Difference between revisions of "Agility"

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* {{Itemlink|Infused 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|Bespoke Buckle Shoes}} (+2 Agility on equip)
 
* {{Itemlink|Undersized Buckle Shoes}} (-3 Agility on equip)
 
* {{Itemlink|Undersized Buckle Shoes}} (-3 Agility on equip)
 +
* {{Itemlink|Jumping Stilts}} (requires 7 Agility)
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* {{Itemlink|Phantom Dancer}}{{expedition-inline}} (requires 6 Agility)
  
 
=== Food ===
 
=== Food ===

Revision as of 05:14, 5 June 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
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
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
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 (14) check on K4 south-western area with jumping puzzle, only gives you 1 Green Wart
Black Sea, Jaws Climb the cliff 16 Agility Allows to go to the Monolith without going through pirate territory