In Fallen Earth, stats are a way to represent an individual’s basic attributes and give an idea of how strong, agile, or smart they are. They also determine the base values for all learned skills and Mutation Paths, while limiting the maximum possible values for Tradeskills. Special abilities and equipment can raise or lower stats; for instance, wearing heavy armor temporarily reduces Coordination.
Charisma affects a character’s Group Tactics Skill and Social Skills, Telepathy Mutation Path, and what missions NPCs offer, as many missions can only be undertaken by characters with a high Charisma.
Coordination affects the Athletics, Dodge, and Melee Skills, as well as the Reflexes derived attribute. Raise your Coordination to increase your defensive abilities.
Dexterity is used to determine a character’s Pistol and Rifle Skills, along with the Reflexes attribute. Raise your Dexterity to increase your long-range offensive abilities.
Endurance is used to calculate Health, Stamina, and the Body Save, while factoring in to a character’s Armor Use, Athletics Skills, and Empathic and Patho-Transmission Mutation Paths. Increase your Endurance to increase your overall survivability.
Intelligence is used in determining Gamma, the First Aid Skill, Group Tactics Skill, all Tradeskills, Nano-Manipulation, and Telekinesis Mutation Paths, as well as a character’s Mind Save. Increase your Intelligence to max out your First Aid Skill or use Mutations and Tradeskills.
Perception is used as a secondary component in many Skills, including Dodge, First Aid, Pistol, and more. It is also a factor in Sonic Influence, Suppression, and Thermal Control Mutation Paths. Raising Perception is useful for all characters.
Strength determines a character’s Body Save, Encumbrance, Melee Skills, Primal Mutation Path, and Health. Raise your Strength if you wish to play a melee character.
Willpower primarily determines a character’s Stamina and Gamma attributes, as well as its Mind Save. Also all Mutation Paths factor in Willpower. Raise your Willpower if you wish to use mutations.
Derived attributes further describe a character’s traits, but unlike the primary abilities, they cannot be directly modified by spending APs. Instead, they are determined by a combination of other attributes and updated immediately as those attributes change.
Gamma powers a character’s abilities. An individual whose Gamma completely depletes must wait for it to replenish before using another mutation. Gamma determined using a combination of Intelligence and Willpower.
Body defines a person’s resistance to invasive special abilities, such as poisons and disease. Endurance and Strength are the primary factors in the Body attribute.
Health represents how much damage one can take before becoming incapacitated. Strength and Endurance determine how much Health a character has.
The Mind attribute is used as a saving throw against mental attacks, such as Telepathy. Mind is a combination of Intelligence and Willpower.
A character with a high Reflexes attribute can quickly sidestep special abilities (i.e., an Acid Spray). Coordination and Dexterity are used to calculate Reflexes.
Stamina defines how much energy a character can exert before exhaustion sets in. When Stamina bottoms out, a character also suffers reduced speed. Stamina is a product of Endurance and Willpower.