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Wasteland_2_Combat_Trailer

Wasteland 2 Combat Trailer

Recruit Your Squads[]

WL2 Character Creation Squad Screen

Left: 4 possible members of your squad.

Right: Custom Character creation and 9 pre-made characters.

Custom Character[]

Attributes[]

WL2 Character Creation Attributes Screen

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[]

WL2 Character Creation Skills Screen

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[]

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[]

General Skills[]

Dossier[]

WL2 Character Creation Dossier Screen

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[]

WL2 Character Creation Appearance Screen

Left: 3D render

Center Top: Portrait

Center Bottom: Hair, Head, Torso, Packs, Legs, Skin Tone options

Right: Save