Agility
Details
Agility determines how effectively your character can move and how much you can move. Agility affects your stealth skill, as well as dodge and evasion. Each point of agility above 5 increases your character's maximum movement points in combat by 3. Agility, along with dexterity, also determines your combat initiative. Some other actions (e.g. climbing over rocks to otherwise unreachable areas) also require a set score agility. No items require agility to be used or equipped.
High agility score is important for characters who rely on high mobility, attack avoidance and stealth as their defense. (As opposed to damage absorption.)
Directly affected skills |
Other effects |
Related feats
- Increased Agility veteran feat increases it by 2.
Related items
Equipment
- Cave Hopper Leather armors (+1 Agility on equip)
- Infused Cave Hopper Leather armors (+1 Agility on equip)
- Vigorous Belt (-2 Agility on equip)
- Bespoke Buckle Shoes (+2)
Food
- All-in (temporarily +3 all base abilities)
- White Dude (temporarily +3 Agility)
- Junkyard Surprise (temporary random base ability effect)
- Cave Hopper Steak (temporary +1 Agility)
- Slampipe (temporary -1 Agility)
Drugs
- Supersoldier Drug (temporary +2 Agility)
- Hercules (temporary +5 Agility, leads to fatal withdrawal)
Agility checks
Underrail: Expedition expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.
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Location | Check | Requirement | Details |
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South Gate Outposts, Area East tunnel | Climb over rocks | 7 Agility | Reach secret area with a Trilobite Fossil oddity and 2 Mindshrooms. |
Upper Caves (lux-a9.png) | Climb over rocks | 7 Agility | Reach area with a Mindshroom |
Upper Caves (lux-b19.png) | Jump over | 7 Agility | Get to the other side of the river |
Foundry, near the Messer's butcher shop | Climb over the fence | 7 Agility | Enter the pig pens |
Hanging Rat | Jump over fence | 7 Agility | Enter back yard |
Cave (Random dungeon 1) (dun_lowLevelCave1.png) | Climb over rocks | 8 Agility | Reach small cave with Mindshroom and Red Dream Mushroom. |
Talloski Manor | Climb on balcony | 8 Agility | Enter the manor |
Water Treatment Facility | Leap across | 9 Agility | Alternative way to surveillance room |
Water Treatment Facility | Leap across and descend the ladder | 8+10 Agility | Alternative way to lower floor |
Core City Sewers | Jump over | 10 Agility | Shortcut to Zaman's Lair |
Flooded Lost Vault | Leap across | 11 Agility | Opens up southern side of the dungeon |
Caerus Residential | Climb to the second floor | 12 Agility | Shortcut to the SW building second floor |
Caerus Residential, SW building second floor | Climb down | 8 Agility | Leave the building |
Location | Check | Requirement | Details |
---|---|---|---|
West Storage Depot (xpbl_md.png) | Jump down | 1 Agility | Enter lower level. |
Abandoned Waterway Facility Azuridae area | Jump in | 7 Agility | Reach area with a Oozing Shroom. |
Gray Army Base barracks, vents | Jump through fan | 10 Agility | Bypass locked door/guard. |
Gray Army Base magatzin | Jump over fence | 7 Agility | Enter storehouse. |
Mutie Refuge | Jump across | 9 Agility | Enter backside ventilation leading to storage. |
Black Sea, I2, lighthouse | Climb up | 10 Agility | Reach a box with three Plasma Grenades Mk II |
Nexus of Technology, east of entrance | Jump across | 10 Agility | Massive shortcut. |
Port Ceto, E3 | Climb up the container | 8 Agility | Climb up to the upper floor |
Port Ceto, E3 | Descend to the container below | 8 Agility | Climb down from the upper floor |
Port Ceto, E3 | Climb the pipe | 9 Agility | Climb up to the upper floor |
Port Ceto, E3 | Climb down the pipe | 9 Agility | Climb down from the upper floor |
Joint Security Headquarters, outside | Climb up | 9 Agility | Leads to small cave with a Lingula, 2 Glittershrooms and a dead man |
Joint Security Headquarters, main hall | Climb to the other side | 6 Agility | Alternative entrace to the armory, bypassing a camera |
Joint Security Headquarters, armory | Climb to the other side | 8 Agility | Alternative way back to the main hall, bypassing a camera |
Joint Security Headquarters, barracks | Climb over | 9 Agility | Allows to avoid Naga Protector patrolling the area |
Blistering Shores, K11 | Jump over | 8 Agility | Shortcut to K12 |
Abyssal Station Zero | Grab ladder | 9 Agility | Reach a corpse with some loot |
Fetid Marsh, K6 | Jump over | 12 Agility | Shortcut to K5 |
Fetid Marsh, L6 | Jump over | 12 Agility | Shortcut to L5 and L7 |
Fetid Marsh, L5 | Jump over | 14 Agility (requires 20 Agility on the way back) | Shortcut to L4 |
Fetid Marsh, L4 | Jump over | 14 Agility | Shortcut to K4 |
Fetid Marsh, K4, Jumping puzzle | Jump here | 13 Agility | Reach two Green Warts |
Fetid Marsh, spread across the area | Jump across | 10-20 Agility | Depending in each location. It skips some encounter, otherwise can be accessed through normal means. Only 1 special Agility (14) check on K4 south-western area with jumping puzzle, only gives you 1 Green Wart |
Black Sea, Jaws | Climb the cliff | 16 Agility | Allows to go to the Monolith without going through pirate territory |
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