Underrail Starting Guide

Underrail Starting Guide

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Underrail: Expedition Nexus

I am NOT affiliated in anyway with Stygian Software; They do NOT endorse this FAQ in any way. This FAQ contains publicly available information from Steam forum, official forum, official wiki and RPGCodex. Special thanks and credits are given in the special thanks section. If for whatever reason you don't want your post/name/whatever on this FAQ give me a shout and I'll remove them.

Note 1 Feb 2022: this guide is currently not completely up to date but should still be very useful. Since the final major patch dropped I will update this guide when I have free time in the future but no promises.

Official wiki for numerous information. I copied and pasted a lot of text from the official wiki and presented them here. This is because a lot of new players would not know where to look on the wiki without knowing the in game terminology.

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Survivor Grosjean - Hybrid Build - Versatility Crossbow + Chemical Pistol Build and Yet Another Hybrid Build - Shooting Spree Crossbow Marksman

You are completely safe against a melee only enemy if you are far enough. I will list the minimum safety distance (1 = 1 tile away from you) for some common early game melee enemies:

There's a point of no return in the game with no warning and no autosave. If you have a manual save you can just load back, resupply and/or level up a bit more. Otherwise you'll be force to charge forward with limited supplies and no way to get back.

This Thread Is Derailed. Let's Play Underrail

The image above shows Crossbows 135 (238). 135 is the actual skill point invested, or base, crossbow skill for this char. 238 is the effective crossbow skill. The chance to hit is calculated using the effective skill.

Any effective skill higher than the maximum base skill is not a waste. For example if you have crossbow 135 (238) - yes your max base skill is 135 (the game only allow you to invest a maximum of 135 skill points at this level), the 238 effective xbow skill is not a waste above 135. In fact, the damage and accuracy of your xbow is now calculated using only the effective value. The base value is pretty much ignored by the game except to check for feat requirement.

TLDR: Base abilities + skills determine your effective skills - increasing and decreasing them depending on their respective values. Damage and accuracy calculations will only use effective skills and ignore base abilities and base skills. Important take from this is chance to hit calculations completely ignores respective effective/base abilities, in this case, PER. If you don't understand this, you wouldn't understand how the feat Versatility works. Base skills and abilities are used for feat requirements and learning psi abilities.

Sseth's Guide To Weaponry

If you really want to get into the nitty-gritty details, check out this thread for a discussion on skill cap, max base skill and max effective skill.

If you are really frustrated with accuracy in Underrail, an alternative would be playing as a psi character. In general, offensive psionic abilities cannot miss their targets. There are couple exceptions: Pyrokinesis and Cryokinetic Orb are AOE attack, so they can miss your target in the same way as grenade do, and some thought Control abilities can be resisted.

In this screenshot you can see the insulated vest has a mechanical resistance of 19%, a mechanical threshold of 6 and an armor penalty of 10%.

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When you take damage, the armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, whichever is greater (not both). source[underrail.com]

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Any incoming mechanical damage from sources such as unarmed, melee weapons, bear traps, shrapnel from grenades, etc, at or below 6 will be completely blocked by the armor's mechanical threshold.

The line in green - Mechanical damage threshold increased by 200% against bullets is a special feature of tactical armor. In this case, this armor will completely block any incoming mechanical damage up to 18 (6 + 200%(6)) caused by bullets.

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Armor penalty reduces your Dodge, Evasion, Stealth skills and Movement Points by a percentage. You can check this by looking at your combat stats menu (hit the C key in game), defense tab.

All characters have 50 AP. You will suffer a 15 AP penalty if you are wearing heavy armor without meeting its strength requirement. Once expired, the psi ability Psycho-temporal Contraction also has a chance for the target to be afflicted by the Psycho-temporal Dilation status with random duration and intensity. Fatigue is a debuff caused by ending Adrenaline Rush or Vitality Surge. Your base AP cannot be reduce below 35. For example, you are wearing heavy armor without meeting its STR requirement and you are under the effect of Psycho-temporal Dilation + Fatigue - your next turn will still start with 35 AP. AP can be temporarily increased by adrenaline shot (drug), vitality powder (drug), psycho-temporal contraction (psi ability), fatal throw (feat), blitz (feat), expert sprint (feat) and fight response (feat).

Character base MP equal 30 + extra 3 points for every point in agility above 5. MP can only be used for moving. MP are affected by agility, armor penalty or bonus, encumbrance and some feats. MP can be increased by some leather armor, crafted boots with boot springs, tabis, and various feats.

Timbertech Under Rail Light (led)

Each point of DEX above 5 decreases AP cost by 3% for throwing knives, knives, combat gloves, pistols and SMGs. As of version 0.1.14.1, minimum AP cost for any attack is set to 4.

Energy shields can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.

Underrail

You should pick a shield frequency against the type of attack you are having the most trouble with. Wearing tactical vest and melee enemies are giving you trouble? Wear a low frequency shield. Wearing metal armor and sniper still one shot you using aimed shot? Wear a high frequency shield. The best shield will depends on your build and enemy types. Keep in mind energy shields are weak against melee attacks and players should find other means of defense against them.

A Dealer's Guide To Deck Material Planning

When returning to an area after fleeing it during combat, your initiative penalty will be -1000, ensuring you'll never get to take your turn first.

Placed a trap near NPC and the entire area turned hostile? Killed a hobo in isolation and somehow the entire city knows and turned hostile? You need to understand zone control[stygiansoftware.com].

Export - save your current char (abilities, feats, exp, and your current inventory). This will not wipe/affect your current char in any way.

Play As One Punch Man At Underrail: Expedition Nexus

Import - use your exported char in a new game. This is not a new game+ so you won't gain any extra ability/skill points compare to a fresh char. Remember to skip the tutorial to keep your inventory.

Originally posted by Version 1.1.0.5 patch note:Added the ability to speed up the game while out of combat+ key to Speed Up

Merchant inventory will reset every ninety (90) real life, not in game, minutes when you are outside their zone. You can speed this up by using the in game speed adjustment and/or Cheat Engine. Merchants will upgrade their stock and start offering higher quality merchandise/crafting components two times. First one happens after you complete quest in Depot A, second on after completing oligarch quest-line. Not every shop is affected by this. source[stygiansoftware.com]

UnderRail

Buy Underrail: Expedition Steam Gift Global

Based on my own experience and comments from other players on the official forum, as of version 1.0.3, special merchandise tier (unlocked using mercantile) seems to spawn higher quality crafting components.

Wear night vision goggles, making sure they are charged - drag goggles from inventory to quick action bar - use the quick action bar to turn it on and off.

Juggernaut checks the armor penalty of your Armor Suit itself and doesn't take into account your effective armor penalty. It also ignore armor penalty from helmet, suit and boots. Nimble doesn't affect it at all. source

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Is your health reset to 1hp at the beginning of your turn (meaning you can inject an health hypo), or at the end (meaning you're gonna get killed if an enemy remains)?

At the end - there will be a period where you are at 1 HP and enemies get to attack you

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