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Core Attributes

Every character in Last Frontier stands on four pillars — Strength, Endurance, Agility, and Perception. These aren’t just lines on a character sheet for show: they decide how much you can carry out of a run, how far off you’ll spot an enemy, and whether you’ll survive an encounter out in the cold. Let’s break down what each attribute does and what it really affects.

The four attributes and their two “versions”

In the current version, a character has exactly four core attributes: Strength, Endurance, Agility, and Perception. There are no hidden fifth stats like intelligence or luck — everything rests on these four.

Each attribute has two sides:

  • Base value — the part that’s saved as part of your hero. When you create a character, each attribute starts at 10, and you can redistribute your starting points within a range of 5 to 15.
  • Effective value — what actually works right now: the base plus modifiers from gear, abilities, and conditions. The result is always clamped to the range of 1 to 20.

That’s why the same hero feels different after calm preparation than after a hard run. Cold, poisoning, radiation sickness, exhaustion, and wounds temporarily drag your attributes down — for example, the Exhaustion condition hits all four at once, while Hypothermia lowers Strength, Endurance, Perception, and health regeneration. The base on your sheet doesn’t change, but the effective numbers drop.

Strength

Strength is about “raw” physicality: hitting and hauling.

  • Melee damage. Base melee damage equals your Strength (minimum 1), and the weapon itself works on top of that. A strong character is noticeably more dangerous with a knife or a club.
  • Carry weight. Your carry limit equals Strength × 8 kg (plus bonuses). The game constantly adds up the mass of every item in your inventory, accounting for quantity, and compares it against this limit. If the weight is exceeded, you become overloaded — some item actions get blocked even before you pick up the extra. So free space in your pack isn’t a convenience, it’s part of your route’s safety: go after heavy loot with some Strength to spare.

Endurance

Endurance is your character’s reserve of toughness in every sense.

  • Maximum health. Calculated as Endurance × (4 + Level). So HP grows both with Endurance and with every new level — a tough hero starts sturdier and also raises their health “ceiling” faster as they level up.
  • Stamina. Maximum stamina is the sum of a base value plus an increment for each point of Endurance. Stamina is needed for abilities and running, so a tough character keeps up the pace longer.
  • Health regeneration. Your out-of-combat healing rate depends on Endurance — a sturdy hero recovers faster between skirmishes (regeneration doesn’t work in combat).
  • Pace on the world map. Map speed comes from Agility and Endurance (×3 from each), so Endurance helps on the long road too.

Agility

Agility governs movement and getting hit less often.

  • Dodge. Your dodge chance equals your Agility (plus bonuses). Dodge “presses down” on the enemy’s accuracy when they try to hit you — for a scout, it’s a chance to survive an encounter.
  • Movement speed. Base movement speed is 50 + Agility × 7, then it’s adjusted by armor, leg injuries, loss of mobility, and suppression. A nimble hero changes position faster and slips out of a bad spot.
  • Pace on the world map. Together with Endurance it sets your travel pace; a damaged leg cuts that pace in half (two legs, even more).

Perception

Perception is a shooter’s eyes and composure.

  • Sight range. Equals Perception × 4 (plus bonuses from gear). An attentive hero notices what’s going on in an unknown zone sooner. Important caveat: damaged eyes or blinding cut your sight range to 20% — sharply and instantly.
  • Critical chance. Base crit equals Perception ÷ 2 (plus bonuses from weapons and effects). That’s why a sharp-eyed shooter is doubly dangerous: they see sooner and land critical hits more often.
  • Ranged accuracy. Perception also factors into the hit formula: 3 is added to the base chance for each point. But accuracy isn’t a “flat” attribute-driven stat: it depends mostly on the weapon, firing mode, range, movement, and the state of your hands. Perception only raises the base.

How to read this as you develop

Attributes don’t replace skills, gear, and abilities — they set the foundation: what comes more easily to a character from the very start and which role fits them more naturally. Derived stats (accuracy, crit, dodge, melee damage, speed, map pace, weight) aren’t chosen directly — they add up from attributes, weapons, armor, injuries, and active modifiers. That’s why two heroes with similar bases behave differently after just a couple of runs.

The practical rule of thumb is simple: Strength is for those who fight up close and haul heavy loot; Endurance is for survivability and the long road; Agility is for moving faster and getting hit less; Perception is for seeing the world sooner and striking more accurately at range. A strong suit is always more useful than “versatility” smeared thin across every direction.