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
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.
Wasteland 3 Stats Table
Stat |
Attribute |
Skill |
Perk |
Quirk |
Background |
---|---|---|---|---|---|
|
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. |
- | - |
|
Strength +3 to +15 |
- | - | Medical Marvel : +5 CON per Level |
- |
|
- | - | - | - | - |
|
Coordination : +1 to +5 Actions Points (Max) |
- | - | Death Wish : +3 Action Points (Max) |
- |
|
- | - | 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 |
- |
|
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. |
- | - |
|
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. |
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|
Intelligence : +0.1x to 1.1x Critical Damage |
- | - |
- |
- |
|
Luck : +1 to +6 Penetration |
- | - | - | Vicious Avenger : +2 Penetration |
|
- | - | Lights Out : +200.0% Sneak Attack Damage |
- | - |
|
Charisma: +2% to +22% Strike Rate | - | - | - | Gunslinger: Strike Rate +5% |
|
- | - | 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 |
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|
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 |
|
- | - | Weathered : +10% Crit Resistance |
Circus Freak : +25% Crit Resistance |
Paladin : +10 Crit Resistance |
|
- | - | Duck and Cover : +20% Fire & Explosive Resistance |
- | - |
|
- | - | - | - | - |
|
- | - | - | - | - |
|
- | Explosives : +3% to +30% Explosive Resistance |
Duck and Cover : +20% Fire & Explosive Resistance |
- | - |
|
Coordination : +3% to +35% Status Effect Resistance |
- | - | Doomsday Prepper : +35% Status Effect Resistance. |
Stoner: +10% Status Effect Resistance |
|
- | - | - | - | - |
|
- | - | - | - | - |
|
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 | ||
|
Awareness: +3% to +35% Ranged Damage Bonus | - | - | Sadomasochist : +33.0% Ranged Damage Bonus |
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- | - | - | - | - |
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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 | |
|
- | Weird Science: +3% to +30% Cold Damage Bonus | - | - | - |
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- | 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. | - | - |
|
- | Explosives: +5% to +50% Explosive Damage Bonus | - | Pyromaniac: +25.0% Explosive Damage Bonus | Explodomaniac: +15.0% Explosive Damage Bonus |
|
Awareness: +1 to +6 Perception | - | - | - | Desert Cat : +1 Perception |
|
Strength: +0.1m to +1.1m Throwing Range | - | - | - | - |
|
Speed: +4% to +45% Initiative | Sneaky Shit: +4% to +40% Initiative | - | Lonewolf: +20% Initiative | Peacekeeper: Initiative +30% |
|
- | - | Second Chance : +1.0 sec. Detection Time |
Mime: +2.0 sec. Detection Time | - |
|
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 |
|
- | - | Deep Pockets : +1 Quick Slots |
- | - |
|
Charisma : +2m to +22m Leadership Range |
- | - | - | - |
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Charisma:+2% to +30% Experience Bonus | - | - | - | - |