Combat Stats

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This page explains statistics seen in the Combat stats C menu and certain other statistics that aren't listed anywhere.

Combat stats: Base

Bleeding Wound.png State

Health
Your health, hit points or HP. You die if it drops to zero.
Derived from character level and Constitution. Player character has 35% bonus health. If playing on easy difficulty, player health is roughly doubled. (The extra health received assumes player has average Constitution.)
Shield
Your Shield Emitter's shield capacity.
Psi
Your Psi points. Used by psi abilities.
Derived from character level and Will.

Icon base abilities.png Base abilities

Main article: Base abilities

Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.

Combat stats: Defense

Aphobia.png Defense

Status effects and attacks can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.

These four defensive skills are checked against attacker's relevant skill, e.g. An attack with Frighten would test attacker's Thought Control vs. defender's Resolve.[1]

The chance to resist them this way is capped at 65%.[2]

Dodge
Chance to avoid melee attacks and traps.
Equal to your effective Dodge skill. Can be affected by feats and items.
Evasion
Chance to avoid ranged attacks. Reduces damage from AoE attacks.
Equal to your effective Evasion skill. Can be affected by feats and items.
Fortitude
Chance to resist physical psionic effects and physical effects like poison, flashbangs, etc.
Derived from character level and Constitution.
Resolve
Chance to resist mental psionic effects. Reduces damage from some psi abilities, e.g. Neural Overload.
Derived from character level and Will.
Crit. chance
Chance to be critically hit.
Can be affected by feats and items.
Armor penalty (previously known as Encumberance)
Reduces your Movement Points, Dodge, Evasion and Stealth.
Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[3]

Steel Plates.png 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.


The resistible damage types are Mechanical, Heat, Cold, Electricity, Acid, Energy and Bio.

Irresistible damage

Some sources of damage cannot be mitigated with armor.

  • The bio damage from poisons ignores armor.
  • The electric damage from Neural Overload is irresistible, but can be reduced by Resolve. Mitigation for this is capped at ~40%.
  • Some psi abilities also deal irresistible mental damage.

Icon shielding.png Shielding

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, which is one of the following:

Very Low - Melee attacks
Low - slow projectile attacks (considerably slower than bullets, such as crossbow bolts and cryokinesis)
Medium - bullets, shrapnel (from frag grenades)
Fast - super fast projectiles, such as those fired from sniper rifles
Very Fast - lasers, plasma, electrical attacks

Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely)

  • Knives ignore 60%
  • Fist weapons 80%
  • Unarmed attacks 100%

Icon subterfuge.png Subterfuge

Stealth
Your effective stealth skill level.
Equal to your effective Stealth skill. Can be affected by feats and items.
Detection
Your chance to detect stealthed enemies and traps. Finding secret areas is based purely on Perception instead of Detection.
Derived from character level and Perception. Can be affected by feats and items.

Combat stats: Offense

Icon weapon.png Weapon

Damage
Derived from active weapon. Affected by relevant weapon skill and strength bonus for melee weapons.
Action Points
Derived from active weapon. Can be affected by feats, items and dexterity bonus for light weapons.
Impact Speed
Derived from active weapon. Affects energy shield penetration.
Critical chance
Derived from active weapon. Can be affected by feats, items and dexterity bonus for melee weapons.
Critical bonus
Derived from active weapon. Can be affected by feats.
Initiative
Base initiative is 5 + agility + dexterity.
  • At the start of the combat, each combat participant randomly adds 1-15 points to the base initiative.
  • The modified value is used when sorting the turn order.
Exception: when the player initiates combat manually Enter or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
  • Initiating combat from stealth adds 100 to initiative.
Range
Derived from active weapon. Unarmed range can be increased with Force Emission.
Optimal Range
Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.

Icon metathermics.png Metathermics

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Telekinetic Punch.png Psychokinesis

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Neural Overload.png Thought Control

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Unlisted statistics

These statistics aren't listed in the combat menu or any other menus.

Level Up.png Character level

Character level is shown on the bottom right corner of portrait. The maximum level is currently 20. The maximum level for release version is planned to be 30, but that might change.

  • Level does not directly affect most of the player character's stats. Exceptions to this are health, psi points, fortitude, resolve and detection.
    • You gain 40 skill points every level
    • You gain a feat every 2 levels
    • You gain a base ability point every 4 levels
  • NPCs have natural dodge and evasion bonus equal to their level.

Classic XP System

The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.

Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.

Classic XP/level chart
Level Exp to next level Cumulative exp
1 1 000 1 000
2 2 000 3 000
3 3 000 6 000
4 4 000 10 000
5 5 000 15 000
6 6 000 21 000
7 7 000 28 000
8 8 000 36 000
9 9 000 45 000
10 10 000 55 000
11 11 000 66 000
12 12 000 78 000
13 13 000 91 000
14 14 000 105 000
15 15 000 120 000
16 16 000 136 000
17 17 000 153 000
18 18 000 171 000
19 19 000 190 000
20 20 000 210 000

Oddity XP System

The experience needed to level up starts off completely linear with each level requiring 1 more experience than the former, but stops at 15 XP/level.

Experience is gained only from oddities studied and quest completion.

Oddity XP/level chart
Level Exp to next level Cumulative exp
1 5 5
2 6 11
3 7 18
4 8 26
5 9 35
6 10 45
7 11 56
8 12 68
9 13 81
10 14 95
11 15 110
12 15 125
13 15 140
14 15 155
15 15 170
16 15 185
17 15 200
18 15 215
19 15 230
20 15 245

Hit and run icon.png 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. (e.g. Special Tactics)
Wearing armor without meeting its strength requirement will reduce your action points.[4]
  • Character base movement points equal 30 + extra 3 points for every point in agility above 5. Movement Points can only be used for moving.
Movement points are affected by agility, armor penalty, encumberance and some feats.
Some creatures, such dogs and spawn, have natural bonus to movement points.

Aimed shot icon.png Precision

Your Precision or Chance to hit is based on your weapon skill versus target's evasion (guns/crossbows) or dodge (melee) skill. Ranged weapon precision is heavily affected by darkness and various other situational penalties. Darkness penalty can be counteracted with night vision goggles, flares and by luring enemies into ambient light. Maximum chance to hit is 95% for guns, crossbows and melee, 100% for throwing.

Some of these precision penalties are counted after your weapon skill, so you cannot completely mitigate them with high weapon skill alone.

  • Precision decreases with distance for all ranged weapons including throwing
  • Precision further decreases beyond weapon's optimal range
  • Crossbows and rifles may have Move and Shoot penalty
  • Crossbows and rifles may also have Close Quarters penalty at melee range
  • Rifles have a strength requirement. Precision is decreased by 10% for each point of strength below the requirement
  • Low durability: any Degraded Weapon or Heavily Degraded Weapon has reduced precision
  • Throwing weapons can land up to 3 tiles away from target with imprecise throws

Most psi abilities always hit the target. However, there are some exceptions.

  • Pyrokinesis functions similarly to grenades. Its precision is derived from Metathermics skill.
  • Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects)