As there are a lot of them. There's actually shit ton of stats for items as well. Though I have a feeling that the item stats will hinder the novel, so I won't include them. Also the whole chapter is simply copy-paste from the wiki.
ATTRIBUTES (core stats)
Strength - Determines the ability to use Weapons, and to carry more, without penalties. The minimum strength to use a weapon effectively is 40x the blunt damage value. Also increases blunt damage output.
Dexterity - Affects the speed of attacks, blocks, rate of fire, reload speed, and increases cutting damage output. It is also affected by Stronger Opponent Logic.
Toughness - Determines a character's damage resistance, wound deterioration speed, martial arts damage, and chance to resist stealth knock-outs. Also lowers the knock-out point (the level at which they fall unconscious), knock-out time (how long they stay unconscious when knocked-out), and raises the amount of damage required to stagger them.
Perception - Used to govern accuracy with ranged weapons. Especially important for hitting far away or moving targets.
WEAPON SKILLS
Melee:
Katanas - Weapons that specialize in cutting damage. Very offensive, sacrificing defense for attack, with great attack speed.
Sabres - Weapons that specialize in a mix of cutting and blunt damage, but more in cutting. Granting defense bonus, often at the expense of attack, they compensate their lower speed than katanas by the ability to efficiently block until the smallest opening to attack.
Hackers - Weapons that specialize in a perfect mix of cutting and blunt damage. Well balanced between offense and defense. A bit slow, but with good damage.
Heavy Weapons - Weapons that specialize in a mix of blunt and cutting damage, but more so blunt. Really slow, but with a great reach and huge damage.
Blunt Weapons - Weapons that specialize in blunt damage, resulting in a non-lethal knockout. Good to put the enemy in bloodloss KO. Slower than blades but a strong character can wield them with a decent speed and high damage.
Polearms - Weapons that specialize in range and speed, making them very lethal against animals. Very unhandy indoors, but ideal for a hunter/huntress.
Range:
Turrets - Determines the ability for characters to use defensive weapon turrets (accuracy, aiming speed and reload speed).
Crossbows - Skill at shooting with crossbows (accuracy, aiming speed and reload speed).
Precision Shooting - The ability to avoid accidentally shooting your allies (and yes, it is increased by accidentally shooting your allies).
COMBAT SKILLS
Melee Attack - Determines chance to successfully land a hit, and increases attack speed with weapons.
Melee Defense - Determines chance to block, and increases block speed.
Dodge - Determines chance of evade attacks in fight.
Martial Arts - Determines chance to successfully land a hit with your fists, learn better moves as skill increases. Also increases attack speed with fists.
THIEVERY SKILLS
Stealth - Determines your ability to remain undetected while sneaking, and the effectiveness of Disguises.
Lockpicking - Determines the chance and time required to pick locks depending on the lock's level.
Thievery - Determines the chance of successfully stealing items.
Assassination - Determines the chance of successfully knocking out someone while sneaking.
ATHLETIC SKILLS
Athletics - Determines run speed.
Swimming - Determines swim speed.
SCIENCE SKILLS
Medic - Determines speed of First Aid, what First Aid Kits and Splint Kits you can use and how efficiently you can use them.
Engineer - Determines how fast you can Construct and repair structures.
Robotics - Determines the speed of First Aid on Skeletons and Characters with Robot Limbs using a Skeleton Repair Kit and crafting of items at the Robotics Bench.
Science - Determines skill at Prospecting, researching new Technology.
TRADE SKILLS
Weapon Smith - Determines speed and quality of Weapons made at a Weapon Smithing Bench.
Armour Smith - Determines speed and quality of Armour made at various Crafting stations.
Crossbow Smith - Determines speed and quality of Crossbows made at Crossbow Crafting Bench.
Labouring - Determines speed of manual labour such as mining and processing.
Farming - Determines harvesting speed of crops and their yield.
Cooking - Determines the speed of cooking food and brewing drinks.
These are all the stats for characters. Humans, animals and everything between. As long as it's moving, it'll have these stats. Stats grow with use.
They range from 0 to 100 (actually they can be a couple of numbers below 0, or above 100). And from my understanding 0 is completely untrained, while 100 is pretty much the human limit. For example, when your character has 100 athletics (s)he can run at 29mph (45+km/h), even when carrying 100+kg of stuff (needs to have high strength, else there's a movement penalty). Don't think this is too unrealistic, as I have already told before, Kenshi takes place on a moon.
Items like armor, weapons, and prosthetics affect stats as well. This should be it, if you have any questions let me know.
P.S. This chapter was written on PC.