Difference between revisions of "Other statistics"

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(combat initiative + xp systems)
(oddity xp chart)
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=== Oddity XP System ===
 
=== Oddity XP System ===
The experience needed to level up is completely linear with each level requiring more experience than the former, but the XP amounts needed are much lower.
+
The experience needed to level up starts off completely linear with each level requiring 1 more experience than the former, but stops at 15 XP/level.
  
 
Experience is gained only from [[oddities]].
 
Experience is gained only from [[oddities]].
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 +
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
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|-
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! colspan="3" | Experience per level chart
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|-
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! Level !! Exp to next level !! Cumulative exp
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|-
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!  1 ||  5 ||  5
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|-
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!  2 ||  6 ||  11
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|-
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!  3 ||  7 ||  18
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|-
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!  4 ||  8 ||  26
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|-
 +
!  5 ||  9 ||  35
 +
|-
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!  6 || 10 ||  45
 +
|-
 +
!  7 || 11 ||  56
 +
|-
 +
!  8 || 12 ||  68
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|-
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!  9 || 13 ||  81
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|-
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! 10 || 14 ||  95
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|-
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! 11 || 15 || 110
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|-
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! 12 || 15 || 125
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|-
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! 13 || 15 || 140
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|-
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! 14 || 15 || 155
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|-
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! 15 || 15 || 170
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|-
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! 16 || 15 || 185
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|-
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! 17 || 15 || 200
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|-
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! 18 || 15 || 215
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|-
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! 19 || 15 || 230
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|-
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! 20 || 15 || 245
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|}
  
 
== Status effects ==
 
== Status effects ==

Revision as of 15:54, 21 January 2014

Overview of the miscellanous statistics and game mechanics of Underrail that aren't explained elsewhere in detail.

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 armor without meeting its strength requirement will reduce your action points.[1]
  • 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, encumberance and some feats.
Some creatures, such dogs and spawn, have natural bonus to movement points.

Turn order

Combat turn order is based on inititiave.

  • Character's 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.

Chance to hit

Your Precision is based on weapon skill and target's evasion or dodge skill in case of guns/crossbows or melee. Ranged weapon precision is heavily affected by darkness and various other situational penalties. Darkness penalty can be counteracted with night vision goggles, flares and luring enemies into ambient light.

All of the precision penalties are counted after your weapon skill, so you cannot completely mitigate them with high weapon skill alone.

  • Precision decreases with distance for all ranged weapons including throwing
  • Precision further decreases beyond weapon's optimal range
  • Crossbows and heavy guns may have Move and Shoot penalty
  • Crossbows and heavy guns may also have Close Quarters penalty at melee range
  • Throwing weapons can land up to 3 tiles away from target with imprecise throws

Character level

The maximum level is currently 20, but cannot be attained in a single play-through of the alpha version. The maximum level for release version is planned to be 30, but that might change.

  • Level does not directly affect most of the player character's stats, except health, psi points, resolve and detection.Verify
    • You gain 40 skill points every level
    • You gain a feat every 2 levels
    • You gain a base ability point every 4 levels
  • NPCs have natural dodge and evasion bonus equal to their level.

Classic XP System

The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.

Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.

Experience per level chart
Level Exp to next level Cumulative exp
1 1 000 1 000
2 2 000 3 000
3 3 000 6 000
4 4 000 10 000
5 5 000 15 000
6 6 000 21 000
7 7 000 28 000
8 8 000 36 000
9 9 000 45 000
10 10 000 55 000
11 11 000 66 000
12 12 000 78 000
13 13 000 91 000
14 14 000 105 000
15 15 000 120 000
16 16 000 136 000
17 17 000 153 000
18 18 000 171 000
19 19 000 190 000
20 20 000 210 000

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 15 XP/level.

Experience is gained only from oddities.

Experience per 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 15 125
13 15 140
14 15 155
15 15 170
16 15 185
17 15 200
18 15 215
19 15 230
20 15 245

Status effects

For the main article, see Status effects.

Various buffs and debuffs can affect the player and enemies alike.

Many enemies also have unique buffs or special attacks that cause debuffs unique to them.

Combat stats

For the main article, see Combat stats.

All the stats listed in Combat Stats C menu.