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]]
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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]].
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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'''.
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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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|}
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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%'''.
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{{clear}}
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== Strength ==
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{{main|Strength}}
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{{Quote
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| 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).
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| In-game description
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}}
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== Dexterity ==
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{{main|Dexterity}}
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{{Quote
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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)
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| In-game description
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}}
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== Agility ==
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{{main|Agility}}
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{{Quote
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| 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.
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| In-game description
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}}
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== Constitution ==
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{{main|Constitution}}
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{{Quote
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| 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.
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| In-game description
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}}
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== Perception ==
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{{main|Perception}}
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{{Quote
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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.
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| In-game description
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}}
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== Will ==
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{{main|Will (Base Ability)|Will}}
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{{Quote
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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.
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| In-game description
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}}
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== Intelligence ==
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{{main|Intelligence}}
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{{Quote
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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.
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| In-game description
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}}
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{{Base abilities navbox}}
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[[Category:Base Abilities| Base Abilities]]
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[[Category:Game mechanics]]
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[[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