It is another allusion to theFalloutseries, where this system was called SPECIAL.
using a gadget, injury or alcohol consumption.
Coordination- it increases the number of Action Points and chances of hitting when using ranged weapons.
Luck- It increases the chance of hitting and dodging as well.
The sum of the whole team’s Luck influences the amount of ammunition and loot found in chests.
It is only the player’s decision, whether he wants to depend on Fortune.
If you prefer more stable attributes, you’re free to even stop at 1 point of Luck.
Awareness- most importantly, it increases the initiative during the fight (your turn will come faster).
It also influences your chances of dodging an attack and increases your range of view.
A very useful attribute for a sniper especially.
Strength- it increases the basic amount of CON and the number of points that you gain with every level.
Moreover, it influences melee damage and allows one to carry more equipment.
It also increases AP by a small amount.
Some armors and weapons require a certain amount of Strength to be used.
6 points will allow to carry a lot of gear and to wear most of the armors.
You shouldn’t go lower.
Speed- mainly, it sets the distance that a character can walk for one AP during battles.
It also increases the amount of initiative and, to some extend, AP.
Having 6 points of Speed is very handy.
Intelligence- the more Intelligence you have, the more survival points you obtain with every promotion.
You will earn 4 points only after having 8 Intelligence, which will make you limit your other attributes.
However, at least one team member should have this 8 points.
Instead of that, simply visit all the shrines that give survival points.
Charisma- It doesn’t influence the statistics directly.
Instead, it influences how you will be perceived by other people.
This character should of course develop the Leadership skill and dialogue abilities.
They directly reflect attributes and skills.
Action Points, AP- combat inWasteland 2is turn-based.
Each action uses up Action Points.
When a character runs out of AP, their turn ends.
Of course, the more AP the better.
Additionally, you’re able to keep the points that you do not use up.
The ideal situation is where you have 10 AP.
a handgun) can have 7 AP, which translates into 3 attacks per turn with keeping points.
Ranged Critical Hit Bonus- increases the chance to score a critical hit over range.
Melee Critical Hit Bonus- increases the chance to score a critical hit in melee.
Combat Initiative- determines how often a character will have their turn.
They are compared to the other party members and enemies.
The one with the highest initiative, makes the first move.

High initiative, in spite what may be apparent, is not that important.
In the majority of cases, you will be attacking opponents from afar.
In other words, they will waste their AP to get within the reach of your party.
Chance to Evade- chance to dodge during an attack.
Constitution, CON- the number of a character’s health points.
When it drops to zero, the character passes out and may die, if not assisted.
Combat Speed- AP per meter.
A character with higher Speed covers longer distance on 1 AP.
A good minimum is 3 points per level (4 Int.).
Carry Weight- the payload that a character can carry, without being slowed down.
The information about the weight of each item can be found in the inventory window.
On average 100 pounds should do for the entire party.
If you are going to play a seven-member party, this value may be even lower.
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