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91
Builds / Re: I need Universal build help pls
« Last post by Lot2Lose on January 06, 2026, 01:25:16 am »
I understood, thank you very much, I realized that my initial idea was not very successful and even if I try to go through using all the weapons it will be difficult and it is better to focus on a certain type of combat and weapons that I plan to use and make several walkthroughs, I will study the wiki and ready-made builds that I like and I will adjust using the information received thanks for the quick response to the post.
92
Builds / Re: I need Universal build help pls
« Last post by harperfan7 on January 06, 2026, 12:55:33 am »
It's not a good idea to play around using all types of weapons; it's always better to focus a build.  I do have a build for doing everything in the game, but its very spread out and I would never expect a newbie to know when to level up what skills, or when to use certain items.  It's a thought control + sniper rifle build.  That said, I think the best build for doing pretty much everything aside from will/psi-related stuff is an xbow build.  Xbow + traps is solid, and I suggest it for a new player.  You can add psi to an xbow build, every school has some nice synergy with xbows, BUT, the optimal xbow build is pretty tight on feats already without adding polymath or psi feats.

My best advice for a new player is to figure out what your ideal playstyle is and build around that, and play blind.  You can always look stuff up on subsequent runs, and if you like the game you will play it again.  Some of us have beaten this game dozens of times. Just do what your character would do and don't worry much about missing out on things. 

There are ability checks in this game, which use your ability scores (like strength or intelligence) alone, and there are skill checks of course, but there are also dialogue skill checks, and not just the speech ones like persuasion or intimidation.  Some questlines are mutually exclusive, as are some oddities and some random quests and dungeons and a few other such things.  There are some random items that you may or may not find in a given playthrough.  There are a bunch of unique weapons and a few unique wearable items (like armor).  Some dialogue options aren't present if you havent seen or done certain things or received previous dialogue from other people. 

For a new player, who wants to do as much as possible while still having a solid build, I suggest xbows.  Build for 7 dex, 7 agi, 10 int, with the rest in perception, and start with 10 int; int lessens the exp required to reach the next level so its best to have it from the start.  An optimal xbow build has no room for spare feats, so if you want polymath or any of the psi feats, you'll have to give up something.  If you insist on polymath, you can afford to max out a psi skill; any of them are good with xbows, thought control is the least good with xbows but it opens up the most lore/dialogue of the four schools.  As for psi feats, premeditation is good no matter what school, and cryogenic induction (and to a lesser extent pyromaniac, but only if you have ambush) are good if you take metathermics, if you take temporal manipulation you'll want psychotemporal acceleration. 

I'll attach a pic of the build below, but it won't have the various item boosts you'd need to reach the optimal values for skill checks or crafting.  Don't open it if you want to come up with your own build.  As for when to level what, I'd say go 5 dex, 6 agi for 1st level, raise dex to 7 first, then agi to 7.  With skills, just play by ear.  Ignore crafting for a few levels so you can be solid with your subterfuge skills and persuasion, and as you go you'll notice when your subterfuge skills are more than what you need for where you are, then you can start focusing your crafting skills for items you'd like to make, then just carefully go back and forth as you progress.  Mercantile and evasion are the least important; level merc after the rest and level evasion last.  Xbow is the one build where I do take traps and dont take throwing, because special bolts compete with throwing items for your utility slots, and theres another non-throwing non-special bolt utility item you'll want to use as well.

If you really want to try all the various weapons in one playthough, you'll need good strength, and you'll want the versatility feat.  High strength + maxed melee skill + versatility is probably the way to go, though light weapons want good dex to lower their action point costs.  It'll be pretty unsatisfying, just so you know. 
93
Builds / The topic is closed. I need Universal build help pls
« Last post by Lot2Lose on January 05, 2026, 11:00:38 pm »
I’m looking for Underrail experts. I want to play the game — I bought it with all DLCs — but I was kind of shocked when I saw there are so many skill points and abilities. I read guides, but none really grabbed me.

I really want a build based on Erudition, which requires 8 Intellect, gives 15 points immediately, and 5 more per level. I’m not aiming to beat the game on the hardest difficulty at first, but maybe after the first run, I’ll try it on Domination.

I want to make a build that lets me do all story quests, hack electronics and lockers (I don’t want to steal from NPCs), and I also want to try all weapons. I noticed most builds focus on just one weapon, but I want to use multiple. I also want to use Psi powers, because it’s boring to only use a pistol or just Psi.

Any advice would be appreciated. I’m really lost here. Also, crafting is in the game, and I’m interested in it. I’d be grateful if someone shared their opinion because I’m afraid I’ll make a random build and won’t be able to progress since some skills require specific stats and skills from the start.

The Versatility ability also caught my attention, but I have no idea how it works.

Oh, and I want to play through oddities, since I love to explore locations completely.

I would like instructions on what to invest points in at level 1 and then in the future from > to < what to invest more in and what to invest less in. And what skills to take.

Thanks in advance.
94
Builds / Re: Newb Sniper/Ar build
« Last post by Sgt.Mad on January 05, 2026, 07:59:42 am »
Nice, good to know. Thank you. :)
95
Suggestions / Re: Nice spot for a new agility check
« Last post by harperfan7 on January 05, 2026, 04:06:45 am »
Maybe a really high one here.  Would let players know that checks can go that high.  "Mushroomcoves"
96
Suggestions / Re: Nice spot for a new agility check
« Last post by harperfan7 on January 05, 2026, 03:59:27 am »
Here as well, CV2.
97
Suggestions / Re: Gubbins Quake sprite
« Last post by Albert Altmann on January 05, 2026, 02:38:48 am »
To somewhat complete the list in case there should be another sprite update in the future:

- Joe de Pacino doesn't have a sprite for Tommy Gun;
- Flynn the Flayer doesn't have a sprite for The Glaive;
- MacLander doesn't have a sprite for Claymore;
- Simon Peres doesn't have a sprite for Steyr-Auch.

The following are kind of hard to see but I think they lack the sprites as well:

- Lurker Butcher & Butcher's Cleaver;
- Frost & Wasteland Hawk;
- Clifton & NF R90;
- Black Crawler leader & K&H KH416;
- Master Exploder & Milcore MGL;
- Zaman & Dehumanizer;
- Ol' Chopper & Kukri;
- Needler & Mateo;
- Rick the Rat & The Claw;
- Lunatic Ripper & Ripper's Glove.
98
Suggestions / Nice spot for a new agility check
« Last post by harperfan7 on January 05, 2026, 12:39:26 am »
Very minor; its an out-of-the-way map and would only get you a single mindshroom, but it'd be a nice little touch regardless.  The map is CV11, near the lower entrance to omega.
99
Localization / Turkish Localization
« Last post by Dulgan on January 04, 2026, 10:05:59 pm »
Just wanted to post a quick message to say a huge thank you to the devs for finally making the localization files accessible. It’s exactly the green light I was waiting for to get things moving.

So, I’m officially starting to work on the Turkish translation for Underrail!

I’m aware that it’s not a 100% ready process yet since there’s still some hard-coded dialogue in the engine, but hearing that the team is willing to help out with those technical parts is great. I’ll be keeping an eye on the updates as we go.

Regarding the technical side, I’ll probably deal with the font and Turkish character support (the usual stuff like ç, ğ, ı, ş, ü...) a bit later down the line once the main bulk of the translation is further along. I just did a quick test and the current fonts support Turkish characters (ç, ğ, ı, ö, ş, ü) flawlessly! Zero issues there, which is a huge relief and saves me a lot of trouble down the line.

Really excited to finally bring this masterpiece to the Turkish community. Thanks again for the support and for such an amazing game!
100
Builds / Re: Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« Last post by Vagabond on January 04, 2026, 07:18:36 pm »
Update to the build after anniversary patch.

I've modified the build to include Polymath and Specialist.
https://underrail.info/build/?HggGBgMIBQoewqBLAAAAAMKgUEYAMsKCeDxQeAAAAABGAEslOTsmFcOeSgIvwoLDon9FFsK2fCTDl8Kdw5zDmeKijQPip4IC4r68BeK-vgXfvA

Now I've ditched CON for INT. On top of that I raw dogged DOM with this updated build, went in blind after a huge pause, so I didn't polish it and min-maxed it further. On top of that top, I also speedran to the MG3-42 and unlocking all crafting reqs I needed for my gear, such as workbenches, SSRD, Oculus etc. On top of the top of the top, I also sacrificed a bit to test out the new Rocket Launchers.

So, now I am at Black Sea, at level 28 and decided to stop, because this is the third time i'm on the same build and have a huge backlog of other builds I want to play. Conclusion: It dominates. DOM difficulty doesn't even feel difficult after I got the MG. The hardest part was the start: Saving Newton with Azure Beetles and GMS, not even Depot A was hard. Only Silent Isle was an issue during Junkyard, but that turned out to be a specific quirk of Silent Isle itself (I am talking about the noise).

Everything I said in Pros and Cons still applies to a degree. Here are just some quick notes before we get to the build itself in small additional details.

-Core City Warehouse was an issue because of Snipers hitting you out of sight. I chose Praetorian for the Chemhaze and I kinda regret it. Should've went with Coretech for better electronic gear. Praetorian's warehouse mission is harder than Coretechs also.
-RL are amazing, in particular N202, it's like a Napalm grenade every turn. Perfect for blocking off passages or small sized corridors. White Phosphorus is also good, better at igniting and the heat smoke has the benefit of not preventing AI from going through it, unlike flames.
-Polymath rules, the extra skill points really help early on as I didn't need to ration them as seriously. Maxing out hacks and lockpicking (to the req skill check) made Depot A a breeze. Plus extra leftover skill points later on.
-I didn't really use Metal Armor because most I found was either complete underleveled garbage (be it components or the armor itself) or Tungsten with 9 STR, I only had 8. So I only crafted one at Lvl 26, before that I was running either Regalia or Tac Vest.
-Specialist is even better. 30 Spec Points is no joke.
-The experience boost from INT is noticeable. I ditched the run at 28 out of boredom from repetition. I still had all of Heavy Duty, the Guns blazing and Electronics route for Uni. I haven't touched any of the Waterways in Lower Caves. I haven't genocided(yet) the pirates and natives, Deep Caverns, Upper Caves, Ironheads are still alive (for now) and a bunch of other small nooks and crannies I forgot for XP farm. I do play on Classic, so take that in mind.

These are just from the top of my head things I noticed most of all.

As for the build itself. In the builder Ninja Looting and Shield Arm are obviously a placeholder for Polymath and Specialist. With the extra Skill and Spec Points there are more ways to modify this build, depending on the feats you like or want. In my case my secondary feats are Quick Pockets, Grenadier and Tricky Trajectory. These are dependent on the Base Abilities I initially had. I will ignore some mistakes I made in my playthrough, where I mistakenly spread the Ability Points and had to pick Strafe very late, as they are just that - planning mistakes. So for example, if you don't think you need on DOM to spam early on grenades (which is why I put 6 Dex for grenadier), you can drop it down to 5 and get 7 Agility instead, so you can use Hit and Run along with Sprint. If you aren't aiming to use GLs and RLs, or use them in a limited capacity, then you can ditch Tricky Trajectory for Trap Expert. Or you can ditch all three. You have 3 extra Feats to choose whatever you want.

With Polymath and Specialist you can easily now spend 40 points on Pickpocketing to get the radio off the snitch in Black Sea, and it is totally worth it. With enough points - start Expedition, trap the beachhead, finish the battle, get your reward, activate the fast travel, finish the Mutie Refuge mission, steal the radio, report, go to bed, voila, you now have direct access to Pirate Cove, Nexus, Fetid Marshes and LEMCO from which you can quickly jet travel to Health Center near the lighthouse and stroll over to Pirate Bay fast travel. Now you have ground access to all of South Black Sea and no Jet Ski is needed, which means no Native invasions. The huge leftover skill points I aimed to spent on Throwing and Traps.

And Specialist? 30 Spec Points means you can max out Concentrated Fire and Full-Auto and have spare points to max out Bullet Trance and Opportunist Slow Damage. I personally ditched BT extra duration for more Armor Sloping bonus. 35% Armor Penalty Metal Armor is sweet (with Nimble and Body Training), about which. If mobility isn't something you are aiming for, you can ditch another three feats from 26-30.

All of this for the price of 3 CON, which means you need to be extra careful near high damage enemies and early on.

For early game, I highly recommend to get stealth gear and adrenaline shot to bypass the STR check for Unique Bren, it is your only for quite a while decent damage LMG, until the circuit board is retrieved. Stock up on 8.6, bear traps, caltrops and nades in the meantime.

That's about it for the update after anniversary.
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