

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).ĭwellers can improve their Endurance in the fitness room.Ĭharisma determines the effectiveness of radio studios and living rooms by increasing the likelihood of attracting new dwellers for the former and speeding up reproduction for the latter. Additionally, it reduces the time needed to wait for a change after using the barbershop. It is also used during wasteland exploration to help explorers succeed in encounters with "civilized" persons or groups.ĭwellers can improve their Charisma in the lounge. Intelligence determines the effectiveness of medbays and science labs. Intelligence also increases the speed of crafting in the Weapon workshops for 13 out of 175 weapons and for 18 outfits in the Outfit workshop. 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. Pipe pistol ( hair trigger, heavy, scoped, auto, Little Brother).10mm pistol ( rusty, enhanced, hardened, armor piercing, Lone Wanderer).

32 pistol ( rusty, enhanced, hardened, armor piercing, Wild Bill's Sidearm)
