
What the four stats are
The reveal UI shows four shared civilian stats: Capability, Athleticism, Personality, and Resourcefulness. The important caveat: the exact gameplay formulas behind those labels were not fully defined in the supplied footage, so this table records the values without inventing what each point means.
| Civilian | Cap. | Ath. | Pers. | Res. | Revealed traits |
|---|---|---|---|---|---|
| Eric | 6 | 3 | 6 | 8 | Hunter Sense, Fast Fingers, Brimstone Fuse |
| Rachel | 7 | 5 | 2 | 8 | Full Moon, Aura of Awareness, Sixth Sense |
| Tanya | 4 | 6 | 10 | 5 | Hi-Fi, Survival Skills, Guardian Shadow |
| Marcus | 7 | 5 | 4 | 10 | Lone Wolf, Repair Expert, Trespasser |
| Jennifer | 5 | 9 | 6 | 7 | Dreamer, Ghost, Survival Rage |
| Thomas | 7 | 8 | 10 | 2 | Running Back, Inspiring, Barricade |
| Lynda | 4 | 8 | 7 | 5 | Totally Amazing, Blinding Light, Fade to Black |
| Bob | 9 | 8 | 4 | 3 | Heavyweight, Lethal Pitch, Runner’s High |
| Annie | 5 | 4 | 6 | 8 | Speed Kills, Exit Strategy, Convincing Plea |
| Laurie | 8 | 6 | 9 | 7 | Spatial Awareness, Knockout, Revenge |
| Richard* | 6 | 7 | 9 | 5 | Deluxe character; trait wording needs UI recheck |
| Alexis* | 2 | 8 | 10 | 5 | Popular, Panic Contagion, Smooth Talker |
* Richard and Alexis are Digital Deluxe characters. See Standard vs Deluxe for what each edition includes.



Don’t turn stat totals into a fake tier list
High numbers do not automatically equal a stronger character. A stat can be valuable only in certain objectives, while signature traits and perk decks can change the real outcome. We will rank characters only after the launch build provides definitions, match flow and repeatable examples.
What patch 1.0.3 changed about stats and traits
The September 23 balance pass flattened the top of the stat curves rather than rewriting them:
- Capability for Melee Damage gives less at high stat values and more at low ones, and the Civilian melee boost while Drunk is weaker — Bob, Laurie and Drunk builds can no longer one-shot Michael reliably.
- Heavyweight grants less Fear Resistance and less Melee Damage.
- Athleticism was rebalanced the same way: high values give less movement and sprint speed, low values give more.
- Capability for Grab Struggle is less effective at high stat values, while struggling free at Stalk Tiers 0–2 became easier for everyone.
The practical reading: min-maxing a single stat is worth less than it was at launch, and a balanced spread is closer to competitive. Trait and perk choices still decide more than raw totals do.
What patch 1.0.4 changed about grabs
1.0.4 is a correction, not a new balance direction, and it matters most if you play Civilian:
- Escaping a grab at Bloodthirst Level 3 was accidentally far harder than intended. The 1.0.3 grab changes were meant to help Civilians at Stalk Tier 2 and below, but combined with other grab fixes they made Bloodthirst 3 escapes exponentially harder. That is fixed, and it also means the “struggling free at Stalk Tiers 0-2 became easier” note above still holds — 1.0.4 did not undo it, it fixed the side effect at the top tier.
- Struggling free on uneven terrain no longer deals fall damage to the Civilian.
What patch 1.1.0 changed for Civilians
1.1.0 is the pacing patch: matches are meant to run slower, and escapes got harder to rush.
- Stun-lock relief. The Stagger and Stumble cooldown after taking a melee hit is longer, the slow Michael applies on a melee hit was reduced (his brief speed buff for landing one went up), and the Hatchet / Meat Cleaver combo gained a longer delay before its opening strike repeats.
- Escapes are harder to spam. Discovery distance for escapes now scales with match time, fewer Bolt Cutters / Gas Cans / Escape Keys spawn, Storm Cellar and Gate capacity was reduced, more Fuses spawn, and clearing Overgrowth takes longer.
- Bloodthirst tiers 2–3 hit softer — the damage and attack-speed bonuses from those tiers were reduced.