Difference between revisions of "Doppelganger"

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(fighting tactics)
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| level    = 10
 
| level    = 10
 
| health  = 40
 
| health  = 40
| abilities  = Deals irresistible mental damage<br>Impervious to physical damage<br>Disappears after 4 turns
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| abilities  = [[True-Sight]]<br>Deals irresistible mental damage<br>Impervious to physical damage<br>Disappears after 4 (Silent Isle) or 5 (Bilocation) turns
 
|
 
|
 
|combat stats:
 
|combat stats:
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The player can also summon doppelgangers of human enemies with [[Bilocation]] psionic ability, which powerful mind controllers may learn from the [[Mysterious Pillars (Silent Isle)|Mysterious Pillars]] in Silent Isle (requires 7 will and [[Psi Empathy]]).
 
The player can also summon doppelgangers of human enemies with [[Bilocation]] psionic ability, which powerful mind controllers may learn from the [[Mysterious Pillars (Silent Isle)|Mysterious Pillars]] in Silent Isle (requires 7 will and [[Psi Empathy]]).
  
They are otherwise very similar to their Silent Isle counterparts, but their damage increases with the player's effective [[Thought Control]] skill.
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They are otherwise very similar to their Silent Isle counterparts, but their damage increases with the player's effective [[Thought Control]] skill, and it takes ''5 turns'' for them to disappear.
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== Fighting tactics ==
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Doppelgangers have low health, but they resist almost all forms of damage, and can only be directly harmed with [[Neural Overload]]. They have [[True-Sight]], thus cannot be affected by [[Neurovisual Disruption]]. They are immune to most status effects, but not to fear from [[Frighten]], and can be incapacitated with [[Mental Breakdown]].
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Technically they can be intimidated with [[Yell]], but since they don't rely on offensive skills this won't have any benefit. [[Enrage]] works on them, but it is similarly useless, since Doppelgangers don't change targets. While [[Bilocation]] can also be successfully used, Doppelgangers fully resist damage done by Doppelgangers.
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Although [[Locus of Control]] gives immunity against [[Bilocation]], it does not protect against the mental damage of Doppelgangers.
  
  

Revision as of 01:18, 18 February 2017

Doppelganger

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40

Unknown character.png

Critter
Role Psionic Apparition
Bilocation summon
Location Silent Isle
Abilities True-Sight
Deals irresistible mental damage
Impervious to physical damage
Disappears after 4 (Silent Isle) or 5 (Bilocation) turns
Combat Stats
Combat Stats Level: 10
Range: Melee
Action Points: 50
Resistances Mechanical: immune
Heat: immune
Cold: immune
Electricity: immune
Acid: immune
Energy: immune
Bio: immune

Doppelgangers are hazy psionic apparitions that superficially resemble a cloaked copy of their target.

Silent Isle

Doppelgangers are first encountered on Silent Isle, after being hit by a Strange Feeling a few times. They cannot be damaged by any conventional means, only by mental psionic damage. However, they disappear after 4 turns.

Bilocation

The player can also summon doppelgangers of human enemies with Bilocation psionic ability, which powerful mind controllers may learn from the Mysterious Pillars in Silent Isle (requires 7 will and Psi Empathy).

They are otherwise very similar to their Silent Isle counterparts, but their damage increases with the player's effective Thought Control skill, and it takes 5 turns for them to disappear.

Fighting tactics

Doppelgangers have low health, but they resist almost all forms of damage, and can only be directly harmed with Neural Overload. They have True-Sight, thus cannot be affected by Neurovisual Disruption. They are immune to most status effects, but not to fear from Frighten, and can be incapacitated with Mental Breakdown.

Technically they can be intimidated with Yell, but since they don't rely on offensive skills this won't have any benefit. Enrage works on them, but it is similarly useless, since Doppelgangers don't change targets. While Bilocation can also be successfully used, Doppelgangers fully resist damage done by Doppelgangers.

Although Locus of Control gives immunity against Bilocation, it does not protect against the mental damage of Doppelgangers.