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The Undercityplayer's manual

Glossary

What each term on the site means (BIS, build, ladder, tier, megastructure…) and where the numbers come from.

Game build 18 data from 10/28/2026 11:45 (UTC−3) page updated 10/29/2026 01:07 (UTC−3)

Glossary: what each word means here

The words that show up across the site, in plain English. When a term comes from the game, it's the game's own English name.

Stats and build

STR, DEF, SPD, CUN, STA
Strength, Defense, Speed, Cunning and Stamina. The first four start at 5, Stamina at 0, and you get 5 points per level to train.
Build
How you split your points across the stats. “100/100/60” means 100 in STR, 100 in DEF and 60 in STA, with SPD and CUN at the minimum (5).
Respec (resetting your build)
Moving the points you already trained all at once. One every 24 h, paid (except the free one everyone got when Stamina arrived), and never while your gang is at war.
Hit strength and Defense
The two numbers that decide who lands the hit in a fight (the game calls hit strength “attack”, but it isn't damage). They come from your stats (base + gear + drugs), your house's district bonus and PvP Power.
PvP Power
A percentage bonus that comes from gear. It multiplies your hit strength (you hit more), your defense (you get hit less) and your hit (it hurts more) all at the same time. It gives no HP.
HP
Your life in a fight. Max HP = 100 + 5 per level + Stamina (trained and from items) + the extra HP from gear. STR gives no HP.

Fights and war

Hit chance
Attacker's hit strength ÷ (attacker's hit strength + defender's defense), between 2% and 98%.
Hit
The damage: how much HP comes off when your attack lands in a war. It doesn't depend on STR: 20 × (1 + PvP Power) × weapon factor.
Hit cap
A hit never takes more than 45% of the max HP of whoever takes it. Only the crit goes past the cap: it multiplies the hit by ×1.5 after the cap.
Hits you can take (lives)
How many of your opponent's hits you take before you drop. That's why a few Stamina points more or less sometimes change everything: crossing an HP breakpoint gives you one more life.
Counter
Whoever attacks and misses takes an automatic counter from the defender, calculated with no dice roll: 20 × (1 + his PvP Power). It can also crit. The wiki also calls it counter-hit.
Duel
The Corner 1v1: best of 3 (first to 2 games takes it), one hit every 3 s, with each side's war kit (the tool too) and the equipped skills.
War loadout
The 3 items you bring to the war: only weapons, or two weapons and one tool. The Widow has its own rule: only blades and fists fit next to it.
Tool
Ballistic Shield, Field Med Kit or Flashbang. Only one fits per loadout. The shield can be raised on you or on an ally.
Loadouts
On Character, up to 3 named sets, each with the gear you wear, the war kit and both skills. "Use" puts everything back on in one tap; anything you no longer own is left out.
War roster
The starters who fight the war, marked by the Boss or a Capo in Members. It can still change after the declaration, until 30 min before the war starts.
Specialization
Your role in the war, set by the kit: 🛡 Tank (Ballistic Shield), ✚ Healer (Field Med Kit), 💥 Support (Flashbang), 🔫 Shooter (three weapons) and 🎯 Sniper (The Widow). The Boss or a Capo mark who gets into the war (up to 10 per side); each one's role comes from their kit.
Crit
Every hit and counter can crit: ×1.5 after the cap. Chance = gear (up to 35%) + trained CUN (up to +5%); The Widow adds +25% on her shots.
Megastructure
One of the city's 5 buildings, each with a single owner. Each player can have one, from level 40. While it's yours, its stats count as gear in crimes, fights, wars and max HP: Marlowe Tower (+50 STR, +30 ); Corvo Shipyard (+50 DEF, +30 ); Hangar 9 (+60 SPD); Hotel Valença (+30 SPD, +50 CUN); Old Lighthouse (+16 STR, +16 DEF, +16 SPD, +16 CUN, +16 ). It doesn't replace your house: both add up. It also gives your avatar on the map and the title on your profile.

Gear

Rarities
From most common to rarest: Street (gray), Hustler (green), Syndicate (purple), Kingpin (yellow) and Godfather (red).
BIS (best in slot)
The best possible item for each body slot, picked by the math, not by eye: the first in each slot of the Items (on the PvP tab for fighting, on the PvE tab for crimes). It's the same set for any build.
No-red
A kit or build put together without any Godfather item, for those who don't have the reds yet.
Street kit / green kit
The cheap starting gear, the gray (Street) and the green (Hustler): it drops from crimes or comes from the Market.

Drugs and hospital

Rotation
One drug session to get more energy than your bar gives. You take a Soda Drink (it cuts overdose risk in half), then take the drugs one by one, in ladder order, and between doses you spend the energy on crimes. Each dose makes the next one riskier, so you stop when the risk gets too high. After 1 hour without taking anything, the risk resets and you can do another rotation. The recipe for each level is on the Drugs page.
Ladder
The order of the drugs in a rotation, strongest to weakest, so each dose goes in with the lowest possible risk.
Streak (tolerance)
How many doses you took in the last hour. Each dose raises the risk of the next one; after 1 hour without taking any, it resets.
Soda Drink
Cuts overdose risk in half for 20 minutes. Drops from crimes, can't be bought.
Overdose
You lose the dose, don't get its energy and go to the hospital. You don't die, and you don't lose levels or items. In war, whoever goes to the hospital is out of it and counts against their side.
Hospital bill / bail
The price to get out right away: 5 × the highest reward among the crimes you've already unlocked, lower the less time is left.
Paying out of the day's profit
The break-even rule: only pay the hospital if what you've made that day so far covers the bill. That way the day never closes in the red.
Effect doesn't stack
Taking the same drug again only refreshes the effect's timer; the bonus doesn't add up.

House, turf and business

District tier
The neighborhood's level (1, 2 or 3). A house in tier 2 gives +5% and in tier 3 gives +10% to STR, DEF, SPD and CUN (not to HP), and the tier also multiplies business income.
Protection cut
The share of business income that goes to the gang that runs the district (from 10% to 28%, depending on the district).
Raid
A hit on a business. When it works, it takes 50% of the cash that hasn't been collected, up to $500,000.
Detective Barone
The crooked cop who sometimes shows up when you collect from a business and takes a cut of the envelope.

Numbers in the math

Bad luck
The worst case in every 10. It tells you whether the plan holds up on a bad day.

Where the numbers come from

  • From the game itself. Each item's stats, each drug's risk, each crime's weights and the Wiki text are read from the same pages you open when logged in. No password, token or cookie, and no action is taken in the game.
  • The rules come from the Wiki. 61 formulas and constants are read from its text. If the game changes a formula, the math stops and flags it before recalculating anything.

How the math is done

  • BIS: the Items page (PvP tab) measures each item on a grid of STR/DEF/STA builds against a field of builds; the first in each slot is the BIS.

What the game changed in each build is in the patch notes.