Difference between revisions of "Template:Damage modifier sources"

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| [[Evasion]] || -0% to -85% || Area of effect attacks || Skill ||  
 
| [[Evasion]] || -0% to -85% || Area of effect attacks || Skill ||  
 
|-
 
|-
| [[Stuntman]] || -20% || Area of effect attacks || Feat || additive to evasion, still capped at -85%
+
| [[Stuntman]]{{expedition-inline}} || -20% || Area of effect attacks || Feat || additive to evasion, still capped at -85%
 
|-
 
|-
| [[Tempered: Cold]] || -30% || {{Cold}} || Feat ||  
+
| [[Tempered: Cold]]{{expedition-inline}} || -30% || {{Cold}} || Feat ||  
 
|-
 
|-
| [[Tempered: Heat]] || -30% || {{Heat}} || Feat ||  
+
| [[Tempered: Heat]]{{expedition-inline}} || -30% || {{Heat}} || Feat ||  
 
|-
 
|-
| [[Tempered: Acid]] || -30% || {{Acid}} || Feat ||  
+
| [[Tempered: Acid]]{{expedition-inline}} || -30% || {{Acid}} || Feat ||  
 
|-
 
|-
| [[Tempered: Electricity]] || -30% || {{Electricity}} || Feat ||  
+
| [[Tempered: Electricity]]{{expedition-inline}} || -30% || {{Electricity}} || Feat ||  
 
|-
 
|-
 
| [[Conditioning]] || -10% to -25% || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat ||  
 
| [[Conditioning]] || -10% to -25% || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat ||  
 
|-
 
|-
 
| Conditioning || -5% || {{Mechanical}}, {{Heat}}, {{Cold}} || Specialization ||  
 
| Conditioning || -5% || {{Mechanical}}, {{Heat}}, {{Cold}} || Specialization ||  
 +
|-
 +
| [[Heavy Metal]]{{heavyduty-inline}} || -7% to -20% || {{Mechanical}} || Feat ||
 +
|-
 +
| Heavy Metal{{heavyduty-inline}} || Varies || {{Mechanical}} || Specialization ||
 
|-
 
|-
 
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing
 
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing

Latest revision as of 04:35, 2 November 2023

Damage modifier sources
Source Damage modifier Damage/attack type(s) Type Notes
Evasion -0% to -85% Area of effect attacks Skill
Stuntman E -20% Area of effect attacks Feat additive to evasion, still capped at -85%
Tempered: Cold E -30% Cold Feat
Tempered: Heat E -30% Heat Feat
Tempered: Acid E -30% Acid Feat
Tempered: Electricity E -30% Electricity Feat
Conditioning -10% to -25% Mechanical, Heat, Cold Feat
Conditioning -5% Mechanical, Heat, Cold Specialization
Heavy Metal HD -7% to -20% Mechanical Feat
Heavy Metal HD Varies Mechanical Specialization
Stoicism -0% to -24% All Feat 1% per 4% health missing
Stoicism -0% to -12% All Specialization
Beyond Cold -15% and -40% Mechanical and Cold Feat activated when Chilled or Frozen
Blast Balaclava Varies Explosions Headwear
Ancient Rathound Leather Armor -5% Mechanical Armor Suit
Infused Ancient Rathound Leather Armor -5% Mechanical Armor Suit
Infused Ancient Rathound Leather Armor Varies Heat, Cold Armor Suit
Infused Leper Serpent Leather Armor E Varies Bio Armor Suit
Nanocomposite Plate armors Varies Critical Hits Armor Suit
Blast Overcoat armors Varies Explosions Armor Suit
Gray Spec Ops Armor E -20% Explosions Armor Suit
Blast Suit -85% Explosions Armor Suit
Lifting Belt -5% Mechanical Belt
Bioinvestigative Belt -10% Bio Belt
Chemoinvestigative Belt -5% Heat Belt
Electroinvestigative Belt -15% Energy Belt
Sea Serpent Slaying Sash E -15% Bio Belt
Ancient Rathound Leather Tabi Boots -5% Mechanical Footwear
Infused Ancient Rathound Leather Tabi Boots -5% Mechanical Footwear
Blast Tabi Boots Varies Explosions Footwear
Nervosomnifer -60% All Drug
Morphine Shot -50% All Drug
Aegis (medicine) -15% All Drug
Irongut -75% Bio Drug
Laylow -10% Bio Food
Canned Mushrooms -15% Bio Food
Canned Fish -15% Cold Food
Canned Meat -5% Mechanical Food
Canned Stew -8% Heat Food
Canned Czernina E -15% Heat Food
Cooked Burrower Egg -35% Poison Food
Sea Serpent Fillet E -20% Poison Food
Mutie Stew E -35% Acid Food
Kzozel E -10% Mechanical Food
Kzozel Yantar E -15% Mechanical Food
Mushroom Brew -10% Mechanical Food
Leper Poison E +10% to +60% Mechanical Poison Max 6 stacks, 10% per stack
Chemical Destabilization: Acid +25% to +50% Acid Status effect Max 2 stacks, 25% per stack
Chemical Destabilization: Heat +25% to +50% Heat Status effect Max 2 stacks, 25% per stack
Chemical Destabilization: Cold +25% to +50% Cold Status effect Max 2 stacks, 25% per stack
Infected Wound +10% to +30% All Status effect Max 3 stacks, 10% per stack
Infected Wound with Vile Weaponry: Damage specialization +15% to +45% All Status effect Max 3 stacks, 15% per stack
Contaminated +10% to +200% All Status effect Max 20 stacks, 10% per stack
Template documentation follows
Note: the template above may sometimes be partially or fully invisible.
Visit Template:Damage_modifier_sources/doc to view this documentation. (edit) (How does this work?)

A list of damage modifier sources for relevant articles.