Difference between revisions of "Other statistics"

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(Added some details and numbers on mechanics involved.)
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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.
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Overview of the derived statistics in Underrail as seen in the '''''Combat Stats''''' ''([[Controls|keybind]]: '''C''')'' menu and some miscellanous information that wouldn't fit elsewhere.
  
  
  
=Action and Movement Points=
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= 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]]
 
*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.[http://underrail.com/forums/index.php?topic=330.0]
 
::Wearing armor without meeting its strength requirement will reduce your action points.[http://underrail.com/forums/index.php?topic=330.0]
*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. Some creatures, such [[Dogs]] and [[Spawn]], have natural bonus to movement points.
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 +
 
 +
*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.
 +
::Some creatures, such [[Dogs]] and [[Spawn]], have natural bonus to movement points.
  
  
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=State=
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= Combat stats: State =
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[[File:Icon_state.png|right|link=]]
 
*'''Health'''
 
*'''Health'''
 
::Derived from Constitution and character level. Player character has 35% bonus health.
 
::Derived from Constitution and character level. Player character has 35% bonus health.
 +
 
*'''Shield'''
 
*'''Shield'''
 
::Not in-game yet.
 
::Not in-game yet.
 +
 
*'''Psi'''
 
*'''Psi'''
 
::Derived from Will and character level.
 
::Derived from Will and character level.
 +
 
*'''Psi Cost'''
 
*'''Psi Cost'''
 
::Can be affected by traits.
 
::Can be affected by traits.
  
  
=Defense=
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= Combat stats: Defense =
===Defense===
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== Defense ==
 +
[[File:Icon_defense.png|right|link=]]
 
*'''Dodge, Evasion'''
 
*'''Dodge, Evasion'''
 
::Derived from Dodge and Evasion skills. Can be affected by feats.
 
::Derived from Dodge and Evasion skills. Can be affected by feats.
 +
 
*'''Fortitude'''
 
*'''Fortitude'''
 
::Chance to resist effects like poison. Derived from Constitution.
 
::Chance to resist effects like poison. Derived from Constitution.
 +
 
*'''Resolve'''
 
*'''Resolve'''
 
::Reduces damage from effects like [[Neural Overload]]. Derived from Will.
 
::Reduces damage from effects like [[Neural Overload]]. Derived from Will.
 +
 
*'''Crit. chance'''
 
*'''Crit. chance'''
 
::Chance to be critically hit. Can be affected by feats and items.
 
::Chance to be critically hit. Can be affected by feats and items.
 +
 
*'''Encumberance'''
 
*'''Encumberance'''
 
::Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at 95%.[http://underrail.com/forums/index.php?topic=330.0] Derived from the armor suit you're wearing. Can be affected by feats.
 
::Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at 95%.[http://underrail.com/forums/index.php?topic=330.0] Derived from the armor suit you're wearing. Can be affected by feats.
  
===Resistances===
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== 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.
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[[File:Icon_resistances.png|right|link=]]
 +
*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===
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== Shielding ==
 +
[[File:Icon_shielding.png|right|link=]]
 
*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.
 
*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.
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::'''NOTE''': Shields are not yet in-game as of version 0.1.8.0.
  
  
===Subterfuge===
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== Subterfuge ==
 +
[[File:Icon_subterfuge.png|right|link=]]
 
*'''Stealth'''
 
*'''Stealth'''
 
::Derived from Stealth skill. Can be affected by feats and items.
 
::Derived from Stealth skill. Can be affected by feats and items.
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=Offense=
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= Combat stats: Offense =
===Weapon===
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== Weapon ==
 +
[[File:Icon_weapon.png|right|link=]]
 
*'''Damage'''
 
*'''Damage'''
 
::Derived from active weapon. Affected by relevant weapon skill.
 
::Derived from active weapon. Affected by relevant weapon skill.
 +
 
*'''Action Points'''
 
*'''Action Points'''
 
::Derived from active weapon. Can be affected by feats.
 
::Derived from active weapon. Can be affected by feats.
 +
 
*'''Impact Speed'''
 
*'''Impact Speed'''
 
::Derived from active weapon.
 
::Derived from active weapon.
 +
 
*'''Critical chance'''
 
*'''Critical chance'''
 
::Derived from active weapon. Can be affected by feats.
 
::Derived from active weapon. Can be affected by feats.
 +
 
*'''Critical bonus'''
 
*'''Critical bonus'''
 
::Derived from active weapon. Can be affected by feats.
 
::Derived from active weapon. Can be affected by feats.
 +
 
*'''Range'''
 
*'''Range'''
 
::Derived from active weapon.
 
::Derived from active weapon.
 +
 
*'''Optimal Range'''
 
*'''Optimal Range'''
 
::Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.
 
::Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.
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===Metathermics===
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== Metathermics ==
 +
[[File:Icon_metathermics.png|right|link=]]
 
*'''Critical chance'''
 
*'''Critical chance'''
 
::Can be affected by feats.
 
::Can be affected by feats.
 +
 
*'''Critical bonus'''
 
*'''Critical bonus'''
 
::Can be affected by feats.
 
::Can be affected by feats.
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===Psychokinesis===
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== Psychokinesis ==
 +
[[File:Icon_psychokinesis.png|right|link=]]
 
*'''Critical chance'''
 
*'''Critical chance'''
 
::Can be affected by feats.
 
::Can be affected by feats.
 +
 
*'''Critical bonus'''
 
*'''Critical bonus'''
 
::Can be affected by feats.
 
::Can be affected by feats.
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===Thought Control===
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== Thought Control ==
 +
[[File:Icon_thought_control.png|right|link=]]
 
*'''Critical chance'''
 
*'''Critical chance'''
 
::Can be affected by feats.
 
::Can be affected by feats.
 +
 
*'''Critical bonus'''
 
*'''Critical bonus'''
 
::Can be affected by feats.
 
::Can be affected by feats.

Revision as of 03:45, 26 July 2013

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.
Some creatures, such Dogs and Spawn, have natural bonus to movement points.


  • 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

Icon shielding.png
  • 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

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


Combat stats: Offense

Weapon

Icon weapon.png
  • 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

Icon metathermics.png
  • Critical chance
Can be affected by feats.
  • Critical bonus
Can be affected by feats.


Psychokinesis

Telekinetic Punch.png
  • Critical chance
Can be affected by feats.
  • Critical bonus
Can be affected by feats.


Thought Control

Neural Overload.png
  • Critical chance
Can be affected by feats.
  • Critical bonus
Can be affected by feats.