Status effects
(Redirected from Heavily Damaged Armor)
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- For an alphabetical list of status effects, see Category:Status effects.
This page contains an overview of the status effects in Underrail. For more details, see individual status effect pages.
General
General effects, usually shown on your portrait:
- In Combat — Locked in turn-based combat mode. Ends after 4 turns of no hostile actions.
- Focused — Negates the move and shoot penalty of rifles and crossbows. Lost upon moving for the remainder of that turn.
- Level Up — Your character has earned enough experience to advance a level. (Experience earned in Classic XP mode will be calculated from your potential level.)
- Regenerating — you slowly regenerate health when above 85% HP.[1]
Equipment status
Item durability/weight penalties, shown under your portrait:
- Damaged Armor — 30% or less durability: provides reduced damage resistances/thresholds
- Heavily Damaged Armor — 10% or less durability: also loses On Equip bonuses (any penalties still apply)
- Degraded Weapon — 30% or less durability: reduced precision
- Heavily Degraded Weapon — 10% or less durability: heavily reduced precision
- Lightly Encumbered — Over carry capacity: reduced movement speed/points, possibly reduced action points
- Heavily Encumbered — 25% over carry capacity: heavily reduced movement speed/points, possibly reduced action points
- Completely Encumbered — 50% over carry capacity: cannot move, possibly reduced action points
These penalties increase linearly.
- Damaged armor loses a percentage of its resistance/threshold equal to its durability, down to 0% resistances at 0% durability.
- Degraded weapon loses more precision the more degraded it is, down to -80%.
- Encumbrance movement speed penalty increases with the amount of weight carried over capacity, down to -100% at 50% over capacity.
Status effects
Underrail has a wide variety of different effects, both beneficial and malicious. These are shown to the right of your or your target's portrait.
They can be split into the following categories for purposes of interactions with many feats. (e.g. Locus of Control and Opportunist)
- Stun
- Stunned characters are unable to act. Stun effects cause temporary immunity when they end, so characters cannot be kept perpetually stunned.
- Incapacitation
- Incapacitated characters are unable to act, but any damage breaks the effect. Unlike stuns, incapacitation effects do not cause temporary immunity when they end.
- Also unlike stun, incapacitation causes AI characters to lose sight of their enemies. Incapacitating all hostiles allows the player to restealth and/or break out of combat.
- Fear
- Some fear effects cause panic, making characters flee away from their enemies. Such fear effects cause temporary immunity when they end, so characters cannot be kept perpetually feared.
- Mind control
- Various mind control effects. Very uncommon. Usually caused with thought control psionics.
- Immobilization
- Immobile characters are unable to move. Unlike harsher disabling effects, immobilization effects do not cause temporary immunity when they end.
- Slow
- Slowed characters have reduced movement points and movement speed.
- Other beneficial and malicious effects
- These include effects from inherent abilities like Stealth Mode, assorted effects from many consumables and other items, effects from feats and psi abilities, damage over time (DoT) effects such as Bleeding Wounds and certain Poisons.
- Some enemy types also have effects unique to them, for example the Psionic Synergy of psi bug groups, the Anticoagulation of siphoner's attacks and Infusions used by the Faceless.