- Mar 7, 2011
- The Bosom of the Holy Spirit
In interest of creating a space where our collective mental breakdown over how awesome Underrail is, doesnt hamper our discussion of gameplay mechanics, quest solutions and general crafting dumbfuckery, this here info was shamefully pulled from magnificently thorough Underrail Wiki
The wiki is a great source of info, so go there to get more up to date info and also contribute to making it even more of an awesome tool for our favorite post apocalyptic TB RPG.
As for the rest, share some tips, turn some tricks and spoiler as much as you want.
Base abilities in Underrail serve as the base for your character and consist of seven attributes: Strength, Dexterity, Agility, Constitution, Perception, Will and Intelligence. Certain functions, items and actions require a minimum score of a certain base ability to be used or performed, while some items, such as foods, temporarily boost them. Some feats also require a minimum score of a certain base ability (and skill level) to be picked and used. Each base ability is set to a default of 5 and has a maximum of 10 during character creation.
You gain a base ability point every 4 levels. Theoretical maximum base ability score is 20, although not reachable with the current level cap.
Base abilities directly boost related skills by a certain number. An ability score of 4 is the breakpoint where related skills receive no bonus nor penalty from the ability score.
Every point in base ability above 4 increases the effective value of dependent skills by 8.5%, while every point below 4 decreases it by 10%.
Skills in Underrail represent your character's competence and knowledge in specific topics.
You gain 40 skill points every level, except at character creation where you have 120 points to spend. You cannot increase any given skill beyond its maximum for your current level, which is 10 + 5 per level. This means you can max 8 out of the 22 available skills each level, or split your skillpoints into more skills.
Related base abilities
Each skill is affected by one of your character's base ability scores, but the amount of points you may invest in any skill is not restricted by them. Every point in base ability above 4 increases the effective value of dependent skills by 8.5%, while every point below 4 decreases it by 10%.
Some skills also benefit from others through skill synergy, increasing their effective skill level by a percentage of the synergistic skill. Synergies cannot boost skills beyond their maximum for your current level.
Feats in Underrail are similar to perks or traits in other RPGs. They are permament elaborations of your character and serve the purpose to further customize your character build with unique active abilities, skill boosts or passive abilities. Feats do not boost base abilities, but characters gain a base ability point every fourth level.
Human NPCs also use the same feat system and same abilities gained from feats they have. Critters may also use some of the same feats, but they often also have their own unique special abilities.
For every even level in Underrail, you must pick a feat. New characters start with two feats. In order to finalize your level up phase or complete character creation, you must spend all feat points. You cannot save feat points and use them later and you cannot remove or respec feat points once level up phase has been finalized.
There are some feats that cannot be picked when leveling up, instead they require training or other means of acquiring. One such feat is Psi Empathy.
Certain feats lock you out of another, usually opposite, feat. Examples of such feats are Tranquility and Psychosis.
The status effect UI
For an alphabetical list of status effects, see Category:Status effects.
This page contains an overview of the status effects in Underrail. For more details, see individual status effect pages.
General effects, usually shown on your portrait:
In Combat — locked in turn-based combat mode. Ends after 4 turns of no hostile actions.
Focused — Increases accuracy with heavy ranged weapons. In other words, counteracts Move & Shoot penalty.
Level Up — Your character has earned enough experience to advance a level. (Experience earned in Classic XP mode will be calculated from your potential level.)
Regenerating — you slowly regenerate health when above 85% HP
Item durability/weight penalties, shown under your portrait:
Damaged Armor — 30% or less durability: provides reduced damage resistances/thresholds
Heavily Damaged Armor — 10% or less durability: also loses On Equip bonuses (any penalties still apply)
Degraded Weapon — 30% or less durability: reduced precision
Heavily Degraded Weapon — 10% or less durability: heavily reduced precision
Lightly Encumbered — Over carry capacity: reduced movement speed/points, possibly reduced action points
Heavily Encumbered — 35 points over carry capacity: heavily reduced movement speed/points, possibly reduced action points
Completely Encumbered — 70 points over carry capacity: cannot move, possibly reduced action points
These penalties increase linearly.
- Damaged armor loses a percentage of its resistance/threshold equal to its durability, down to 0% resistances at 0% durability.
- Degraded weapon loses more precision the more degraded it is, down to -80%.
- Encumbrance movement speed penalty increases with the amount of weight carried over capacity, down to -100% at 70 points over capacity.
Buffs and debuffs
Underrail has a wide variety of different buffs and debuffs. These are shown to the right of your or your target's portrait.
They can be split into the following categories for purposes of interactions with many feats. (e.g. Locus of Control and Opportunist)
Stunned characters are unable to act. Stun effects cause temporary immunity when they end, so characters cannot be kept perpetually stunned.
Incapacitated characters are unable to act, but any damage breaks the effect. Unlike stuns, incapacitation effects do not cause temporary immunity when they end.
Some fear effects cause panic, making characters flee away from their enemies. Such fear effects cause temporary immunity when they end, so characters cannot be kept perpetually feared.
Various mind control effects. Usually caused with thought control psionics.
Immobile characters are unable to move. Unlike harsher disabling effects, immobilization effects do not cause temporary immunity when they end.
Slowed characters have reduced movement points and movement speed.
Other buffs and debuffs
These include inherent abilities like Stealth Mode, assorted effects from many consumables and other items, effects from feats and psi abilities, damage over time (DoT) effects such as Bleeding Wounds and certain Poisons.
Some enemy types also have buffs and debuffs unique to them, for example the Psionic Synergy of psi bug groups, the Anticoagulation of siphoner's attacks and Infusions used by the Faceless.
Oddity XP System
Empty oddity catalog showing silhouettes of all oddities to be found.
The Oddity XP System is an alternative experience system introduced in version 0.1.10.0.
“You gain experience up by collecting "oddities" scattered across Underrail and by completing quests. Higher end oddities are found in progressively more dangerous and hard to access areas, but most oddities can, technically, be obtained without killing enemies. No experience is granted for skill usage or killing (though some oddities are only dropped by creatures).”
— In-game description
The main purpose of this system is to allow players to level at a similar rate regardless of what their build and play-style is. Going through the world stealthily, guns blazing (or in some cases diplomatically) or anything in between should now earn you similar amount of experience.
Since version 0.1.11.0, completing quests also awards experience in Oddity XP system.
These items are scattered throughout Underrail, mostly at points of interest. Some of them are gained by killing critters and other specific types of enemies, but since each oddity item can be studied a limited number of times, you can only farm XP from a single creature type to a certain point.
Also, there are generally more instances of an oddity item type placed than you need, so you don't have to have 100% exploration score to get them all. Though, some of them will be unique and only awarded for discovering special areas or defeating bosses.
They can also be found when playing with Classic XP System, but do not have as big of a role in leveling process there. Compared to Oddity XP System, they award 50 times more experience in Classic XP System, where other experience gains are also much larger.
As of version beta 0.2.0.1, You can open the oddity catalog window O to review your character's oddity collection and see how many oddity types are still left to be found.
Underrail features an elaborate item crafting system. A vast majority of the armor, weapons and some other items encountered in the game are based on the crafting system, which also works as the random generation system. The player can craft the exact same items with the right blueprint and parts of identical quality.
To craft an item, you require three things:
Crafted vs generated items
- Blueprint of the item.
Once you have obtained a blueprint and downloaded it to your wristpad, you can use it anywhere via your Crafting G menu.
- The crafting components specified in the blueprint.
Many blueprints also have optional components alter or enhance the item produced. Eg., a Scope for an Assault Rifle.
- Relevant technological skills.
Skill requirements are derived from the components used, and their quality. Optional components increase total skill requirements by a percentage of the component's skill requirement.
Investing in crafting skills has the advantage of ensuring you always have the best and most varied items available to you.
- Some item enhancements are only available through crafting and not through the random item generator.
- Similarly, some components are available in higher quality by themselves than those used when generating loot items and merchant inventories.
- And finally, some items will be available only through crafting.
- Most armor, weapons and other equipment can only be found with 0-1 random enhancements instead of a full complement of desired enhancements.
- Burrower Carapace, Psi Beetle Carapace, Siphoner Leather, Ancient Rathound Leather are some of the crafting-only components
- Cloaking Device, Taser and Strider boots cannot be found as loot nor sold by merchants, or are very rare.
- Falchion pistols, Impala SMGs, Chimera assault rifles, Spearhead sniper rifles and Cyclon crossbows don't appear in shops.
- Aegis, Focus Stim, Irongut, Jumping Bean and Trance medicines are not commonly sold either.
Version 0.1.14.0 introduced new Crafting feats, allowing the player to craft further enhanced items
- Disassemble lets you break items down to their constituent components
- Armor Sloping improves crafted metal armors
- Ballistics improves crafted carrier vests
- Clothier improves crafted fabric armors
- Gun Nut improves crafted firearms
- Mad Chemist improves crafted chemical weapons
- Neurology improves crafted psi headbands
- Power Management improves crafted electronic devices
- Practical Physicist improves crafted energy weapons
- Skinner improves crafted leather armors
You can always access the Interface Help by pressing F1 in-game.
This page is intended as a new players' guide to Underrail's interface.
The interface is pretty much what you'd expect from any isometric turn-based RPG, but there are some key differences and concepts that might be different from expected.
F1 Help Screen
F2 Toggle HUD
F5 Quick Save
F9 Quick Load
X Swap Weapon
V Toggle Energy Shield
B Recharge Shield
Space End Turn
Enter Start/End Combat
Tab Highlight 
Z Reverse Highlight 
F Quick Invoker
A Take All
Arrow keys Scroll View
S Character Sheet
C Combat Stats
G Crafting Window
O Oddities Window
Esc Close active window
1 to 9 Action Buttons 1 to 9
Shift+1 to Shift+9 Action Buttons Shift+1 to Shift+9
Ctrl+1 to Ctrl+9 Action Buttons Ctrl+1 to Ctrl+9
RightCtrl+L Lock Action Buttons
Q Combat Utility Slot #1
W Combat Utility Slot #2
E Combat Utility Slot #3
R Combat Utility Slot #4
T Combat Utility Slot #5
Y Combat Utility Slot #6
Shift+Q Reload active weapon
Shift+W Reload active weapon (with W2C rounds)
Shift+E Reload active weapon (with JHP rounds)
Shift+R Reload active weapon (with special rounds)
Shift+Y Unload active weapon
Basic Character builds
Steam user Creep posted a basic guide to different character builds that can be useful:
Your defensive attributes pretty much dictate how you will play the game. A psionic tank is not so much different from an assault tank in the way you fight battles. There are 3 main defense setups:
Strength- 7 to 9
The tank build puts a lot of attributes just into defense for high hit points. The variability in strength has to do with which armors you can wear. If you're willing to lose a few AP by sitting in steel Armour with 7 strength for a while, you can save an extra stat since excess strength is not very good. I wouldn't recommend going below 9 if this is your first time playing.
Assassins are probably the most fun to play, and many quests in the game have this theme to them. The idea behind the assassin is that many offensive builds are much better with higher attributes, so you stealth before battle and hit them so hard they can't fight you back effectively as you run away.
Many feats even work around this concept like hit and run, tranquility, and psionic mania. Agility is mostly for stealth and some barebones defensive feats like sprint, evasive maneuvers, and uncanny dodge, but you should probably not bother going very high in those skills at all (particular dodge which kinda sucks), as mostly you don't want anyone standing when it comes time for them to hit you.
I wouldn't recommend this playstyle, but you can mix constitution with high evasion and dodge to have some pretty good defense. One problem with this is that while you can avoid stun with thick skull, you can't to my knowledge avoid all immobilization even with the feat for it, which will leave you a sitting duck in many cases with poor Armour.
Using psionics as your primary offense requires enough so that you rarely if ever fail which requires a large investment.
Dexterity lowers action point costs by a flat amount, which becomes very powerful as that amount approaches 1 AP. If you're going dex, go all in.
Hammer builds require a lot of attributes all over the place, but also need high strength since you get a whole 10% extra damage per strength above the requirement. You should definitely have 6 agility for sprint regardless of armor choice.
Assaults need 7 for various assault weapon feats, and a high perception as perception affects your ranged damage. However, very high perception is debatable in worth. You can go very low if you supplement your offense with some other offense
Basically needed for, of course, the sniper feat.
Much of the reason for having a certain amount in attributes is to get a particular feat. In some cases, there is little point in progressing past the stat because there aren't many good feats left.
7, 8 ,9
Basically, 7 for full auto, some defensive feats, and some end game Armor. 8 or 9 for steel or titanium armor
6-7 for extra grenades and many crossbow feats. Mostly, however, dex is an all or nothing stat.
6-7 for defensive and stealthy stats
5 for conditioning, 10 for thick skull
7 for many psionic abilities, 10 for locus of control. You can use psi with as low as 3 even, as certain psionic abilities do not fail.
6 for aimed shot, 10 for snipe
There's really only 2 values you should ever choose. 3 or 7. 3 if you don't craft, 7 if you do.
Intelligence 3 or 7
^ Probably the easiest build to play. Assault rifle things to death. Optionally add on psionics, but I wouldn't raise will at all.
Dex: All in
^ perception for machine gun for some special ammo
Will: All in
Con 7 (extra con for stoicism)
Intelligence 3 or 7
Intelligence: 3 or 7
Dex 5 (or whatever is for the feat)