Other statistics
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Overview of the derived statistics in Underrail as seen in the Combat Stats (keybind: C) menu and some miscellanous information that wouldn't fit elsewhere.
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, eg. Special Tactics
- Wearing armor without meeting its strength requirement will reduce your action points.[1]
- Movement Points are affected by Agility, Encumberance and some Feats. Movement Points can only be used for moving.
- Character base movement points equal 30 + extra 3 points for every point in agility above 5.
Combat and turn-based mode
- Focus is an important tactical concept for any ranged combatant.
- Active combat gives your character In Combat status, during which some actions are unavailable.
- If you initiate combat out of real-time mode, you will not get the first turn after your initial action.
- Thus, it is always better to move into turn-based mode first, and then perform your actions to initiate combat.
- It is not known how combat sequence works.
Combat stats: State
- Health
- Derived from Constitution and character level. Player character has 35% bonus health.
- Shield
- Not in-game yet.
- Psi
- Derived from Will and character level.
- Psi Cost
- Can be affected by traits.
Combat stats: Defense
Defense
- Dodge, Evasion
- Derived from Dodge and Evasion skills. Can be affected by feats.
- Fortitude
- Chance to resist effects like poison. Derived from Constitution.
- Resolve
- Reduces damage from effects like Neural Overload. Derived from Will.
- Crit. chance
- Chance to be critically hit. Can be affected by feats and items.
- Encumberance
- Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at 95%.[2] Derived from the armor suit you're wearing. Can be affected by feats.
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.
Shielding
- All damage sources have an Impact Speed. Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies.
- NOTE: Shields are not yet in-game as of version 0.1.8.0.
Subterfuge
- Stealth
- Derived from Stealth skill. Can be affected by feats and items.
- Detection
- Derived from Perception.
Combat stats: Offense
Weapon
- Damage
- Derived from active weapon. Affected by relevant weapon skill.
- Action Points
- Derived from active weapon. Can be affected by feats.
- Impact Speed
- Derived from active weapon.
- Critical chance
- Derived from active weapon. Can be affected by feats.
- Critical bonus
- Derived from active weapon. Can be affected by feats.
- Range
- Derived from active weapon.
- 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.
- Critical bonus
- Can be affected by feats.
Psychokinesis
- Critical chance
- Can be affected by feats.
- Critical bonus
- Can be affected by feats.
Thought Control
- Critical chance
- Can be affected by feats.
- Critical bonus
- Can be affected by feats.