Difference between revisions of "Combat Stats"

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(added shotguns, didn't feel the Expedition tag looked right. Reminder LMGs, Miniguns, and Grenade Launchers to be added in Heavy Duty)
 
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= Combat Stats: Base =
 
= Combat Stats: Base =
 
 
== [[File:Bleeding Wound.png|text-bottom|link=]] State ==
 
== [[File:Bleeding Wound.png|text-bottom|link=]] State ==
 
 
;Health
 
;Health
 
: Shows current and maximum health points. When your current health point reach zero, you die.
 
: Shows current and maximum health points. When your current health point reach zero, you die.
: Derived from character level and [[Constitution]]. Can be affected by feats and items. Player character has '''50%''' bonus health. If playing on easy/hard difficulty, player health is roughly doubled/halved. (The extra health received assumes player has average Constitution.)
+
: Derived from character level and [[Constitution]]. Can be affected by feats and items. Player character has '''50%''' bonus health. If playing on easy or hard difficulty, player health is 2x or 2/3 of the normal value.
  
 
;Shield
 
;Shield
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;Psi
 
;Psi
: Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke [[Psi abilities|psionic abilities]].
+
: Not shown on characters who lack [[Psi Empathy]]. Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke [[Psi abilities|psionic abilities]].
: Starts at 100. No longer derived from character level and Will as of version [[0.1.14.0]], but can be affected by feats and items.
+
: Psi pool starts at 100. No longer derived from character level and Will as of version [[0.1.14.0]], but can be affected by feats and items.
 +
: Base psi regeneration is 5 for player characters, 15 for psionic NPCs.
 +
 
 +
;Healing Effectiveness
 +
: Shows the number at which any incoming healing will be modified.
 +
: Starts at 100%, cannot drop below 15%. Can be affected by feats and items.
 +
 
 +
;Action Points
 +
: All characters have '''50''' {{color|{{TimelapseColors|ApColor}}|Action Points}}. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. ''(e.g. [[Special Tactics]])''
 +
: At the end of a character's turn, given they weren't [[Stunned|stunned]] or otherwise incapable of action up to 10 unspent action points will be tranferred to the next turn.
 +
: Wearing heavy armor without meeting its strength requirement will reduce action points.[http://underrail.com/forums/index.php?topic=330.0]
 +
: AP can be temporarily increased or decreased. Maximum AP is capped between 35 and 183 upper bound.
 +
 
 +
;Movement Points
 +
: Character base {{color|{{TimelapseColors|MpColor}}|Movement Points}} equal '''30''' + extra '''3''' points for every point in agility above '''5'''. Movement points can only be used for moving.
 +
: Movement points are affected by [[agility]], armor penalty or bonus, [[encumberance]] and some [[feats]].
 +
: Most effects that change movement points also change real-time movement speed.
 +
: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points.
 +
: See also [[Movement]] for details on movement mechanics.
  
 
== [[File:Icon_base_abilities.png|text-bottom|link=]] Base Abilities ==
 
== [[File:Icon_base_abilities.png|text-bottom|link=]] Base Abilities ==
 
 
{{main|Base Abilities}}
 
{{main|Base Abilities}}
 
 
Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.
 
Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.
  
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= Combat Stats: Defense =
 
= Combat Stats: Defense =
 
 
== [[File:Aphobia.png|text-bottom|link=]] Defense ==
 
== [[File:Aphobia.png|text-bottom|link=]] Defense ==
 +
Attacks and [[status effects]] can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude or Resolve, depending on the attack's type. These four saving throws are checked against attacker's relevant skill, ''e.g. An attack with [[Frighten]] would test attacker's [[Thought Control]] vs. defender's [[Resolve]] to determine its duration.''[http://underrail.com/forums/index.php?topic=895.msg5014#msg5014] The effects of certain devices, such as [[Flashbang]]s, do not depend on any skills of the character using them and thus they use a fixed value as their attack rating.
  
Attacks and [[status effects]] can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.
+
The base save chance of Resolve and Fortitude is <code>1 - attack skill / defense skill * 0.7</code> and it is capped between '''5%''' and '''75%'''. So relative to defense skill, about 135% attack skill minimizes the save chance and 35% maximizes it.
  
These four defensive skills are checked against attacker's relevant skill, ''e.g. An attack with [[Frighten]] would test attacker's [[Thought Control]] vs. defender's [[Resolve]].''[http://underrail.com/forums/index.php?topic=895.msg5014#msg5014]
+
Dodge and Evasion are the base factors when determining hit chances in melee and ranged combat respectively. See [[Precision]] for details.
 
 
The chance to resist them this way is capped at '''65%'''.[http://underrail.com/forums/index.php?topic=328.0]
 
  
 
;Dodge
 
;Dodge
 
: Increases your chance to avoid melee attacks.
 
: Increases your chance to avoid melee attacks.
: Equal to your effective Dodge skill. Can be affected by feats and items.
+
: Derived from your effective Dodge skill and other Dodge bonuses. Can be affected by feats and items.
  
 
;Evasion
 
;Evasion
 
: Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.
 
: Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.
: Equal to your effective Evasion skill. Can be affected by feats and items.
+
: Derived from your effective Evasion skill and other Evasion bonuses. Can be affected by feats and items.
  
 
;Fortitude
 
;Fortitude
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: Derived from character level and Will. Can be affected by items and status effects.
 
: Derived from character level and Will. Can be affected by items and status effects.
  
;Crit. chance
+
;Weapon Crit. chance
 
: Modifies the chance you'll get critically hit with weapons and unarmed attacks.
 
: Modifies the chance you'll get critically hit with weapons and unarmed attacks.
 
: Can be affected by feats and items.
 
: Can be affected by feats and items.
 +
 +
;Psi Crit. chance
 +
: Modifies the chance you'll get critically hit with psi attacks.
 +
: Can be affected by feats.
  
 
;Armor penalty
 
;Armor penalty
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== [[File:Icon_shielding.png|text-bottom|link=]] Shielding ==
 
== [[File:Icon_shielding.png|text-bottom|link=]] Shielding ==
 
 
[[Shield Emitter|Energy shields]] can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.
 
[[Shield Emitter|Energy shields]] can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.
  
 
Shield Capacity is the total amount of damage the shield can absorb when fully charged.
 
Shield Capacity is the total amount of damage the shield can absorb when fully charged.
  
All damage sources have an '''Impact Speed''', which is one of the following:
+
All physical damage sources have an '''Impact Speed''', which is one of the following:
: '''{{color|teal|Very Low}}''' — Melee attacks
+
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryLow}}|Very Low}}''' — Melee attacks
: '''{{color|DarkSlateGray|Low}}''' — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)
+
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Low}}|Low}}''' — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)
: '''{{color|gray|Medium}}''' — Bullets, shrapnel (from frag grenades/mines)
+
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Medium}}|Medium}}''' — Pistol and SMG bullets, Shotgun pellets, shrapnel (from frag grenades/mines)
: '''{{color|DarkSalmon|Fast}}''' — Explosives, extremely fast projectiles (such as those fired from sniper rifles)
+
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.High}}|Fast}}''' — Explosives, extremely fast projectiles (such as those fired from sniper and assault rifles)
: '''{{color|Salmon|Very Fast}}''' — Lasers, plasma, electrical attacks
+
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryHigh}}|Very Fast}}''' — Lasers, plasma, electrical attacks
  
 
Additionally, most light melee attacks will ignore certain amount of shield.
 
Additionally, most light melee attacks will ignore certain amount of shield.
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== [[File:items components steel plates.png|text-bottom|link=]] Resistances ==
 
== [[File:items components steel plates.png|text-bottom|link=]] Resistances ==
 +
All characters have '''Damage Resistance''', '''Damage Threshold''' and '''Damage Modifier''' for each damage type, shown as '''DR% / DT (DM%)'''. They are derived from equipped and/or natural armor and other modifiers such as feats, equipment and temporary drug effects.
  
All characters have '''Damage Resistance''' and '''Damage Threshold''' (DR% / DT) for each damage type, derived from their equipped and/or natural armor. Resistance is a percentage reduction, whilst threshold is a flat number reduction.
+
Resistance is a percentage reduction, whilst threshold is a flat number reduction. Only the greater of the two reductions will be applied against any one attack, not both. Damage modifier, normally 100%, is applied to the portion of damage that goes through shields and armor resistance/threshold.
 
 
Only the greater of the two reductions will be applied against any one attack, not both.
 
  
 
The resistible damage types are
 
The resistible damage types are
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{{Acid}},
 
{{Acid}},
 
{{Energy}} and
 
{{Energy}} and
{{Bio}}.
+
{{Bio}}. All damage types excluding {{Mechanical}} can achieve total negation of damage through either '''100% Damage Resistance''' or '''0% Damage Modifier''', however {{Mechanical}} damage is limited to '''95% DR''' and '''10% DM'''.
  
 
=== Irresistible damage ===
 
=== Irresistible damage ===
Keep in mind that certain damages, such as poison or direct mind damage, completely ignore armor.
+
Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds, but not damage modifier.
  
* The bio damage from [[poison]]s ignores armor (but the initial attack delivering poison must penetrate armor for the poison to take effect).
+
* The bio damage from [[poison]]s ignores armor, but the initial attack delivering poison must penetrate armor for the poison to take effect. Poison damage can be reduced with Damage Reduction.
* Some thought control psi abilities deal irresistible mental damage.
+
* Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve and Damage Reduction.
 +
** [[Neural Overload]]
 
** [[Bilocation]]
 
** [[Bilocation]]
** [[Neural Overload]] damage is irresistible, but can be reduced by Resolve. Mitigation for this is capped at '''~40%'''.
 
 
** [[Psi-cognitive Interruption]]
 
** [[Psi-cognitive Interruption]]
  
 
== [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge ==
 
== [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge ==
 +
:''See also: [[Stealth Mode]], [[Traps]]''
  
 
;Stealth
 
;Stealth
 
: Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.
 
: Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.
: Equal to your effective Stealth skill. Can be affected by feats and items.
+
: Equal to your effective Stealth skill. Can be affected by feats and items. Stealth rating lower than 40% the detection rating leads to instant detection.
  
 
;Detection
 
;Detection
: Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection.
+
: Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection, so character level does not affect it.
 
: Derived from character level and Perception. Can be affected by feats and items.
 
: Derived from character level and Perception. Can be affected by feats and items.
  
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= Combat Stats: Offense =
 
= Combat Stats: Offense =
 
 
== [[File:Icon_weapon.png|text-bottom|link=]] Weapon ==
 
== [[File:Icon_weapon.png|text-bottom|link=]] Weapon ==
 
 
;Damage
 
;Damage
 
: Current weapon normal attack damage range.
 
: Current weapon normal attack damage range.
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: Damage bonus applied when the current weapon scores a critical hit.
 
: Damage bonus applied when the current weapon scores a critical hit.
 
: Derived from active weapon. Can be affected by feats.
 
: Derived from active weapon. Can be affected by feats.
 +
 +
;Special attack bonus
 +
: Increases the damage done by [[:Category:Attacks|special attacks]]. Does not work with [[:Category:Unconditional special attacks|Unconditional special attacks]].
 +
: Starts at 0%. Increased by [[Smart Goggles|smart goggles]] and [[Smart Module|modules]].
  
 
;Initiative
 
;Initiative
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::: Exception: when the player initiates combat manually {{key|Enter}} or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
 
::: Exception: when the player initiates combat manually {{key|Enter}} or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
 
:* Initiating combat from stealth adds 100 to initiative.
 
:* Initiating combat from stealth adds 100 to initiative.
 +
:* Returning to a zone where you previously fled combat adds -1000 to initiative.
  
 
;Range
 
;Range
 
: Maximum range of the current weapon.
 
: Maximum range of the current weapon.
 
: Derived from active weapon.
 
: Derived from active weapon.
 +
: Vision range for the player is always limited to 13 tiles in a straight line.
  
 
;Optimal Range
 
;Optimal Range
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: Derived from active weapon.
 
: Derived from active weapon.
  
== [[File:Icon_metathermics.png|text-bottom|link=]] Metathermics ==
+
== [[File:Psisynergy.png|text-bottom|link=]] Psionics ==
 
+
{{main|Psi abilities}}
;Skill
 
: Effective skill level when invoking metathermic psionic abilities.
 
 
 
;Critical chance
 
: Chance to score a critical hit when invoking metathermic psionic abilities.
 
: Can be affected by feats and items.
 
 
 
;Critical bonus
 
: Damage bonus applied when you score a critical hit with a metathermic psionic ability.
 
: Can be affected by feats and items.
 
 
 
;Psi cost
 
: Psi cost point modifier for metathermic psi abilities.
 
: Can be affected by feats and items.
 
 
 
== [[File:Icon_psychokinesis.png|text-bottom|link=]] Psychokinesis ==
 
 
 
;Skill
 
: Effective skill level when invoking psychokinetic psionic abilities.
 
 
 
;Critical chance
 
: Chance to score a critical hit when invoking psychokinetic psionic abilities.
 
: Can be affected by feats and items.
 
 
 
;Critical bonus
 
: Damage bonus applied when you score a critical hit with a psychokinetic psionic ability.
 
: Can be affected by feats and items.
 
 
 
;Psi cost
 
: Psi cost point modifier for psychokinetic psi abilities.
 
: Can be affected by feats and items.
 
 
 
== [[File:Icon_thought_control.png|text-bottom|link=]] Thought Control ==
 
  
 
;Skill
 
;Skill
: Effective skill level when invoking thought control psionic abilities.
+
: Effective skill level when invoking psionic abilities of currently selected psi school.
  
 
;Critical chance
 
;Critical chance
: Chance to score a critical hit when invoking thought control psionic abilities.
+
: Chance to score a critical hit when invoking psionic abilities of currently selected psi school.
 
: Can be affected by feats and items.
 
: Can be affected by feats and items.
  
 
;Critical bonus
 
;Critical bonus
: Damage bonus applied when you score a critical hit with a thought control psionic ability.
+
: Damage bonus applied when you score a critical hit with psionic abilities of currently selected psi school.
 
: Can be affected by feats and items.
 
: Can be affected by feats and items.
  
 
;Psi cost
 
;Psi cost
: Psi cost point modifier for thought control psi abilities.
+
: Psi cost point modifier for psi abilities of currently selected psi school.
 
: Can be affected by feats and items.
 
: Can be affected by feats and items.
  
= Unlisted statistics =
+
= Other statistics =
These statistics aren't listed in the combat menu or any other menus.
+
These statistics aren't listed in the combat menu, but are relevant to combat.
  
 
== [[File:Level_Up.png|text-bottom|link=]] Character level ==
 
== [[File:Level_Up.png|text-bottom|link=]] Character level ==
{{outdated|reason = XP charts from alpha version}}
+
{{main|Experience}}
 
+
Shown in Character Sheet {{key|S}} menu. Maximum level is 25 in base game, 30 with [[Underrail: Expedition]] expansion.
The maximum character level is '''25'''. Prior to version [[0.1.14.0]], it was 20. In the release versions, there is no way to directly see NPC levels.
 
 
 
* Level does not directly affect most character's stats. Exceptions to this are health, fortitude, resolve and detection.
 
** Characters gain '''40''' skill points every level
 
** Characters gain a feat every '''2''' levels
 
** Characters gain a base ability point every '''4''' levels
 
 
 
* Fortitude, resolve and detection function like skills that get 4-5 points automatically invested into them each level. They get a bonus/penalty from their related base ability just like normal skills do.
 
 
 
* NPCs have natural dodge and evasion bonus equal to their level.
 
 
 
{| width=100%
 
|-
 
| width=50% valign=top |
 
=== Classic XP System ===
 
 
 
The experience needed to level up is completely linear, each level requiring 1250 experience more than the former.
 
 
 
Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.
 
 
 
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
 
|-
 
! colspan="3" | Classic XP/level chart
 
|-
 
! Level !! Exp to next level !! Cumulative exp
 
|-
 
!  1 ||  1 250 ||  1 250
 
|-
 
!  2 ||  2 500 ||  3 750
 
|-
 
!  3 ||  3 750 ||  7 500
 
|-
 
!  4 ||  5 000 ||  12 500
 
|-
 
!  5 ||  6 250 ||  18 750
 
|-
 
!  6 ||  7 500 ||  26 250
 
|-
 
!  7 ||  8 750 ||  35 000
 
|-
 
!  8 || 10 000 ||  45 000
 
|-
 
!  9 || 11 250 ||  56 250
 
|-
 
! 10 || 12 500 ||  68 750
 
|-
 
! 11 || 13 750 ||  82 500
 
|-
 
! 12 || 15 000 ||  97 500
 
|-
 
! 13 || 16 250 || 113 750
 
|-
 
! 14 || 17 500 || 131 250
 
|-
 
! 15 || 18 750 || 150 000
 
|-
 
! 16 || 20 000 || 170 000
 
|-
 
! 17 || 21 250 || 191 250
 
|-
 
! 18 || 22 500 || 213 750
 
|-
 
! 19 || 23 750 || 227 500
 
|-
 
! 20 || 25 000 || 262 500
 
|-
 
! 21 || 26 250 || 288 750
 
|-
 
! 22 || 27 500 || 316 250
 
|-
 
! 23 || 28 750 || 345 000
 
|-
 
! 24 || 30 000 || 375 000
 
|-
 
! 25 || 31 250 || 406 250
 
|}
 
 
 
| width=50% valign=top |
 
=== Oddity XP System ===
 
 
 
The experience needed to level up starts off completely linear with each level requiring 1 more experience than the former, but stops at 25 XP/level.
 
 
 
Experience is gained only from [[oddities]] studied and quest completion.
 
 
 
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
 
|-
 
! colspan="3" | Oddity XP/level chart
 
|-
 
! Level !! Exp to next level !! Cumulative exp
 
|-
 
!  1 ||  5 ||  5
 
|-
 
!  2 ||  6 ||  11
 
|-
 
!  3 ||  7 ||  18
 
|-
 
!  4 ||  8 ||  26
 
|-
 
!  5 ||  9 ||  35
 
|-
 
!  6 || 10 ||  45
 
|-
 
!  7 || 11 ||  56
 
|-
 
!  8 || 12 ||  68
 
|-
 
!  9 || 13 ||  81
 
|-
 
! 10 || 14 ||  95
 
|-
 
! 11 || 15 || 110
 
|-
 
! 12 || 16 || 126
 
|-
 
! 13 || 17 || 143
 
|-
 
! 14 || 18 || 161
 
|-
 
! 15 || 19 || 180
 
|-
 
! 16 || 20 || 200
 
|-
 
! 17 || 21 || 221
 
|-
 
! 18 || 22 || 243
 
|-
 
! 19 || 23 || 266
 
|-
 
! 20 || 24 || 290
 
|-
 
! 21 || 25 || 315
 
|-
 
! 22 || 25 || 340
 
|-
 
! 23 || 25 || 365
 
|-
 
! 24 || 25 || 390
 
|-
 
! 25 || 25 || 415
 
|}
 
|}
 
 
 
== [[File:Hit_and_run_icon.png|text-bottom|link=]] Action and movement points ==
 
* All characters have '''50 AP'''. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. ''(e.g. [[Special Tactics]])''
 
:: Wearing heavy armor without meeting its strength requirement will reduce action points.[http://underrail.com/forums/index.php?topic=330.0]
 
:: AP can be temporarily increased or decreased. Debuffs cannot drop AP below 35.
 
 
 
* Character base movement points equal '''30''' + extra '''3''' points for every point in agility above '''5'''. Movement points can only be used for moving.
 
:: Movement points are affected by [[agility]], armor penalty or bonus, [[encumberance]] and some [[feats]].
 
:: Some effects that change movement points also change real-time movement speed.
 
:: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points.
 
  
 
== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision ==
 
== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision ==
'''Precision''' or '''chance to hit''' determines chance of an attack hitting its target and the precision of area of effect attacks. It is based on attacker's weapon skill and a large number of other factors. Precision is calculated the same way for both the player character and all non-player characters. Your precision is displayed on the right side of the attack cursor.
+
{{main|Precision}}
 
+
Details on the chance to hit calculations.
* Base precision (with zero attack skill against zero defense skill and no other modifiers) is '''70%'''.
 
* Precision limits are '''10—95%''' for targeted attacks, '''0—100%''' for AoE attacks (such as grenades).
 
* Area of effect attacks will always hit targets within their radius, but they can land up to '''3''' tiles away from targeted location.
 
* Most psi attacks always hit their target. However, [[Pyrokinesis]] is an AoE attack. Its precision is derived from Metathermics skill. Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects).
 
 
 
=== Modifiers ===
 
Precision is affected by many different modifiers, especially in ranged combat. Some precision penalties cannot be mitigated with weapon skill alone.
 
 
 
==== Skill ====
 
;Attack skill
 
: Increases precision. The main factor in precision calculation.
 
 
 
;Defense skill
 
: Dodge/evasion can reduce chance to hit by up to '''60%''' (if evasion/dodge rating is twice the attacker's effective attack skill)[http://underrail.com/forums/index.php?topic=794.msg4438#msg4438]
 
: AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage.
 
 
 
==== Environment ====
 
Environmental modifiers affect chance to hit in ranged combat.
 
 
 
;Darkness
 
: Darkness plays a large role in ranged weapon precision. Most areas in Underrail are dark and the penalty is quite high at long ranges.
 
: Darkness penalty can be completely counteracted with [[Night Vision]], or lowered with flares and/or other ambient light sources.
 
 
 
;Distance and optimal range
 
: Precision decreases with distance for all ranged weapons including AoE weapons.
 
: Precision further decreases beyond weapon's optimal range.
 
 
 
==== Weapon ====
 
Weapons can have additional modifiers to precision.
 
 
 
;Low durability
 
: Any [[Degraded Weapon]] or [[Heavily Degraded Weapon]] loses more precision the more degraded it is, all the way down to the minimal 10% chance to hit.
 
 
 
;Move and Shoot penalty
 
: Crossbows and rifles may have move penalty which decreases their precision if the user is not [[Focused]]. (Has moved during the current turn)
 
 
 
;Close Quarters penalty
 
: Crossbows and rifles may also have a precision penalty against foes at melee range. Close quarters penalty only applies [[In Combat]] against hostile targets.
 
 
 
;Strength requirement
 
: Rifles and sledgehammers have a strength requirement. Precision is decreased by about 10%{{verify}} for each point of strength below the requirement.
 
  
;Other weapon modifiers
 
: Weapons may have attachments or other modifiers that change their base precision or burst precision.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Player character]]
 
[[Category:Player character]]

Latest revision as of 19:53, 1 October 2023

This page explains statistics seen in the Combat Stats C menu and certain other statistics that aren't listed anywhere.

Combat Stats: Base

Bleeding Wound.png State

Health
Shows current and maximum health points. When your current health point reach zero, you die.
Derived from character level and Constitution. Can be affected by feats and items. Player character has 50% bonus health. If playing on easy or hard difficulty, player health is 2x or 2/3 of the normal value.
Shield
Shows current and maximum shield points. Whenever you're hit, the shield will absorb certain amount of damage depending on the impact speed of the attack as long as you have shield points lefts. Shields will also slowly deplete on their own while turned on.
Only shows up when you have a Shield Emitter equipped.
Psi
Not shown on characters who lack Psi Empathy. Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke psionic abilities.
Psi pool starts at 100. No longer derived from character level and Will as of version 0.1.14.0, but can be affected by feats and items.
Base psi regeneration is 5 for player characters, 15 for psionic NPCs.
Healing Effectiveness
Shows the number at which any incoming healing will be modified.
Starts at 100%, cannot drop below 15%. Can be affected by feats and items.
Action Points
All characters have 50 Action Points. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. (e.g. Special Tactics)
At the end of a character's turn, given they weren't stunned or otherwise incapable of action up to 10 unspent action points will be tranferred to the next turn.
Wearing heavy armor without meeting its strength requirement will reduce action points.[1]
AP can be temporarily increased or decreased. Maximum AP is capped between 35 and 183 upper bound.
Movement Points
Character base Movement Points equal 30 + extra 3 points for every point in agility above 5. Movement points can only be used for moving.
Movement points are affected by agility, armor penalty or bonus, encumberance and some feats.
Most effects that change movement points also change real-time movement speed.
Some creatures, such dogs and spawn, have natural bonus to movement points.
See also Movement for details on movement mechanics.

Icon base abilities.png Base Abilities

Main article: Base Abilities

Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.

Strength
Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).
Dexterity
Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)
Agility
Agility represents character's reflexes, fleet-footedness, jumping ability, as well as affinity towards other athletic and acrobatic activities. Among other things it affects dodge, evasion, initiative and movement points. It also allows the character to move more quietly, increasing the stealth performance.
Constitution
Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.
Perception
Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.
Will
Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines as well as psi point regeneration.
Intelligence
Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also affects psi point regeneration.

Combat Stats: Defense

Aphobia.png Defense

Attacks and status effects can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude or Resolve, depending on the attack's type. These four saving throws are checked against attacker's relevant skill, e.g. An attack with Frighten would test attacker's Thought Control vs. defender's Resolve to determine its duration.[2] The effects of certain devices, such as Flashbangs, do not depend on any skills of the character using them and thus they use a fixed value as their attack rating.

The base save chance of Resolve and Fortitude is 1 - attack skill / defense skill * 0.7 and it is capped between 5% and 75%. So relative to defense skill, about 135% attack skill minimizes the save chance and 35% maximizes it.

Dodge and Evasion are the base factors when determining hit chances in melee and ranged combat respectively. See Precision for details.

Dodge
Increases your chance to avoid melee attacks.
Derived from your effective Dodge skill and other Dodge bonuses. Can be affected by feats and items.
Evasion
Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.
Derived from your effective Evasion skill and other Evasion bonuses. Can be affected by feats and items.
Fortitude
Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by direct physical trauma.
Derived from character level and Constitution (60%), Strength (20%) and Will (20%).
Resolve
Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by mental stress and also reduces damage or duration of certain psionic attacks that target the mind directly.
Derived from character level and Will. Can be affected by items and status effects.
Weapon Crit. chance
Modifies the chance you'll get critically hit with weapons and unarmed attacks.
Can be affected by feats and items.
Psi Crit. chance
Modifies the chance you'll get critically hit with psi attacks.
Can be affected by feats.
Armor penalty
Reduces dodge, evasion, stealth and movement points.
Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[3]

Icon shielding.png Shielding

Energy shields can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.

Shield Capacity is the total amount of damage the shield can absorb when fully charged.

All physical damage sources have an Impact Speed, which is one of the following:

Very Low — Melee attacks
Low — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)
Medium — Pistol and SMG bullets, Shotgun pellets, shrapnel (from frag grenades/mines)
Fast — Explosives, extremely fast projectiles (such as those fired from sniper and assault rifles)
Very Fast — Lasers, plasma, electrical attacks

Additionally, most light melee attacks will ignore certain amount of shield.

60% — Typical knives
80% — Typical fist weapons
100% — Unarmed

Steel Plates.png Resistances

All characters have Damage Resistance, Damage Threshold and Damage Modifier for each damage type, shown as DR% / DT (DM%). They are derived from equipped and/or natural armor and other modifiers such as feats, equipment and temporary drug effects.

Resistance is a percentage reduction, whilst threshold is a flat number reduction. Only the greater of the two reductions will be applied against any one attack, not both. Damage modifier, normally 100%, is applied to the portion of damage that goes through shields and armor resistance/threshold.

The resistible damage types are Mechanical, Heat, Cold, Electricity, Acid, Energy and Bio. All damage types excluding Mechanical can achieve total negation of damage through either 100% Damage Resistance or 0% Damage Modifier, however Mechanical damage is limited to 95% DR and 10% DM.

Irresistible damage

Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds, but not damage modifier.

  • The bio damage from poisons ignores armor, but the initial attack delivering poison must penetrate armor for the poison to take effect. Poison damage can be reduced with Damage Reduction.
  • Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve and Damage Reduction.

Icon subterfuge.png Subterfuge

See also: Stealth Mode, Traps
Stealth
Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.
Equal to your effective Stealth skill. Can be affected by feats and items. Stealth rating lower than 40% the detection rating leads to instant detection.
Detection
Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection, so character level does not affect it.
Derived from character level and Perception. Can be affected by feats and items.
Trap Detection
Indicates how well you discover traps.
Derived from detection rating and traps skill.

Combat Stats: Offense

Icon weapon.png Weapon

Damage
Current weapon normal attack damage range.
Derived from active weapon. Affected by relevant weapon skill and strength bonus for melee weapons.
Action Points
Action points required to perform a normal attack with the current weapon.
Derived from active weapon. Can be affected by feats, items and dexterity bonus for light weapons.
Impact Speed
Impact speed of the weapon attack.
Derived from active weapon. Affects energy shield penetration.
Critical chance
Chance to score a critical hit with a normal attack of the current weapon.
Derived from active weapon. Can be affected by feats, items and dexterity bonus for melee weapons.
Critical bonus
Damage bonus applied when the current weapon scores a critical hit.
Derived from active weapon. Can be affected by feats.
Special attack bonus
Increases the damage done by special attacks. Does not work with Unconditional special attacks.
Starts at 0%. Increased by smart goggles and modules.
Initiative
Influences how quickly you'll get your turn when the combat starts.
Base initiative is 5 + agility + dexterity.
  • At the start of the combat, each combat participant randomly adds 1-15 points to the base initiative.
  • The modified value is used when sorting the turn order.
Exception: when the player initiates combat manually Enter or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
  • Initiating combat from stealth adds 100 to initiative.
  • Returning to a zone where you previously fled combat adds -1000 to initiative.
Range
Maximum range of the current weapon.
Derived from active weapon.
Vision range for the player is always limited to 13 tiles in a straight line.
Optimal Range
Optimal range of the current weapon. Beyond this point the precision starts dropping more quickly.
Derived from active weapon.

Psisynergy.png Psionics

Main article: Psi abilities
Skill
Effective skill level when invoking psionic abilities of currently selected psi school.
Critical chance
Chance to score a critical hit when invoking psionic abilities of currently selected psi school.
Can be affected by feats and items.
Critical bonus
Damage bonus applied when you score a critical hit with psionic abilities of currently selected psi school.
Can be affected by feats and items.
Psi cost
Psi cost point modifier for psi abilities of currently selected psi school.
Can be affected by feats and items.

Other statistics

These statistics aren't listed in the combat menu, but are relevant to combat.

Level Up.png Character level

Main article: Experience

Shown in Character Sheet S menu. Maximum level is 25 in base game, 30 with Underrail: Expedition expansion.

Aimed shot icon.png Precision

Main article: Precision

Details on the chance to hit calculations.