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1
Ok, after finishing the game with this build I've several more things to add

Additional feats:
Point shot - garbage, extremely unreliable, at the end of the game we will have 10 AP attack for chemguns, this ability allows us to save 5 AP for, but it miss oftener than it hits, and its exacerbating the late game problem of chempistols - 8 rounds magazine and constant need for reloading. Although if you are going to take High technicalities and carrying smart plasma/electroshock pistols - this maybe of some value

Execute - it works much better than previous one, but still it is hard to use it because of how many conditions need to be fulfilled, the hardest one - close range for 3 agi build.

Steadfast Aim - the value depends on many factors, but according to my calculations its about ~7.6% dps increase for high-end chemguns. The same amount you will get from high quality infused rathound leather armor. Much better that two previous options

Future orientation - on paper it doesn't sound like a big deal, but in practice it makes a big difference. With it, the uptime of temporal contraction will raise to almost 100%, and it increases the amount of cooked shots - our main source of damage and control. Highly recommended, it should be in all chemgun builds

High technicalities - With this feast at the end of the game smart plasma pistols deals ~1500 dmg with aimed shots. It allows us to reliably snipe down priority targets. It also helps on stealth missions and pairs well with ice guns.

Fatal throw - works at maximum efficiency in the middle game, but damage of chemguns grows faster than hp pools of enemies. Acidic entailments from high end pistols occasionally tics for 300-500 damage, which is often enough to skip 25% of the window entirely. I still like this ability, and in this game the further you progress the easier the game.



Items:
Here we have basically two approaches - area denial or stealth+mobility.
First one implies heavy use of incendiary grenades and poisoned caltrops, hence we need antithermic overcoats and metal boots, it is a defensive style where you want to provoke enemies to attack you in some enclosed space and then hold the line.
The second approach is  more offensive, it allows you to scout enemy positions in stealth and dispose of isolated targets with an ice gun + plasma. For items it utilizes leather armor and tabi boots. Armor either is infused cave hopper or infused rathound, i prefer the cave hoppers because our main weapon have 4 effective range and we have 3 agi. Infused rathound armor gives like 11-12% crit chance, in theory this means 7% increase for damage of chemguns, that not much, and in practice it even less because with ambush and focus stim crit chance easily reach 100% anyway, and you constantly use aimed shots. For boots are wider but less impactful, I've played with ninja, but an infused mutated dog or infused  siphoner looks good as well.
Unlike feats choice we can change approach anytime, in my experience the further game progresses the stronger offensive style becomes, so I suggest to start with first approach and convert to second when you finish beast quest and gather all super steel refinery data.

Guns:
Our main source of damage - acid pistols. I've seen some other chemgun builds that suggest that fire pistols outdamage them. It is understandable why such opinions have a place, in attach characteristics of high-end chemguns, acid DoT have  60% chance for 351% damage and it doesn't stack,  fire DoT on the other looks much better with 75% chance for 645% and it stack with itself. But the problem here is the inexplicit mechanic of mad chemist feat, it works differently for each gun: for acid it increases damage per round, as expected, but for fire one it increases the length of the DoT, damage per rounds remains the same. That means that this big numbers of fire pistols are indeed big only in prolonged fights. I did calculations for high-end weapons and according to it acid gun significantly out-damaged the fire one in the first 3 rounds, around the 4th fire one catches up and at 5th and further starts to lead. But the thing is that nothing except a maybe final boss lives that long.
There are also additional factors that i didn't include in this calculation, like acid trap proc opportunist, and fire dot set up ambush. This may make some fluctuations in damage charts, but under simplified conditions in terms of pure damage acid gun killing stuff almost  twice as fast than fire.

Ice gun is not for damage, it is still invaluable for its controlling capabilities. Although in the first round before dots tick it still outdamage other contenders.

Conclusion - acid for dealing damage, ice for stealth, fire for control and for some root immune enemies like coil spiders.

Additional weapons:
Grenade launcher to soften targets from afar, additional aoe, killing psionics with mirror images. Despite zero feats investments damage is still good, especially on targets in acidic trap
Plasma pistol - alpha strike, stealth assassinations. Helps to conserve acid on naga and industrial robots.
Additionally i've tried sniper rifles, knifes and pneumatic gloves. While not being completely useless there still better contenders for weapon slot

Specialization:
Specialist feat is a big deal for this build, because now we are able to full spec both versatility and mad chemist. The latter is often overlooked, I've seen builds that take opportunist spec instead of it, this is a mistake. I did the math and each spec point of mad chemist giving us about a 3.5% increase of damage(calculated it for acid, for fire it will yield more), but its works despite the condition of a target, so in the majority of situations each point spent on mad chemist yields more damage. An exception is the ice gun, mad chemist spec only increases slow duration, so my final ice pistol slows targets for 16 turns.
We have 3 specializations that clearly stand out from the rest: versatility, mad chemist and cooked shot cost, they will take 25 points. The rest 5 are not that important, and maybe spent according to personal preferences. I've taken fatal throw AP and premed CD reduction


I would be very grateful for any feedback, and feel to ask any questions about chemguns.

2
Suggestions / Poisons
« on: May 16, 2026, 12:38:52 am »
The game already has so many different poisons with interesting effects, but in practice, all this variety only works well at the beginning. The closer you get to the end, the less useful the poisons become, with the only exception being the leper poison . Below is a list of my ideas on how to make poisoner gameplay more interesting and make poisons relevant until the end.

Feats
Hypertoxicity - now req 8 int, damage increase scale with effective biology or intelligence, poisons now ignore resistances and immunities of organic targets(not sure if last part is balanced, maybe it should only ignore X% of biological resistance and value increases with effective biology). It should address the endgame relevancy of poisons.
Vile weaponry - also works when target get poisoned, but increased damage only affect bio and bleeds. DoTs based gameplay requires some measures against healing. Alternatively there could be a poison that reduces healing, or even do dmg when target restore health
new feat  - metabolic catalyst, active ability next attack advances all other poisons by one turn, works with melee, t-knives and xbows, 3-5 turns cooldown
new feat - system shock, applying poison to target that already suffer from 2-3 poisons cause additional bio dmg and incapacitate/daze
new feat - hemorrhagic agent, applying poison to target also affects its with effect that converts a percentage of missing HP into damage, something similar to morphine effect but weaker

Crossbows
new xbow frame - injector 10-15 AP shots, week dmg and can shoot only chem/poison bolts
new attachment mutually excusive with superstring, something increasing bio dmg or dosages applied
quiver belt - added one additional slot or maybe new belt that allows to shoot poisoned bolts from inventory

Throwing knives
Quite good already

Melee
new attachment - injection module, poison target with each hit, can be rearmed mid combat. Exclusive with energy dmg modules. Reservoir size increases with quality.  Maybe it should have multiple reservoirs that allows to choose from 2-3 poison options, giving melee poisoners same variety of choices as t-knives and xbows have


Poisons:
Dmg dealing:
   burrower - ok
   heartbreak - applying new dosages does not refresh duration
   spirit - -65% resolve debuff stays after doppelganger appears

Debilitating:      
   black dragon - ok
   blinding - each stack add flat 10-15% chance to miss with melee or ranged attack
   new paralytic agent/myorelaxant - reduces AP/MP progressively

Control&utility:
   crawler - add hyperallergenic effect
   cave ear - add -65% fortitude effect
   leper - should be nerfed
   new hallucinogen/neurotoxin - chance for target to attack random target or run away, just like AI Scrambler but for organic. Can be stackable, each stack increases the chance that the target waste the turn

Additional Ideas:
Cross-contamination - poisoned corpses become hazards that create toxic clouds or acid puddles or infectious spread
Its probably a bug, but now if target have at least one stack of poison from weapons its immune to caltrops with same poison



3
There are plenty of guides already, in short
1. Damage dealing skills should always be at maximum
2. Hacking. lockpicking - 135 of effective skill, there are lot of items that boosts those skills
3. Pickpocketing 105, there are some oddities that can be only pickpocketed
4. Mercantile - 105 effective, special merchandise is much better than usual stock
5. Don't overinvest in stealth, you can always get about ~140 of this skill from items(provided that you can craft them)

If you are trying domination - there is my build for chemguns few topics below, it starts as knife user and I share few advices about how to start the game.
There are also build planners, it is better to plan what feats you will take in advance, this is the updated version with new feats
https://cannedbean29.github.io/UnderrailBuilderRemake/

4
General / Re: Some poisons related questions
« on: May 13, 2026, 01:21:38 pm »
Yes, they do, but here we were talking about poisons, so you can take stuff like survival instincts+recklessness+taste for blood+rathound infused leather armor and gloves would anihilate everything in one turn. But such build leaves no room for poison feats, which is kind of entire point of this topic.
I was trying to play this build:
https://cannedbean29.github.io/UnderrailBuilderRemake/?HgMQBwQDAwoAAMKgAMKgMgAAAAAAMgAAAFoAwqAAAMKgAAAAK8OnOUIbBhIqUcKHw6gWE2EwwrPioJ4K4qakBd-8
My idea was to stack as much poison damage increase effects as possible
-Hypertox(full spec!!!)
-Cave ear
-Gas grenades
-Vile weaponry(full spec!!!)
In theory it was supposed to play like this: combat gloves is the main source of stacking damaging poisons. Cave ear t-kinves, gas grenade under foots of incapacitated enemy, all the TC disables to prolong the fight, and burrower caltrops everywhere to build stacks quickly, ocassional bear traps.
But it works like shit, there is no way to take melee damage increasing feats, because this build is extremely feat hungry, and poisons with melee weapons limited to only 10 doses for entire combat which is not nearly enough, so I ended up with no damage nor from gloves nor from poisons.

5
General / Re: Some poisons related questions
« on: May 12, 2026, 09:10:28 pm »
Ok, I've tried poisoner with combat gloves - it doesnt work. You have only 10 doses of one single poison for entire combat, cant reapply new poison, can change poison type. So yeah only throwing knives works for this type of gameplay, but again t-knives already destroy everything that could be poisoned, there is no reason to even bother with something other than occasional lepper for bosses.

The problem that poisons both require specific weapon and disables to let it work. Weapons that plays around control and disables(gloves, chemguns) cant use poisons, and ones that can(xbow, t-knives) have crit centered playstyle where you should kill everything in 1-2 turn or you'll die.
Its a shame that there are so many poisons with interesting mechanics, feats like hypertoxicity but you just cant make them work.

6
General / Re: Some poisons related questions
« on: April 26, 2026, 05:23:51 pm »
I got impression that t knives with all feats(ripper, surgeon) out damage combat gloves by huge margin. I didn't try dedicated poisoner build(because still can come up with something that will be actually working) but playing combat gloves there are often situation when you leave incapacitated enemy for 3-4 turn, so its good opportunity to give poisons to do their job.
Besides gloves can potentially increase poison damage with vile weaponry. Up to 45%. Amount of attacks per turn is comparable considering that there is tabi's and lighting punches. The only thing gloves really missing is split throw which is quite huge.
I'm thinking about stealthy poisoner for quite some time, my best idea is something like full dex melee-throwing hybrid, with traps and mind control. No way it can be as effective as dedicated melee, throwing or psi but gameplay wise it should allow to quite interesting experience

Another approach is ice chemgun, but this build have to many problems.

7
Builds / Re: Crafting : Skill Points spreading / Leveling
« on: April 25, 2026, 03:51:55 pm »
Well even on 30 lvl with 160 points investment, Jon's special, home's crafting bonus and +2 int drug its 251 effective skill of mechanics. To be able to craft supersteel armor from your doc you need to add another two points of int. Which is quite of investment for majority of tank builds

8
General / Re: Some poisons related questions
« on: April 25, 2026, 02:33:49 pm »
I would say the best use for hypertoxicity is traps + caltrops. 

As for weapons, t knives are the true poison weapon; nothing else comes close.

Why not combat gloves? They have higher chance of bleed and 3-4 turns of incap to give poisons time to do their job.

9
Builds / Re: Crafting : Skill Points spreading / Leveling
« on: April 25, 2026, 12:25:10 pm »
I made a google doc showcasing a bunch of lategame items and their crafting requirements if you want to take a look and see what you will eventually need.

https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well

10
Intro and theory

The idea of this build is to acquire as many crowd control abilities as possible and to play around the synergy of chemguns and grenade launchers. Between all builds I played, this one is probably the most diverse in terms of damage types, strategies and things that you can do in general. So despite the fact that usually versatility builds are not for beginners, because this game rewards narrow specialization, this one I can recommend as a means to try different playstyles and weapons.
You will have access to almost all types of crowd control in this game, the only  exception will be off-balance, but we have better means of reducing enemies evasion - acidic entanglement, which is strictly better in the majority of situations. On regular basis you will be using three weapon sets, depending on your strategy
1. Offensive. Fire chem pistol + 25 mm GL with HE grenades(incendiary when additional control is needed more than dmg)
2. Defensive. Acid pistol + 25 mm GL with frag grenades(concussive when additional control is needed more than dmg)
3. Stealth ops. Ice pistol + energy edge knife

Plus plasma pistols for bosses or robots and shock shurikens for finishing off wounded enemies. Plus access to three psi-schools. This build also heavily relies on crafting, and has 10 int, which gives us access to insanely overpowered Specialist feat and also allows to craft all the high end stuff, that now have requirements of 200+ in their respectable skill.

Problems
As downsides, I can mention:
1 The build is weak against oneshotting ranged enemies. Snipers will be your nemesis, they outrange you because the majority of your crowd control works on short to middle distances. They outdamage you because you are doing damage with dots effects. And with 3 con you will be often oneshotted by their aimed shots. And with 3 agility and debuff from backfiring time contraction you often will be unable to LOS them. There are still some counter play available, stasis despite the recent nerf still remains major boost to survivability, flashbang with our high throwing, and prep+electrokinesis

2 Lack of carrying capacity and hence the required amount of inventory management is quite a problem. Ammunition for both chem guns and GL weights a lot, and you have only 5 str. You are also able to craft all MK5 grenades, plasma ones, and naturally you will be tempted to carry at least some of them. This problem  can be to some degree circumvented by taking pack rathound, and this build have spare feats point, but doing so without hamper combat efficiency won't be possible until 22 lvl

3 Chem guns and grenade launchers have a major conflict in terms of using belt slots. Playing chem pistols you don't have a choice but to use catalysing belts, it is just a mandatory, they simply don't work without it. But being low on str you have only access to 6-rounds magazine in your GL(or 1 round if you prefer 40mm Thumper) and there will often situations where you have empty GL but cant spare 30 AP to reload it.

The build:

Ok. The build itself. The character builder is a bit outdated, so I’ve used Expertise as a substitute for Polymath, and Ninja Looter for Specialist. There also will be 150 additional skill points, and 15 specialisation points that can be spent according to your preferences.

https://underrail.info/build/?HgUQAwMGAwojAMKgAMKgAAAyMigAAGRkZGRkAEYAwqAAADIrT8KjASYqVsKRAsKHJS9RFjHCs-KouwPisrsF4rWuB9-8

After you take Fatal throw at 20th level the build can be considered finished, and the last two feats before Increased Dexterity are optional. Apart from Grenadier and Recklessness you may consider:
  • Pack Rathound - probably the best QoL feat for us
  • Paranoia - always nice to have
  • Escape Artist - though I prefer to spend 70 skill points on Exothermic Aura, witch gives us additional area denial capabilities
  • High-Technalities - aimed shots from plasma pistol, then follow up with entropic recurrence is a boss killer
  • Steadfast Aim - being fully specced it is ~10% increase in dps of chem guns
  • Execute - looks good on paper, but life of the enemies who is close to us and incapacitated is already miserable to extreme

Itemisation
Crit googles of head slot
Psionic Strudy Vest with Antithermic Overcoat, strudy here is much better than regen one, despite the build is playing around dot effects, crowd control and prefere prologed fights in general, our main cause of death always would be oneshots from snipers or psionic. Playing this build I seldom died of attrition like tanks do.
Advanced Catalyzing Belt - no brainer
Metal boots with spring. Caltrops remain relevant till the endgame, because we have an ability to make enemies pay for every cell they advance

Start of the game:
The build was created with dominating oddity run in mind, and despite not being as beginner friendly as something like optimized AR tin-can builds, I still think that this is a great build for people who just started playing this game, because of the sheer diversity of the toolkit. Apart from your main weapons you will be occasionally using melee, sniper rifles, all the utilities, throwing weapons, you can craft all the pharmacology and use majority of psi abilities.

1. Rathounds. Take 1 lvl - Polymath+Opportunist. We are starting as a generic psi-knife build. Take a crossbow as your weapon of choice in the armory and buy the best knife they have.
Take pill on med floor, and borrow all the medical consumables
On the agriculture floor buy 1 molotov, take flares and nets from the store room and get a quest for rathound tissue from a methatermic trainer.
On the engineering floor steal a free battery, haxor and buy a few lockpicks.
Head to the top flor, the one with the metro station,  learn stun from Bison, head to north and take oddity from barrels near the entrance.
Then go  to the caves, first visit the area with Mordre and cave hoppers.  Keep murdering those little cuties until they drop the oddity
After that you can proceed with rathounds. The combo of stun+opportunist allows you to kill lone ones, for groups use flares and kite them to fences where you can close the doors and shoot them with a crossbow. Molotov+stun kill crossbow guy. If you play this right you would take any damage here.

2. Psi beetles. This is the hardest part of the game for you, I'm not joking. You need as much preparation as possible. Get some tailoring and 20 chemistry, buy recycle item and incendiary grenade blueprints, from area with rathounds you should get a blueprint for leather armor, craft as many armors as you could and then recycle it for Dirty Rags, check all barrels in the vicinity of the station and look for bottles. Then buy gasoline and craft 5-7 molotovs. Learn Force Field and Psycho-temporal Dilation. Take nets from the store room on the agriculture floor. If you have spare money - craft taser.
The tactics with single beetle - come close in stealth, use temporal dilation and start stabbing. It should spend two turns on just trying to break the distance, without attacking you. Then use a stun+aimed shot and try to finish it.
Groups are much harder, use molotovs, and try to separate them with force field, use throwing nets, and being rooted in melee they switch to melee mode, which is far weaker. In general you just need luck here, lucky crits, good molotov throws and etc

3. Robots. Before you go to omega station, try to sneak to junkyard and take all the oddities here, this will allow you to have prep+electrokinesis combo, that with some hard hitting pistol trivialize this encounter. Try to craft several gas grenades and kill Mordre with them, for some reason he is not reacting to them. Seems like this man has a subconscious death wish because of guilt or something.

4. Depot A. This is where craft is rising to power. You need poisoned caltrops, metal boots, armor with acid protection(first siphoner than mutedog), fire chemgun, sniper rifle and MK3 grenades. This is usually enough to discourage dogs from even approaching, so they will be only spiting from distance. The only problem is Mutants, they can be netted, stunned and flashbanged. You can use Force Field to prevent dogs from rooting you and leave the map for healing, reloading or changing entrance.

5. Burrowers and Rathound king.  Telekinetic Proxy helps to trigger ambush and clear spawns. Craft plasma pistol for burrower warriors and ancient rathounds. Both Telekinetic Grounding and Exothermic Aura  is extremely strong if you able get them

After that there should not be significant problems. Beast fight is kind of free win for acid gun

11
1. Any sword build is a crit build, it is suboptimal not to take crit perks:
Cheap shots
Crit Power

2. In my experience taking Fatal Throw on knife/sword builds is a waste, your flurries and crits are fatal 90% of the time, so its almost impossible to get this 27AP when you actually need them.  Its works very well on combat fist users and chem guns though.

3. The most dangerous enemies have good armour, any melee build without expose weakness will struggle against them.

4. Hypothermia is one of the worst psi feats in the game, almost anything else will be better. I tried playing swordsmen with all four psi schools and metathermics was the worst. PK is much better, stuns and net are working on all enemies  and help a lot to flurry with a 95% chance.

5. I don't like Sure step. Despite the usefulness of caltrops in early game they are of little use later, not to mention the fact that you can just carry iron boots with you to the same effect.

6. If you are going into Evasion Dodge build you have to max them out, and even then it is quite unreliable on glass cannon builds.

>I won't be showing the lvl30 build because every build gets OP after 20th level.
Why don't you play domination then?

12
Builds / Plaguemarine(Tank with dot damage)
« on: March 20, 2023, 07:34:56 pm »
Here goes my yet another attempt to create a tank build for domination, and this time I managed to come up with quite interesting gameplay. The build specialises in various damage overtime effects litteraly  rotting enemies away, meanwhile heals tons of hp with regenerative armour and Tchortist Bioscrubber. You will be throwing tons of gas granates and slowly adwance on enemies lines.


https://underrail.info/build/?HggOAwkDAwYAwqAAwqAAAGRkMgAAZGRkZGQAAEZGAAAAKwgkL0VQVUINFh8GElEHwrPin4QB4qGHBOKouwPfvw
For the rest of feats you may consider:
Taste for blood
Psycho-temporal Acceleration
Hypertoxicity
Pack Rathound
Escape Artist

As weapons it uses bladed combat gloves with burrower poison and thrower gloves. You also  need an energy knife as back up for robots.
Methatermics is optional and may be swapped for 45 PK, you need either electrokinetic imprint or fire aura to fight crawlers and I just prefer the latter.

Plaguemarine is quite a distinctive build and it's very interesting to play but I do not recommend it to new players(as every other tank build) because it requires a good knowledge of the game and is expensive as hell.

13
Builds / Re: Dominating Crossbow Build (Updated)
« on: June 22, 2022, 11:01:29 pm »
 Crossbows are need some way to ensure crits, and ambush is very situational: a lot of difficult battles doesn't allow you to set up it properly, arena or grey army base for example, I think deadly traps and quick trinket is a must for any xbow build. 

14
Builds / Warhammer Inquisitor
« on: June 22, 2022, 10:46:55 pm »
Burn heresy with your trusted flamer! Bisect xenos with trice blessed power sword! Brake feeble minds of criminal scum and execute them for their sins! For the glory of Humankind!
https://underrail.info/build/?HgYPBgMDBQhGZADCoAAAZCgjAABkZGRkZMKgLQBGAAAAKybCoznCjCoGEsKRVsKqXEvCjRHCszEA4p-EAeKitQLisogF4rKJAuK2tQLitrYD378
For item it using uni-psi psionic hand-band with additional slot and mufflers, riot armor with psionic shield, advanced catalysing belt and tabi boots.

Pros:
Quite comfortable with robots due to access to acid pistols with good fire rate.
Huge amount of crowd control. Stuns from  electrokinesis, electrokinetic Imprint and taser.  Chem guns, thought Control and throwing nets for your disposal for fearing, rooting and incapacitating.
Mobility is there: sprint + Psycho-temporal Contraction
Damage wise sword excels when there are stunned/rooted enemies for building momentum with flurry and onslaught. 
High dex and int means easy times raising lockpicking, hacking and crafting.

Cons:
The build somewhat lacks the devastating crits of proper machete build, but opportunist with shield bash gives some +15% dmg compensation
Sweet +12% crit chance of recklesness+weapon smith will appear when game will be almost finished
The build comes to full strength somewhere after 20 lvl when you have enough dex and advanced catalysing belt.

Afterwords:
The reason of this build is to find use for Psychosomatic Predation, which is quite interesting spell with flavor in it, but still crappy due to long cooldown and hight ap cost. In general build tends to sacrifice damage for more crowd control options, but in case of swords I think its reasonable exchange.
 

15
Builds / Re: ''Brains over brawn'' build
« on: February 06, 2021, 07:56:10 pm »
With chem and energy pistols it's better to dump per to 6( for aimed and ambush) and go 18 dex melee with versatility. Especially it good with chem guns, because of new belts.

For your new build nagas still are a problem because of their immunity to Thought control and the absence of crucial perks for energy weapons. The main damage of the laser and plasma pistols comes from their crits with an insane multiplier, for that you have to take practical physics and critical power feats. Also, you need a way to raise your crit chance, besides feats like recklessness and ambush you'll have to wear special goggles instead of a psionic bandana, that's a reason why it's generally not a good idea to mix ranged weapons with psi dps schools(crowd control works fine though).

Here my scientific build, it is designed to use chem and energy pistols with psionic support, but I've decided to change energy weapons feats (high tech, practical physicist, recklessness)  with throwing knives feats (ripper, deadly throw, quick pockets) because it's much funnier to use (and significantly weaker to tell the truth). I also carry smg for long-range combat and for unarmored targets.
https://underrail.info/build/?HgMQAwMGBwgjWgDCoAAAUD4mADxVX1UsXwDCjEZGAABEK8KjAScwKlYCwpFLaBQvUVzCs8KHJuKouwPirKAF4rWuB9-_

The telekinetic proxy is a powerhouse here, coz it produces two tiles of light around it, negating darkness penalty and triggering ambush. It worked so well that I took a related feat for this(also it allows you to slow down coming melee).
The opportunist and quick tinkering is optional and can be replaced with anything else.

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