The attribute system is called CLASSIC, for short, which is an abbreviation for the initial letters of individual characteristics. This is another nod to the Fallout series, where this system was called SPECIAL. Attributes are directly translated into character statistics, and they remain the same throughout the game, with minor exceptions such as gadget use, injury, or alcohol consumption. Attributes are rated on a scale of 1 to 10, where 1 is very poor, 3 is average, and 10 is very good. The cost of an attribute is equal to its cost in points (1 Strength equals 1 attribute point, 7 Strength equals 7 attribute points).
Coordination – increases the amount of Action Points and chance to hit when using ranged weapons. Especially important for characters with heavy weapons, sniper rifles and machine guns, but everyone must have at least 6 points.
Luck – Increases hit and dodge chance. What’s more, you can earn additional CON Points (randomly distributed) with each promotion and additional AP in each round. Depending on luck alone can be very dangerous, but remember that it can save your life in a critical situation. The amount of Luck of the entire team affects the amount of ammo and loot found in chests. It is only the decision of the player whether he wants to depend on Fortune. If you prefer more stable attributes, you can even stop at 1 point of Luck.
Awareness is the most important thing, it increases initiative during combat (your turn will come faster). It also affects your chances to dodge attacks and increases your line of sight. A very useful attribute for a sniper especially. Snipers should have around 7 Awareness, while 3 (sometimes even 1) is enough for the rest of the team. Initiative isn’t a key aspect of the game – unless you plan on relying on melee attacks – and it’s generally easier to wait, forcing our enemy to get closer to us and shoot at them in the meantime.
Strength – This increases the base amount of CON and the amount of points you get with each level. In addition, it affects melee damage and allows you to carry more equipment. It also increases AP by a small amount. Some armor and weapons require a certain amount of Strength. 6 points will allow you to carry a lot of equipment and wear most of the armor. For some characters (sniper, medic) 5 or even 4 will be enough in some cases. You don’t have to go below.
Speed - Basically, it sets the distance a character can travel in one point during battles. This is important for melee fighters, but not only, since it can allow, for example, a sniper to come out of cover, shoot and take cover again. It also increases the amount of initiative and, to some extent, AP. Having 6 speed points is very handy.
intelligence – the more intelligence you have, the more survival points you get with each promotion. In addition, it allows you to read more difficult books (after reading one of them, the ability described in the book will increase) and adds a small amount of PA. Everyone must have at least 4 intelligence points, which will give 3 survival points per promotion. You will only earn 4 points after you have 8 intelligence, which will force you to limit your other attributes. However, at least one team member must have these 8 points. Moreover, someone should have 6 intelligence points, as it gives them more AP, and when you gain more points during the game, you can increase them to 8. The mythical 5 points for the increase can only be obtained after placing 10 points to this attribute. but that’s too much. Instead of this,
Charisma – This does not affect stats directly. Instead, it affects how other people perceive you. In addition, it increases the range of the Leadership skill and adds a bonus to the experience you gain from killing enemies. Some NPCs won’t join your team until the team’s charisma is high enough, so it’s good to have someone with a solid six. This character must, of course, develop leadership and communication skills.
A good, optimal way to distribute points: 6, 1, 3, 6, 4, 2. This gives you 10 AP (12 when saving points from the previous round, which gives you 4 pistol shots), 3 survival points per level, ability to carry heavy armor and good speed.
You can view character statistics during the creation process and during the game in the character window. They directly reflect attributes and skills.
Action Points, AP – combat in Wasteland 2 is turn-based. Each action uses action points. When a character runs out of AP, their turn ends. Of course, the more AP, the better. In addition, you can save points that you do not use. You then carry over 1 AP to the next turn for unused 1 or 2 AP or 2 AP for unused 3 or more points. The ideal situation is when you have 10 AP. When you accumulate 2 points from the previous turn, this will allow you to fire 2 shots in one turn, for 6 AP each. A character to use large weapons must have at least 8 AP. 8 AP is a total value below which it’s not good to reset, but a character using up to 3 AP per attack (like a pistol) can have 7 AP, meaning 3 attacks per turn with saving points.
Ranged Critical Hit Bonus – Increases the chance to land a ranged critical hit.
Melee Critical Strike Bonus – Increases the chance of landing a melee critical strike.
Combat Initiative – determines how often the character will have a turn. They are compared to other party members and enemies. The one with the highest initiative makes the first move. High initiative, despite what may be obvious, is not that important. In most cases, you will attack opponents from afar. If the opponents take their moves first, they first need to approach you to take a shot. In other words, they will spend their AP to get within range of your party. When it’s your turn, the enemies will already be within range and you can start shooting.
Chance to Evade – Chance to dodge during an attack.
Constitution, CON – the number of health points of the character. When it drops to zero, the character becomes unconscious and may die if not helped.
Combat Speed - AP per meter. A character with a higher speed travels a greater distance by 1 AP. This is especially important for melee fighters who still need to attack on the same turn after they get close to the enemy.
Survival Points / LVL – The amount of points you can spend on skills when you level up. Remember that you cannot change attributes, but you can develop skills as you see fit. A good minimum is 3 points per level (4 Int.).
Max. Carry Weight – The payload a character can carry without slowing down. Information about the weight of each item is in the inventory window. On average, 100 pounds should be made for the entire batch. If you are going to play a game of seven, this value may be even lower.
CON per Level – the amount of CON by which the number of health points increases with each level increase.