Other statistics

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Overview of the derived statistics in Underrail as seen in the Combat Stats 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.


  • 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.


State

  • Health
Derived from Constitution and character level.
  • Shield
Not in-game yet.
  • Psi
Derived from Will and character level.
  • Psi Cost
Can be affected by traits.


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.


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 0.1.6.0.


Subterfuge

  • Stealth
Derived from Stealth skill. Can be affected by feats and items.
  • Detection
Derived from Perception.


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.


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.