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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#REDIRECT [[Combat Stats#Unlisted statistics]]
 
 
 
 
 
 
=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.[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.
 
 
 
 
 
*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. 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.
 
 
 
 
 
=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%.[http://underrail.com/forums/index.php?topic=330.0] 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===
 
*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. Attacker suffers additional range penalties when attacking beyond the optimal range.
 
 
 
 
 
 
 
===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.
 
 
 
 
 
 
 
[[Category:Game mechanics]]
 
[[Category:Player character]]
 

Latest revision as of 08:37, 10 February 2016