Combat Stats

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Revision as of 17:51, 22 December 2015 by Wikiman (talk | contribs) (updated some things)
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This page explains statistics seen in the Combat stats C menu and certain other statistics that aren't listed anywhere.

Combat stats: Base

Bleeding Wound.png State

Health
Your health, hit points or HP. You die if it drops to zero.
Derived from character level and Constitution. Can be affected by feats and items. Player character has 50% bonus health. If playing on easy/hard difficulty, player health is roughly doubled/halved. (The extra health received assumes player has average Constitution.)
Shield
Your Shield Emitter's shield capacity, if you have one equipped.
Psi
Your Psi points. Used by psi abilities. Starts at 100.
No longer derived from character level and Will as of version 0.1.14.0, but can be affected by feats and items.

Icon base abilities.png Base abilities

Main article: Base abilities

Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.

Combat stats: Defense

Aphobia.png Defense

Status effects and attacks can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.

These four defensive skills are checked against attacker's relevant skill, e.g. An attack with Frighten would test attacker's Thought Control vs. defender's Resolve.[1]

The chance to resist them this way is capped at 65%.[2]

Dodge
Chance to avoid melee attacks.
Equal to your effective Dodge skill. Can be affected by feats and items.
Evasion
Chance to avoid ranged attacks. Reduces damage from AoE attacks.
Equal to your effective Evasion skill. Can be affected by feats and items.
Fortitude
Chance to resist physical psionic effects and physical effects like poison, flashbangs, etc.
Derived from character level and Constitution (60%), Strength (20%) and Will (20%).
Resolve
Chance to resist mental psionic effects. Reduces damage from some psi abilities, e.g. Neural Overload.
Derived from character level and Will.
Crit. chance
Chance to be critically hit.
Can be affected by feats and items.
Armor penalty (previously known as Encumberance)
Reduces your Movement Points, Dodge, Evasion and Stealth.
Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[3]

Steel Plates.png Resistances

All characters have Damage Resistance and Damage Threshold (DR% / DT) for each damage type, derived from their equipped and/or natural armor. Resistance is a percentage reduction, whilst threshold is a flat number reduction.

Only the greater of the two reductions will be applied against any one attack, not both.

The resistible damage types are Mechanical, Heat, Cold, Electricity, Acid, Energy and Bio.

Irresistible damage

Some sources of damage cannot be mitigated with armor.

  • The bio damage from poisons ignores armor (but the initial attack delivering poison must penetrate armor for the poison to take effect).
  • Some thought control psi abilities deal irresistible mental damage.

Icon shielding.png Shielding

Energy shields can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.

All damage sources have an Impact Speed, which is one of the following:

Very Low — Melee attacks
Low — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)
Medium — Bullets, shrapnel (from frag grenades/mines)
Fast — Explosives, extremely fast projectiles (such as those fired from sniper rifles)
Very Fast — Lasers, plasma, electrical attacks

Additionally, most light melee attacks will ignore certain amount of shield.

60% — Typical knives
80% — Typical fist weapons
100% — Unarmed

Icon subterfuge.png Subterfuge

Stealth
Your effective stealth skill level.
Equal to your effective Stealth skill. Can be affected by feats and items.
Detection
Your chance to detect stealthed enemies and traps. Finding secret areas is based purely on Perception instead of Detection.
Derived from character level and Perception. Can be affected by feats and items.

Combat stats: Offense

Icon weapon.png Weapon

Damage
Derived from active weapon. Affected by relevant weapon skill and strength bonus for melee weapons.
Action Points
Derived from active weapon. Can be affected by feats, items and dexterity bonus for light weapons.
Impact Speed
Derived from active weapon. Affects energy shield penetration.
Critical chance
Derived from active weapon. Can be affected by feats, items and dexterity bonus for melee weapons.
Critical bonus
Derived from active weapon. Can be affected by feats.
Initiative
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.
  • Initiating combat from stealth adds 100 to initiative.
Range
Derived from active weapon. Unarmed range can be increased with Force Emission.
Optimal Range
Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.

Icon metathermics.png Metathermics

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Telekinetic Punch.png Psychokinesis

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Neural Overload.png Thought Control

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Unlisted statistics

These statistics aren't listed in the combat menu or any other menus.

Level Up.png Character level

This article is outdated. You can help Underrail Wiki by updating it.
Reason given: XP charts from alpha version

The maximum character level is 25. Prior to version 0.1.14.0, it was 20. In the release versions, there is no way to directly see NPC levels.

  • Level does not directly affect most character's stats. Exceptions to this are health, fortitude, resolve and detection.
    • Characters gain 40 skill points every level
    • Characters gain a feat every 2 levels
    • Characters gain a base ability point every 4 levels
  • Fortitude, resolve and detection function like skills that get 4-5 points automatically invested into them each level. They get a bonus/penalty from their related base ability just like normal skills do.
  • 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 1250 experience more than the former.

Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.

Classic XP/level chart
Level Exp to next level Cumulative exp
1 1 250 1 250
2 2 500 3 750
3 3 750 7 500
4 5 000 12 500
5 6 250 18 750
6 7 500 26 250
7 8 750 35 000
8 10 000 45 000
9 11 250 56 250
10 12 500 68 750
11 13 750 82 500
12 15 000 97 500
13 16 250 113 750
14 17 500 131 250
15 18 750 150 000
16 20 000 170 000
17 21 250 191 250
18 22 500 213 750
19 23 750 227 500
20 25 000 262 500
21 26 250 288 750
22 27 500 316 250
23 28 750 345 000
24 30 000 375 000
25 31 250 406 250

Oddity XP System

The experience needed to level up starts off completely linear with each level requiring 1 more experience than the former, but stops at 25 XP/level.

Experience is gained only from oddities studied and quest completion.

Oddity XP/level chart
Level Exp to next level Cumulative exp
1 5 5
2 6 11
3 7 18
4 8 26
5 9 35
6 10 45
7 11 56
8 12 68
9 13 81
10 14 95
11 15 110
12 16 126
13 17 143
14 18 161
15 19 180
16 20 200
17 21 221
18 22 243
19 23 266
20 24 290
21 25 315
22 25 340
23 25 365
24 25 390
25 25 415

Hit and run icon.png 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 heavy armor without meeting its strength requirement will reduce action points.[4]
AP can be temporarily increased or decreased. Debuffs cannot drop AP below 35.
  • 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, armor penalty or bonus, encumberance and some feats.
Some effects that change movement points also change real-time movement speed.
Some creatures, such dogs and spawn, have natural bonus to movement points.

Aimed shot icon.png Precision

Precision or chance to hit determines chance of an attack hitting its target and the precision of area of effect attacks. It is based on attacker's weapon skill and a large number of other factors. Precision is calculated the same way for both the player character and all non-player characters. Your precision is displayed on the right side of the attack cursor.

  • Base precision (with zero attack skill against zero defense skill and no other modifiers) is 70%.
  • Precision limits are 10 - 95% for targeted attacks, 0 - 100% for AoE attacks (such as grenades).
  • Area of effect attacks will always hit targets within their radius, but they can land up to 3 tiles away from targeted location.
  • Most psi attacks always hit their target. However, Pyrokinesis is an AoE attack. Its precision is derived from Metathermics skill. Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects).

Modifiers

Precision is affected by many different modifiers, especially in ranged combat. Some precision penalties cannot be mitigated with weapon skill alone.

Skill

Attack skill
Increases precision. The main factor in precision calculation.
Defense skill
Dodge/evasion can reduce chance to hit by up to 60% (if evasion/dodge rating is twice the attacker's effective attack skill)[5]
AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage.

Environment

Environmental modifiers affect chance to hit in ranged combat.

Darkness
Darkness plays a large role in ranged weapon precision. Most areas in Underrail are dark and the penalty is quite high at long ranges.
Darkness penalty can be completely counteracted with Night Vision, or lowered with flares and/or other ambient light sources.
Distance and optimal range
Precision decreases with distance for all ranged weapons including AoE weapons.
Precision further decreases beyond weapon's optimal range.

Weapon

Weapons can have additional modifiers to precision.

Low durability
Any Degraded Weapon or Heavily Degraded Weapon loses more precision the more degraded it is, all the way down to the minimal 10% chance to hit.
Move and Shoot penalty
Crossbows and rifles may have move penalty which decreases their precision if the user is not Focused. (Has moved during the current turn)
Close Quarters penalty
Crossbows and rifles may also have a precision penalty against foes at melee range. Close quarters penalty only applies In Combat against hostile targets.
Strength requirement
Rifles and sledgehammers have a strength requirement. Precision is decreased by about 10%Verify for each point of strength below the requirement.
Other weapon modifiers
Weapons may have attachments or other modifiers that change their base precision or burst precision.