Stats for Wasteland 3 covers the different attributes and stats of the Playable Character. Attributes are increased by leveling up your character and spending points into them.

Players can Level Up their character by using Points. See each individual Attribute page for more information on how they improve your character.

 

 

Wasteland 3 Stats

Stats List
Stats Table

 

Stats List

 

Con
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
Con Per Level

Bonus amount of CON received for each level-up. 

Healing Bonus
Healing Bonus

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

Action Points (Max)
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.

 

Actions Points
Action Points

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

Hit Chance
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
Critical Chance

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

Critical Damage
Critical Damage

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

 

Penetration
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
Sneak Attack Damage

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

Strike Rate
Strike Rate

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

Armor
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
Evasion

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

Crit Resistance
Crit Resistance

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

Fire Resistance
Fire Resistance

Determines how resistant this character is to Fire Damage.

Cold Resistance
Cold Resistance

Determines how resistant this character is to Cold Damage.

 

Energy Resistance
Energy Resistance

Determines how resistant this character is to Energy Damage.

Explosive Resistance
Explosive Resistance

Determines how resistant this character is to Explosive Damage.

Status Effect Resistance
Status Effect Resistance

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

Radiation Resistance
Radiation Resistance

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

 

Downed Time
Downed Time

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

Melee Damage Bonus
Melee Damage Bonus

Bonus to damage when using melee weapons.

Ranged Damage Bonus
Ranged Damage Bonus

Bonus to damage when using ranged weapons.

Normal Damage Bonus
Normal Damage Bonus

Bonus to normal damage dealt by this character.

 

Fire Damage Bonus
Fire Damage Bonus

Bonus to fire damage dealt by this character.

Cold Damage Bonus
Cold Damage Bonus

Bonus to cold damage dealt by this character.

Energy Damage Bonus
Energy Damage Bonus

Bonus to energy damage dealt by this character.

Explosive Damage Bonus
Explosive Damage Bonus

Bonus to explosive damage dealt by this character.

 

Perception
Perception

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

Throwing Range
Throwing Range

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

Initiative
Initiative

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

Detection Time
Detection Time

Determines how long it takes for enemies to detect you.

 

Combat Speed
Combat Speed

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

Quick Slots
Quick Slots

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

Ledearship Range
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
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.

 

Wasteland 3 Stats Table

Stat
Attribute
Skill
Perk
Quirk
Background

Con
CON

Strength+5 to +75   - Healthy+35 CON
Animal Training: Animal Companions gain bonus CON (Constitution) and damage.
Overhealing: Using healing items also boosts the target's max CON by +25% for 3 turns.
Vengeful Bond: If your Animal Companion drops to 25% CON, gain +50% Critical Chance and +2 AP.
Handy: Deployables gain +25% CON and deal +25% damage.
Reinforced Plating: Repairing vehicles and robots also boosts the target's max CON by +25% for 3 turns.
- -

Con Per Level
CON PER LEVEL

Strength
 +3 to +15
- - Medical Marvel
+5 CON per Level
-
 

Healing Bonus
HEALING BONUS

 - - - - -
 

Action Points (Max)
ACTION POINTS (MAX)

Coordination
+1 to +5 Actions Points (Max)
- - Death Wish
+3 Action Points (Max)
-

Actions Points
ACTION POINTS

- - Vengeful Bond: If your Animal Companion drops to 25% CON, gain +50% Critical Chance and +2 Action Points.
Overclock: Hacked robots gain +2 Action Points.
Trigger Happy: Killing an enemy with an Automatic Weapon gives +3 Action Points (once per turn).
Serial Killer: Gain +3 Action Points for each kill in combat (once per turn).3
Varangian Blood: Berserker Rage grants +100% Critical Chance and +3 Action Points for 1 turn.
Death Wish
+3 Action Points
-

Hit Chance
HIT CHANCE

Awareness
+1% to +12% Hit Chance
Automatic Weapons: Assault Rifle hit chance +3% to +30%
Submachine Gun hit chance +3% to +30%
Big Guns: Heavy Machine Gun hit chance +3% to +30%
Flamethrower hit chance +3% to +30%
Brawling: Brawling Weapon hit chance +3% to 30%
Melee Combat: Blunt Weapon Hit Chance +3% to +30%
Bladed Weapon hit chance +3% to +30%
Small Arms: Semi Auto Pistol Hit Chance +3% to +30%
Revolver hit chance +3% to 30%
Pump Shotgun hit chance +3% to 30%
Auto Shotgun hit chance +3% to 30%
Sniper Rifles: Sniper Rifle Hit Chance +3% to +30%
Steady Shot: Gain +20% Evasion and +10% Hit Chance in Low Cover when using a Heavy Machine Gun.
Concentration: Gain +10% Hit Chance when using a Sniper Rifle if you don't move for 1 turn.
- -

Critical Chance
CRITICAL CHANCE

    Vengeful Bond: If your Animal Companion drops to 25% CON, gain +50% Critical Chance and +2 AP.
Pursuit: If you move more than 3 spaces, your next Bladed Weapon attack has +25% Critical Chance (+100% vs. Slowed targets).
Deadly Combo: Brawling combo Critical Chance increased by 2x.
Varangian Blood
: Berserker Rage grants +100% Critical Chance and +3 AP for 1 turn.
-

Critical Damage
CRITICAL DAMAGE

Intelligence
+0.1x to 1.1x Critical Damage
-

-

-

-

Penetration
PENETRATION

Luck
+1 to +6 Penetration
- - - Vicious Avenger
+2 Penetration

Sneak Attack Damage
SNEAK ATTACK DAMAGE

 - - Lights Out
+200.0% Sneak Attack Damage
- -

Strike Rate
STRIKE RATE

Charisma: +2% to +22% Strike Rate - - - Gunslinger: Strike Rate +5%

Armor
ARMOR

- - Hardened+2 Armor
Shurg It Off: While using a Blunt Weapon, gain +2 Armor for every enemy adjacent to you.
Tender Loving Care:  All squad members gain +5 Armor while this character is present.
Fortify: Repairing friendly vehicles, robots, and deployables grants +5 Arnor for 3 turns.
Bop Bag
+6 Armor
-

Evasion
EVASION

Speed
+3% to +33% Evasion
- Quick Reflexes+5% Evasion
Steady Shot: Gain +20% Evasion and +10% Hit Chance in Low Cover when using a Heavy Machine Gun.
- Mopey Poet
+5 Evasion

Crit Resistance
CRIT RESISTANCE

- - Weathered
+10% Crit Resistance
Circus Freak
+25% Crit Resistance
Paladin
+10 Crit Resistance

Fire Resistance
FIRE RESISTANCE

- - Duck and Cover
+20% Fire & Explosive Resistance
- -
 

Cold Resistance
COLD RESISTANCE

- - - - -
 

Energy Resistance
ENERGY RESISTANCE

- - - - -

Explosive Resistance
EXPLOSIVE RESISTANCE

- Explosives
+3% to +30% Explosive Resistance
Duck and Cover
+20% Fire & Explosive Resistance
- -

Status Effect Resistance
STATUS EFFECT RESISTANCE

Coordination
+3% to +35% Status Effect Resistance
- - Doomsday Prepper
+35% Status Effect Resistance.
Stoner+10% Status Effect Resistance

Radiation Resistance
RADIATION RESISTANCE

- - - - -

Downed Time
DOWNED TIME

- - - - -

Melee Damage Bonus
MELEE DAMAGE BONUS

Strength: +3% to +35% Melee Damage Bonus     Blunderer+15.0% Melee Damage Bonus
Sadomasochist+33.0% Melee Damage Bonus
Lethal Weapon+10.0% Melee Damage Bonus 

Ranged Damage Bonus
RANGED DAMAGE BONUS

Awareness: +3% to +35% Ranged Damage Bonus - - Sadomasochist
+33.0% Ranged Damage Bonus 
-

Normal Damage Bonus
NORMAL DAMAGE BONUS

- - - - -

Fire Damage Bonus
FIRE DAMAGE BONUS

  Weird Science: +3% to +30% Fire Damage Bonus Heating Element
:  +25.0% Fire Damage Bonus
Pyromaniac+25.0% Fire Damage Bonus Disciple of the Metal+15.0% Fire Damage Bonus

Cold Damage Bonus
COLD DAMAGE BONUS

- Weird Science: +3% to +30% Cold Damage Bonus - - -

Energy Damage Bonus
ENERGY DAMAGE BONUS

- Weird Science: +3% to +30% Energy Damage Bonus Microwave Research: Energy damage is increased by +0.5 bonus damage for every point of Armor the target has. - -

Explosive Damage Bonus
EXPLOSIVE DAMAGE BONUS

- Explosives+5% to +50% Explosive Damage Bonus  - Pyromaniac+25.0% Explosive Damage Bonus Explodomaniac+15.0% Explosive Damage Bonus 

Perception
PERCEPTION

Awareness+1 to +6 Perception - - - Desert Cat
+1 Perception

Throwing Range
THROWING RANGE

Strength:  +0.1m to +1.1m Throwing Range - - - -

Initiative
INITIATIVE

Speed+4% to +45% Initiative Sneaky Shit+4% to +40% Initiative - Lonewolf+20% Initiative PeacekeeperInitiative +30%

Detection Time
DETECTION TIME

 - - Second Chance
+1.0 sec. Detection Time
Mime+2.0 sec. Detection Time -
 

Combat Speed
COMBAT SPEED

Speed
+0.1 to +1.4% Combat Speed
Brawling+0.05 to +0.5 Combat Speed Striking Distance+0.5 Combat Speed when you have two melee weapons equipped.
Move Up!:  Gain +0.5 Combat Speed on the first turn of combat while using Big Guns.
Emergency Response: When an ally is Downed in battle, gain +1.0 Combat Speed for 2 turns.
Circus Freak+0.4 Combat Speed Sex Machine+1 Combat Speed

Quick Slots
QUICK SLOTS

- - Deep Pockets
+1 Quick Slots
- -

Ledearship Range
LEADERSHIP RANGE

Charisma
+2m to +22m Leadership Range 
- - - -

Experience Bonus
EXPERIENCE BONUS

Charisma:+2% to +30% Experience Bonus  - - - -

 

 

 

 




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