     @IBOutlet weak var skillValue: NSTextField!
     @IBOutlet weak var staminaValue: NSTextField!
     @IBOutlet weak var luckValue: NSTextField!
+    @IBOutlet weak var initSkillValue: NSTextField!
+    @IBOutlet weak var initStaminaValue: NSTextField!
+    @IBOutlet weak var initLuckValue: NSTextField!
     @IBOutlet weak var skillStepper: NSStepper!
     @IBOutlet weak var staminaStepper: NSStepper!
     @IBOutlet weak var luckStepper: NSStepper!

        if player!.gamekind == kGameHouseHell {
            player!.maxFear = Int(maxFearValue.stringValue)!
        }
    }

    // MARK: - Combat Tab Functions

            // Stats Tab
            skillValue.stringValue = "\(zplayer.skill)"
            testSkillValue.stringValue = zplayer.gamekind == kGameHouseHell ? "\(zplayer.initialSkill)" : "\(zplayer.skill)"
            initSkillValue.stringValue = "\(zplayer.initialSkill)"

            // Ensure Luck readout goes red below a score of 5
            colour = zplayer.luck < 5 ? NSColor.red : NSColor.black
            var astring = NSAttributedString.init(string: "\(zplayer.luck)", attributes: [ NSAttributedStringKey.foregroundColor : colour, NSAttributedStringKey.paragraphStyle : tps ])
            luckValue.attributedStringValue = astring
            testLuckValue.attributedStringValue = astring
            initLuckValue.stringValue = "\(zplayer.initialLuck)"

            // Ensure Stamina readout goes red below a score of 5
            colour = zplayer.stamina < 5 ? NSColor.red : NSColor.black
            astring = NSAttributedString.init(string: "\(zplayer.stamina)", attributes: [ NSAttributedStringKey.foregroundColor : colour, NSAttributedStringKey.paragraphStyle : tps ])
            staminaValue.attributedStringValue = astring
            initStaminaValue.stringValue = "\(zplayer.initialStamina)"

            // Ensure Fear readout goes red 4 below maxFear
            colour = zplayer.fear > zplayer.maxFear - 5 ? NSColor.red : NSColor.black
