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.
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.
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.