Difference between revisions of "Agility"
m (→Agility checks) |
|||
(38 intermediate revisions by 6 users not shown) | |||
Line 22: | Line 22: | ||
== Related items == | == Related items == | ||
− | Equipment | + | |
− | * {{Itemlink|Cave Hopper Leather}} armors (+1 Agility on equip) | + | === Equipment === |
− | * {{Itemlink|Infused Cave Hopper Leather}} armors (+1 Agility on equip) | + | * {{Itemlink|Cave Hopper Leather}} armors and shoes (+1 Agility on equip) |
+ | * {{Itemlink|Infused Cave Hopper Leather}} armors and shoes (+1 Agility on equip) | ||
* {{Itemlink|Vigorous Belt}} (-2 Agility on equip) | * {{Itemlink|Vigorous Belt}} (-2 Agility on equip) | ||
+ | * {{Itemlink|Bioinvestigative Belt}} (-1 Agility on equip) | ||
+ | * {{Itemlink|Chemoinvestigative Belt}} (-1 Agility on equip) | ||
+ | * {{Itemlink|Electroinvestigative Belt}} (-1 Agility on equip) | ||
+ | * {{Itemlink|Bespoke Buckle Shoes}} (+2 Agility on equip) | ||
+ | * {{Itemlink|Undersized Buckle Shoes}} (-3 Agility on equip) | ||
+ | * {{Itemlink|Jumping Stilts}} (requires 7 Agility) | ||
+ | * {{Itemlink|Phantom Dancer}}{{expedition-inline}} (requires 6 Agility) | ||
+ | * {{Itemlink|Industrial Powered Exoskeleton}}{{expedition-inline}} (-4 Agility when unpowered) | ||
+ | * {{Itemlink|Combat Exoskeleton}}{{heavyduty-inline}} (-2 Agility when unpowered) | ||
+ | * {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (-2 Agility when unpowered) | ||
+ | * {{Itemlink|Intercessor Exoskeleton}}{{heavyduty-inline}} (-2 Agility when unpowered) | ||
+ | * {{Itemlink|Psychophract Exoskeleton}}{{heavyduty-inline}} (-4 Agility when unpowered) | ||
− | Food | + | === Food === |
+ | * {{Itemlink|All-in}} (temporarily +3 all base abilities) | ||
+ | * {{Itemlink|Boolean}} (temporarily -3 all base abilities) | ||
+ | * {{Itemlink|White Dude}} (temporarily +3 Agility) | ||
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect) | * {{Itemlink|Junkyard Surprise}} (temporary random base ability effect) | ||
* {{Itemlink|Cave Hopper Steak}} (temporary +1 Agility) | * {{Itemlink|Cave Hopper Steak}} (temporary +1 Agility) | ||
+ | * {{Itemlink|Slampipe}} (temporary -1 Agility) | ||
− | Drugs | + | === Drugs === |
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Agility) | * {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Agility) | ||
* {{Itemlink|Hercules}} (temporary +5 Agility, leads to fatal withdrawal) | * {{Itemlink|Hercules}} (temporary +5 Agility, leads to fatal withdrawal) | ||
Line 39: | Line 56: | ||
[[File:Tilemarker Agility.png|left]] | [[File:Tilemarker Agility.png|left]] | ||
+ | [[Underrail: Expedition]] expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.<br> | ||
− | + | {{incomplete list}} | |
− | |||
{| class="sortable wikitable" | {| class="sortable wikitable" | ||
+ | |+ Checks in the base game | ||
|- | |- | ||
! Location !! Check !!data-sort-type="number"| Requirement !! Details | ! Location !! Check !!data-sort-type="number"| Requirement !! Details | ||
|- | |- | ||
− | | [[South Gate Outposts]], Area '''[[:File:ForlornStations4_1.png|East tunnel]]''' || | + | | [[South Gate Outposts]], Area '''[[:File:ForlornStations4_1.png|East tunnel]]''' || Climb over rocks || 7 Agility || Reach secret area with a [[Trilobite Fossil]] oddity and 2 [[Mindshroom]]s. |
+ | |- | ||
+ | | [[Upper Caves]] ([[:File:lux-a9.png|lux-a9.png]]) || Climb over rocks || 7 Agility || Reach area with a [[Mindshroom]] | ||
+ | |- | ||
+ | | [[Upper Caves]] ([[:File:lux-b19.png|lux-b19.png]]) || Jump over || 7 Agility || Get to the other side of the river | ||
+ | |- | ||
+ | | [[Foundry]], near the [[Messer]]'s butcher shop || Climb over the fence || 7 Agility || Enter the pig pens | ||
+ | |- | ||
+ | | [[Hanging Rat]] || Jump over fence || 7 Agility || Enter back yard | ||
+ | |- | ||
+ | | [[Epione Lab]], first floor || Climb over the fence || 7 Agility || Bypass the guards at the entrance | ||
+ | |- | ||
+ | | [[Cave (Random dungeon 1)]] ([[:File:dun_lowLevelCave1.png|dun_lowLevelCave1.png]]) || Climb over rocks || 8 Agility || Reach small cave with [[Mindshroom]] and [[Red Dream Mushroom]]. | ||
+ | |- | ||
+ | | [[Talloski Manor]] || Climb on balcony || 8 Agility || Enter the manor | ||
+ | |- | ||
+ | | [[Water Treatment Facility]] || Leap across || 9 Agility || Alternative way to surveillance room | ||
+ | |- | ||
+ | | [[Water Treatment Facility]] || Leap across and descend the ladder || 8+10 Agility || Alternative way to lower floor | ||
+ | |- | ||
+ | | [[Core City Sewers]] || Jump over || 10 Agility || Shortcut to [[Zaman's Lair]] | ||
+ | |- | ||
+ | | [[Lost Vault]] || Leap across || 11 Agility || Opens up southern side of the dungeon | ||
+ | |- | ||
+ | | [[Caerus Residential]] || Climb to the second floor || 12 Agility || Shortcut to the SW building second floor | ||
+ | |- | ||
+ | | [[Caerus Residential]], SW building second floor || Climb down || 8 Agility || Leave the building | ||
|- | |- | ||
− | | [[ | + | | [[Talos Outpost]] || Slide to the other side || 9 Agility || Get to the other side of the outpost, bypassing the faceless guards |
|} | |} | ||
− | |||
{| class="sortable wikitable" | {| class="sortable wikitable" | ||
+ | |+ Checks in [[Underrail: Expedition]] | ||
|- | |- | ||
! Location !! Check !!data-sort-type="number"| Requirement !! Details | ! Location !! Check !!data-sort-type="number"| Requirement !! Details | ||
|- | |- | ||
− | | [[ | + | | [[Abandoned Waterway Facility]] Azuridae area || Jump in || 7 Agility || Reach area with a [[Oozing Shroom]]. |
+ | |- | ||
+ | | [[Gray Army Base]] barracks, vents || Jump through fan || 10 Agility || Bypass locked door/guard. | ||
+ | |- | ||
+ | | [[Gray Army Base]] magatzin || Jump over fence || 7 Agility || Enter storehouse. | ||
+ | |- | ||
+ | | [[Mutie Refuge]] || Jump across || 9 Agility || Enter backside ventilation leading to storage. | ||
+ | |- | ||
+ | | [[Siphoner Pools (Black Sea)]] || Jump over || 7 Agility || Reach a lingula plant, green ward and a random treasure "crevice" | ||
+ | |- | ||
+ | | [[Black Sea]], I2, lighthouse || Climb up || 10 Agility || Reach a box with three [[Plasma Grenade Mk II|Plasma Grenades Mk II]] | ||
+ | |- | ||
+ | | [[Fetid Marsh]], K4, Jumping puzzle || Jump here || 13 Agility || Reach two [[Green Wart]]s | ||
+ | |- | ||
+ | | [[Crimson Meadow Horticulture Center]], H7 || Jump over || 8 Agility || Shotcut to the inner facility | ||
+ | |- | ||
+ | | [[Crimson Meadow Horticulture Center]], I6 || Jump over || 11 Agility || Reach the other side | ||
+ | |- | ||
+ | | [[Basalt Cave]], L7 || Jump over || 10 Agility || Massive shortcut to [[Nexus of Technology]] | ||
+ | |- | ||
+ | | [[Basalt Cave]], two zones east of L8 || Climb up || 9 Agility || Alternative path to [[Giant Creeper Lair]] | ||
+ | |- | ||
+ | | [[Port Crag]], I5, Western building second floor|| Climb into the pipe || 8 Agility || Leads to the eastern building | ||
+ | |- | ||
+ | | [[Port Crag]], I5, Lighthouse bridge|| Climb down || 9 Agility || Bypass the locked door without taking any fall damage | ||
+ | |- | ||
+ | | [[Port Ceto]], E3|| Climb up the container || 8 Agility || Climb up to the upper floor | ||
+ | |- | ||
+ | | [[Port Ceto]], E3|| Descend to the container below || 8 Agility || Climb down from the upper floor | ||
+ | |- | ||
+ | | [[Port Ceto]], E3|| Climb the pipe || 9 Agility || Climb up to the upper floor | ||
+ | |- | ||
+ | | [[Port Ceto]], E3|| Climb down the pipe || 9 Agility || Climb down from the upper floor | ||
+ | |- | ||
+ | | [[Joint Security Headquarters]], outside|| Climb up || 9 Agility || Leads to small cave with a [[Lingula]], 2 [[Glittershroom Spores|Glittershrooms]] and a dead man | ||
+ | |- | ||
+ | | [[Joint Security Headquarters]], main hall|| Climb to the other side || 6 Agility || Alternative entrace to the armory, bypassing a camera | ||
+ | |- | ||
+ | | [[Joint Security Headquarters]], armory || Climb to the other side || 8 Agility || Alternative way back to the main hall, bypassing a camera | ||
+ | |- | ||
+ | | [[Joint Security Headquarters]], barracks || Climb over || 9 Agility || Allows to avoid [[Naga Protector]] patrolling the area | ||
+ | |- | ||
+ | | [[Blistering Shores]], K11 || Jump over || 8 Agility || Shortcut to K12 | ||
+ | |- | ||
+ | | [[Abyssal Station Zero]]|| Grab ladder || 9 Agility || Reach a corpse with some loot | ||
+ | |- | ||
+ | | [[Fetid Marsh]], K6 || Jump over || 12 Agility || Shortcut to K5 | ||
+ | |- | ||
+ | | [[Fetid Marsh]], L6 || Jump over || 12 Agility || Shortcut to L5 and L7 | ||
+ | |- | ||
+ | | [[Fetid Marsh]], L5 || Jump over || 14 Agility (requires 20 Agility on the way back) || Shortcut to L4 | ||
+ | |- | ||
+ | | [[Fetid Marsh]], L4 || Jump over || 14 Agility || Shortcut to K4 | ||
+ | |- | ||
+ | | [[Fetid Marsh]], K4, Jumping puzzle || Jump here || 13 Agility || Reach two [[Green Wart]]s | ||
+ | |- | ||
+ | | [[Fetid Marsh]], spread across the area || Jump across || 10-20 Agility || Depending in each location. It skips some encounter, otherwise can be accessed through normal means. Only 1 special Agility (13) check on K4 south-western area with jumping puzzle, only gives you 2 [[Green Wart]]s | ||
+ | |- | ||
+ | | Black Sea, [[Jaws]] || Climb the cliff || 16 Agility || Allows to go to the [[Monolith (Jaws)|Monolith]] without going through pirate territory | ||
+ | |} | ||
+ | === Heavy Duty === | ||
+ | {{incomplete list}} | ||
+ | |||
+ | {| class="sortable wikitable" | ||
+ | |- | ||
+ | ! Location !! Check !!data-sort-type="number"| Requirement !! Details | ||
+ | |- | ||
+ | | [[Core City Middle Level]], Edge of drop zone|| Climb Up || 5 Agility || Enter [[Rag's Boutique]] | ||
+ | |- | ||
+ | | [[The Compound]], cave lab|| Jump over || 8 Agility || Reach a [[Mindshroom]] | ||
+ | |- | ||
+ | | [[The Compound]], cave lab|| Jump over || 10 Agility || Reach a waterproof bag with high quality [[Polarizer]] and some other electronic components | ||
+ | |- | ||
+ | | [[The Compound]], cave lab|| Jump over || 14 Agility || Reach a crate with high quality [[Blast Cloth]] and some other military components | ||
+ | |- | ||
+ | | [[The Compound]], medical section 1, vent || Jump over || 14 Agility || Reach the other side of the ventilation shaft | ||
|} | |} | ||
{{Base abilities navbox}} | {{Base abilities navbox}} | ||
[[Category: Base Abilities]] | [[Category: Base Abilities]] |
Latest revision as of 05:38, 12 December 2023
Details
Agility determines how effectively your character can move and how much you can move. Agility affects your stealth skill, as well as dodge and evasion. Each point of agility above 5 increases your character's maximum movement points in combat by 3. Agility, along with dexterity, also determines your combat initiative. Some other actions (e.g. climbing over rocks to otherwise unreachable areas) also require a set score agility. No items require agility to be used or equipped.
High agility score is important for characters who rely on high mobility, attack avoidance and stealth as their defense. (As opposed to damage absorption.)
Directly affected skills |
Other effects |
Related feats
- Increased Agility veteran feat increases it by 2.
Related items
Equipment
- Cave Hopper Leather armors and shoes (+1 Agility on equip)
- Infused Cave Hopper Leather armors and shoes (+1 Agility on equip)
- Vigorous Belt (-2 Agility on equip)
- Bioinvestigative Belt (-1 Agility on equip)
- Chemoinvestigative Belt (-1 Agility on equip)
- Electroinvestigative Belt (-1 Agility on equip)
- Bespoke Buckle Shoes (+2 Agility on equip)
- Undersized Buckle Shoes (-3 Agility on equip)
- Jumping Stilts (requires 7 Agility)
- Phantom Dancer E (requires 6 Agility)
- Industrial Powered Exoskeleton E (-4 Agility when unpowered)
- Combat Exoskeleton HD (-2 Agility when unpowered)
- Technomedic Exoskeleton HD (-2 Agility when unpowered)
- Intercessor Exoskeleton HD (-2 Agility when unpowered)
- Psychophract Exoskeleton HD (-4 Agility when unpowered)
Food
- All-in (temporarily +3 all base abilities)
- Boolean (temporarily -3 all base abilities)
- White Dude (temporarily +3 Agility)
- Junkyard Surprise (temporary random base ability effect)
- Cave Hopper Steak (temporary +1 Agility)
- Slampipe (temporary -1 Agility)
Drugs
- Supersoldier Drug (temporary +2 Agility)
- Hercules (temporary +5 Agility, leads to fatal withdrawal)
Agility checks
Underrail: Expedition expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.
- This list is incomplete; you can help by expanding it.
Location | Check | Requirement | Details |
---|---|---|---|
South Gate Outposts, Area East tunnel | Climb over rocks | 7 Agility | Reach secret area with a Trilobite Fossil oddity and 2 Mindshrooms. |
Upper Caves (lux-a9.png) | Climb over rocks | 7 Agility | Reach area with a Mindshroom |
Upper Caves (lux-b19.png) | Jump over | 7 Agility | Get to the other side of the river |
Foundry, near the Messer's butcher shop | Climb over the fence | 7 Agility | Enter the pig pens |
Hanging Rat | Jump over fence | 7 Agility | Enter back yard |
Epione Lab, first floor | Climb over the fence | 7 Agility | Bypass the guards at the entrance |
Cave (Random dungeon 1) (dun_lowLevelCave1.png) | Climb over rocks | 8 Agility | Reach small cave with Mindshroom and Red Dream Mushroom. |
Talloski Manor | Climb on balcony | 8 Agility | Enter the manor |
Water Treatment Facility | Leap across | 9 Agility | Alternative way to surveillance room |
Water Treatment Facility | Leap across and descend the ladder | 8+10 Agility | Alternative way to lower floor |
Core City Sewers | Jump over | 10 Agility | Shortcut to Zaman's Lair |
Lost Vault | Leap across | 11 Agility | Opens up southern side of the dungeon |
Caerus Residential | Climb to the second floor | 12 Agility | Shortcut to the SW building second floor |
Caerus Residential, SW building second floor | Climb down | 8 Agility | Leave the building |
Talos Outpost | Slide to the other side | 9 Agility | Get to the other side of the outpost, bypassing the faceless guards |
Location | Check | Requirement | Details |
---|---|---|---|
Abandoned Waterway Facility Azuridae area | Jump in | 7 Agility | Reach area with a Oozing Shroom. |
Gray Army Base barracks, vents | Jump through fan | 10 Agility | Bypass locked door/guard. |
Gray Army Base magatzin | Jump over fence | 7 Agility | Enter storehouse. |
Mutie Refuge | Jump across | 9 Agility | Enter backside ventilation leading to storage. |
Siphoner Pools (Black Sea) | Jump over | 7 Agility | Reach a lingula plant, green ward and a random treasure "crevice" |
Black Sea, I2, lighthouse | Climb up | 10 Agility | Reach a box with three Plasma Grenades Mk II |
Fetid Marsh, K4, Jumping puzzle | Jump here | 13 Agility | Reach two Green Warts |
Crimson Meadow Horticulture Center, H7 | Jump over | 8 Agility | Shotcut to the inner facility |
Crimson Meadow Horticulture Center, I6 | Jump over | 11 Agility | Reach the other side |
Basalt Cave, L7 | Jump over | 10 Agility | Massive shortcut to Nexus of Technology |
Basalt Cave, two zones east of L8 | Climb up | 9 Agility | Alternative path to Giant Creeper Lair |
Port Crag, I5, Western building second floor | Climb into the pipe | 8 Agility | Leads to the eastern building |
Port Crag, I5, Lighthouse bridge | Climb down | 9 Agility | Bypass the locked door without taking any fall damage |
Port Ceto, E3 | Climb up the container | 8 Agility | Climb up to the upper floor |
Port Ceto, E3 | Descend to the container below | 8 Agility | Climb down from the upper floor |
Port Ceto, E3 | Climb the pipe | 9 Agility | Climb up to the upper floor |
Port Ceto, E3 | Climb down the pipe | 9 Agility | Climb down from the upper floor |
Joint Security Headquarters, outside | Climb up | 9 Agility | Leads to small cave with a Lingula, 2 Glittershrooms and a dead man |
Joint Security Headquarters, main hall | Climb to the other side | 6 Agility | Alternative entrace to the armory, bypassing a camera |
Joint Security Headquarters, armory | Climb to the other side | 8 Agility | Alternative way back to the main hall, bypassing a camera |
Joint Security Headquarters, barracks | Climb over | 9 Agility | Allows to avoid Naga Protector patrolling the area |
Blistering Shores, K11 | Jump over | 8 Agility | Shortcut to K12 |
Abyssal Station Zero | Grab ladder | 9 Agility | Reach a corpse with some loot |
Fetid Marsh, K6 | Jump over | 12 Agility | Shortcut to K5 |
Fetid Marsh, L6 | Jump over | 12 Agility | Shortcut to L5 and L7 |
Fetid Marsh, L5 | Jump over | 14 Agility (requires 20 Agility on the way back) | Shortcut to L4 |
Fetid Marsh, L4 | Jump over | 14 Agility | Shortcut to K4 |
Fetid Marsh, K4, Jumping puzzle | Jump here | 13 Agility | Reach two Green Warts |
Fetid Marsh, spread across the area | Jump across | 10-20 Agility | Depending in each location. It skips some encounter, otherwise can be accessed through normal means. Only 1 special Agility (13) check on K4 south-western area with jumping puzzle, only gives you 2 Green Warts |
Black Sea, Jaws | Climb the cliff | 16 Agility | Allows to go to the Monolith without going through pirate territory |
Heavy Duty
- This list is incomplete; you can help by expanding it.
Location | Check | Requirement | Details |
---|---|---|---|
Core City Middle Level, Edge of drop zone | Climb Up | 5 Agility | Enter Rag's Boutique |
The Compound, cave lab | Jump over | 8 Agility | Reach a Mindshroom |
The Compound, cave lab | Jump over | 10 Agility | Reach a waterproof bag with high quality Polarizer and some other electronic components |
The Compound, cave lab | Jump over | 14 Agility | Reach a crate with high quality Blast Cloth and some other military components |
The Compound, medical section 1, vent | Jump over | 14 Agility | Reach the other side of the ventilation shaft |
|