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Underrail: The Incline Awakens

Trash Player

Augur
Joined
Jun 13, 2015
Messages
499
If you are keen on getting a Tampered feat, get Electricity instead, to help you against Mind Controllers.
While TC and TM damages are shown as electrical and energy respectively, they are not actually reduced by DT/DR. Mental damage is only resisted by resolve. Unless damage reduction works in its mysterious way, this feat more likely than not doesn't help in this case.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
Damage reduction does work in mysterious way. I know for a fact that morphine and aegis reduce the damage of Neural Overload and Bilocation. I imagine stoicism and Tampered: Electricity do too, as they add damage reduction.
There's actually a 100% damage reduction tank build, which achieves virtual immortality for 2 or 3 turns with morphine. Can deal decent damage too.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Damage reduction does work in mysterious way. I know for a fact that morphine and aegis reduce the damage of Neural Overload and Bilocation. I imagine stoicism and Tampered: Electricity do too, as they add damage reduction.
While NO damage shows as electricity in the log, it's not the same as electricity from other sources. I recall Styg (?) posted an explanation somewhere, which was basically: psi magic. It shouldn't get reduced by electricity reduction, but should by "all damage" reduction.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
Damage reduction does work in mysterious way. I know for a fact that morphine and aegis reduce the damage of Neural Overload and Bilocation. I imagine stoicism and Tampered: Electricity do too, as they add damage reduction.
While NO damage shows as electricity in the log, it's not the same as electricity from other sources. I recall Styg (?) posted an explanation somewhere, which was basically: psi magic. It shouldn't get reduced by electricity reduction, but should by "all damage" reduction.
Not exactly. In the Combat Stats window, in the Defenses tab, under the Resistances, you can see three numbers for each damage type. First two are damage resistance/threshold, and the number in the brackets is damage reduction (the lower, the better). If a feat, a piece of gear or a consumable modifies this number, it will also work against Neural Overload and alike. Tempered does reduce it to 70% from 100%, so it'll work against NO.

Continuing with the unarmed run, I'm at lvl26 and fought Fort Apogee. Surprisingly, attacking a military installation of a major faction head on, is easier than fighting the crustaceans of Expedition. Crabs and robots (mostly servant robots) are the bane of unarmed. Because I have only ~50% crit chance, it can take me anywhere between 16 to 50 AP to kill a metal armor human. The psi crabs are impervious to my damage, unless I use EW.
Also, no way to generate bleeding wounds for Taste of Blood, so I use the Free Drone nail bombs. A single bomb, together with 4ap attacks, means that I can get 10 stacks of Taste for Blood in one turn. Together with high mobility and damage output, it's easy to keep the 10 stacks active throughout the fight. If I do lose them, I can regenerate them very quickly.

Here's Fort Apogee. Made a few mistakes, but otherwise it was very smooth for this build.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,118
Location
Reichskommissariat Russland ᛋᛋ
Sheepherder how about a no-PSI build for a change?
smug.png
 
Joined
Aug 20, 2020
Messages
34
After giving this subject some thought, this is the best game I've played all year, hands down. Ran through it to completion once, loved it. Restarted with new build to run through Expedition content, loved it.

Games like this give me hope that there is still impending incline.

EDIT: Still looking forward to running through it again in a year or two once my memory's faded b/c I never got to check out the Azif shit.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,118
Location
Reichskommissariat Russland ᛋᛋ
I start the Expedition, and of course, the first thing I do is to perform the Endlösung on Sørmirbæren untermenschen.

At first I was like...

E6bO9Rz_ff8.jpg


But then I...

dcOFKK0GPy4.jpg


Seriously: guy has 2700 HP, God knows how many evasion for the hit chance I had was 40-45%, netting chance of whopping 25%, is immune to taser, and flashbangs - one worked only after fifth or sixth reload. Of course, there is always the option of going back, stocking on 30+ bear traps and wasting them all comfortably, but I wasn't in the mood for backtracking. Suffice for now.

But now, the North of Black Sea is calm and serene. Pirate scum is next.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,174
At level 25, I have crafted my very first wearable item, a new energy shield!

Old shield:
20319743b8a208e88ec86d0355dae106.png


New shield:
f10ea5ac11d21d813ecd13c025912789.png
Yup, that's pretty crazy. As far as I know, it's impossible to aсquire anything stronger than 1000 capacity w/o craft. Conversely, it's not that hard to craft 2000+ with the dedicated perk.
 
Last edited:

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
The funny part is, I have never actually used the shield because I never remember to turn it on... I try to fight each encounter in such a way that I never get hit, which has so far been viable even on Dominating. I am going to clear the 'expedition' now before I finish up the main game. Need the Oddities because I want to level up my tailoring to make some armor.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
Jesus Christ energy shields can go THAT high? I never saw one bigger than 500 in the entirety of my first run!

A'ight, I guess Electronics is the way to go in making up the HP difference on my Psi Brainlet, Full-Lore build.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Jesus Christ energy shields can go THAT high? I never saw one bigger than 500 in the entirety of my first run!

A'ight, I guess Electronics is the way to go in making up the HP difference on my Psi Brainlet, Full-Lore build.
While shields are nice, I've found that the easiest way to defend a psi is a) attack from stealth or b) stack initiative to ensure you win the draw. As long as your wizard goes first in combat, you can end your turn with the enemies either dead, or disabled, or your toon protected by stasis (and force field before the nerf).

Then there was the high con/resistant psi build that Goromorg posted. While that was before the nerf, it should still work and it was pretty op.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Psi? I only use throwing knives. :smug:
(And grenades which keep running out, grrrr. There are SO many natives, I need hundreds of canisters of napalm and explosives to wipe them all out!)
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,118
Location
Reichskommissariat Russland ᛋᛋ
More Dissasemble autismo:

The shields you pick up from enemies/boxes are usually barebones ones - base, emitter and core. But sometimes you can find "augmented" shield with second emitter. Curious thing is that often this second emitter is of peculiar quality - zero quality, to be precise.

uPA48l9OXOc.jpg
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
My 'saving up for a big endgame dungeon' stash in my house:

8ab9edb80774b97a0583c42c5bae54e6.png


Hope to have 200 Frags and 100 Plasmas before the time comes. Too proud to use cheat engine to restock merchants, so this is all just from normal playing. Not pictured: the dozens I always have in my inventory. Funnily enough this is nowhere near enough throwing knives... I will need ten times this many, I think! They go quick.
 

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