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Localization / Re: Awesome Spanish Translation, in course!
« Last post by Mimic Ludo on Today at 01:39:41 am »
and why does it not work? is this even real? it weights 40MB for a 32KB file
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Bugs / Re: Out of Context Dialogue: Thread
« Last post by yako on January 29, 2026, 05:08:23 pm »
Oldfield says that you're talking about Abyssal Station before you talk about this station.
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General / The value of Dodge / Evasion & Proper Armor (and some questions)
« Last post by LikeAShadow406 on January 29, 2026, 06:42:26 am »
Note: Questions are at the bottom if you don't wanna read walls of text.

Like most other people on the Underrail communities I usually play 3 con stealth glass cannons, however after over 1k hours I finally decided to try ironman as well as using proper armor for encounters and 5 CON instead of always Rathound Regalia and 3 CON and its amazing how large the difference between just having Dodge and or Evasion and 3 CON compared to having 5 CON as well as Dodge / Evasion and intimidation with Yell feat and the difference is massive even with only 7 AGI and 10 STR, I don't know if Yell is even necessary since with Adrenaline + basic Ninja Tabi bought from Blaine I can often dodge 30%+ shots of the enemies, sometimes even 50%+ against Burst users


And the extra durability from investing into defensive things (Vigorous Belt for 30 more HP, 5 CON over 3, making a proper shield emitter even if its low quality, proper armor) is humongous, even though most of my equipment so far is <q65 or looted from bandits I have had many fights where just because of these I was able to tank for multiple turns sometimes even against multiple enemies, compared to probably dying from 1 or 2 if I did not invest in them as I usually do


On Dodge and Evasion: I have actually not even max points in these skills for most of my run due to lacking skill points but they help massively even with just 7 AGI, especially the damage reduction from explosions, I've seen scenarios where Evasion alone saves me from taking over 40 damage from a single explosion, and often it has let me win a fight with <40% or less health, same for dodge (and for most of my run I only had 55 base points into dodge, again due to lacking points), it even let me tank a Ancient Rathound for one turn, though I might've just been really lucky, not sure how high their melee skill is


Lastly but probably the most important part: Proper Defensive Equipment, even with low quality items (so far I am running quality 47 Siphoner Tabi, quality 42 Kevlar Tabi, q60 Low-Low Amplified Energy Shield with a secondary q30 Emitter as well as a q63 Efficient Single Medium Emitter Shield, q50 Siphoner Armor with q17 Antithermic Cloth, yes, 17.) and gear looted from bandits / given from factions (Praetorian Peacekeeper, 890 Durability Steel Greaves, 1320 durability Iron Head Helmet)


I have been able to do things like leave a zone mid-fight with 4 enemies still alive (Ironhead Psionic & Grenadier, Heavy Shotgunner, Cook (the fat guy with a sledge) and re-enter and manage to live long enough to kill them with health to spare, though I will admit I fell below 50% even with recharging my shield emitter to full and tank all the Bladelings in Foundry and kill them with ease (they were doing 6 damage max with the gear I have, usually 3 or less)
as well as kill some of the pre-Depot A bandit groups in areas you aren't really supposed to go to (tip: Kevlar Tabi + a decent Tac Vest and the non sniper / AR gunners do literally no damage on non-crits, letting you focus on their friends while they plink you), at one point I even tanked a TK Punch + Neural Overload from some Lunatics and lived through the stun (at like 30%, but still)



underrail info/build/?EAsDBwYDCAYAAAAAWk5aGQ0QAAA8PAgmLQAAWgAxOgArOSRELC7ClCplwqxF4qeCAd-8

Here is my build so far, even though the early game was really painful but once I got Pyromaniac feat its become smoother and smoother, I imagine it will get really good really soon since I managed to find a q73 Super Steel Plate in the Core City Sewer and will soon be able to have both high defense metal armor while having low armor penalty

Notes: My stat point order was STR STR STR CON, I took CON at level 16 cause I liked the durability so much I decided im going to get Stoicism and Conditioning at level 20 & 22, I have actually never used those feats despite over 1k hours





I also have some questions, is it a good idea to use Dodge and Evasion with 50% Armor Penalty Multi-Plate TiChrome Armor? In theory it should work pretty well especially with Yell & Evasive Maneuvers + Uncanny Dodge + Dodge/Evasion drugs I should still have a decent amount of damage reduction from the two even after penalty

Is it worth using Expose Weakness now for Bots on a Spear build with only 6 INT? I have killed 2 Industrial Bots so far without EW but I don't know how much benefit I would gain from 21% more mech damage against them.

Is persuasion worth it? I spent some points in it because I had high WILL and my opinion is kinda mixed, I haven't really seen a situation where I gained a significant benefit from it so far except for being able to join Protectorate early (I wanted that Psi Beetle Soup)

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Localization / Re: Awesome Spanish Translation, in course!
« Last post by metalwar on January 28, 2026, 12:03:42 am »
Because you can do things, or do things with style XD
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Builds / Re: 10 INT Jedi Knife
« Last post by lichie_lich on January 27, 2026, 08:37:59 pm »
I think, that switching Flight Response to Hi-technicalities might be a good idea, alongside with getting 30 PK. And maxing out TM as well in change of some extra mercantile and crafting.
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Builds / Re: 10 INT Jedi Knife
« Last post by Eidein on January 27, 2026, 12:24:09 pm »
Dont need interloper, dont need maxed stealth. It absolutely isnt a must.
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Suggestions / Re: Barbaton as a spiked sledgehammer
« Last post by Albert Altmann on January 27, 2026, 11:38:41 am »
Anyway, I've only just now realised that this has nothing to do with Barbaton specifically. Rather, this post is really just a roundabout expression of a subconscious craving for a unique spiked sledgehammer (ideally unique by dint of featuring an absurd number of secondary damage instances, as proposed originally). S p i k e s are what I truly cared about; Barbaton's porcupine aesthetics merely seemed a suitable vessel for embodying their glory.
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Builds / Re: 10 INT Jedi Knife
« Last post by Vokial on January 27, 2026, 09:10:59 am »
You might as well reach 150 effective in TM for the reduced self-dilation chance after Contraction (aside from benefiting other spells). You only need 15 more points. You mentioned Headbands, which can solve this of course.
But most importantly - there's never enough Stealth. It needs to be maxed. You also alsolutely need Interloper for the faster movement speed. That's a must even on a ranged character in my opinion, but on a knife user that always need to close distance to arms reach every time, your character would be borderline broken without it.
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Builds / Re: 10 INT Jedi Knife
« Last post by harperfan7 on January 26, 2026, 05:07:24 pm »
Shame to pass up on high-technicalities with a 10 int build.  I wouldn't take flight response.  Power management would be a good one. 

I think electroshock is the best choice for knife overall.  I understand wanting to use energy; I use energy on my sword builds, but thats a sword build where damage is already high enough.  I wouldn't pass up on both the +15% damage from not using energy AND the +10% from sharpening; your mech damage scales, your emitter damage only scales a bit and only if you take the feat, and even then it doesnt scale on crits.  Nail bombs do make serrated knives and vile weaponry a lot less useful, but it'll be a while until you get them and even then you won't always have them equipped or ready to throw.  That said, I'd probably stick with a combat knife and not take vile weaponry.  However, you could use a combat knife in one hand and a serrated in the other, and just not use the glove; the glove is nice but I dont think its worth a 2nd knife.  You save 3 ap once a turn with the glove, assuming you just do your one fatal throw, and the +5 precision is nice but you're probably not going to have much difficulty landing t-knives anyway with maxed throwing and near-maxed dex. 

Also I'd really max tm and take 30 pk as well.  I'd also try to fit premeditation in there somewhere.  Your crafting skills are too high overall; you need to consider the various crafting boosts when deciding how many skill points to spend on crafting. 
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Builds / Re: 10 INT Jedi Knife
« Last post by Sat on January 26, 2026, 02:29:28 pm »
Your build looks very nice, you may take more advantage of the new changes.

Why not removing opportunist for polymath for more skill points? It looks like you are missing skill points here and there and you can invest in more in evasion/dodge.
If not, you may also think of high technicalities that now works with edge emitters. With 10int (or 12 with drugs) it is a big big boost.

All feats you mentioned have pro and cons and could work depending on your playstyle.

Tough choices as it is pretty feat intensive...
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