Skills & Stats Guide for Call of Cthulhu: The Wasted Land

Call of Cthulhu: The Wasted Land info pageEach of the units in the game has a set of stats and skills that describe how good (or bad) they are at performing various actions. The higher a stat or skill is, the better the result will tend to be. Your skills will start off pretty average but at the end of each mission you’ll have experience points (XP) to spend on improving them and so your units will get better and better. This is the character sheet for a unit (you get this by tapping/clicking on the unit’s stats in the side bar, press ‘?’ if you are not sure where this is):

A character sheet of an investigator in HD.


Core Stats
These are the core stats that describe a unit’s strengths and weaknesses. These are used to generate some of the other stats for a unit (see below). The score is between 3 and 18, with 18 being the best.

  • HP: Hit Points, the amount of damage a unit can take before unconsciousness/death.
  • DEX: Dexterity. This affects the number of Action Points (AP) an Investigator has.  Also impacts on the chances of a critical hit.
  • INT: Intelligence. Affects the number of Action Points (AP) an Investigator has.
  • STR: Strength. Affects the Melee Damage Bonus and Revival Time of an Investigator.
  • POW: Power. The magical and will power of your unit.  This generates your unit’s Sanity (SAN) and affects both the Spell Power Bonus & Revival Time. It also impacts on the chances of a critical hit.

Generated Stats
These are the stats generated from combinations of the core stats above.

  • AP: Action Points. Determines what a unit can do in it’s turn such as moving and attacking.  Built from INT plus DEX.
  • Critical Hit Threshold: Modifies the chance of critical hit and is based on POW plus DEX to give chance of player unit getting a critical hit.
  • SAN: Sanity. How much horror an Investigator can be exposed to before it goes insane (either becoming paralysed or going manic).
  • Revival Time: How many turns an Investigator can be unconscious for before death follows. Built from STR plus POW.
  • Melee Damage Bonus: Adds additional damage to any close combat weapon used.
  • Spell Power Bonus: Adds some additional damage to any combat spell cast.
  • Armor: The amount of protection a unit has. This score is removed from the amount of damage taken, so reducing any Hit Point (HP) loss. It is generated from the types of armor a unit is equipped with.

Skills
These are used in conjunction with an object, such as a weapon. You don’t just use the skill, you equip the object. A skill is between 0% and 99%. Once equipped, your skill provides the base percentage change for that object, as defined below.

  • Artillery Spotter: Use with an Artillery Request pigeon to call in an artillery strike on a target.
  • Chemical Protection: Use with a gas mask to protect against mustard gas. Without a mask, a unit takes 3 HP of damage per square moved through. With a mask the damage is reduced depending on which of three skill levels the unit has; 33% (2 HP damage per square), 66% (1 HP damage per square) & 99% (no damage at all).
  • Cthulhu Mythos: Allows the use of spells. The percentage skill reflects the base HIT% of the spell. It is then modified by the spell type, the range and any additional Action Points spent on the attack.
  • Handguns: Allows the use of hand guns such as the Webley Revolver. The skill gives the base HIT%of the weapon. It is then modified by the weapon type, the range and any additional Action Points spent on the attack.
  • Rifles: Allows the use of hand guns such as the Lee Enfield. The skill gives the base HIT% of the weapon. It is then modified by the weapon type, the range and any additional Action Points spent on the attack.
  • Shotguns: Allows the use of hand guns such as the Winchester. The skill gives the base HIT%of the weapon. It is then modified by the weapon type, the range and any additional Action Points spent on the attack.
  • Heavy Weapons: Allows the use of Heavy Machine Guns (HMGs) such as the Lewis Gun. The skill gives the base HIT% of the weapon. It is then modified by the weapon type, the range and any additional Action Points spent on the attack.
  • First Aid: Allows the use of a First Aid Kit on a fellow investigator to heal some Hit Points (HP) of damage. The amount of HPs damage healed depends on which of the three skill levels the Investigator has; 33%, 66% or 99% and the type of First Aid Kit (small, medium or large).
  • Martial Arts: Allows the use of close combat weapons such as bayonets, trench knives or clubs. The skill gives the base HIT% of the weapon. It is then modified by the weapon type and any additional Action Points spent on the attack.
  • Psychoanalysis: Allows the use of a psychology book on a fellow Investigator to restore some Sanity (SAN). The amount of SAN restored depends on which of the three skill levels the Investigator has; 33%, 66% or 99% and the type of psychology book being used (Interpretation of Dreams or Studies in Hysteria).

There is more help information here and on the game’s main page.

About Tomas

Design & Production Director at Auroch Digital. Designer of Call of Cthulhu: The Wasted Land. Writing and blogging things that surprise, entertain and interest me...
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6 Responses to Skills & Stats Guide for Call of Cthulhu: The Wasted Land

  1. Lorroberty says:

    This is a great game! I have just a few questions on skills:
    Myths: it never goes up automatically after a successful spell?
    Psychoanalysis: if the investigator will never use a book does it give any other advantage? For example less SAN loss, more probability going insane than paralyse..
    INT: apart of AP, is there any other influence?

    • Tomas says:

      Thanks. All skills can go up after a successful use – each time you use it the game rolls a % against that skill and if it is greater than that you get +1. So the higher the skill the less chance of that happening. Psychoanalysis is only used for the Psycology books yes. Good to have 2 units who can deal with SAN loss though. INT is for AP only yes. Thanks for the kind words about the game! Tomas

  2. Deanpool says:

    I recently bought this for my ipod 3rd gen and it works great, im very happy since nowadays very little works on ipod 3g’s so thank you for accomodating as wide an audience as you do.

  3. Peter says:

    Hi, I`m enjoying this. Could you elaborate further on the differences between Dex and Int? Does Int give you more AP/point due to Dex affecting critical hits. Just not sure what the point of Int is.

    • Tomas says:

      DEX impacts more than just the AP count, but as it tops out at 18, if you want really high APs then you need to spend points on INT too. Thanks.

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