I'd say arrays were the best way of doing it, though I don't have much experience of all this. What you'd do is dim an array called characterStats, or charStat for short - say:
dim charStat#(10)
Where 10 is the number of different things you want to store information about, say 1 for experience, 1 for health etc..., and then you simply change the values of each using the normal commands, eg
if enemyHit() then charStat#(2)=charStat#(2)-10
to reduce the guys health.
You just have to be careful you remember which bit of the array stands for what. A big remark as you dim the array should deal with that, eg
remstart
charStat#(1) is the experience
charStat#(2) is the health
.
.
.
remend
The other problem is that sometimes you don't want to use numbers. For example with armour you might prefer to use the name of the armour - say Plate Metal +2 With Fiery Horns of Wrath. In that case you'd have to dim several arrays, one for each type of data you want to store.
remstart
charStat#(1) is the experience
charStat#(2) is the health
.
.
.
remend
dim charStat#(9)
rem charStat$(1) is the armour
dim charStat$(1)
Why do you sink I ave zees outRAGEOUS accente?!