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− | [[File:Icon_base_abilities.png|left|link=]]
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− | The base abilities in [[Underrail]] serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some [[feats]] also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a maximum of 10 during [[character creation]].
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− | You gain a base ability point every {{color|white|4}} levels. Theoretical maximum base ability score is {{color|white|20}}, although not reachable with the current level cap.
| + | [[File:tab1_base.png|right|250px|Base abilities tab of the character screen]] |
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− | Base abilities directly boost related [[skills]] by a certain number. An ability score of {{color|white|4}} is the breakpoint where related skills receive no bonus nor penalty from the ability score.[http://underrail.com/forums/index.php?topic=371.msg1794#msg1794] | + | '''Base Ability Scores''' in [[Underrail]] serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some [[feats]] also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a minimum of 3 and maximum of 10 during [[character creation]]. |
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− | Every point in base ability above 4 increases the effective value of dependent skills by {{color|white|10%}}, while every point below 4 decreases it by {{color|white|8.5%}}.
| + | In the base game, you gain a base ability point every '''4''' levels. No base points are gained on [[Experience#Veteran levels|Veteran levels]], but veterans may choose an [[Increased Base Ability]] feat. Minimum base ability score is '''1'''. Technically there is no maximum, but ability point bonuses acquired from equipment and consumables are limited to 10 points. The highest ability score you can theoretically achieve is thus '''28'''. |
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− | = Strength = | + | {| class="wikitable" |
− | Strength in Underrail determines how much damage you can deal in unarmed combat and with melee weapons.Strength also increases your chance to hit with melee weapons by increasing your Melee skill. Carry capacity starts at {{color|white|100}}, with each point of Strength increasing it by {{color|white|10}}. Strength is also a requirement to use heavier types of weapons and armor. You can use heavy equipment without meeting its strength requirements, but too heavy weapons will suffer reduced precision and wearing too heavy armor reduces your action points. Some other actions ''(e.g. opening vents with a crowbar)'' also require varying amounts of strength.
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| + | ! Level || 4 || 8 || 12 || 16 || 20 || 24 |
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| + | ! Cumulative base points || 1 || 2 || 3 || 4 || 5 || 6 |
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− | High strength score is important for melee fighters and characters who use the heaviest of armors and heavy weaponry.
| + | Base abilities directly boost related [[skills]] by a certain number. An ability score of '''4''' is the breakpoint where related skills receive no bonus nor penalty from the ability score.[http://underrail.com/forums/index.php?topic=371.msg1794#msg1794] |
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| + | Every point in base ability above 4 increases the effective value of dependent skills by '''8.5%''', while every point below 4 decreases it by '''10%'''. |
| + | {{clear}} |
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| + | == Strength == |
| + | {{main|Strength}} |
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− | Strength directly affects the following skills:
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− | * [[Melee]]
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− | Other effects:
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− | * Carry capacity
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− | * Melee bonus damage
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− | * Requirement for heavy weapons (rifles, sledgehammers)
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− | * Requirement for heavy armor (metal armor)
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− | = Dexterity = | + | == Dexterity == |
− | Dexterity in Underrail determines how effectively your character can perform dexterous actions such as throwing items (examples: grenades and flashbangs), pick locks, pick pockets (or plant items into the pockets) of NPCs and set up traps. Each point of dexterity above {{color|white|5}} decreases AP cost of light weapons by {{color|white|4%}} (additive). In the Alpha versions, no items require a set score of dexterity to be used.
| + | {{main|Dexterity}} |
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− | High dexterity score is important for characters who intend to use fast, light weapons and thieves.
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| {{Quote | | {{Quote |
− | | Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, and fist weapons) | + | | Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons) |
| | In-game description | | | In-game description |
| }} | | }} |
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− | Dexterity directly affects the following skills:
| + | == Agility == |
− | * [[Melee]]
| + | {{main|Agility}} |
− | * [[Throwing]]
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− | * [[Lockpicking]]
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− | * [[Pickpocketing]]
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− | * [[Skills#Traps|Traps]]
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− | Other effects:
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− | * Melee critical chance
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− | * [[Initiative]]
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− | * AP cost of light weapons (unarmed, fist weapons, knives, pistols, SMGs)
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− | = Agility = | |
− | Agility in Underrail determines how effectively your character can move and how much you can move. Each point of agility above 5 increases your character's maximum movement points in combat by 3, as well as dodge and evasion chance in combat. Agility also affects your stealth performance by increasing your stealth skill. In the Alpha versions, no items require a set score of agility to be used. | |
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− | High agility score is important for characters who rely on high mobility, attack avoidance and stealth as their defense.
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− | Agility directly affects the following skills:
| + | == Constitution == |
− | * [[Dodge]]
| + | {{main|Constitution}} |
− | * [[Evasion]]
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− | * [[Stealth]]
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− | Other effects:
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− | * [[Movement points]]
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− | * [[Initiative]]
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− | = Constitution = | |
− | Constitution in Underrail determines your overall health and how effectively your character can resist various kinds of poisons and the effects of diseases. Constitution does not affect nor boost any of your skills but increases your max health and health per level. Health per level gains from constitution work retroactively.[http://underrail.com/forums/index.php?topic=762] There is no explicit information whether constitution reduces the effects of bleeding in the game. | |
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− | High constitution score is important for characters who rely on the armor suit and damage absorption as their defense.
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− | No skills are directly related to Constitution.
| + | == Perception == |
− | | + | {{main|Perception}} |
− | Other effects:
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− | * Max health
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− | * Health gained per level
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− | * [[Fortitude]]
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− | = Perception = | |
− | Perception in Underrail determines your character's overall awareness and effectiveness with ranged weapons. It also affects your character's chance to detect hidden passages, objects or stealthed creatures and NPCs. It does not increase your vision or visible range. Perception does not seem to directly affect your chance to hit, but rather increases your ranged weapon skills, which in turn increases your chance to hit with ranged weapons. Melee weapon hit rate is unchanged but increased with melee skill (through strength or dexterity). | |
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− | High perception score is important for characters who wish to use ranged weapons effectively.
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| {{Quote | | {{Quote |
− | | Perception helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures. | + | | Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures. |
| | In-game description | | | In-game description |
| }} | | }} |
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− | Perception directly affects the following skills:
| + | == Will == |
− | * [[Skills#Guns|Guns]]
| + | {{main|Will (Base Ability)|Will}} |
− | * [[Skills#Crossbows|Crossbows]]
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− | Other effects:
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− | * [[Detection]]
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− | = Will = | |
− | Will in Underrail determines your character's overall determination to certain actions, such as persuading or intimidating NPCs in conversation to make them choose your side of the argument. It also determines your effectiveness with psi abilities and modifies your max psi points. Various dialogue options require not only a high persuation or intimidation skill, but some require your character to have a minimum score of pure will in order to successfuly use the dialogue option. | |
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− | High will score is important for psionic characters.
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| {{Quote | | {{Quote |
− | | Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines, as well as determines the maximum psi. | + | | Will measures character's mental determination to see to his actions regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects the potency of all psi disciplines, as well as psi point regeneration. |
| | In-game description | | | In-game description |
| }} | | }} |
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− | Will directly affects the following skills:
| + | == Intelligence == |
− | * [[Thought Control]]
| + | {{main|Intelligence}} |
− | * [[Psychokinesis]]
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− | * [[Metathermics]]
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− | * [[Persuasion]]
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− | * [[Intimidation]]
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− | Other effects:
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− | * [[Resolve]]
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− | * Dialogue options
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− | = Intelligence = | |
− | Intelligence in Underrail determines your character's ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks, as well as the ability to craft items from components of any kind. Intelligence also increases your barter skill, allowing you to buy and sell items for better prices. In the Alpha versions of the game, no items require intelligence in order to be used or equipped. | |
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− | High intelligence score is important for crafters.
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| {{Quote | | {{Quote |
− | | Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. | + | | Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration. |
| | In-game description | | | In-game description |
| }} | | }} |
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− | Intelligence directly affects the following skills:
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− | * [[Hacking]]
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− | * [[Mechanics]]
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− | * [[Electronics]]
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− | * [[Chemistry]]
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− | * [[Biology]]
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− | * [[Tailoring]]
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− | * [[Mercantile]]
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− | Other effects:
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− | * Dialogue options
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| + | {{Base abilities navbox}} |
| + | [[Category:Base Abilities| Base Abilities]] |
| [[Category:Game mechanics]] | | [[Category:Game mechanics]] |
| [[Category:Player character]] | | [[Category:Player character]] |
Base Ability Scores in Underrail serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some feats also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a minimum of 3 and maximum of 10 during character creation.
In the base game, you gain a base ability point every 4 levels. No base points are gained on Veteran levels, but veterans may choose an Increased Base Ability feat. Minimum base ability score is 1. Technically there is no maximum, but ability point bonuses acquired from equipment and consumables are limited to 10 points. The highest ability score you can theoretically achieve is thus 28.
Level |
4 |
8 |
12 |
16 |
20 |
24
|
Cumulative base points |
1 |
2 |
3 |
4 |
5 |
6
|
Base abilities directly boost related skills by a certain number. An ability score of 4 is the breakpoint where related skills receive no bonus nor penalty from the ability score.[1]
Every point in base ability above 4 increases the effective value of dependent skills by 8.5%, while every point below 4 decreases it by 10%.
Strength
- Main article: Strength
“ Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).
”
- — In-game description
Dexterity
- Main article: Dexterity
“ Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)
”
- — In-game description
Agility
- Main article: Agility
“ 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
Constitution
- Main article: Constitution
“ Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.
”
- — In-game description
Perception
- Main article: Perception
“ Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.
”
- — In-game description
Will
- Main article: Will (Base Ability)
“ Will measures character's mental determination to see to his actions regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects the potency of all psi disciplines, as well as psi point regeneration.
”
- — In-game description
Intelligence
- Main article: Intelligence
“ Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration.
”
- — In-game description