Combat Stats
This page explains statistics seen in the Combat stats C menu and certain other statistics that aren't listed anywhere.
Combat stats: Base
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 35% bonus health. If playing on easy difficulty, player health is roughly doubled. (The extra health received assumes player has average Constitution.)
- Shield
- Your Shield Emitter's shield capacity.
- Psi
- Your Psi points. Used by psi abilities. Characters regenerate 20 psi per turn as of version 0.1.14.0.
- No longer derived from character level and Will as of version 0.1.14.0, but can be affected by feats and items.
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
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 and traps.
- 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.
- 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]
Resistances
All characters have Damage Resistance and Damage Threshold for each damage type. 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.
- The electric damage from Neural Overload is irresistible, but can be reduced by Resolve. Mitigation for this is capped at ~40%.
- Some psi abilities also deal irresistible mental damage.
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 types of melee attacks will ignore certain amount of shield.
- 60% — Knives
- 80% — Fist weapons
- 100% — Unarmed
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
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.
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.
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.
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.
Character level
Character level is shown on the bottom right corner of portrait. The maximum level is 25. Prior to version 0.1.14.0, it was 20.
- 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
- NPCs have natural dodge and evasion bonus equal to their level.
Classic XP SystemThe 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.
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Oddity XP SystemThe 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.
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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]
- 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.
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.