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 - How many actions you can perform in combat. Different actions (attacking, moving, reloading, and more) have different AP costs.
Armor - Represents your protection from normal sources of damage. Higher Armor reduces damage received, unless the attacker's Penetration meets or exceeds your Armor.
Cold Damage Bonus - Bonus to cold damage dealt by this character.
Cold Resistance - Determines how resistant this character is to Cold Damage.
Combat Speed - Determines how far you can move during combat per each Action Point.
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.
Crit Resistance - Determines your ability to shrug off Critical Hits. If resisted, a Critical Hit is deflected does no damage.
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.
Detection Time - Determines how long it takes for enemies to detect you.
Downed Time - Determines how many additional combat turns you can cling to life while Downed, before you become Incapacitated.
Energy Damage Bonus - Bonus to energy damage dealt by this character.
Energy Resistance - Determines how resistant this character is to Energy Damage.
Evasion - How effectively you avoid enemy attacks. The higher this number, the more their swings and bullets will miss their mark.
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.
Explosive Damage Bonus - Bonus to explosive damage dealt by this character.
Explosive Resistance - Determines how resistant this character is to Explosive Damage.
Fire Damage Bonus - Bonus to fire damage dealt by this character.
Fire Resistance - Determines how resistant this character is to Fire Damage.
Healing Bonus - Determines how much better the effects of healing are on you.
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.
Initiative - Determines your chances of getting the first combat turn if an enemy detects you.
Ledearship 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.
Melee Damage Bonus - Bonus to damage when using melee weapons.
Normal Damage Bonus - Bonus to normal damage dealt by this character.
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.
Perception - How easily you can spot hidden objects in the world, such as traps and alarms.
Quick Slots - How many usable items this character can equip at a time.
Radiation Resistance - The level of radiation this character can mitigate. This will either reduce or completely eliminate the effects.
Ranged Damage Bonus - Bonus to damage when using ranged weapons.
Sneak Attack Damage - Determines bonus damage dealt to unaware targets you attack out of combat.
Status Effect Resistance - Determines your chance to shrug off the penalties and damage dealt by negative Status Effects.
Strike Rate - How quickly you build up your Strike Meter. When your meter is full, you can unleash a special ability.
Throwing Range - Determines how far you can chuck Grenades and other throwable items.