Difference between revisions of "Agility"

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=== Equipment ===
 
=== Equipment ===
* {{Itemlink|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 (+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|All-in}} (temporarily +3 all base abilities)
 +
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)
 
* {{Itemlink|White Dude}} (temporarily +3 Agility)
 
* {{Itemlink|White Dude}} (temporarily +3 Agility)
 
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect)
 
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect)
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|-
 
|-
 
| [[Hanging Rat]] || Jump over fence || 7 Agility || Enter back yard
 
| [[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]].
 
| [[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]].
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| [[Core City Sewers]] || Jump over || 10 Agility || Shortcut to [[Zaman's Lair]]
 
| [[Core City Sewers]] || Jump over || 10 Agility || Shortcut to [[Zaman's Lair]]
 
|-
 
|-
| [[Flooded Lost Vault]] || Leap across || 11 Agility || Opens up southern side of the dungeon
+
| [[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]] || 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
 
| [[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
 
|}
 
|}
  
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|-
 
|-
 
! Location !! Check !!data-sort-type="number"| Requirement !! Details
 
! Location !! Check !!data-sort-type="number"| Requirement !! Details
|-
 
| [[West Storage Depot]] ([[:File:xpbl_md.png|xpbl_md.png]]) || Jump down || 1 Agility || Enter lower level.
 
 
|-
 
|-
 
| [[Abandoned Waterway Facility]] Azuridae area || Jump in || 7 Agility || Reach area with a [[Oozing Shroom]].
 
| [[Abandoned Waterway Facility]] Azuridae area || Jump in || 7 Agility || Reach area with a [[Oozing Shroom]].
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|-
 
|-
 
| [[Mutie Refuge]] || Jump across || 9 Agility || Enter backside ventilation leading to storage.
 
| [[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]]
 
| [[Black Sea]], I2, lighthouse || Climb up || 10 Agility || Reach a box with three [[Plasma Grenade Mk II|Plasma Grenades Mk II]]
 
|-
 
|-
| [[Nexus of Technology]], east of entrance || Jump across || 10 Agility || Massive shortcut.
+
| [[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|| Climb up the container || 8 Agility || Climb up to the upper floor
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| [[Fetid Marsh]], K4, Jumping puzzle || Jump here || 13 Agility || Reach two [[Green Wart]]s
 
| [[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 (14) check on K4 south-western area with jumping puzzle, only gives you 1 [[Green Wart]]
+
| [[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
 
| 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

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.

In-game description

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

See Category:Agility feats.

Related items

Equipment

Food

Drugs

Agility checks

Impossible/passable strength check
Tilemarker Agility.png

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.
Checks in the base game
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
Checks in Underrail: Expedition
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