimpaks and RadAway in the wasteland.

Agility[]

Improved at
Athletics room

Agility determines:

  • The effectiveness of food production rooms (diner and garden).
  • How many shots dwellers can fire before the enemy does (i.e., how quickly a dweller fires their weapon) or how much damage the dweller can avoid when fleeing from hopeless battles, during quests and in the wasteland.

Luck[]

Improved at
Game room

Luck determines:

  • Whether a production room also yields caps along with the normal room reward
  • Whether a production room yields extra caps after a successful rush attempt.
  • The chances of rush attempts succeeding.
  • The chances of finding items on quests.
  • The speed at which the critical hit meter fills on quests.
  • The amounts of caps found in the wasteland.
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