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DERIVED STATISTICS
Fallout 2

DERIVED STATISTICS

Learn about Fallout 2's derived statistics, including Hit Points, Armor Class, Action Points, Carry Weight, and more. Understand their formulas and average values.

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Learn about Fallout 2's derived statistics, including Hit Points, Armor Class, Action Points, Carry Weight, and more. Understand their formulas and average values.

Derived statistics are calculated directly from your main character statistics in Fallout 2. Understanding these can help you optimize your character build and combat effectiveness. The following information is based on the original Fallout manual.

Hit Points (HP): Represents your character's life. Reaching zero HP results in death. Formula: HP = 15 + (2 x EN) + ST. Average HP is 30.

Armor Class (AC): Higher AC makes you harder to hit. Formula: AC = AG + Armor Worn. Average AC is 5.

Action Points (AP): Determines your available actions in combat, indicated by green lights. Formula: AP = 0.5 x AG + 5. Average AP is 7.

Carry Weight: The maximum amount of equipment you can carry, measured in pounds. Formula: 25 + (25 x ST). Average Carry Weight is 150 pounds.

Melee Damage: Additional damage dealt in melee or unarmed attacks. Formula: ST - 5 (minimum 1). Average Melee Damage is 1.

Damage Threshold (DT): The amount of damage your armor can absorb per hit. Formula: DT = 0 + Armor. (Note: This seems to be a base value before armor modification).

Damage Resistance (DR): The percentage of damage your armor resists. The value in the character screen is for normal attacks, while the inventory screen shows resistance to various damage types (explosive, fire, laser, plasma, etc.). Formula: DR = 0% + Armor. Combat Armor provides 40% DR.

NPC Slots: The number of allied NPC characters you can have in your party. Formula: NPCS = CH / 2 (rounded down). For example, a Charisma of 7 grants 3 NPC slots. Average NPC Slots is 2.

Poison Resistance (PR): Your resistance to poison damage, measured in units. Keep poison levels below 25. Formula: PR = 5 x EN. Average PR is 25%.

Radiation Resistance (RR): Your resistance to radiation damage. Radiation sickness occurs at 75 rem, with 300+ rem being fatal. Nausea symptoms appear at 5+ rem. Formula: RR = 2 x EN + Armor Resistance. Combat Armor provides 30% Radiation Resistance. Average RR is 10%.

Sequence (SQ): Determines turn order in combat; higher is better. Formula: SQ = 2 x PE. Average Sequence is 10.

Healing Rate (HR): The amount of health restored during three hours of rest. Formula: HR = 0.5 x EN (minimum 1). Average Healing Rate is 1.

Critical Chance (CC): The probability of landing a critical hit. This may increase up to 4 times with a hit to the eyes. Formula: CC = LK. Average Critical Chance is 5%.

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