Difference between revisions of "Base Abilities"

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(Maximum base ability score removed, maximum bonus ability points limited to 10.)
 
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[[File:tab1_base.png|right|250px|Base abilities tab of the character screen]]
 
[[File:tab1_base.png|right|250px|Base abilities tab of the character screen]]
  
'''Base abilities''' in [[Underrail]] serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some [[feats]] also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a maximum of 10 during [[character creation]].
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'''Base Ability Scores''' in [[Underrail]] serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some [[feats]] also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a minimum of 3 and maximum of 10 during [[character creation]].
  
You gain a base ability point every '''{{color|silver|4}}''' levels. Theoretical maximum base ability score is '''{{color|silver|20}}''', although not reachable with the current level cap.
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In the base game, you gain a base ability point every '''4''' levels. No base points are gained on [[Experience#Veteran levels|Veteran levels]], but veterans may choose an [[Increased Base Ability]] feat. Minimum base ability score is '''1'''. Technically there is no maximum, but ability point bonuses acquired from equipment and consumables are limited to 10 points. The highest ability score you can theoretically achieve is thus '''28'''.
  
Base abilities directly boost related [[skills]] by a certain number. An ability score of '''{{color|silver|4}}''' is the breakpoint where related skills receive no bonus nor penalty from the ability score.[http://underrail.com/forums/index.php?topic=371.msg1794#msg1794]
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{| class="wikitable"
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|-
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! Level || 4 || 8 || 12 || 16 || 20 || 24
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|-
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! Cumulative base points || 1 || 2 || 3 || 4 || 5 || 6
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|}
  
Every point in base ability above 4 increases the effective value of dependent skills by '''{{color|silver|10%}}''', while every point below 4 decreases it by '''{{color|silver|8.5%}}'''.
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Base abilities directly boost related [[skills]] by a certain number. An ability score of '''4''' is the breakpoint where related skills receive no bonus nor penalty from the ability score.[http://underrail.com/forums/index.php?topic=371.msg1794#msg1794]
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Every point in base ability above 4 increases the effective value of dependent skills by '''8.5%''', while every point below 4 decreases it by '''10%'''.
 
{{clear}}
 
{{clear}}
  
= Strength =
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== Strength ==
'''Strength''' determines how much damage you can deal in unarmed combat and with melee weapons. Strength also increases your chance to hit with melee weapons by increasing your melee skill, unless your dexterity is higher. Carry capacity starts at '''{{color|silver|100}}''', with each point of Strength increasing it by '''{{color|silver|10}}'''. Some other actions ''(e.g. opening vents with a crowbar)'' also require a set score of strength. Strength is also a requirement to use heavier types of weapons and armor. You can use heavy equipment without meeting its strength requirements, but too heavy weapons will suffer reduced precision and wearing too heavy armor reduces your action points.
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{{main|Strength}}
 
 
High strength score is important for characters who use the heaviest of armors and heavy weaponry.
 
  
 
{{Quote
 
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}}
 
}}
  
{{Synergies|
 
* [[Melee]]
 
|
 
* Carry capacity
 
* Melee bonus damage
 
* Requirement for heavy weapons
 
** Sniper rifles (5 STR)
 
** Assault rifles (7 STR)
 
** Sledgehammers (8-9 STR)
 
* Requirement for heavy armor
 
** Riot gear (4-6 STR)
 
** Metal armor (8-9 STR)
 
}}
 
  
= Dexterity =
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== Dexterity ==
'''Dexterity''' determines how effectively your character can perform dexterous actions such as throwing items, picking locks, pickpocketing NPCs and setting traps. Dexterity also increases your chance to hit with melee weapons by increasing your melee skill, unless your strength is higher. Each point of dexterity above '''{{color|silver|5}}''' increases your melee critical chance by '''{{color|silver|1%}}''' and decreases AP cost of light weapons by '''{{color|silver|4%}}''' (both additive). Dexterity, along with agility, also determines your combat initiative. Some other actions ''(e.g. catching fish)'' also benefit from dexterity. No items require dexterity to be used or equipped.
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{{main|Dexterity}}
 
 
High dexterity score is important for thieves and characters who use light weapons.
 
  
 
{{Quote
 
{{Quote
| Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, and fist weapons)
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| Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)
 
| In-game description
 
| In-game description
 
}}
 
}}
  
{{Synergies|
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== Agility ==
* [[Melee]]
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{{main|Agility}}
* [[Throwing]]
 
* [[Lockpicking]]
 
* [[Pickpocketing]]
 
* [[Skills#Traps|Traps]]
 
|
 
* Melee critical chance
 
* [[Initiative]]
 
* AP cost of light weapons (unarmed, fist weapons, knives, pistols, SMGs)
 
}}
 
 
 
= Agility =
 
'''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 '''{{color|silver|5}}''' increases your character's maximum movement points in combat by '''{{color|silver|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.)
 
  
 
{{Quote
 
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}}
 
}}
  
{{Synergies|
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== Constitution ==
* [[Dodge]]
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{{main|Constitution}}
* [[Evasion]]
 
* [[Stealth]]
 
|
 
* [[Movement points]]
 
* [[Initiative]]
 
}}
 
 
 
= Constitution =
 
'''Constitution''' determines your overall health and how effectively your character can resist physical effects such as stuns from telekinetic punches or incapacitation from flashbangs. Constitution does not reduce the effects of bleeding. Constitution does not affect nor boost any of your skills but increases your max health, health per level and fortitude. Health per level gains from constitution work retroactively.[http://underrail.com/forums/index.php?topic=762] No items require constitution to be used or equipped.
 
 
 
High constitution score is important for characters who rely on the armor suit and damage absorption as their defense. (As opposed to avoidance, mobility and stealth.)
 
  
 
{{Quote
 
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}}
 
}}
  
{{Synergies|
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== Perception ==
* None
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{{main|Perception}}
|
 
* Max [[Health]]
 
* [[Fortitude]]
 
* Health gained per level (retroactive)
 
}}
 
 
 
= Perception =
 
'''Perception''' determines your character's overall awareness and effectiveness with ranged weapons. It also affects your character's chance to detect hidden passages, objects or stealthed creatures and NPCs. It does not increase your vision or visible range. Perception does not directly affect your chance to hit, but rather increases your ranged weapon skills, which in turn increases your chance to hit with ranged weapons. Melee weapon hit rate is unchanged but increased with melee skill (through strength or dexterity). No items require perception to be used or equipped.
 
 
 
High perception score is important for characters who wish to use ranged weapons or find traps, stealthed enemies and secrets.
 
  
 
{{Quote
 
{{Quote
| Perception helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.
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| Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.
 
| In-game description
 
| In-game description
 
}}
 
}}
  
{{Synergies|
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== Will ==
* [[Skills#Guns|Guns]]
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{{main|Will (Base Ability)|Will}}
* [[Skills#Crossbows|Crossbows]]
 
|
 
* [[Detection]]
 
* Finding secrets (uses raw perception value instead of detection)
 
}}
 
 
 
= Will =
 
'''Will''' determines your effectiveness with psi abilities, your chance to resist mental effects and modifies your maximum psi points. It also determines your character's overall determination to certain actions, such as persuading or intimidating NPCs in conversation to make them choose your side of the argument. Some psionic dialogue options also require your character to have a minimum score of pure will in order to succeed. No items require will to be used or equipped.
 
 
 
High will score is important for psionic characters.
 
  
 
{{Quote
 
{{Quote
| Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines, as well as determines the maximum psi.
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| Will measures character's mental determination to see to his actions regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects the potency of all psi disciplines, as well as psi point regeneration.
 
| In-game description
 
| In-game description
 
}}
 
}}
  
{{Synergies|
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== Intelligence ==
* [[Thought Control]]
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{{main|Intelligence}}
* [[Psychokinesis]]
 
* [[Metathermics]]
 
* [[Persuasion]]
 
* [[Intimidation]]
 
|
 
* Max [[Psi]] points
 
* [[Resolve]]
 
* Psi points gained per level (retroactive)
 
* Dialogue options
 
}}
 
 
 
= Intelligence =
 
'''Intelligence''' determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped.
 
 
 
High intelligence score is important for crafters.
 
  
 
{{Quote
 
{{Quote
| Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it.
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| Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration.
 
| In-game description
 
| In-game description
 
}}
 
}}
  
{{Synergies|
 
* [[Hacking]]
 
* [[Mechanics]]
 
* [[Electronics]]
 
* [[Chemistry]]
 
* [[Biology]]
 
* [[Tailoring]]
 
* [[Mercantile]]
 
|
 
* Dialogue options
 
}}
 
  
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{{Base abilities navbox}}
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[[Category:Base Abilities| Base Abilities]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Player character]]
 
[[Category:Player character]]

Latest revision as of 14:50, 1 February 2022

Base abilities tab of the character screen

Base Ability Scores in Underrail serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some feats also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a minimum of 3 and maximum of 10 during character creation.

In the base game, you gain a base ability point every 4 levels. No base points are gained on Veteran levels, but veterans may choose an Increased Base Ability feat. Minimum base ability score is 1. Technically there is no maximum, but ability point bonuses acquired from equipment and consumables are limited to 10 points. The highest ability score you can theoretically achieve is thus 28.

Level 4 8 12 16 20 24
Cumulative base points 1 2 3 4 5 6

Base abilities directly boost related skills by a certain number. An ability score of 4 is the breakpoint where related skills receive no bonus nor penalty from the ability score.[1]

Every point in base ability above 4 increases the effective value of dependent skills by 8.5%, while every point below 4 decreases it by 10%.

Strength

Main article: Strength

Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).

In-game description


Dexterity

Main article: Dexterity

Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)

In-game description

Agility

Main article: Agility

Agility represents character's reflexes, fleet-footedness, jumping ability, as well as affinity towards other athletic and acrobatic activities. Among other things it affects dodge, evasion, initiative and movement points. It also allows the character to move more quietly, increasing the stealth performance.

In-game description

Constitution

Main article: Constitution

Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.

In-game description

Perception

Main article: Perception

Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.

In-game description

Will

Main article: Will (Base Ability)

Will measures character's mental determination to see to his actions regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects the potency of all psi disciplines, as well as psi point regeneration.

In-game description

Intelligence

Main article: Intelligence

Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration.

In-game description