Fallout 1 -> Secondary characteristics
When selecting Primary Stats and Uniques, Secondary Stats are automatically assigned. They can also be modified in various ways during the game (lowered by injuries, increased by drugs, etc.).
Description of secondary characteristics
Hit Points (HP) represent the character's health. They can be restored with medicine, certain Skills, or with the help of a doctor. The initial Hit Point value is 15 + (ST + (2 * HR)). With each new level, the character increases their maximum Hit Point value by 3 + (HR / 2), rounded down.
Armor Class (AC) - Armor Class reduces the chance of your character being hit. It is measured as a percentage. A character's Armor Class is initially equal to their Dexterity. Any armor worn increases this stat. For example, if Dexterity is 6 and a leather jacket with an Armor Class of 5 is worn, the character's AC will be 11%. This stat affects the Chance of Hit: for example, if an enemy attempts to hit a character with an AC of 11, their Chance of Hit will be reduced by 11%.
Action Points (AP) - A very important stat in the game, this parameter determines the number of actions your character can perform per turn in battle. Moving 1 square costs 1 Action Point. Reloading a weapon often costs 2 AP. A shot costs different amounts for different weapons, but on average, it costs 5 AP for a regular shot, 6 AP for a aimed shot, and 6 AP for a burst. The base AP value is (DX/2) + 5 (rounded down). Keep in mind that the number of APs can exceed 10.
Maximum Carry - How much equipment a character can carry on their back, in their pockets, in their backpack, etc. Every item in the game has a weight. Maximum Carry is 25 pounds + 25 * ST. For example, a character with a Strength of 6 can carry 175 pounds of equipment.
Melee Damage - This is the amount of damage your character inflicts when fighting with melee weapons or barehanded. The higher your RD, the harder your character hits. Melee damage is directly related to your Strength.
Poison Resistance - Even in a post-nuclear world, there are some substances that interfere with human anatomy. Poison Resistance is initially equal to 5*VN. A character with 6 Stamina gains a 30% increase to Poison Resistance. This means poison will affect them 30% less.
Radiation Resistance - In Fallout, radiation is present in varying quantities almost everywhere. The epicenters of nuclear explosions are particularly radioactive. Radiation Resistance is equal to 2 x STR (Stamina). Radiation Resistance can be increased with medications or certain types of armor. A character with 8 STR has 16% Radiation Resistance, meaning 16% of radiation exposure will not affect them.
Damage Resistance (DR) is a statistic that depends entirely on armor. It initially stands at 0%. The list of five different damage types that describes any armor in the Inventory is intended to represent the armor's resistance to five different types of damage: Normal, Laser, Fire, Plasma, and Explosive. It represents the percentage by which damage inflicted on the victim from injury will be reduced.
Damage Reduction (DT) - Shows the actual amount of damage a given piece of armor can stop. Note that Damage Reduction is not a Secondary Stat, but rather a stat in the "Armor" section. While a character isn't wearing any armor, their Damage Reduction is 0.
Action order - Indicates who acts first in each battle round. Of course, if you initiate the battle, you automatically take the first turn, but if this value is low, you may find that your enemies take their second turn before you, thus getting the opportunity to take two turns in a row—which could end badly for you. The Action Order is equal to 2 * BC. The order of actions between the combatants is determined according to the Action Order value, starting with the player with the highest value and proceeding downwards.
Healing Level - For some inexplicable reason, the body possesses an amazing ability to self-heal. Your character's Healing Level is the number of Hit Points your character recovers after 6 hours of rest. HL is equal to (HP/3).
Critical Chance - The base chance of inflicting critical damage in combat. High combat Skills and high-quality weapons can subsequently change this value. The base Critical Chance is equal to the character's Luck. A character with 3 Luck has a Critical Chance of 3%.
See also:
Light Weapons (Rifles and Machine Guns)











