Wasteland 2 Combat Trailer
Recruit Your Squads[]

Left: 4 possible members of your squad.
Right: Custom Character creation and 9 pre-made characters.
- Fade, Slick, Big Bert, Cold-Eye, Cherry Bomb, Pills, Hex, Bear, Widow O'Neill
Custom Character[]
Attributes[]

C.L.A.S.S.I.C. attribute system starts with each attribute at 3, in a range of 1 to 10, and 7 extra points to distribute.
Dropping all the attributes to a value of 1 will give 21 attribute points to distribute, and an extra attribute point to distribute is gained every ten levels. With the current level cap of 50, this gives each character a total of 26 attribute points that can be used to raise attributes above their minimum value to a total of 33 attribute points (26 at your disposal and 7 being used up to keep each attribute at a minumum of 1).
Coordination[]
Coordination | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Action Points (base 3) | +0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
%Bonus to Ranged Hit Chance | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
The number of Action Points derives from Coordination and the sum of Strength, Intelligence, and Speed.
Action Points = 3 + RoundDown(Coordination/2) + RoundDown((Strength + Intelligence + Speed)/4)
Luck[]
Luck | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
%Bonus to Critical Hit Chance | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
%Chance to Evade (rounded down) | +0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
%Critical Hit Chance = RoundDown(Luck/2) + Critical Chance from Weapon Skill + Critical Chance from Weapon
%Chance to Evade derives from Speed, Awareness, and Luck.
%Chance to Evade = Speed + RoundDown(Awareness/2) + RoundDown(Luck/2)
Luck provides bonuses to non-combat skill rolls. One point of Luck reduces the chance of Critical Failure and increases the chance of Critical Success by 1%.
Each turn, additional Action Points are awarded on successful Luck rolls (Luck vs random number from 1 to 100)(2 Rolls).
Each level, an additional Hit Point is awarded on successful Luck rolls (Luck*5 vs random number from 1 to 100)(Number of Rolls varies with level).
Luck roll count per level up: 2 level < 11 4 level >= 11 6 level >= 16
Awareness[]
Awareness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Combat Initiative | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
%Chance to Evade (rounded down) | +0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
Combat Initiative derives from Awareness and Speed.
Combat Initiative = 5 + Awareness + RoundDown(Speed/2)
%Chance to Evade derives from Speed, Awareness, and Luck.
%Chance to Evade = Speed + RoundDown(Awareness/2) + RoundDown(Luck/2)
Range of View = 25 + Perception + (Awareness/2)
Strength[]
Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
CON | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 |
Max Carry Weight (Pounds) | 57 | 69 | 81 | 93 | 105 | 117 | 129 | 141 | 153 | 165 |
CON Per Level | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 |
The number of Action Points derives from Coordination and the sum of Strength, Intelligence, and Speed.
Action Points = 3 + RoundDown(Coordination/2) + RoundDown((Strength + Intelligence + Speed)/4)
Base CON = 14 + (Strength * 3)
Max Carry Weight (Pounds) = 45 + (Strength * 12)
Higher difficulties disable automatic regeneration during travel.
CON Restored Per Tick = Max(1,RoundDown(Strength/2))
Bonus Critical Damage for Melee Weapons(%) = 10*Strength
Speed[]
Speed | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Combat Speed (Meters Per AP) | 2.2 | 2.4 | 2.6 | 2.8 | 2.9 | 3.1 | 3.3 | 3.5 | 3.6 | 3.8 |
%Chance to Evade | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
Combat Initiative | +0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
The number of Action Points derives from Coordination and the sum of Strength, Intelligence, and Speed.
Action Points = 3 + RoundDown(Coordination/2) + RoundDown((Strength + Intelligence + Speed)/4)
%Chance to Evade derives from Speed, Awareness, and Luck.
%Chance to Evade = Speed + RoundDown(Awareness/2) + RoundDown(Luck/2)
Combat Initiative derives from Awareness and Speed.
Combat Initiative = 5 + Awareness + RoundDown(Speed/2)
Intelligence[]
Intelligence | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Skill Points Per Level | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 5 |
Surgeon skill level cap | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 9 | 9 | 10 |
The number of Action Points derives from Coordination and the sum of Strength, Intelligence, and Speed.
Action Points = 3 + RoundDown(Coordination/2) + RoundDown((Strength + Intelligence + Speed)/4)
A character's Intelligence determines their maximum Surgeon skill.
Charisma[]
Charisma | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Leadership Radius (Meters) | +0 | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
%Increase non-combat XP Rewards | +5 | +10 | +15 | +20 | +25 | +30 | +35 | +40 | +45 | +50 |
Certain NPCs will only join if the party's Charisma total exceeds set values.
Quirks[]
As of Wasteland 2 Director's Cut, you may now select 1 starting quirk. You do not have to select a quirk.
Skills[]

You start with 12 Skill Points. 2 points are required to unlock skill levels 1, 2 and 3. 4 points for levels 4, 5 and 6. 6 points for levels 7, 8 and 9. 8 Points for level 10.
Combat Skills[]
- Assault Rifles
- Bladed Weapons
- Blunt Weapons
- Brawling
- Energy Weapons
- Handguns
- Heavy Weapons
- Shotguns
- Sniper Rifles
- Submachine Guns
Stats affected by combat skills:
- Base Chance to Hit
- Base Critical Hit Chance
- AoE Radius Bonus
- Additional Critical Damage
- Bonus Range
- Reload Cost Decrease
- Jam Rate Reduction
- Additional Shots Per Burst
- Energy Weapon Damage Bonus
- Shotgun Range Damage Reduction
Knowledge Skills[]
- Alarm Disarming
- Computer Science
- Demolitions
- Field Medic
- Lockpicking
- Mechanical Repair
- Safecracking
- Surgeon
- Toaster Repair
General Skills[]
- Animal Whisperer
- Barter
- Brute Force
- Hard Ass
- Kiss Ass
- Leadership
- Outdoorsman
- Perception
- Smart Ass
- Weaponsmithing
Dossier[]

Personal Information:
- Name: text box
- Age: 16 - 99 years
- Religion: Atheist, Buddhist, Christian, Hindu, Indigenous, Jewish, Mormon, Muslim, None, Sikh
- Smokes: Bones, Coffin Nails, Nico-Pops, None, Red Rooster, Styx
- Ethnicity: African, American, Arabic, Asian, European, Indian, Latino, Native American, Russian
- Biography: text area
- Gender: Female/Male
Appearance[]

Left: 3D render
Center Top: Portrait
Center Bottom: Hair, Head, Torso, Packs, Legs, Skin Tone options
Right: Save