The content is not described in full detail on this page. For details, please see the respective articles.
For attributes in other Wasteland games, please see "Attributes".
Skills are bound to an IQ and Aptitude. So if you raise an IQ or Aptitude then this also makes the bound skills more effective. The mathematics behind this are currently unknown.
Mental capacity. IQ determines how adept you can become in Passive Skills. For every point of IQ above 15 a PC or NPC has, he can potentially add 1 level to his Passive Skills.
Mental flexibility. AP determines how adept you can become at Active Skills. For every point of AP above 15 a PC or NPC has, he can potentially add 1 level maximum to his Active Skills.
Quickness and agility. If your DX is high, you will be hard to hit in combat, you will have an improved chance of hitting first in combat, and you will be more accurate with missile weapons. Any character don't need DX higher than 25.
Personal appeal. If your CH is high, strangers will be more inclined to react positively toward you, and you will have a better chance of recruiting NPCs into your party.
The intangibles, whether you beat the odds or they beat up on you. If you have enough LK, things just work out for you; but if you have too little, you won't be able to hit the broad side of a bomb crater, while the monsters will beat the gamma radiation out of you with their eyes membraned.