Difference between revisions of "Template:Damage modifier sources"

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!colspan="5"| Damage modifier sources
 
!colspan="5"| Damage modifier sources
 
|-
 
|-
! Source !! Damage modifier !! Damage types !! Type !! Notes
+
! Source !! Damage modifier !! Damage/attack type(s) !! Type !! Notes
 
|-
 
|-
| [[Conditioning]] || -10% or more || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat ||  
+
| [[Evasion]] || -0% to -85% || Area of effect attacks || Skill ||
 +
|-
 +
| [[Stuntman]]{{expedition-inline}} || -20% || Area of effect attacks || Feat || additive to evasion, still capped at -85%
 +
|-
 +
| [[Tempered: Cold]]{{expedition-inline}} || -30% || {{Cold}} || Feat ||
 +
|-
 +
| [[Tempered: Heat]]{{expedition-inline}} || -30% || {{Heat}} || Feat ||
 +
|-
 +
| [[Tempered: Acid]]{{expedition-inline}} || -30% || {{Acid}} || Feat ||
 +
|-
 +
| [[Tempered: Electricity]]{{expedition-inline}} || -30% || {{Electricity}} || Feat ||
 +
|-
 +
| [[Conditioning]] || -10% to -25% || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat ||
 +
|-
 +
| Conditioning || -5% || {{Mechanical}}, {{Heat}}, {{Cold}} || Specialization ||
 +
|-
 +
| [[Parafibrotic Regenerative Injection]]{{heavyduty-inline}} || -15% || {{Mechanical}}, {{Heat}} || Special ability || special ability granted from the Technomedic Exoskeleton
 +
|-
 +
| [[Heavy Metal]]{{heavyduty-inline}} || -7% to -20% || {{Mechanical}} || Feat ||
 +
|-
 +
| Heavy Metal{{heavyduty-inline}} || Varies || {{Mechanical}} || Specialization ||  
 
|-
 
|-
 
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing
 
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing
 
|-
 
|-
| [[Lifting Belt]] || -5% || {{Mechanical}} || Belt ||  
+
| 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 ||  
 
| [[Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit ||  
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|-
 
|-
 
| [[Infused Ancient Rathound Leather Armor]] || Varies || {{Heat}}, {{Cold}} || Armor Suit ||  
 
| [[Infused Ancient Rathound Leather Armor]] || Varies || {{Heat}}, {{Cold}} || Armor Suit ||  
 +
|-
 +
| [[Infused Leper Serpent Leather Armor]]{{expedition-inline}} || Varies || {{Bio}} || Armor Suit ||
 +
|-
 +
| [[Nanocomposite Plate]] armors || Varies || Critical Hits || Armor Suit ||
 +
|-
 +
| [[Blast Cloth|Blast Overcoat]] armors || Varies || Explosions || Armor Suit ||
 +
|-
 +
| [[Gray Spec Ops Armor]]{{expedition-inline}} || -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]]{{expedition-inline}} || -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 ||  
 
| [[Morphine Shot]] || -50% || All || Drug ||  
 
|-
 
|-
 
| [[Aegis (medicine)]] || -15% || 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]]{{expedition-inline}} || -15% || {{heat}} || Food ||
 +
|-
 +
| [[Cooked Burrower Egg]] || -35% || Poison || Food ||
 +
|-
 +
| [[Sea Serpent Fillet]]{{expedition-inline}} || -20% || Poison || Food ||
 +
|-
 +
| [[Mutie Stew]]{{expedition-inline}} || -35% || {{Acid}} || Food ||
 +
|-
 +
| [[Kzozel]]{{expedition-inline}} || -10% || {{Mechanical}} || Food ||
 +
 +
|-
 +
| [[Kzozel Yantar]]{{expedition-inline}} || -15% || {{Mechanical}} || Food ||
 +
|-
 +
| [[Mushroom Brew]] || -10% || {{Mechanical}} || Food ||
 +
|-
 +
| [[Leper Poison]]{{expedition-inline}} || +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]] || +10% to +30% || All || Status effect || Max 3 stacks, 10% per stack
 +
|-
 +
| [[Infected Wound]] with [[Vile Weaponry|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
 
| [[Contaminated]] || +10% to +200% || All || Status effect || Max 20 stacks, 10% per stack

Latest revision as of 18:52, 17 November 2024

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
Template documentation follows
Note: the template above may sometimes be partially or fully invisible.
Visit Template:Damage_modifier_sources/doc to view this documentation. (edit) (How does this work?)

A list of damage modifier sources for relevant articles.