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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by jujax on February 13, 2026, 01:39:54 pm »
Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.

I completely agree with you on this section. Ideally 4 more dkill points would solve the build and you wouldn't need versatility.

10/11 PER is the bad choice for energy pistol builds because DEX increase your number of shots and INT your damage but  you need CRITS and you can't always rely on Ambush.

So for STATS : Main is dex, followed with INT, then CON for SI, then PER 3 or 6

On your argument, this build make the choice of attributes VS specialization points (practical physicist,...)
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by jujax on February 13, 2026, 01:07:45 pm »
Hello folks.

I updated my build. As Destroyor said on a previous post, energy pistols are like paladins in medieval games and struggle through many statistics.

I find a way which works and doesn't need to abuse drugs to improve PER.

HOW THE BUILD WORKS :
The build is simple. He relies on crits and crafted energy pistol in main hand and electroshock pistol in second hand.

The aim is to be at max crit which will destroy easily.

THE BUILD :
https://underrail.info/build/?HgMMAwkGAwoZVwDCoAAAwqBMPB4AbsKgF0FuAC0ARi0ANmIowqMWAsKaWllLJTErwodRPsKzwoUp4qe-CuK0lAXfvg

Build with Opportunist which is greats Vs Paranoia (low  3 PER, I prefer Paranoia)
https://underrail.info/build/?HgMMAwkGAwrCoFcAAAAAwqBMPB4AbsKgF0FuAC0ARi0ANmLCoxYCwppaWUslMSvCh1E-wrPChSkm4qe-CuK0lAXfvg

WHY THESE STATS ?

STR 3 : you don't need Steadfast aim, crit increase is based on AP, you want to reduce AP / shot
DEX : 8 --> 14 If we had plenty points we should max DEX but we need other things. At level 1, your dex will be 8 and you pump at level 4 and 8
AGI : 3  you have no points available, 6 for sprint is too much, hope good tabi boots, crowd control (nades are for that)
CON : 9 Survival AND Survival instincts for +30% crit necessary to always crit
PER : 6

This is were you can orient the build between PER and INT. Sharpshooter (which takes 2 feats with aim shot) and scrutinous tend to go for 11 PER and have a good guns skill. I think it is suboptimal on this build and think the way is to go versatility DEX.
BUT:
Ambush is very good on this build to REMOVE ENEMY EVASION to hit otherwise you can go 3 PER, full DEX and versatility but beginning is harder.
and
Point Shot is a very good skill.

I made a choice which is a trade-off to go 6 PER and take Ambush and Opportunist which works very well on a alpha strike from the shadow with electro-shock pistol and fails rarely with ambush

On my different depot-A tries, Ambush secures my "loss" rate and reload times. That is why I  go PER6 on this build.

Both of these needs 6 PER and you don't need to go further.

INT : 8 at the beginning and 10 at level 16 for SPECIALIST.

SKILLS :
Melee MAX (versatility for Guns  & Energy pistols)
Stealth MAX
Electronics MAX

GUNS: 25 only useful for Point Shot and High Technicalities, so it is not a great investment ( you don't need to go 75 for sharpshooter for example).

Mechanics and Tailoring about 110 for good armor

Other points are well rounded. You can dump persuasion if you need points elsewhere (throwing or TM for example)

PERKS :
Dumped Polymath : you don't need it
You focus on CRITS :
Hit chance: Versatility, Ambush
Crit Chance : SI, Ambush, Recklessness
Crit Range : Practical Physicist Critical power, specialist (to increase crits further in specialties after versatilty)
Damage : High Technicalities, Blindsiding

Number of shots : point shot, +2 DEX, Fatal Throw

Utility : Grenadier, Three pointer


If you don't like paranoia, you can take premeditation, future orientation.


ITEMS :
Commando Belt is useful because you are a great thrower too (nades and knives)













https://underrail.info/build/?HgMMAwkGAwoZVwDCoAAAwqBMPB4AbsKgF0FuAC0ARi0ANmIowqMWAsKaWllLJTErwodRPsKzwoUp4qe-CuK0lAXfvg
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by jujax on February 13, 2026, 12:26:42 pm »
Opportunist is really good on these builds as you can easily target enemies who are cc'd. Like Shock Pistol, Cooked Shot Acid/Freeze, Caltrops, HIGH INT PSI SLOTS could be 7-8 CC buttons, Throwing Nets, Traps, ect. With extra enemy health this patch it will be unlikely to be meaningless overkill.

Also, even though Polymath is overkill, you can literally be amazing at every skill other than melee/crossbows/dodge/evasion/persuasion/intimidation, including high trap detection and all utility Psionics if you take it on ~18 DEX, 10 INT build. It's a high feat cost, but the perk also pays 1-1 for your Versatility's Melee skill baseline to scale. I'd probably not use it myself though.

Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.

There's also the question of whether you equip two different energy pistols or use one slot for Acid Pistol Cooked Shot. It costs 2 feat slots, a hand slot and Chemistry ranks. You also have a lot of space to spam LTI for cooldown abuse which really breaks Cooked Shot's 2-turn cd hard. I think you go full cooldown reset build with Future Orientation, Grenadier, Cooked Shot, Mad Chemist, Infused Cave Hopper Sprint Tabis, (probably Execute, Rapid Fire and Point Shot,) or completely drop the cooked shot stuff at all. I think you want to go all in for it, Special Attacks build.

Something important to note is that Laser Pistols lock at 9 ap attack at both 17 and 18 DEX, so you can lose a max DEX and be fine, unless you were going to use an Eel Sandwich for DEX 19, and 8 ap shots. You can also go to 7 ap attacks during a Super Soldier Drug if you're buffed up to 19 DEX from 18 with an eel sandwich, but you won't see many of those so it's not too relevant.

There's also "The Stunner" but you'll get it after doing likely 95% of the entire game's content, so I don't think building directly around it is particularly great but idk for sure. I'm pretty sure that Critical Power on a Circular Wave Amplifier Laser Pistol significantly out-damages it anyways, especially with "Specialist" feat and spec points into Critical Power.

Regarding all that I made Special Attacks Demo build off of it, it doesn't take Polymath but you need to sandwich "Specialist" in at level 16 (character builder doesn't know about those feats yet). Max out Critical Power ratio and 9/10 Recklessness. DEX 19 with eel sandwich for 8 ap attack. Special Attacks, CC, CD's, Cooked Shot off-hand. (crafting skills might be wrong as new patch changed them around) I tried to fit P-T Acceleration into it but couldn't find any room 8).
https://underrail.info/build/?HgMQBgMHAwjCoDgAAAAAVmM9JwA6blEyagDCm0ZGAABPATkrJh4WwppZEUvCiDHCkVbCs3I_4p67AuKgvQTio7oE4rGgBd--

Hello, this is interesting.

I modified my build and am rerolling through depot A.

Your build is good but integrates chem weapons I didn't want to stay "pure". But I managed to modify and specify my build to be more accurate for now and I have a better progression now.
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Bugs / Re: Fraser prices possibly bugged.
« Last post by PhrygianDominant on February 13, 2026, 10:41:49 am »
Protectorate works in mysterious ways.
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Bugs / Re: You can wear multiple mining helmets.
« Last post by PhrygianDominant on February 13, 2026, 10:32:09 am »
Fixed.
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Bugs / Re: Pick up an item through wall
« Last post by PhrygianDominant on February 13, 2026, 10:24:16 am »
Fixed.
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Bugs / Re: Minor clipping issue
« Last post by PhrygianDominant on February 13, 2026, 10:18:03 am »
Fixed.
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Bugs / Re: Bad tiles and container wall at Pirate Outskirts (H3)
« Last post by PhrygianDominant on February 13, 2026, 10:17:49 am »
Fixed.
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Bugs / Re: Pirates north of Port Ceto don't care about looting of their boxes
« Last post by PhrygianDominant on February 13, 2026, 10:17:39 am »
Fixed.
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Development Log / Dev Log #75: Custom Difficulty and Console
« Last post by Styg on February 13, 2026, 10:08:37 am »
See nicely formatter HTML version on the website.

Hi guys,

We've added a custom difficulty option (Mutant) in the game that you can use to configure the various parameters to your liking.



If you want to play with Dominating's enemy distribution, but don't like the stat bloat, you can change it now.

If you find the easiest difficulty too hard, or the hardest difficulty to easy, you can further adjust them.

If our puzzles give you headache, you can reduce it by changing the puzzle difficulty specifically.

I've even added the ability to change the level cap, but be careful when using this one with the oddity system, as I do not think there's enough experience to level you all the way to the max setting (level 50). This option is only available with the Expedition DLC because of how leveling code is structured.

My official stance regarding the default difficulty has also changed somewhat. I don't necessarily think that Underrail has one default difficulty anymore, but rather that there is a progression from Easy to Hard as the player acquires more knowledge of the game's systems and encounters (and grows in virtue of patience and willingness to suffer).

So to better reflect their purpose, I've changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert, and changed their descriptions accordingly.



I've also re-enabled the game's command console, but disabled some technical commands that are used in development. I have plans of opening the game for further tweaking and modding in the future and the console will be crucial for that.

Also, I want people to be able to tweak the difficulty in their ongoing play-throughs, so they can use a new console command for this. You will not be able to change the encounter or puzzle difficulty on the fly though, because that is likely to silently break your game and prevent you to finishing parts of it or the entire thing.

Of course, we also fixed some minor bugs.

Here's the full list:

General
  • Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough
  • Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively
  • Beginner difficulty will now halve the health of all NPCs
  • Re-enabled the command console
  • Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)
UI
  • Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place
  • Vehicle status tooltips will now scale properly
Tweaks
  • Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives
Bugs
  • Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms
  • Enraged psi beetles will no longer try to cast Bilocation on each other
  • Corrected the All-in status effect description
  • Fixed Refurbished AKX not having a unique sprite when equipped
  • [Heavy Duty] Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints
  • [Heavy Duty] Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind
  • Fixed various sprite bugs
  • Various minor dialog/zone fixes

That's it for now, guys. I hope you like this new feature. We don't have much time to work on Underrail 1 now, as ~98% of our production is focused on Underrail 2: Infusion. If you haven't wishlisted it yet - please do, and keep an eye out on its dev logs in the coming year.

Cheers!
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