Stats can be found within the in-game menu, under the 'Status' window. Each survivor will have an individual level for each of the character stats detailed below.Stats can be increased or decreased through various NPCs, Events, and use of books and magazines. The minimum value a stat can be is 0, while the maximum is 6. Each value is indicated by a small face emoji that follows a spectrum of worst to best and can be altered accordingly by certain events.
There are also cases, especially in Rare Characters and custom characters with certain Perks and Traits, where stats can exceed their maximum values. This is indicated by a tier 6 emoticon with a glowing face. Inversely, a stat value can also fall below its minimum value down to -1 and is indicated by a tier 0 emoticon with a glowing bitter face. This is usually brought on by being Tired.
Characters that have certain values in two different stats may acquire options for a Stat Combo.
Morale is the measure of how happy and motivated a survivor is. When a survivor's Morale reaches its minimum limit, that survivor has a chance of triggering a Despair Event, which may cause them to leave the group or cause Morale loss to other survivors. Rare Characters may have other negative consequences for low Morale, such as damaging the group, triggering hostile Events or causing a party member to be killed.
Morale can be affected by a large number of events; actions that benefit the group or their personal well-being will generally raise it, while actions that negatively affect the group like bandits or bad weather will often lower it. If the group is able to eat a 'decent meal,' anyone with a Morale level lower than 2 (purple frown) will increase by one level (2 if the character has a high Attitude stat). If a survivor's Morale is bad or higher, it will not change.
If average party morale is 1 or below, the Fatal Argument Despair Event becomes available.
Vitality is a stat that determines each character's total health and is indicated by a heart icon. Most characters will start with 3 Vitality which equates to 3 hit points. Dogs will always begin with 2 Vitality which equates to 2 hit points. Some Rare Characters can vary with some having only 1 Vitality, while some boast up to 6.
Certain Perks and Traits can alter the starting Vitality score of a character, such as BERSERK! or Frantic Whiner. Random events such as the Toilet Genie will offer the player opportunities to increase a survivor's Vitality.
Dexterity is a hidden stat that determines the movement speed of each character. Most characters will have a default value of 3 but certain Perks and Traits can alter the starting Dexterity score of a character, such as Big Bruiser or Frantic Whiner. Characters with higher Dexterity will have a bigger window to escape the clutches of a zombie before they are bitten.
HELP?: I know it has been said for a long time that pets have 4 dexterity. But if you raise a human one dexterity, which the game then says is 4 total, that human is still MUCH slower than a pet. So what is the reason for a pet's amazing speed? Would a pet's 6 Dexterity be like double a human's 6 Dexterity(SO FUN).
Also, when you drink the coffee at the coffee shop, your speed(for that mission only) is amazing, maybe then as good as pets, but not sure.(I'd really like one of the PERKS/TRAITS to be that great speed, even if it must have a huge drawback, like permanent combat stat or health penalties, or even, GULP, always TIRED. Call it caffeine addict or something)
Fighting stats are used to deliver damage to hordes of zombies by either melee or shooting. A party well-rounded in all combat stats is nearly essential for surviving all the way to Canada. All three stats listed can be negatively affected by the 'Tired' status. Additionally, all of these stats can have their maximum cap increased through certain Perks, Traits, and Events.
Strength is the measure of how physically capable a survivor is. The stat affects a survivor's energy efficiency and attack speed when using a melee weapon. It also affects the chance of succeeding in strength-based events. Survivors with a high Strength stat can have unique event options available to them when talking to strength trainers and some bandits.
The Strength stat affects what furniture a survivor is able to pick up and throw and how far they can throw an object. A character with maximum Strength can expect to be able to lift beds and wardrobes, while a character with minimum Strength will be limited to little more than small chairs.
A list of what Strength is needed to pick up which objects can be found here.
Fitness is the measure of a survivor's athletic stamina. The stat affects how quickly a survivor will get tired when repeatedly swinging weapons. Characters need a high Fitness value to be able to effectively swing heavy weapons, otherwise they will take a long time to wind up the weapon for another swing, making it easy to be overwhelmed by hordes of zombies. Fitness will affect the chance of succeeding in Fitness-based events.
Shooting is a measure of how accurate a survivor is with Ranged Weapons. A character with high Shooting has a better chance to pierce zombies with bullets, will be more likely to bounce bullets off walls, and will be able to achieve better accuracy when aiming from further away in less time. The chance of succeeding in Shooting-based events is also impacted by this stat.
Support stats are utility-based; one survivor can excel in a support stat to benefit the entire team, particularly during driving intermissions.
Medical affects how many medical supplies are used by a survivor when treating wounds. A character with higher Medical skills uses fewer medical supplies to treat a wound, can treat more wounds per day, and at the maximum level can sometimes treat wounds through 'improvisation' if there are no medical supplies left. In addition to all of this, it will also affect the chance of succeeding in medical-based events.
Mechanical is the measure of a survivor's technical skill and knowledge of machines including vehicles. When the party's car breaks down, a character with great Mechanical skills will be able to repair it. Better Mechanical means the party is less likely to lose a day to repairs. Each vehicle in the game will require a different level of Mechanical skill to repair. Other Mechanical-based events will also be affected by this skill.
Personality stats dictate how a survivor interacts with their environment and other survivors. Combinations of certain personality traits will also grant a survivor additional abilities. Unlike combat or support stats, personality stats usually do not fluctuate frequently. Personality stats are generally used only during Events.
Wits are the measure of how well a survivor is able to create solutions on the spot. A high Wits value can potentially save a character from negative consequences if they fail a test against other stats. Wits will additionally impact the chance of succeeding in Wits-based events. With low enough Wits and Attitude, a character can tell people to 'Cool It' or to 'Say It Don't Spray It'.
Attitude is a measure of a survivor's general outlook and how friendly or cooperative they are. Attitude will affect changes in morale. High Attitude will result in less morale decrease and more morale increase, while a low attitude will result in the opposite. Characters with low Attitude are much more likely to get into arguments with other members of the party while driving, which often causes Morale loss. It also affects the chance of succeeding in Attitude-based events. With low enough Wits and Attitude, a character can tell people to 'Cool It' or to "Say It Don't Spray It'.
Composure is the measure of a survivor's ability to remain cool under pressure in otherwise stressful situations, and their ability to prevent themselves from having meltdowns of fear and anger. It affects the chance of succeeding in Composure-based events. With low enough Composure and Loyalty, a character is able to rob traders and others during Events.
Loyalty is the measure of a survivor's allegiance to the group. Loyalty can be the difference between a character selling the party out to bandits or risking their life to help overcome an obstacle. Loyalty is unique in that it will impact whether the character is effectively 'good' or 'evil.' With low enough Loyalty and Composure a character is able to rob traders and others during Events.
When a party member has the opportunity to be helpful or selfish toward others, a Loyalty check known as Guilt occurs. Characters with low Loyalty (2 or less) will have their morale improved by one point for selfish acts and lose a point of morale for being helpful. Inversely, a character with a higher loyalty value will lose one point of morale for being selfish and gain a point for being helpful.
'Cool It' is a hidden character stat that is a byproduct of low Attitude and Wits. It can be raised by having the character say "Cool It" or "Say It, Don't Spray It" during events. The 'Cool It' stat functions somewhat like a special charge meter. As a character continues to say "Cool It" or "Say It, Don't Spray It" in events, the stat will continue to rise until it hits the cap.
Once the stat is at its cap a special option will appear during some events that allows the character to say "COOL IT!!!" or "SAY IT, DON'T SPRAY IT!!!" (note three glowing exclamation marks). Using this special "COOL IT!!!"/"SAY IT DON'T SPRAY IT!!!" option will always provide a party-wide benefit and reset the stat to its minimum, requiring the character to build it back up again.