Difference between revisions of "Armor"
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== Properties == | == Properties == | ||
+ | [[File:Combat stats resistances.png|right|thumb|200x180px|Combat Stats {{key|C}} showing damage resistances, thresholds and modifiers of a character with [[Conditioning]] feat and simple [[Rathound Leather Armor]].]] | ||
=== Damage resistance and threshold === | === Damage resistance and threshold === | ||
− | Armor in Underrail reduces damage via one of two mechanics, percentage-based damage resistance or flat damage threshold (DR% / DT). When you take damage, your armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, '''whichever is greater, not both'''.[http://underrail.com/forums/index.php?topic=414.msg2094#msg2094] Thus, higher DT is better against faster attacks that deal less damage (such as SMGs, knife attacks, etc), while higher DR% is better against heavy attacks (snipers, sledgehammers, etc). Since version [[0.1.14.2]], player | + | Armor in Underrail reduces damage via one of two mechanics, percentage-based damage resistance or flat damage threshold (DR% / DT). When you take damage, your armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, '''whichever is greater, not both'''.[http://underrail.com/forums/index.php?topic=414.msg2094#msg2094] Thus, higher DT is better against faster attacks that deal less damage (such as SMGs, knife attacks, etc), while higher DR% is better against heavy attacks (snipers, sledgehammers, etc). Since version [[0.1.14.2]], player's {{mechanical}} resistance is capped at '''95%'''. |
Some armors are specialized against certain attack types and their resistances and/or thresholds are increased against those. (''e.g. Mechanical damage threshold of [[Tactical Vest]]s is increased by 200% against bullets.'') | Some armors are specialized against certain attack types and their resistances and/or thresholds are increased against those. (''e.g. Mechanical damage threshold of [[Tactical Vest]]s is increased by 200% against bullets.'') | ||
− | === Damage | + | === Damage modifier === |
− | Damage | + | Damage taken will also be reduced (or increased) by the damage modifier percentage. It is counted after any DR% / DT provided by armor, so it stacks multiplicatively with armor resistances and works against armor-piercing attacks. Some armors provide small amounts of damage reduction in addition to their DR% / DT. Many items, consumables and feats also provide damage reduction. Certain effects increase the damage modifier and thus increase damage taken. |
+ | |||
+ | {{Damage modifier sources}} | ||
=== Armor penalty === | === Armor penalty === | ||
− | Armor penalty is an important property of all armors. It reduces your [[Dodge]], [[Evasion]], [[Stealth]] | + | Armor penalty is an important property of all armors. It reduces your [[Dodge]], [[Evasion]], [[Stealth]] and [[Movement Points]] by a percentage. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at '''95%''' for most purposes, with the exception of feats such as [[Nimble]]. Armor penalty does not reduce movement points provided by temporary bonuses, such as [[Sprint]]. |
{| class="wikitable" | {| class="wikitable" | ||
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! Armor penalty || 0% || 5% || 10% || 15% || 20% || 25% || 30% || 35% || 40% || 45% || 50% || 55% || 60% || 65% || 70% || 75% || 80% || 85% || 90% || 95% | ! Armor penalty || 0% || 5% || 10% || 15% || 20% || 25% || 30% || 35% || 40% || 45% || 50% || 55% || 60% || 65% || 70% || 75% || 80% || 85% || 90% || 95% | ||
|- | |- | ||
− | !rowspan=" | + | !rowspan="9"| Armor type |
| | | | ||
!colspan="8"| [[Leather Armor]] | !colspan="8"| [[Leather Armor]] | ||
| || || || || || || || || || || | | || || || || || || || || || || | ||
+ | |- | ||
+ | | || || || || || | ||
+ | !colspan="9"| [[Leather Armor]] (Serpent Skin){{expedition-inline}} | ||
+ | | || || || || | ||
|- | |- | ||
| || | | || | ||
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=== Durability === | === Durability === | ||
Since version [[0.1.7.0]], most [[armor]]s and [[weapons]] have durability. You must either buy or craft [[repair kit]]s that can be used to keep your equipment in working order. Once an armor's durability has been degraded enough, your UI will notify you that you have [[Damaged Armor]] and the armor will provide reduced bonuses, or no bonuses at all in case of [[Heavily Damaged Armor]]. Armor that has reached heavily damaged status or zero durability provides no bonuses, but they can still be repaired back to normal. Any equipped heavily damaged armor still provides any penalties it may have. | Since version [[0.1.7.0]], most [[armor]]s and [[weapons]] have durability. You must either buy or craft [[repair kit]]s that can be used to keep your equipment in working order. Once an armor's durability has been degraded enough, your UI will notify you that you have [[Damaged Armor]] and the armor will provide reduced bonuses, or no bonuses at all in case of [[Heavily Damaged Armor]]. Armor that has reached heavily damaged status or zero durability provides no bonuses, but they can still be repaired back to normal. Any equipped heavily damaged armor still provides any penalties it may have. | ||
+ | |||
+ | === Requirements === | ||
+ | Some armor list a minimal base ability requirement. Those items can be equipped even without meeting the requirement, but at a cost. For example, [[Metal Armor|Metal Armors]] list a minimal [[Strength]] value of 8 (or 9 in case of a Tungsten Steel Armor). When equipped and not meeting this requirement at the beginning of a combat turn, then the player will get a malus to action points, up to 15. | ||
== Armor slots == | == Armor slots == | ||
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=== Headwear === | === Headwear === | ||
− | In addition to helmets and balaclavas, useful gadgetry like [[Goggles]] | + | In addition to helmets and balaclavas, useful gadgetry like goggles can be worn on head. The craftable headwear types are [[Balaclava]], [[Goggles]], [[Psionic Headband]] and [[Metal Helmet]]. |
=== Shield emitter === | === Shield emitter === | ||
− | Shield emitters provide your character with an energy shield when powered. Shield | + | Shield emitters provide your character with an energy shield when powered. [[Energy Shield Emitter]]s are craftable and do not suffer from limited durability, but require electrical energy. |
=== Armor suit === | === Armor suit === | ||
− | The main piece of your protective armor, encompassing your character from shoulders to ankles. | + | The main piece of your protective armor, encompassing your character from shoulders to ankles. The craftable armor suit types are [[Leather Armor]], [[Tactical Vest]], [[Riot Gear]] and [[Metal Armor]]. |
=== Belt === | === Belt === | ||
− | Belts grant extra utility slots and various other bonuses. Belts are not craftable and | + | Belts grant extra utility slots and various other bonuses. Belts are not craftable and do not suffer from limited durability unlike most other armor pieces. |
=== Footwear === | === Footwear === | ||
− | Boots provide additional protection and can improve your movement speed and melee performance. | + | Boots provide additional protection and can improve your movement speed and melee combat performance. The craftable footwear types are [[Boots]], [[Tabi Boots]] and introduced in [[1.2.0.19]] version, [[Greaves]]. |
{{clear}} | {{clear}} | ||
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{{columns|3| | {{columns|3| | ||
: [[File:Balaclava.png]] '''Balaclava''' | : [[File:Balaclava.png]] '''Balaclava''' | ||
− | : [[File:Antithermic | + | : [[File:Antithermic Leather Overcoat.png]] '''Leather Armor''' |
: [[File:Ninja Tabi Boots.png]] '''Tabi Boots''' | : [[File:Ninja Tabi Boots.png]] '''Tabi Boots''' | ||
}} | }} | ||
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{{columns|3| | {{columns|3| | ||
− | : [[File: | + | : [[File:Motion Tracking Goggles.png]] '''Goggles''' [[File:Psihead universal.png]] '''Psionic Headband''' |
− | : [[File: | + | : [[File:Insulated Vest (Armor Suit).png]] '''Tactical Vest''' [[File:Riot Overcoat with Steel Shield.png]] '''Riot Gear''' |
− | : [[File:Boots.png]] '''Leather Boots''' | + | : [[File:Rathound Leather Boots.png]] '''Leather Boots''' |
}} | }} | ||
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== Gallery == | == Gallery == | ||
+ | === Male === | ||
<gallery> | <gallery> | ||
pl_scavle.png | [[Leather Armor]] | pl_scavle.png | [[Leather Armor]] | ||
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pl_siple.png | Siphoner jumpsuit | pl_siple.png | Siphoner jumpsuit | ||
pl_arhl.png | Ancient rathound leather | pl_arhl.png | Ancient rathound leather | ||
+ | pl_xpbl_buff.png | Bison leather armor{{expedition-inline}} | ||
+ | pl_xpbl_buff_c.png | Bison leather overcoat{{expedition-inline}} | ||
+ | pl_xpbl_gsiple.png | Greater siphoner jumpsuit{{expedition-inline}} | ||
+ | pl_xpbl_lps.png | Leper serpent leather armor{{expedition-inline}} | ||
+ | pl_xpbl_lps_c.png | Leper serpent leather overcoat{{expedition-inline}} | ||
+ | pl_xpbl_hbs.png | Heartbreaker serpent leather armor{{expedition-inline}} | ||
+ | pl_xpbl_hbs_c.png | Heartbreaker serpent leather overcoat{{expedition-inline}} | ||
+ | pl_xpbl_sw.png | Sea wyrm leather armor{{expedition-inline}} | ||
+ | pl_xpbl_sw_c.png | Sea wyrm leather overcoat{{expedition-inline}} | ||
pl_blve.png | [[Tactical Vest]] | pl_blve.png | [[Tactical Vest]] | ||
pl_ag.png | Stealthy tactical coat | pl_ag.png | Stealthy tactical coat | ||
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pl_mt.png | [[Metal Armor]] | pl_mt.png | [[Metal Armor]] | ||
pl_mt_ss.png | Supersteel armor | pl_mt_ss.png | Supersteel armor | ||
+ | </gallery> | ||
+ | |||
+ | === Female === | ||
+ | <gallery> | ||
+ | pl_f_scavle.png | [[Leather Armor]] | ||
+ | pl_f_rg.png | Stealthy leather overcoat | ||
+ | pl_f_hu.png | Other leather overcoats | ||
+ | pl_f_siple.png | Siphoner jumpsuit | ||
+ | pl_f_arhl.png | Ancient rathound leather | ||
+ | pl_f_xpbl_buff.png | Bison leather armor{{expedition-inline}} | ||
+ | pl_f_xpbl_buff_c.png | Bison leather overcoat{{expedition-inline}} | ||
+ | pl_f_xpbl_gsiple.png | Greater siphoner jumpsuit{{expedition-inline}} | ||
+ | pl_f_xpbl_lps.png | Leper serpent leather armor{{expedition-inline}} | ||
+ | pl_f_xpbl_lps_c.png | Leper serpent leather overcoat{{expedition-inline}} | ||
+ | pl_f_xpbl_hbs.png | Heartbreaker serpent leather armor{{expedition-inline}} | ||
+ | pl_f_xpbl_hbs_c.png | Heartbreaker serpent leather overcoat{{expedition-inline}} | ||
+ | pl_f_xpbl_sw.png | Sea wyrm leather armor{{expedition-inline}} | ||
+ | pl_f_xpbl_sw_c.png | Sea wyrm leather overcoat{{expedition-inline}} | ||
+ | pl_f_blve.png | [[Tactical Vest]] | ||
+ | pl_f_ag.png | Stealthy tactical coat | ||
+ | pl_f_cmd.png | Other tactical coats | ||
+ | pl_f_ri.png | [[Riot Gear]] | ||
+ | pl_f_ri_c.png | Riot overcoat | ||
+ | pl_f_ri_s.png | Riot gear with shield | ||
+ | pl_f_ri_c_s.png | Riot overcoat with shield | ||
+ | pl_f_mt.png | [[Metal Armor]] | ||
+ | pl_f_mt_ss.png | Supersteel armor | ||
</gallery> | </gallery> | ||
Latest revision as of 09:18, 2 October 2024
- For a complete list of armor items, see Category:Armor.
Properties
Damage resistance and threshold
Armor in Underrail reduces damage via one of two mechanics, percentage-based damage resistance or flat damage threshold (DR% / DT). When you take damage, your armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, whichever is greater, not both.[1] Thus, higher DT is better against faster attacks that deal less damage (such as SMGs, knife attacks, etc), while higher DR% is better against heavy attacks (snipers, sledgehammers, etc). Since version 0.1.14.2, player's Mechanical resistance is capped at 95%.
Some armors are specialized against certain attack types and their resistances and/or thresholds are increased against those. (e.g. Mechanical damage threshold of Tactical Vests is increased by 200% against bullets.)
Damage modifier
Damage taken will also be reduced (or increased) by the damage modifier percentage. It is counted after any DR% / DT provided by armor, so it stacks multiplicatively with armor resistances and works against armor-piercing attacks. Some armors provide small amounts of damage reduction in addition to their DR% / DT. Many items, consumables and feats also provide damage reduction. Certain effects increase the damage modifier and thus increase damage taken.
Damage modifier sources | ||||
---|---|---|---|---|
Source | Damage modifier | Damage/attack type(s) | Type | Notes |
Evasion | -0% to -85% | Area of effect attacks | Skill | |
Stuntman E | -20% | Area of effect attacks | Feat | additive to evasion, still capped at -85% |
Tempered: Cold E | -30% | Cold | Feat | |
Tempered: Heat E | -30% | Heat | Feat | |
Tempered: Acid E | -30% | Acid | Feat | |
Tempered: Electricity E | -30% | Electricity | Feat | |
Conditioning | -10% to -25% | Mechanical, Heat, Cold | Feat | |
Conditioning | -5% | Mechanical, Heat, Cold | Specialization | |
Parafibrotic Regenerative Injection HD | -15% | Mechanical, Heat | Special ability | special ability granted from the Technomedic Exoskeleton |
Heavy Metal HD | -7% to -20% | Mechanical | Feat | |
Heavy Metal HD | Varies | Mechanical | Specialization | |
Stoicism | -0% to -24% | All | Feat | 1% per 4% health missing |
Stoicism | -0% to -12% | All | Specialization | |
Beyond Cold | -15% and -40% | Mechanical and Cold | Feat | activated when Chilled or Frozen |
Blast Balaclava | Varies | Explosions | Headwear | |
Ancient Rathound Leather Armor | -5% | Mechanical | Armor Suit | |
Infused Ancient Rathound Leather Armor | -5% | Mechanical | Armor Suit | |
Infused Ancient Rathound Leather Armor | Varies | Heat, Cold | Armor Suit | |
Infused Leper Serpent Leather Armor E | Varies | Bio | Armor Suit | |
Nanocomposite Plate armors | Varies | Critical Hits | Armor Suit | |
Blast Overcoat armors | Varies | Explosions | Armor Suit | |
Gray Spec Ops Armor E | -20% | Explosions | Armor Suit | |
Blast Suit | -85% | Explosions | Armor Suit | |
Lifting Belt | -5% | Mechanical | Belt | |
Bioinvestigative Belt | -10% | Bio | Belt | |
Chemoinvestigative Belt | -5% | Heat | Belt | |
Electroinvestigative Belt | -15% | Energy | Belt | |
Sea Serpent Slaying Sash E | -15% | Bio | Belt | |
Ancient Rathound Leather Tabi Boots | -5% | Mechanical | Footwear | |
Infused Ancient Rathound Leather Tabi Boots | -5% | Mechanical | Footwear | |
Blast Tabi Boots | Varies | Explosions | Footwear | |
Nervosomnifer | -60% | All | Drug | |
Morphine Shot | -50% | All | Drug | |
Aegis (medicine) | -15% | All | Drug | |
Irongut | -75% | Bio | Drug | |
Laylow | -10% | Bio | Food | |
Canned Mushrooms | -15% | Bio | Food | |
Canned Fish | -15% | Cold | Food | |
Canned Meat | -5% | Mechanical | Food | |
Canned Stew | -8% | Heat | Food | |
Canned Czernina E | -15% | Heat | Food | |
Cooked Burrower Egg | -35% | Poison | Food | |
Sea Serpent Fillet E | -20% | Poison | Food | |
Mutie Stew E | -35% | Acid | Food | |
Kzozel E | -10% | Mechanical | Food | |
Kzozel Yantar E | -15% | Mechanical | Food | |
Mushroom Brew | -10% | Mechanical | Food | |
Leper Poison E | +10% to +60% | Mechanical | Poison | Max 6 stacks, 10% per stack |
Chemical Destabilization: Acid | +25% to +50% | Acid | Status effect | Max 2 stacks, 25% per stack |
Chemical Destabilization: Heat | +25% to +50% | Heat | Status effect | Max 2 stacks, 25% per stack |
Chemical Destabilization: Cold | +25% to +50% | Cold | Status effect | Max 2 stacks, 25% per stack |
Infected Wound | +10% to +30% | All | Status effect | Max 3 stacks, 10% per stack |
Infected Wound with Vile Weaponry: Damage specialization | +15% to +45% | All | Status effect | Max 3 stacks, 15% per stack |
Contaminated | +10% to +200% | All | Status effect | Max 20 stacks, 10% per stack |
Armor penalty
Armor penalty is an important property of all armors. It reduces your Dodge, Evasion, Stealth and Movement Points by a percentage. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at 95% for most purposes, with the exception of feats such as Nimble. Armor penalty does not reduce movement points provided by temporary bonuses, such as Sprint.
Armor penalty | 0% | 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% | 85% | 90% | 95% |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armor type | Leather Armor | |||||||||||||||||||
Leather Armor (Serpent Skin) E | ||||||||||||||||||||
Tactical Vest | ||||||||||||||||||||
Tactical Vest with armor plate | ||||||||||||||||||||
Riot Gear | ||||||||||||||||||||
Riot Gear with riot shield | ||||||||||||||||||||
Metal Armor | ||||||||||||||||||||
Metal Helmet | ||||||||||||||||||||
Boots |
Durability
Since version 0.1.7.0, most armors and weapons have durability. You must either buy or craft repair kits that can be used to keep your equipment in working order. Once an armor's durability has been degraded enough, your UI will notify you that you have Damaged Armor and the armor will provide reduced bonuses, or no bonuses at all in case of Heavily Damaged Armor. Armor that has reached heavily damaged status or zero durability provides no bonuses, but they can still be repaired back to normal. Any equipped heavily damaged armor still provides any penalties it may have.
Requirements
Some armor list a minimal base ability requirement. Those items can be equipped even without meeting the requirement, but at a cost. For example, Metal Armors list a minimal Strength value of 8 (or 9 in case of a Tungsten Steel Armor). When equipped and not meeting this requirement at the beginning of a combat turn, then the player will get a malus to action points, up to 15.
Armor slots
Headwear
In addition to helmets and balaclavas, useful gadgetry like goggles can be worn on head. The craftable headwear types are Balaclava, Goggles, Psionic Headband and Metal Helmet.
Shield emitter
Shield emitters provide your character with an energy shield when powered. Energy Shield Emitters are craftable and do not suffer from limited durability, but require electrical energy.
Armor suit
The main piece of your protective armor, encompassing your character from shoulders to ankles. The craftable armor suit types are Leather Armor, Tactical Vest, Riot Gear and Metal Armor.
Belt
Belts grant extra utility slots and various other bonuses. Belts are not craftable and do not suffer from limited durability unlike most other armor pieces.
Footwear
Boots provide additional protection and can improve your movement speed and melee combat performance. The craftable footwear types are Boots, Tabi Boots and introduced in 1.2.0.19 version, Greaves.
Types
Armor in Underrail can be roughly split into three types - light, medium and heavy. These are not set-in-stone limitations, but rough examples of different playstyles. Mixing and matching different types is possible and encouraged.
Light armor
Light armors are characterized by zero or light armor penalty and bonuses stealth, movement and dodge/evasion.
Medium armor
Medium armors are characterized by specialized bonuses and medium armor penalty that allows a mix of stealth, mobility, damage avoidance and absorption as defense.
Heavy armor
Heavy armors are characterized by heavy armor penalty, heavy weight and greatest damage resistances.
Gallery
Male
Bison leather armor E
Bison leather overcoat E
Greater siphoner jumpsuit E
Leper serpent leather armor E
Leper serpent leather overcoat E
Heartbreaker serpent leather armor E
Heartbreaker serpent leather overcoat E
Sea wyrm leather armor E
Sea wyrm leather overcoat E
Female
Bison leather armor E
Bison leather overcoat E
Greater siphoner jumpsuit E
Leper serpent leather armor E
Leper serpent leather overcoat E
Heartbreaker serpent leather armor E
Heartbreaker serpent leather overcoat E
Sea wyrm leather armor E
Sea wyrm leather overcoat E