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Builds / Re: sniper or ar or shotgun / psi (metathermics) suggestions
« Last post by ringring on January 13, 2026, 01:07:06 am »
yes, should be fine.  there are ways to cheese the game with pretty much any build, so long as you don't spread yourself too thin.  Try to pick feats that stack or compliment each other.  Pick your feats first then build your stats around the minimum requirements for those feats.  Try to scale your feats so they are useful at the level your character recieves them, and try to time your stat boosts at 4,8,12 ect to coincide with feat requirements, and put any excess points into your main combat stat (Str, Dex, or Per) to get higher skill values for the weapons you use most. 
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Builds / sniper or ar or shotgun / psi (metathermics) suggestions
« Last post by Usiorix on January 12, 2026, 09:09:07 pm »
Hello everybody.
I havent played underrail for a long time (but when i did it was on dom) and im looking for a build to go through the whole game (on dom).

Id love to play a metathermics hybrid. I know it pairs well with hammers, but i already did that.

Is it possible to beat the dom after new patch with AR/sniper/shotgun metathermics + X psi school hybrid?

Honestly i just need a little direction, or even a simple yes or no to start cooking something myself.
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Bugs / Minor dialogue issue with Camp Hathor guards
« Last post by yako on January 12, 2026, 06:36:47 pm »
If you pick up leather boots in the area near the mushroom farm, both guards will say "Someone stole my boots!", however, there is only one pair of boots. It is likely intended to be said only by the guard inside the building.
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Bugs / Re: Invisible pc doll, npcs, items, environment objects
« Last post by FlyingKites on January 12, 2026, 06:20:57 pm »
I should download those two Protontricks packages?

I came from Protontricks and Lutris to using Winetricks because Lutris didn't seem to want to use the GoG installations that I had already downloaded for it to install Underrail, and Protontricks seemed to only work for Steam downloads, but keep in mind that I am a noob.
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Edit: So I have made another mistake. I took another look at Protontricks and it still seems to be for Steam, but I tried Lutris and noticed that I can install Underrail without that GoG tab that opens my account, and that's currently underway. I've noticed others saying to use a 32bit prefix which I set beforehand, so I'll report on this afterward.
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I've gone back to Winetricks and added a 32bit prefix to try yet another installation. I have noticed that the installation is much quicker in a 32bit prefix rather than 64 on Wine and Lutris, but with Lutris it seemed doubtful after having to install the dlcs on top of the folder of each previous installation and when trying to run the game a DirectX installation would be prompted and nothing else would happen after that, so I junked Lutris again and am trying Winetricks. It's a huge difference in install time from 64 taking maybe an hour and a half and 32 is a half hour.
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I'm quite lost with these prefixes now. Winetricks 32bit seems to install the game and dlcs just fine but refuses to run the executable.
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Builds / SWAT Team Alpha
« Last post by ringring on January 12, 2026, 06:08:36 pm »
This is a reprint of an old build I optimized a bit better.  It has 4 options for your late game feats depending on what you want to do

Tactical Specialist (Use with Smart Module)
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQVtZHsK1wqR34p-iBeKktgLip6oC4q-9Ad--

Breach Specialist (Use with Tyranny Shotgun)
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQcKwwo_CmMK1wqR34p-iBeKktgLip6oC4q-9AeK3sAXfvg

Sniper Specialist
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQUsCwoXCtcKkd-KfogXipLYC4qeqAuKvvQHfvg

Mobility Specialist
https://underrail.info/build/?HgcHCAQKAwfCoB4AAG4AbgAAAAAeAAAAAAAAAAAAAAABT00WFTd-NUkzQRk5TsK1wqR34p-iBeKktgLip6oC4q-9Ad--

This build is a non psychic Spec Ops build that is so ridiculously overpowered your pretty much done with the game by level 14.  Ever wondered what it felt like to fire 4 bursts in a single turn?  Or to Snipe, use Aimed Shot, then fire off a final round from your sniper rifle, killing 3 heavily armored targets before combat even begins?  To burn through an average of 1 magazine per turn?  Having 500+ Damage Crits at level 12?  To double fist hand grenades and flashbangs every 3rd turn?  To unload 7 rounds of inferno ammo into an incapacitated invictus, almost guaranteed to light him on fire?

Required Equipment:

>8.6mm Steel Cat w/ Rapid Reloader (Inferno / AP Rounds Optional)
>5mm Impala/Jackrabbit/Jaguar w/ Rapid Reloader + Electroshock / AP Ammo
>12.7mm Sniper Rifle
>Ceramic Plate + Tac Vest
>All the Grenades
>Taser

Optimzations
*Late Game feats are better organized, as always mix and match as you choose
*Removed Muzzle Break from SMG's (Used to run out of ammo before you got your 3rd / 4th burst, 9 shots is usually overkill)

Options
*could drop a point of perception and add some Con, or 2 points if you want to drop scrutinous and swap it for something else since expertise is dooing a lot of heavy lifting
*Can swap out sharpshooter and uncanny dodge, both are useful but optional feats that can be taken later in the game if you prefer

Notes
*This build burns through repair kits like crazy
*Not sure how good it is on Dominating but it's probably got a shot
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Bugs / Fusion Cannon
« Last post by SAGE1 on January 12, 2026, 05:23:32 pm »
Fusion cannon and fusion emitter recipes I acquired through disassembling fusion cannon don't have names in crafting list.
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Builds / Full Metal Jacket
« Last post by ringring on January 12, 2026, 05:20:04 pm »
There are many Tin Can builds, but this one is mine!  Without my assault rifle, I am useless, without me, my assault rifle is useless!

https://underrail.info/build/?HgoGAwoJAwXCoMKgHgDCoAAAAAAAAAAAAAAAAAAAAAAAAAABVcKwFhVbWcOfScOhYA0fY8K2w5144qeqA-K3sAXiv5oC37w

This is a versatile, non-psychic tin can build, good with shotguns, assault rifles, grenade launchers and sledgehammers and LMG's / Miniguns during late game.

You can spread your stats how you like, as long as you meet the minimum requirements for the feats at the appropriate level. 

Equipment
Metal Armor + Boots + Helmet, possibly with sturdy vest for increased Super Slam damage
Early Game: Short Barrel Tyranny + 9mm Huzar with Rapid Reloader + Smart Module
Late Game: Sledgehammer w/ Electroshock + LMG / Minigun

Features
With adrenaline, full auto, and commando, can burst twice, use rapid fire and point shot.
With vitality powder and full auto, can fire 5 shots + 1 to trigger 6th shot
Can stagger shotgun burst 1st turn, use adrenaline, 2 AR Bursts and 6th shot next turn
Massive Damage Boost on Super Slam with large Health Pool
Full Auto, Mag Dump, Heavy Metal, and Brute Aim for Good LMG / Minigun Damage / Rate of Fire
Plenty of Skill Points to play with for Crafting since non psychic, Maxed Out Combat Stats to meet reqs but you can do what you like.

Options
*Thick Skull, Last Stand, Super Slam & Dirty Kick come online kind of late but still early enough to be useful, can easily be substituted for something else
*Thought about concentrated fire, but as written it has to be used on the turn you trigger it, which means you have to trigger commando or snort some vitality powder to use it.  (unless I'm mistaken) A 7 round burst is usually overkill, but it could still be useful against Tchort / Bosses, maybe with a muzzle break instead of a smart module so you get up to 9 stacks at a time
*Monster Slayer gives a little extra help against T'Chort but can easily be swapped for other lategame feats
*Specced into 6th shot, Commando and Mag Dump for Specialization Points, left 5 points to play with, mix and match
*Can Decrease Int by 1 and swap increased strength for increased perception to qualify for Brute Aim, might take Brute Aim a little earlier at level 24

Overall, a flexible, powerful build that stands a fair chance at surviving dominating without resorting to cheesy gimmicks.
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General / Improvised 'cornershot' crafting option for pistols
« Last post by Albert Altmann on January 12, 2026, 01:46:38 pm »
Based on the handgun colloquially known as cornerblyat, featured in this video: https://www.youtube.com/watch?v=v4HA4-mZv9A

A pistol with a spying endoscope or a similar device attached to it, enabling one to aim and shoot from behind cover without exposing oneself, albeit at a great penalty to precision (a sort of gimmick that will likely be more relevant in Infusion than in Underrail, hence why it's being suggested here).

Could be a unique pistol as well.
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Hello!

Is it still playable on dominating after patches, and especially anniversary patch? On a first glance it seems like a lot of things used here got nerfed.

Would love to try it tho, although i wouldnt like to get stuck mid game and have to restart:)
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by dddmemaybe on January 12, 2026, 04:08:53 am »
Not sure if I'm understanding this correctly: It seems like the melee build took a brutal nerf in 1.3. Hit and Run and Fancy Footwork now grant about half the MP, while the minimum AP cost increased by 1, reducing damage output opportunities by nearly a 1/4. In comparison, the reduced damage bonus from skills seems insignificant.  Is pure melee build even viable anymore?

In short, yes.
Though it depends on what you mean by "pure melee" and "viable". Melee without using any psi, traps, or grenades has never been practical, and any build that does use them is gonna work fine.
I've played melee builds that didn't include Hit and Run or Fancy Footwork, and only 50% of melee builds use DEX over STR, so those aren't affected by the minimum AP cost changes.
It's a significant nerf for sure, but unless you're on dominating and really wanted to play a non-psi glove or knife build, I wouldn't worry too much about it.

Also, Hit and Run and Fancy Footwork haven't had their movement points halved, they work exactly the same way as before the first time they get activated in a turn. Fancy Footwork can only give 36 MP without specialization, and 55 MP with it. That's obviously worse than before, but that's more MP than Sprint can give, so it's definitely worth taking. Not sure how the rounding works for Hit and Run, so I don't know how much MP it can give per turn, but it's never been as consistent anyway.

Yea, the Contraction tin-can Sledgehammer builds are thriving with 1-turn cd, 0 ap pummel and with LTI also on both Infused Cave Hopper Tabis Sprint and Super Slam cooldown. Other than the Stasis nerfs that hits most of the builds, it's nearly all upside for Sledgehammer stonks imo. Pummel accuracy buffs on low cd is big too. The nerf to Expose Weakness from 50% to 40% isn't that big (read the min INT scaling), and it is possible to skip the feat and not really cry about it. I like to instead slot an Energy Spear with Impale on the off-hand and one-tap to proc Hit and Run at 2-range, and to have the energy damage type available and two different "energy magazines" to skip a battery reload ap cost. You'll miss out on a spiked sledge, but the electroshock generator will often damage-match the empowered super slam anyways as dumb as it sounds (with Psi empathy). The LTI also resets the Impale too which feels great. You also don't need INT 5 if you drop Expose Weakness.

In other news, I really don't think it made sense to nerf the Fists/Unarmed so crazy hard and also leave Firearm Pistols generally untouched other than the (fairly reasonable) moderate light weapons nerf. I know the movement points on punching builds are crazy but they also got nerfed from low-ap attacks by 25% in 4 ap -> 5 ap, Expose Weakness cd nerf, Heavy Punch becoming cooldown-based and Cheap Shots incap nerf. On top of all that is also the light weapons damage nerf and the melee builds vs. +50% increased enemy health "nerf" on Hard and Dominating, melee builds being "feast or famine" due to proximity to enemies means a failure to kill is punished harder. Melee also got hit the hardest from the nerfs to stasis since they would use it aggressively, self-cast to cover their engage. I guess those melee nerfs also hit sledge builds a fair bit too. It's a lot of fist nerfs, but maybe it's not actually that bad? Idk for sure.

I think the biggest winners of the patch are Throwing Knives builds with high INT and full PSI builds with high INT. And obviously also builds that use both of those  :P . I think a build similar to this with "Pack Rathound" swapped out for "Polymath" being pretty damn cheesy (you can't take PSI feats or Disassemble at level 1, although some other crafting feats are on the table, and also the build is just a placeholder to reference off of):

https://underrail.info/build/?HgMQAwMDCggAwqAAAAAAPEo0Ml8uaDxRY8KgAADCoAAATy8nKz9AFlFcKiFewojChlg-wrNyduKitQLipoYK4qi7A9--

Flashbang, LOC mental breakdown with Temporal Distortion damage bonus headband is really fucking cheesy, especially since the pop happens when their turn ends when it awakens them, so you have full freedom to proc Fatal Throw on their stupid heads if they barely survive.

Oh yea and full INT 10 builds with High Technicalities can get doubled spec points if they take "Specialist" at exactly level 16. I don't think any builds other than Laser Pistol or Chem Pistol are particularly stat-min-max'ed for doing that though. Maybe you can make an Energy Knives build op at INT 10 though. I think other INT 10 melee builds will generally just over-kill enemies and have bad ap-target finding economy and are kind of meh. The energy edge on Energy Spears does deal a fuck ton of damage though, so it might one shot sometimes, being fairly decent when it does so against medium health targets. I forgot that fist weapons get an electroshock generator, but I feel like pushing the fist build to INT 10 is a bit of a stretch personally. But I could be wrong.
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