Difference between revisions of "Fire"

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m (move ground fire description to template)
(there shouldn't even be an armor section about heat here)
 
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* [[Magnesium Grenade]]
 
* [[Magnesium Grenade]]
 
* [[Napalm Grenade]]
 
* [[Napalm Grenade]]
 +
* [[25mm Incendiary Grenade]]{{heavyduty-inline}}
 
* [[Exothermic Aura]]
 
* [[Exothermic Aura]]
  
== Heat protection ==
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== Heat resistant armor ==
* [[Fire Proximity Suit]] (90% / 70), also provides immunity to [[burning]].
+
* [[Aluminized Cloth]], also provides immunity to [[burning]] on armor suits.
* Armor coated with [[Aluminized Cloth]], protection depends on fabric quality. Also provides immunity to [[burning]] on armor suits.
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* Any [[Metal Armor]]
* Any metal armor, protection depends on metal type and quality.
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* [[Siphoner Leather]] and [[Infused Siphoner Leather]]
* Armors made from [[Siphoner Leather]], [[Infused Siphoner Leather]] or  [[Infused Ancient Rathound Leather]], protection depends on leather quality.
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* [[Greater Siphoner Leather]]{{expedition-inline}} and [[Infused Greater Siphoner Leather]]{{expedition-inline}}
* [[Burrower Carapace]] (5% / 2) as tactical vest armor plate or riot shield.
+
* [[Burrower Carapace]]
 +
* [[Infused Ancient Rathound Leather]]
 +
* [[Fire Proximity Suit]], also provides immunity to [[burning]].
 +
* [[Blast Suit]]
 +
* [[Praetorian Chestguard]]
 +
* [[Praetorian Peacekeeper]] and [[Praetorian Caped Peacekeeper]]
 +
* [[Warm Trapper Hat]]
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* [[Gray Soldier Armor]]{{expedition-inline}}
 +
* [[Gray Officer Armor]]{{expedition-inline}}
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* [[Combat Exoskeleton]]{{heavyduty-inline}}
 +
* [[Technomedic Exoskeleton]]{{heavyduty-inline}}
 +
* [[Intercessor Exoskeleton]]{{heavyduty-inline}}
 +
* [[Psychophract Exoskeleton]]{{heavyduty-inline}}
  
  
 
{{Traps navbox}}
 
{{Traps navbox}}
 
[[Category:Environmental hazards]]
 
[[Category:Environmental hazards]]

Latest revision as of 02:45, 14 November 2023

Fire burning in Foundry metalworks.

Fire is an environmental hazard. Burning ground is very dangerous as it deals both flat and percentage of max health damage so you cannot ignore it even on high levels. The intensity of the flames depends on the power of the fire source and multiple sources of fire can stack.

Creatures standing in the fire suffer heat damage equal to 6%-15% of their maximal health (up to maximum of 16-40), plus additional 7-29, depending on the intensity of fire at that spot, while creatures moving through the fire suffer one third of that damage per tile.

Fire was added in version alpha 0.1.13.0 and first introduced in Dev Log #34 before it.

Sources of environmental fire

Heat resistant armor