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There are some cheesy things I prefer to avoid too, but in general you have to play the game that exists, not the one you want to exist.  When my 3 con tm psiblade fought the Masters, the time slicer got two distortions on me (which is still a fuckton of damage cuz they have busted stats) and I barely survived due to aegis and morphine.  Aside from hammers, the best belt imo for melee characters is the doctors pouch, and you really ought to be taking advantage of it.
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Alternatively, aegis and morphine/nervo.

Ah, yeah, those medicines... I forgot. Well...
I often avoid using Morphine shots/Nervosomnifiers for low hp/agile characters, because of my thoughts that: "If your don't feel pain, you don't get hurt." doesn't make sense to me.  Using the Aegis drug with a 15% reduction? Okay.
Using Morphine or Nervosomnifiers for a high constitution character? That's okay for me.
I never actually tried stacking those medicines to achieve very high 'all' damage reduction, just so you know.
This is just my preference, though. Don't take this the wrong way.
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Just don't get hit.

Alternatively, aegis and morphine/nervo.
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Temporal Distortion: With the Heavy Duty DLC there are more enemies who can use it. As of yet, there isn't a method to remove or reduce the damage caused by Temporal Distortion, which ignores shields and 50% of damage resistance/threshold for mechanical and energy damage. This makes it particularly dangerous for agile/low hp characters.

Perhaps in the future, there should be a method to counter this particular move, much like how antidotes can be used to counter poisons. With the present abilities of Temporal Manipulation, I have a few ideas in mind, but I'm sure the developers also have other ideas for Temporal Manipulation in mind.

In any case, here are my ideas:
1. Stasis: Currently, while under the effects of stasis, cooldowns progress, but status effects (positive, ie. Psycho Temporal Acceleration; negative, ie. Knee Wound, Temporal Distortion) will not progress. Perhaps, while under Stasis, Temporal Distortion can still progress, allowing it to expire but the PC will resist all the damage. A simple countermeasure but requires high investment in Temporal Manipulation/late game time.
2. Psycho Temporal Acceleration: Casting this on self/on an ally will remove all temporal distortion debuffs from the target.
3. Stasis: Casting it on a neutral or allied npc (in combat situations only) will not cause immediate hostilities.
  a. Casting Stasis on Rassophore Nevil in RAF13 will cause him to turn hostile, even if the player wanted to keep them from taking damage from the sentry bots.
  b. (Did not test this myself) I think casting Stasis on Yahota will cause her, and by extension the rest of Aegis Inc, to turn hostile. However, what if the player wanted to keep her shielded from
     incoming enemies? Close calls are possible for a character with low hp like her. It can apply to generic sec troopers as well.
4. Precognition: Grants additional detection and trap detection ratings. Like a sixth sense feature.
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Builds / A Perfect Slice - a DOMINATING knife build, very OP & very Fun
« Last post by peet on Today at 02:37:03 am »
A Perfect Slice



Knife is my favorite melee, and this is build is the product of a few iterations on knife builds. The end result is something that works so well together, it's almost a little too good. Enjoy!

https://underrail.info/build/?HgMQBwkDAwUAwqAAwqAowqBQACoAAFlcDy1eAAAAwqAAS0QrYsKDJiQTBjzCh0tREk7CgTHCs3vChcKtGsKbw47inY0G4qe-BuKouwPfvg


Highlights
- Insane damage
- 5 AP attacks
- Excellent mobility
- Decent survivability
- Always go first
- Min-maxed skills


About the Build

Knives have a ton of crit damage, scale off of dex (which also reduces their attack cost), and have several ways to boost their crit chance. To attack with a knife, you need to get to the enemy, so there's a bit of a focus on movement points to make sure you can reach your enemy. This build takes these factors into consideration and to the furthest extent possible, resulting in a pretty overpowered but very fun build.

By the time the build is fully complete, you have ~400% crit damage, 90% crit chance when buffed, 37 initiative, >100 movement points, and 5AP attacks that do like 500 damage each.


Feats:

The goal here is to stack as much crit as possible, which leads to considering Survival Instincts for the Juicy +30% crit. Unfortunately you can't fit ripper in with 18 dex, survival instincts, cheap shots, and fancy footwork, so there ends up being no room for Ripper. The ripper version of this build has no SI. I've played both versions, and this version is superior.

A bit more on why SI is better than Ripper: when this build gets up and running, most enemies die to a crit. Ripper doesn't affect your first crit, just affects your subsequent hits. Additionally, you lose SI if you want Ripper (the other stuff you'd have to give up is even more important), thus losing 30-50% of your crit chance. So ripper applies 30-50% less of the time, since now you're critting even less frequently. I think it might help with hard bot encounters, but with Expose Weakness, Kukuri, EMPs, and corrosive acid, you have plenty of way of destroying those encounters.

Offensive Feats
Survival Instincts: +30% crit
Trigger Happy: 7 int, takes you up to 37 init which is 10 more than Coil Spiders. You will pretty much always go first.
Opportunist: Nice damage boost when you need it
Cheap Shots: massive boost to crit damage and 1/6 chance to incap. Amazing.
Taste for Blood: +50% damage for pretty much every fight. Amazing
Psycho-Temporal Acceleration: +20 AP
Critical Power: massive boost to crit damage
Fatal Throw: At 18 dex, your throws can generate up to net 18AP for you per turn.
Expose Weakness: Nice for big bots
Recklessness: More crit
Increased Dexterity: Gets you to 5AP attacks on tungsten knife with eel sandwich
Blindsiding: +15% damage

Mobility Feats
Fancy Footwork: Each attack gives you MP. Massive benefit with 5AP attacks
Flight Response: +25 MP all the time because of its awesome synergy with Survival Instincts

Defensive Feats
Nimble: Gets your armor penalty down to zero and boosts your evasion significantly
Escape Artist: Nice for nets, can probably skip with your high evasion. I've ended up using it like 5 times.
Brutality: A fun feat, works well even at 75 intimidation. Can skip.

Spec:
Fatal Throw AP +3
Crit Damage +6
Cheap Shots Crit Damage: +6


Gear:
Head: Either deaths grin or a TM headband
Body: Infused rathound leather for, you guessed it, more crit
Belt: Dr's Pouch for 2AP meds, or Large Waist Pack for Al Phabet role play
Feet: Tabis, either black cloth or siphoner
Shield: Low Low Efficient
Utilities: Throwing Knives, Taser, Flashbang, Nail Grenades, EMPs

Weapons:
The best knife is a Tungsten Combat knife (most damage), and Super Steel Combat Knife for dodgy Enemies. Daggers do a little more damage for living creatures, but those never give you any trouble.

Energy edge emitter isn't really worth it, lots of the tough bots (nagas, strongmen, etc) have some amount of energy resistance. The best emitter is electroshock.

I also use serrated TiChrome for random shitty mobs for 5 AP attacks without eating my precious eel sandwiches, nor having to use nail bombs for TfB stacks.


A quick note on skills: you can drop TM to good ol 70 for more wiggle room with skills. Crafting and mercantile are min-maxed to use drugs, benches, gear, etc to hit breakpoints and craft end game gear.

To give you an idea of the power of the build: I was able to do the invasions without losing any Aegis troopers on my first attempt. Most enemies die in one hit. The only real troublesome enemies are bots.


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Bugs / Last round of corrosive acid cooked shot root becomes normal acid
« Last post by Eidein on Today at 01:34:29 am »
If you shoot a cooked shot with the last vial of corrosive in your clip and it entangles someone it turns into normal acid.
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Bugs / Re: Hostile force fields
« Last post by yako on May 28, 2024, 05:14:49 pm »
Cryogenic barrier is also affected by the same issue.

Maybe if the hostility is reset at the end of turn, this won't occur?
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General / Author of the Music for the Heavy Duty DLC
« Last post by WeiJayTan on May 28, 2024, 04:54:44 pm »
It's listed as "Ryan Eston Paul" in the credits. Is it the same Ryan Eston Paul who composed the music for Colony Ship: A Post-Earth RPG (Iron Tower Studio) and The Age of Decadence (Iron Tower Studios)?

I'm asking this because I'm editing Underrail's title page on IMDb, and I need to confirm that it's him because I don't see the credit on his website where his composition credits are listed.
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General / Re: Need Help with the Music Cypher Puzzle
« Last post by Voodooknigh on May 27, 2024, 06:21:19 am »
Figured it out, the code was 1198. Thanks for the help!
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General / Re: Need Help with the Music Cypher Puzzle
« Last post by Voodooknigh on May 27, 2024, 06:14:32 am »
Here you go, did not realize I could copy paste

::Mickey,

Here's your text:
EbEbA#B CC FDB CBB EBAGbEbEbFEb A#GEbEbBB
EFEbCBC#A#GB Gb BFGbA#B
FDB AbGEbAbBEb CC D EGbAbEbEGbB
A#EbBGA#E CC BEbC#DF GEC#DEbAEbGFEbCB

::::Good luck, mate!

Allan McLane, Nexus Security::

::Mickey

Interval key: perfect fifth, minor third, minor sixth.

Octave keys:

Key 1: 03641304141043040044147304130
Key ?: 036444431303704400
Key ?: 0364100040044184401410
Key ?: 0360400344101114044174104143::
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