Difference between revisions of "Other statistics"
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:: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points. | :: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points. | ||
− | == | + | == Turn order == |
− | + | Combat turn order is based on inititiave. | |
− | + | * Character's base initiative is {{color|white|5}} + agility + dexterity. | |
− | + | * At the start of the combat, each combat participant randomly adds {{color|white|1-15}} points to the base initiative. | |
− | * | + | * The modified value is used when sorting the turn order. |
− | :: | + | :: Exception: when the player initiates combat manually {{key|Enter}} or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors. |
== Chance to hit == | == Chance to hit == | ||
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* NPCs have natural dodge and evasion bonus equal to their level. | * NPCs have natural dodge and evasion bonus equal to their level. | ||
− | === | + | === Classic XP System === |
The experience needed to level up is completely linear, each level requiring 1000 experience more than the former. | The experience needed to level up is completely linear, each level requiring 1000 experience more than the former. | ||
+ | |||
+ | Experience is gained from quest completion, kills, skill usage, finding secrets and oddities. | ||
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide" | {| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide" | ||
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! 20 || 20 000 || 210 000 | ! 20 || 20 000 || 210 000 | ||
|} | |} | ||
+ | |||
+ | === Oddity XP System === | ||
+ | The experience needed to level up is completely linear with each level requiring more experience than the former, but the XP amounts needed are much lower. | ||
+ | |||
+ | Experience is gained only from [[oddities]]. | ||
== Status effects == | == Status effects == |
Revision as of 07:39, 17 January 2014
Overview of the miscellanous statistics and game mechanics of Underrail that aren't explained elsewhere in detail.
Action and movement points
- All characters have 50 AP. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. (e.g. Special Tactics)
- Wearing armor without meeting its strength requirement will reduce your action points.[1]
- Character base movement points equal 30 + extra 3 points for every point in agility above 5. Movement Points can only be used for moving.
- Movement points are affected by agility, encumberance and some feats.
- Some creatures, such dogs and spawn, have natural bonus to movement points.
Turn order
Combat turn order is based on inititiave.
- Character's base initiative is 5 + agility + dexterity.
- At the start of the combat, each combat participant randomly adds 1-15 points to the base initiative.
- The modified value is used when sorting the turn order.
- Exception: when the player initiates combat manually Enter or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
Chance to hit
Your Precision is based on weapon skill and target's evasion or dodge skill in case of guns/crossbows or melee. Ranged weapon precision is heavily affected by darkness and various other situational penalties. Darkness penalty can be counteracted with night vision goggles, flares and luring enemies into ambient light.
All of the precision penalties are counted after your weapon skill, so you cannot completely mitigate them with high weapon skill alone.
- Precision decreases with distance for all ranged weapons including throwing
- Precision further decreases beyond weapon's optimal range
- Crossbows and heavy guns may have Move and Shoot penalty
- Crossbows and heavy guns may also have Close Quarters penalty at melee range
- Throwing weapons can land up to 3 tiles away from target with imprecise throws
Character level
The maximum level is currently 20, but cannot be attained in a single play-through of the alpha version. The maximum level for release version is planned to be 30, but that might change.
- Level does not directly affect most of the player character's stats, except health, psi points, resolve and detection.Verify
- You gain 40 skill points every level
- You gain a feat every 2 levels
- You gain a base ability point every 4 levels
- NPCs have natural dodge and evasion bonus equal to their level.
Classic XP System
The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.
Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.
Experience per level chart | ||
---|---|---|
Level | Exp to next level | Cumulative exp |
1 | 1 000 | 1 000 |
2 | 2 000 | 3 000 |
3 | 3 000 | 6 000 |
4 | 4 000 | 10 000 |
5 | 5 000 | 15 000 |
6 | 6 000 | 21 000 |
7 | 7 000 | 28 000 |
8 | 8 000 | 36 000 |
9 | 9 000 | 45 000 |
10 | 10 000 | 55 000 |
11 | 11 000 | 66 000 |
12 | 12 000 | 78 000 |
13 | 13 000 | 91 000 |
14 | 14 000 | 105 000 |
15 | 15 000 | 120 000 |
16 | 16 000 | 136 000 |
17 | 17 000 | 153 000 |
18 | 18 000 | 171 000 |
19 | 19 000 | 190 000 |
20 | 20 000 | 210 000 |
Oddity XP System
The experience needed to level up is completely linear with each level requiring more experience than the former, but the XP amounts needed are much lower.
Experience is gained only from oddities.
Status effects
- For the main article, see Status effects.
Various buffs and debuffs can affect the player and enemies alike.
Many enemies also have unique buffs or special attacks that cause debuffs unique to them.
Combat stats
- For the main article, see Combat stats.
All the stats listed in Combat Stats C menu.