Underrail Forum

Underrail => Builds => Topic started by: deanisi on December 20, 2025, 03:09:57 pm

Title: Cut-throat build after an anniversary update.
Post by: deanisi on December 20, 2025, 03:09:57 pm
Sorry in advance because I can't use underrail.info right now so will be writitng everything manuall, and it doesn't have new changes in it anyway.

Basically now:
lowest AP for a weapon is 5 (was 4)
light weapons damage increase is now 0.5 per skill (was 0.7)
Hit and run will give hald of MP each time it's used in one turn
Fancy footwork will give 1 MP less each time it's used in 1 turn
Cheap shots will incapacitate with an 8% chance (insted of 15%)
Expose weakness now has 30% base reduction + 2% per INT. Also it's halved for non organic targers.
Some debuffs to stasis and rewind.
Also crafting requirment are higher.

But there are buffs too:
Cut-throat now is 15 AP (was 25 AP)
High-Technicalities now also increases damage from energy edge and electroshock modules. So +8% dmg per INT above 5.
Heartbreak poison duration will no longer be refreshed with stacking.
High INT characters will level up faster.

Basically it means that shanking people at FTL speed isn't as strong as it's used to be, but it also opens an alley or strenghtens certain knife builds.
Now there's an alternative to EW - High-Technicalities, and combined with new Polymath feat which gives 15 skill points intitally and 5 at each level up, having an 8 INT knife build sounds very viable.
Second moment is a buff to Heartbreak poison which makes poison builds even stronger, and considering that knives can be coated in poison and swing very fast it's true to say that they're the bast at applying stacks of poison + bleed.
And final moment which I want to primarily build around is a Cut-throat now being 10 AP faster, which isn't super great because of a cooldown of 6 turns, but now it can be used in a higher amount of situations and will leave 35AP to use if you start combat with it.

I'm going to make a skeleton of a build and write how these empty spaces in skills and feats can be filled. And I would like to hear your opinions and recommendations.

While theory crafting I had found this combo (it's probably well known). If you spend 3 specialization points into Cut-throat cooldown then it will 3 turns, Limited Temporal Increment can reduce it to 2.
Which means at 1st turn you can use Cut-throat for 15 AP, then LTI for 5 AP, for a total of 20 AP. These leftover 30 AP can be used to escape/hide, deal more damage or setup a stun/incapacitation with Cheap Shots/Dirty Kick/Psi ability.
And after all that Cut-throat will be recharged at 3rd turn while target (if it's still alive) will be still stunned which will allows to use Cut-throat again.
But this trick doesn't work on 5,7,9 and so on turns because of LTI cooldown of 3, to fix it you can just take a Future Orientation feat to decrese it by 1. This way you'll be able to use Cut-throat every second turn but for 25 AP.
I doubt that most of fight will last more than 3-4 turns so taking  Future Orientation isn't thay usegul.

Now build itself:
Starting stats:
STR 3
DEX 10
AGI 8
CON 3
PER 3
WIL 5
INT 8
At 30th level:
STR 3
DEX 16 (17 with Eel sandwich or other buff)
AGI 8
CON 3
PER 3
WIL 5
INT 8

Skills:
There are 1445 total skillpoints if you take Polymath feat. Here I will only spend necessary points or minimum which allow to unlock feats.
Melee - 160
Stealth - 80 for any feat up to blindsiding
Dodge - 40 for an escape artists and uncanny dodge if you want
Evasion - 160
Mechanics - 25 for weaponsmith
Electronics - 35 for practical physicst
Chemistry - 0 because only perks tied to it are chem pistol ones.
Biology - 35 for hypertoxicity
Tailoring - 15 for skinner and clothier
Temporal manipulation - 35 for LTI, 55 for Psycho-temporal Contraction, 70 for stasis

If we take stasis, we'll have 825 left
After increasing up to 100 each crafting skill, which is quite wasteful but I did it just to prove a point, it will be 270 points left.
These points can be used for lockpicking/hacking/pickpocketing, or to learn new/different psi school, or to spec into traps/throwing.

Now feats:
1. Pack rathound to compensate 3 STR
1. Nimble for protection
2. Sprint/Interloper/Reckless depending on if yo want stealth mobility/post stealth mobility/crit chance. I reccomend Interloper because it allow to approach some targets from behind.
4. Escape artist/dirty kick/weaponsmith/parry/cripling strike/High-Technicalities. I reccomend to take an Escape artist or High-Technicalities depending on how often you meet robots or get stuck.
6. Cheap shots/Expose weakness/Fancy footwork/Uncanny dodge/Premeditation. I can't reccomend only one of them, just take what you need more at that point in the game.
8. Ripper/Taste for blood. Ripper is straight up better and doesn't require any setup, we had took 5 WIL not only for psi after all.
10. Cut-throat.

After that it doesn't matter much what feats to take, we've got essentials. From this point you can steer this build in any point you want from poison+bleed to something more psi oriented.

How would you build a Cut-throat build after all the new changes?