Difference between revisions of "Agents Stats (Apocalypse)"

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==Overview==
 
==Overview==
This page aims to list all of the stats and inform as to their purpose.
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This page aims to list all of the stats and inform as to their purpose. All the stats can be improved through combat (with the exception of Strength) or [[Training (Apocalypse)|training]].
  
 
===Health===
 
===Health===
One of the most important attributes for an Agent is Health. If this ever reaches 0 (or less), the Agent is dead.
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One of the most important attributes for an Agent is Health. If this ever reaches 0 (or less), the Agent is dead. [[Medi-Kit (Apocalypse)|Medi-Kits]] will restore the health of injured agents by 5 points and heal critical wounds (which will make the unit lose health in combat as time goes by).
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If present [[Medical Bay (Apocalypse)|Medical Bays]] will recover health losses back at base. 
  
 
===Accuracy===
 
===Accuracy===
This determines how accurate your agent's shots are. The higher it is, the more likely they are to hit.
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This determines how accurate your agent's shots are. The higher it is, the more likely they are to hit. This stat applies both to firing and throwing.  
  
 
===Reactions===
 
===Reactions===
 
Reactions determines how fast your agent reacts to threats in Real Time and Turn Based, similarly to the original X-COM. A higher value is better.
 
Reactions determines how fast your agent reacts to threats in Real Time and Turn Based, similarly to the original X-COM. A higher value is better.
  
===Speed===
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===Speed/Time Units===
This determines the agent's movement speed. A higher number is a faster agent. Speed is decreased by carrying weapons and equipment (modified by the agent's Strength) so carrying too much gear slows your agent down.
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This determines the agent's movement speed (in Real-Time combat) or the number of time units available during Turn-Based Combat. A higher number is a faster/more capable agent. Speed/TUs are decreased by carrying weapons and equipment (modified by the agent's Strength) so carrying too much gear slows your agent down.
  
 
===Stamina===
 
===Stamina===
 
Agents consume stamina when running, and running out of it will force the agent to walk until they recover.
 
Agents consume stamina when running, and running out of it will force the agent to walk until they recover.
  
===Bravery===
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===Morale/Bravery===
When fellow agents are killed, an agent may lose bravery. If bravery reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.
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When fellow agents are killed or injuries are suffered an unit may lose morale and it will gain it when enemy units are killed. Higher bravery stats will soften the morale losses along with the presence of officers (but if they are killed it will mean higher morale losses.  
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If bravery reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.
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Higher ranking units are less affected by morale than lower ones.  
  
 
===Strength===
 
===Strength===
This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a training facility.
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This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a [[Training Area (Apocalypse)|training facility]].
  
 
===Psi-energy===
 
===Psi-energy===
Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. Androids have 0 psi energy.
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Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. [[Androids (Apocalypse)|Androids]] have 0 psi energy.
  
 
===Psi-attack===
 
===Psi-attack===

Revision as of 13:22, 10 November 2009

Overview

This page aims to list all of the stats and inform as to their purpose. All the stats can be improved through combat (with the exception of Strength) or training.

Health

One of the most important attributes for an Agent is Health. If this ever reaches 0 (or less), the Agent is dead. Medi-Kits will restore the health of injured agents by 5 points and heal critical wounds (which will make the unit lose health in combat as time goes by).

If present Medical Bays will recover health losses back at base.

Accuracy

This determines how accurate your agent's shots are. The higher it is, the more likely they are to hit. This stat applies both to firing and throwing.

Reactions

Reactions determines how fast your agent reacts to threats in Real Time and Turn Based, similarly to the original X-COM. A higher value is better.

Speed/Time Units

This determines the agent's movement speed (in Real-Time combat) or the number of time units available during Turn-Based Combat. A higher number is a faster/more capable agent. Speed/TUs are decreased by carrying weapons and equipment (modified by the agent's Strength) so carrying too much gear slows your agent down.

Stamina

Agents consume stamina when running, and running out of it will force the agent to walk until they recover.

Morale/Bravery

When fellow agents are killed or injuries are suffered an unit may lose morale and it will gain it when enemy units are killed. Higher bravery stats will soften the morale losses along with the presence of officers (but if they are killed it will mean higher morale losses.

If bravery reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.

Higher ranking units are less affected by morale than lower ones.

Strength

This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better. Strength can ONLY be increased through training at a training facility.

Psi-energy

Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. Androids have 0 psi energy.

Psi-attack

Psi attack determines how strong your agent's psionic attacks are. The stronger they are, the more chance they have of overwhelming the target's Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.

Psi-defense

Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense.

See Also