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Topics - Teldurn

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General / Update to Charms
« on: February 26, 2022, 03:49:58 am »
In case you were curious, the latest patch updated the charms (at least the Psi Beetle Claw Charm, which is the only one I have). It now has a Use function:

Quote
Use: Kiss the charm to hopefully increase its effectiveness. (AP: 5)

Tried it and found there's an accompanying kissing sound effect and a short one liner speech bubble, which is nice.... but I haven't discovered that it actually DOES anything yet.

2
Suggestions / Have inventory weight display to hundredths
« on: November 25, 2021, 03:40:35 am »
Did a search for this and didn't find anything, but the suggestion is just like it says on the tin. If item weights can be as low as 0.01, then why does your inventory display only whole numbers? For a game as exacting and granular as this, I'm surprised it doesn't also show you your exact carry weight to the hundredths digit.

3
Suggestions / Add an option to pet cats and dogs
« on: August 11, 2021, 02:04:43 pm »
Basically the title. If they're friendly, we should have a dialogue option to pet it. That's all. :)

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Builds / Creation order for builds
« on: August 10, 2021, 12:50:18 am »
What method do you use when theorycrafting builds? Do you instantly pump up the level to 30 and start distributing everything at once? Do you go level by level (or maybe even a few levels at a time) to get an idea of how everything progresses? Something different?

Curious minds want to know.

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Builds / Looking to fine-tune my "Psi tinkerer" build
« on: July 29, 2021, 09:47:57 pm »
Hey, new to the game but have been researching builds and mechanics for about a week. I've already started the game and burned through about 6 different builds before I really knew what I was doing. I finally think I have what I would consider a satisfactory build to start with, but would like some advice from the pros of where I can optimize things.

I've noticed many build threads here are only at level 30, but someone like me needs a bit more granularity so I broke it down to something that's more manageable for me, and I hope it works for other newbies as well.

I'm not looking for a flawless build, as I plan on playing on Normal and with Oddity XP, so I understand there's some wiggle room for error. With that in mind, here's my build at level 1:
https://underrail.info/build/?AQMIBwMDCAgAAAAAAAAPDw8AAAAAAA8ADwAPAA8ADys2KN-_

Level 12: https://underrail.info/build/?DAMIBwMDCwgAAAAAAAAyRkYAABQPFBQPRgBGAEYARis2KD89KsK-LmTfvw

Level 20: https://underrail.info/build/?FAMIBwMDDQgAAAAAAAA8bm4AAB4eIyMebgBuAG4Abis2KD89KsK-LmQhVwVm378

I don't have a Level 30 build link because I'm not sure how to put the final levels of points to achieve the goals of the build. Speaking of which, my goals with this build was to be a 2-school Psi-only Tranquility build that is able to unlock as much as humanly possible, while also being able to craft the highest quality gear.

For that reason, I knew I wanted high lockpicking, hacking, and all the crafting while also maxing out the two psi abilities every level. The problem I run into is, I can't seem to find what the ceiling number is for any of the skills. I've seen people reference the wiki, but maybe my search-fu is weak; when I would look up a skill, none of this information was present.

I understand item quality and equipment makes a difference, but on some level, I should be able to find a chart somewhere that says, for example, [NPC] in [location] requires [effective skill] to unlock [the best thing], whether that's a persuasion check for a merchant or a stealth check to sneak into someplace... and I just can't find that information.

I'm looking for guidance on skill point spread as well as feat selection. I'd prefer not to change the stat array, but I could likely stand swapping out a point here or there maybe.

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