Fallout 76 SPECIAL

==Overview==
In Fallout 76, all players begin with 1 point in each SPECIAL attribute. Each time a player levels up, they can, at their leisure via the Pip-Boy, choose 1 SPECIAL attribute to increase, up to a maximum of 15. After making their selection, they may choose from a selection of perk cards, which defaults to the SPECIAL that was increased. For each point in a SPECIAL, players may equip an equal value of ranked perk cards.
Upon reaching level 50, players will reach their maximum allotted 56 SPECIAL attributes, and cannot gain any additional points via level up.Legendary SPECIAL does add more assignable points and increase your stats by the same number, however it counts as a buff rather than an increase to the base. For this reason, Legendary Charisma will not allow you to share higher tier perk cards. However, perk cards may still be selected once per level indefinitely. SPECIAL may still be increased further by equipping legendary perks, which may increase the maximum by +30 points if fully upgraded in all six slots.
XP curve table 	XP curve table 	XP curve table
Level 	XP to Next level 	
XP = 160(Level) - 120	XP = 160(Level) - 120	
1 	0 	
2 	200 	
3 	360 	
4 	520 	
5 	680 	
6 	840 	
7 	1000 	
8 	1160 	
9 	1320 	
10 	1480 	
11 	1640 	
12 	1800 	
13 	1960 	
14 	2120 	
15 	2280 	
16 	2440 	
17 	2600 	
18 	2760 	
19 	2920 	
20 	3080 	
21 	3240 	
22 	3400 	
23 	3560 	
24 	3720 	
25 	3880 	
26 	4040 	
27 	4200 	
28 	4360 	
29 	4520 	
30 	4680 	
31 	4840 	
32 	5000 	
33 	5160 	
34 	5320 	
35 	5480 	
36 	5640 	
37 	5800 	
38 	5960 	
39 	6120 	
40 	6280 	
41 	6440 	
42 	6600 	
43 	6760 	
44 	6920 	
45 	7080 	
46 	7240 	
47 	7400 	
48 	7560 	
49 	7720 	
50 	7880 	
100 	15880 	
1000 	159880 	
50000 	159880 	
==SPECIAL==
S.P.E.C.I.A.L. (Strength Perception Endurance Charisma Intelligence Agility Luck) are the seven defining attributes of any Vault Dweller.
In Fallout 76, SPECIAL serve as primary statistics which modify various derived statistics, such as Hit Points or Carry Weight. As SPECIAL goes up, so do these stats. As SPECIAL goes down, they will as well. In addition to passively increasing derived statistics, SPECIAL is used to measure skill checks. Skill checks may present themselves as dialogue choices when talking with NPCs, or additional options when confronted by various obstacles, such as repairing a broken toaster.
Through the use of temporary boosts from food, drink or aid, SPECIAL may be increased or decreased beyond the selected base values. Even if they are affected by sufficient buffs or debuffs to mathematically push them past the threshold, SPECIAL attributes cannot be increased past 100 or reduced below 1.Patch 1.1.0.8 - Survival: "Stats: Effects that decrease the player's SPECIAL stats can no longer reduce them below 1." 
SPECIAL 	SPECIAL 	SPECIAL	SPECIAL
Strength 	Strength is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks. 	 	
Perception 	Perception affects your awareness of nearby enemies, your ability to detect stealthy movement, and your weapon accuracy in V.A.T.S. 	 	
Endurance 	Endurance is a measure of your overall physical fitness. It affects your total Health, the Action Point drain from sprinting, and your resistance to disease. 	 	
Charisma 	Charisma is your ability to lead and help others. It allows you to share higher point perk cards and prices when you barter. 	 	
Intelligence	Intelligence is a measure of your overall mental acuity, and affects your ability to hack terminals, the condition and durability of items that you craft (Fusion/Plasma Core) and experience when you kill creatures.	 	
Agility 	Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak. 	 	
Luck 	Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits as well as the condition and durability of items that you loot. 	 	
==Derived statistics==
Derived statistics are calculated based on the current SPECIAL values. For example, Carry Weight is determined by the player's Strength. Although some statistic values are shown, not all are explicitly expressed by in-game interfaces.
Derived statistics 	Derived statistics 	Derived statistics
Carry Weight 	The amount of weight you can carry before becoming overencumbered. 	
150 + (STR × 5)
Melee Damage 	Additive bonus damage for all melee weapons - one-handed, two-handed and unarmed. 	
1H+2H: BASE + (BASE × STR / 20)
Unarmed: BASE + (BASE × STR / 10)
Detection 	Increases the chance to detect a sneaking enemy and mark them on the compass. 	
Compass 	Increases the range at which targets and locations appear on the compass 	
VATS accuracy 	Increases the chance to land a shot on a target in VATS. 	
Hit Points 	How much damage you can sustain before death; reduced by radiation poisoning. 	
250 + (END × 5)
Disease Resistance 	A number used to determine the chance of disease from diseased sources. 	
Sprinting 	The rate at which AP drains while sprinting. 	
Barter: Buy 	Item value modifier when buying from vendors. 	
*0-10:
BASE × [2.5 - ((CHR/2 (Rounded down)) x 0.1)]
*10-20:
BASE × [2 - 0.02 × (CHR - 10)]
*20-25:
BASE × [1.8 - 0.01 × (CHR - 20)]
Barter: Sell 	Item value modifier when selling to vendors. 	
*0-10:
BASE × [0.075 + ((CHR/2 (Rounded up)) x 0.025)]
*10-20:
BASE × [0.2 + 0.005 × (CHR - 10)]
*20+:
BASE × 0.25
Experience modifier 	A bonus to all experience earned. 	
BASE + (INT × 2.072)%
Scrapping multiplier 	Factors affecting the amount of junk produced by scrapping weapons and armor. 	
See table; hardcap at 25 INT
Craftable condition modifier	Increased crafted item condition scaling with INT 	
+5% condition per INT; hardcap at 20 INT
Action Points 	A stamina value used for VATS, sprinting, holding your breath while sniping, gun bashing, and power attacks.	
60 + (AGL × 10)
Sneak 	Factors affecting ability to sneak. 	
Critical Hit recharge 	The amount of critical charge built per attack in V.A.T.S. 	
5 + (LCK × 1.5)
Durability of looted items 	Increases the odds of finding fully repaired items 	
; Charisma
Quest XP bonus	Quest XP bonus	Quest XP bonus
Stat 	Multiplier 	
1 	1.00 	
2 	1.05 	
3 	1.10 	
4 	1.15 	
5 	1.20 	
6 	1.25 	
7 	1.30 	
8 	1.35 	
9 	1.40 	
10 	1.45 	
11 	1.50 	
12 	1.55 	
13 	1.60 	
14 	1.65 	
15 	1.70 	
16 	1.75 	
17 	1.80 	
18 	1.85 	
19 	1.90 	
20 	1.95 	
21 	2.00 	
22 	2.05 	
23 	2.10 	
24 	2.15 	
25+ 	2.20 	
Quest Caps bonus	Quest Caps bonus	Quest Caps bonus
Stat 	Multiplier 	
1 	1.00 	
2 	1.05 	
3 	1.10 	
4 	1.15 	
5 	1.20 	
6 	1.25 	
7 	1.30 	
8 	1.35 	
9 	1.40 	
10 	1.45 	
11 	1.50 	
12 	1.55 	
13 	1.60 	
14 	1.65 	
15 	1.70 	
16 	1.75 	
17 	1.80 	
18 	1.85 	
19 	1.90 	
20 	1.95 	
21 	2.00 	
22 	2.05 	
23 	2.10 	
24 	2.15 	
25+ 	2.20 	
; Intelligence
Crafting condition bonus	Crafting condition bonus	Crafting condition bonus
Stat 	Multiplier 	
1 	1.05 	
2 	1.10 	
3 	1.15 	
4 	1.20 	
5 	1.25 	
6 	1.30 	
7 	1.35 	
8 	1.40 	
9 	1.45 	
10 	1.50 	
11 	1.55 	
12 	1.60 	
13 	1.65 	
14 	1.70 	
15 	1.75 	
16 	1.80 	
17 	1.85 	
18 	1.90 	
19 	1.95 	
20 	2.00 	
Scrap yield bonus	Scrap yield bonus	Scrap yield bonus
Stat 	Multiplier 	
1 	0.750 	
2 	0.900 	
3 	1.000 	
4 	1.050 	
5 	1.100 	
6 	1.125 	
7 	1.150 	
8 	1.175 	
9 	1.190 	
10 	1.200 	
11 	1.210 	
12 	1.220 	
13 	1.230 	
14 	1.240 	
15 	1.250 	
20 	1.300 	
25 	1.325 	
===Miscellaneous statistics===
Miscellaneous statistics are calculated based on equipment, perks or buffs. Although some statistic values are shown, not all are explicitly expressed by in-game interfaces.
Miscellaneous statistics	Miscellaneous statistics 	Miscellaneous statistics
Name 	Description 	Source
Action Points 	Primarily used for VATS; also used for sprinting, holding your breath while sniping, gun bashing, and power attacks. 	Agility, Equipment, Consumables
Action Point Refresh 	How fast Action Points regenerate. 	Equipment, Consumables, Action Boy/Action Girl
Hit Points 	How much damage you can sustain before death; reduced by radiation poisoning. 	Endurance, Consumables, Life Giver
Hit Points Regeneration 	How much passive healing you deal to yourself. 	Consumables, Rejuvenated
Experience modifier 	A bonus to all experience earned. 	Intelligence (+2.072% per), Aid items, Inspirational, Night Person, LunchboxesBobblehead: Leader, Live & Love #8, Egg Head, Casual public teams
Damage Resistance 	A number used to determine how much ballistic damage you can negate. 	Equipment, Consumables, Barbarian, Bullet Shield, Bodyguards, Evasive, Moving Target, Junk Shield, Ironclad
Energy Resistance 	A number used to determine how much energy damage you can negate. 	Equipment, Consumables, Refractor, Bodyguards, Moving Target, Ironclad, Grounded
Fire Resistance 	A number used to determine how much fire damage you can negate. 	Equipment, Fireproof, Sizzling Style
Cryo Resistance 	A number used to determine how much frost damage you can negate. 	Legendary armor/power armor
Poison Resistance 	A number used to determine how much poison damage you can negate. 	Equipment, Consumables, Funky Duds
Radiation Resistance 	A number used to determine how much radiation damage and rads you can negate. 	Equipment, Consumables, Rad Resistant, Lead Belly, What Rads?
Disease Resistance 	A number used to determine the chance of disease from diseased sources. 	Endurance, Equipment, Consumables, Iron Stomach, Natural Resistance, Thirst Quencher, Vaccinated
Damage Avoidance 	A chance to avoid damage altogether 	Serendipity
Damage Reduction 	A number used to determine how much damage you negate before Resistance calculations. 	Power Armor (42%, 7% per piece), emergency protocols, Legendary armor/power armor, Blocker, Dodgy, Lone Wanderer
Running Speed 	Factors affecting running speed 	Power Armor (-20%), Speed Demon, Dead Man Sprinting, Gun Runner, Run for Your Knife, Squad Maneuver
Sprinting Speed 	Factors affecting sprinting speed 	Equipment, Speed Demon, Dead Man Sprinting
Sneak 	Factors affecting ability to sneak. 	Agility, Equipment, consumables, Sneak, Escape Artist, Light Footed
Barter bonus 	Buying / selling price modifier when trading with Merchants. 	Charisma, Equipment, Consumables, Hard Bargain
Carry Weight 	The amount of weight you can carry before becoming overencumbered. 	Strength, Equipment, Consumables, Strong Back
Critical Hit recharge 	The amount of critical charge built per attack in V.A.T.S. 	(LCK × 1.5) + 5Luck, Four Leaf Clover, Psychopath
Melee Damage 	Bonus damage you do in close combat; unlike previous Fallout games, this also includes unarmed. 	Strength, Equipment, Consumables, Gladiator, Slugger, Iron Fist, Bobblehead: Unarmed, Bobblehead - Melee Weapons
Scrapping 	Factors affecting the amount of junk produced by scrapping weapons and armor. 	Intelligence, Scrapper
Cripple, Crippled Limbs 	Limbs can be damaged in combat and each have their own unique "healthbar". When the bar is depleted, the limb is crippled and inflicts a significant debuff.	Adamantium Skeleton, Tank Killer, Enforcer, One Gun Army
Stagger 	Staggers are a temporary, animated "stun" that occur upon a limb becoming crippled, or via an on hit effect. 	Pneumatic torso mod, Tank Killer, One Gun Army
; Combat stats and mechanics
==Perks==
Perks in Fallout 76 are characterized as playing cards that the player collects as they level up. Each perk card costs at least 1 point in its designated SPECIAL attribute to equip. Players can equip multiple cards per attribute when the total perk point cost is equal to or less than the points of the attribute. The number of perk points is capped to a maximum of 56, however this limit may be pushed to 86 when using Legendary SPECIAL perks.
Certain perk cards can be upgraded to further improve their benefits. One can upgrade, or rank up a perk card by while in possession of a duplicate.Max ranked cards do not count. Ranking up a Perk card also increases the amount of SPECIAL points required to equip that Perk card. For example, ranking up the Gladiator 1 perk card to Gladiator 2 would increase the Strength requirement from 1 to 2 Perk cards do not need to be the same rank in order to rank them up; the combined cards are simply added together.
; Legendary perks
Starting at level 50, perk cards may be scrapped into perk coins (), which are used to upgrade legendary perks. The perk cards are worth 2 coins for each star, or rank up. For example, Gunsmith 5 is worth 10 coins, while Party Girl/Party Boy 1 is worth 2. Each legendary perk slot is unlocked account-wide every 50 levels. In order to unlock all 6, a single character on the account must reach level 300. If that character is deleted, the slots remain unlocked.
; Perk loadouts
As of the Locked & Loaded update, a new feature was added where players can customize multiple SPECIAL loadouts to use at separate times with their Vault Dweller during gameplay, allowing a larger variety of various perks and SPECIAL points to use in conversation with NPCs, combat, and more. For now, only two SPECIAL loadouts can be customized. More loadout slots are available through the Atomic Shop following the Steel Reign update for 500 Atoms per slot.
==Gallery==
FO76 pickaperk.png|"Pick A Perk"
FO76 moveapoint.png|"Move A Point" (removed)
FO76 perkpack01.png|Common Perk Pack card
FO76 perkpack02.png|Foil Perk Pack card
Fallout76 SPECIAL.png|SPECIAL rank-up menu
FO76 SPECIAL job.png|"Pick a Job That's SPECIAL to You!"
FO76 SPECIAL02.png
Not Sure What This Is.png
==Videos==
Fallout 76 – Vault-Tec Presents Being a Better You! Perks Trailer
==References==
 
 
 
 
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