Stats List

Con
Constitution (CON) is the amount of damage you can take. When it drops to zero, you'll be down for the count.

Con Per Level
Bonus amount of CON received for each level-up.

Healing Bonus
Determines how much better the effects of healing are on you.

Action Points (Max)
The total number you can have at any one time, including those you save from a previous combat turn or gain through other bonuses.

Action Points
How many actions you can perform in combat. Different actions (attacking, moving, reloading, and more) have different AP costs.

Hit Chance
How often your attacks land. Hit Chance is primarily influenced by your Attributes, Skills, and current weapon. It is reduced by your target's Evasion, Cover bonuses, and your distance from them.

Critical Chance
Your chance to hit an enemy's weak point and inflict a Critical Hit when attacking.

Critical Damage
How much extra damage you'll do when you get a Critical Hit on a target.

Penetration
Determines the amount of a target's Armor that your attacks will bypass. Matching or exceeding an enemy's Armor will deal full damage.

Sneak Attack Damage
Determines bonus damage dealt to unaware targets you attack out of combat.

Strike Rate
How quickly you build up your Strike Meter. When your meter is full, you can unleash a special ability.

Armor
Represents your protection from normal sources of damage. Higher Armor reduces damage received, unless the attacker's Penetration meets or exceeds your Armor.

Evasion
How effectively you avoid enemy attacks. The higher this number, the more their swings and bullets will miss their mark.

Crit Resistance
Determines your ability to shrug off Critical Hits. If resisted, a Critical Hit is deflected does no damage.

Fire Resistance
Determines how resistant this character is to Fire Damage.

Cold Resistance
Determines how resistant this character is to Cold Damage.

Energy Resistance
Determines how resistant this character is to Energy Damage.

Explosive Resistance
Determines how resistant this character is to Explosive Damage.

Status Effect Resistance
Determines your chance to shrug off the penalties and damage dealt by negative Status Effects.

Radiation Resistance
The level of radiation this character can mitigate. This will either reduce or completely eliminate the effects.

Downed Time
Determines how many additional combat turns you can cling to life while Downed, before you become Incapacitated.

Melee Damage Bonus
Bonus to damage when using melee weapons.

Ranged Damage Bonus
Bonus to damage when using ranged weapons.

Normal Damage Bonus
Bonus to normal damage dealt by this character.

Fire Damage Bonus
Bonus to fire damage dealt by this character.

Cold Damage Bonus
Bonus to cold damage dealt by this character.

Energy Damage Bonus
Bonus to energy damage dealt by this character.

Explosive Damage Bonus
Bonus to explosive damage dealt by this character.

Perception
How easily you can spot hidden objects in the world, such as traps and alarms.

Throwing Range
Determines how far you can chuck Grenades and other throwable items.

Initiative
Determines your chances of getting the first combat turn if an enemy detects you.

Detection Time
Determines how long it takes for enemies to detect you.

Combat Speed
Determines how far you can move during combat per each Action Point.

Quick Slots
How many usable items this character can equip at a time.

Leadership Range
How far the effects of Leadership apply. The higher this number, the farther party members can be from you and still receive their effects.

Experience Bonus
How quick a learner you are. The higher this number, the more Experience Points you will earn, and the faster you will level up.
