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Underrail: The Incline Awakens

Candide

Educated
Joined
May 11, 2018
Messages
69
Bilocation can fuck right off. I hate enemies/damage that I can't defend myself against*. Even if you kill the caster the doppelgangers still run around.

*the only psi skills I have is the new temporal manipulation cooldown reduction
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,300
Bilocation can fuck right off. I hate enemies/damage that I can't defend myself against*. Even if you kill the caster the doppelgangers still run around.

*the only psi skills I have is the new temporal manipulation cooldown reduction
You pretty much need Psi to be able to kill them (Neural Overload)
Other than that they are vulnerable to a lot of debuffs like Intimidate, Suppressive Fire, you'll have to experiment. Dunno if this shit still works but placing Bear Traps in their way can also make them lose their turn even if they're immune to them. (inb4 patch)
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,565
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Bilocation hasn't let me down so far. Best was when I used it on a melee enemy. I cast bilocation and then I cast Forcefield. I just watched them wreck each other.
 

Wurmheart

Barely Literate
Joined
Aug 1, 2019
Messages
3
Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
yNXqlG0.jpg

Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str :(

I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.

Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.

There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.

I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.

I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.

And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
 
Joined
May 1, 2013
Messages
4,501
Location
The border of the imaginary
Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
yNXqlG0.jpg

Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str :(

I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.

Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.

There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.

I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.

I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.

And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.
This build is more of a defensive build. Taking recklessness would be counter productive in that case.
Cheap Shots and Critical Power is to buff Impale and other occasional crits. weaponsmith would be somewhat lackluster, unlike for knives and swords. Also requires 6 int.
For the crafting; yeah i agree partially. but for making drugs/mk iv grenades in DC that much chem/bio is threshold i think.
I guess 25 PK for force field and 70 TM for Stasis si doable.
 
Unwanted

Elephantman

Unwanted
Joined
Apr 8, 2019
Messages
253
Sometimes I let out a silent prayer that there is no event that clears maps...
m4r7yGj.png


lel get fucked RNG
JZMnBWG.png


Underwater welding
Sj1LwH5.png
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,444
Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
yNXqlG0.jpg

Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str :(

I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.

Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.

There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.

I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.

I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.

And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.
This build is more of a defensive build. Taking recklessness would be counter productive in that case.
Cheap Shots and Critical Power is to buff Impale and other occasional crits. weaponsmith would be somewhat lackluster, unlike for knives and swords. Also requires 6 int.
For the crafting; yeah i agree partially. but for making drugs/mk iv grenades in DC that much chem/bio is threshold i think.
I guess 25 PK for force field and 70 TM for Stasis si doable.

With your 5 INT you can get by with 90 skill investment in crafting (outside of DC), what you put in is way overkill. Traps is also overkill by 80 points.

I'd def take Grenadier earlier than 22.

Paranoia is a waste, you won't see Death Stalkers either way, and you're spear block so they shouldn't be an issue, you also have thick skull. Nimble also seems pointless.

Adding TM would def strengthen the build, it's just OP.
 

Jezal_k23

Guest
What's up with insanely high Mechanics/Electronics/Tailoring? Do you really need them that high? I thought 160 was the effective level you needed, not base.
 

Jezal_k23

Guest
I think they might be independent. I mean really, what is there to block if you dodged the attack?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,444

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,444
Thoughts on this sword build?

Primary idea is to go without crafting (it's weaker, but I never did it. If I'm running out of nades I'd add it, but a lot of stores sell them with Mercantile) and use the weeb sword. Stuff I'm considering:

  • Parry and Riposte seem quite bad, but might be cool with the captain's cutlass, and only if you can use the free attacks with a different MH - need to check it
  • Will to 5 for Ripper, loss of Uncanny
  • AGI to 10 for Blitz, but then DEX would be hit

its about block chance, not amount of blocked.

The block chance would still increase, e.g. if you have two 50% blocks, you'd have 1/4 of not blocking.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
The random loot generator is funny with the new items included. Found this in the starting area, twice already, both on characters that can't use it:

Victoria001.jpg
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
even different block sources dont stack
https://www.underrail.com/wiki/index.php?title=Parry
Block chance from different sources does not stack. Each block chance is rolled separately against blockable attacks.

no free riposte for you Parabalus

You just failed your Intelligence check. Block chance doesn't stack, because each source is rolled separately. If multiple sources proc simultaneously, however, then the total damage blocked does stack.

You see these two or three dead dagger faggers lying on the ground here? Yeah, they ran through a cloud of toxic gas in their eagerness to spam Crippling Strike at me, but failed hard. Then, I blew them up. Rest in peace, fellas.


Speaking of blocking:

f67acbf713.png


HAHAHAHAHAHAHA!


*gasps for breath*

lmao.png


HAHAHAHAHAHAHAHA!

Styg, you genuinely need to fix your broken-ass avoidance skills. Even random steam troglodytes quickly come to realize how bad they are. Players are almost always better off doing without them, even when running stealthy, mobile builds; yet they're disproportionately powerful for NPCs, because each missed attack is a significant setback for the player, since most fights are one vs. many.

I'm saying this not only as Underrail's #1 fan, but also as a friend. You need an avoidance skill intervention, my dude.
 

Damianus_NT

Novice
Joined
Apr 12, 2016
Messages
25
Location
Holy Terra
1. Is there a way to avoid getting the "Body Horror" feat? Can you remove it somehow?
Playing a character with minimal Willpower makes your resolve very low even without this 30% debuff. Psionic users are probably the most difficult enemies to deal with for my build.

2. When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers. Jesus...
The best strategy so far seems to throw one flare under your feat, at the beginning of every single turn, in order to detect if something tries to sneak upon you.

EDIT.
Candide is right. You can, indeed, avoid getting the "Body Horror" feat (easily). This is nice.
Plus, the new, optional Philosophy feat does give a significant boost to ones resolve, especially the stronger versions of the feat, when you have Willpower as a dump stat (+45 is huge, when you have only ~100).
 
Last edited:

Candide

Educated
Joined
May 11, 2018
Messages
69
1. Is there a way to avoid getting the "Body Horror" feat? Can you remove it somehow?
Playing a character with minimal Willpower makes your resolve very low even without this 30% debuff. Psionic users are probably the most difficult enemies to deal with for my build.
You can kill the strongman which is trying to get escort you to kill the doctor instead going with him. You can then leave the medical center but won't "help" the doctor.
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,784
Insert Title Here
1. Is there a way to avoid getting the "Body Horror" feat? Can you remove it somehow?
When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers. Jesus...
The best strategy so far seems to throw one flare under your feat, at the beginning of every single turn, in order to detect if something tries to sneak upon you.
once combat starts, yeah, you're not detecting shit; but at level 20~ with 4 perception and, on occasion, with the help of 60~ detection boosting goggles, I regularly get the the drop on crawlers outside of it

I've made it a rule to advance slowly and let detection ticks do their job if I know or suspect them around, and TC enables me to take them out stragglers out on the first turn without alerting others that are in the area, so... maybe carry around a silenced smg? on my last playthrough with a sniper build, I snuck through Ironhead camp because I couldn't be bothered fighting the mooks and took out Balor in his room with the help of adrenaline and the Mini-Izu, works well enough with the right ammo
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
yNXqlG0.jpg

Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str :(

I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.

Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.

There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.

I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.

I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.

And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.
This build is more of a defensive build. Taking recklessness would be counter productive in that case.
Cheap Shots and Critical Power is to buff Impale and other occasional crits. weaponsmith would be somewhat lackluster, unlike for knives and swords. Also requires 6 int.
For the crafting; yeah i agree partially. but for making drugs/mk iv grenades in DC that much chem/bio is threshold i think.
I guess 25 PK for force field and 70 TM for Stasis si doable.

With your 5 INT you can get by with 90 skill investment in crafting (outside of DC), what you put in is way overkill. Traps is also overkill by 80 points.

I'd def take Grenadier earlier than 22.

Paranoia is a waste, you won't see Death Stalkers either way, and you're spear block so they shouldn't be an issue, you also have thick skull. Nimble also seems pointless.

Adding TM would def strengthen the build, it's just OP.

Based on my spear experiences-

I took Paranoia but it's not super great, and yeah, you certainly won't see the Stalkers.

I get the logic on Nimble for penalty reduction but I'm not sure it's worth it on a CON build. Armour Sloping might be the way to go for that purpose.

I'm lv15 and kept not taking Grenadier, which I regret - it's very useful I think the earlier you can afford to take it. You could move Grenadier & Thick Skull earlier.

Others have already touched on skills. 25 Traps & Quick Tinkering gives you so much, I'm not sure why you're giving up Hacking/Lockpicking for it.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
2. When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers.

This crawler nonsense has been taken way too far.

If you've got extremely high PER, Paranoia, and motion-tracking NVG goggles—peak Detection, or close to it—yet cannot detect the enemies that are most essential to detect because they're protected by an invincible developer shield, well... the value of very high Detection is DRAMATICALLY reduced. Frankly, it's a rip-off, because you can't know how badly you've been fucked until you're most of the way through the game.

I don't expect characters with low, mediocre, or even somewhat high Detection to be able to see the strongest crawler strains, but Batman-level detectors absolutely should be able to do it. Like yeah, here's the very best reason to be able to see stealthy creatures—but you can't, even with a min-maxed score. You can see the weaker, far less deadly enemies, though. Yeah.

Note, I'm not saying that crawlers are too difficult to beat, or anything of the sort. The funny thing is that far more primitive tactics requiring much less investment work much, much better.
 

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