Recent Posts

Pages: 1 ... 8 9 [10]
91
Builds / Re: is this hammer build for dominating ok or should i just restart
« Last post by Eidein on July 24, 2025, 10:58:22 pm »
Seems fine but usually nimble armoured builds have agility. I would just make very heavy armour and stick with that.

It seems okay other than the fact you have ZERO hammer and little tanking feats.

Where is pummel and super slam, where is fast metab and stoicism.


Heres a tank hammer build I used to beat DOM without any reloads and no traps or gas. Use it as reference if you want.

https://underrail.info/build/?HA0DAwwDBwUAAMKJAMKWAADClngWPABweAB4WgAAAAAAAE9fCC1QElUfYmBLVDwOMXHCtuKnvgTiqZgE4quGBd-8

Playlist to the livestream vods in order if you are stuck on something specific.
https://www.youtube.com/playlist?list=PL2PJI51nSvPOwdTN3XA4K-F-uhtThQmUN
92
Builds / is this hammer build for dominating ok or should i just restart
« Last post by Sween on July 24, 2025, 09:18:19 am »
underrail.info/build/?DA0GAwkDAwYAAAAARgBGKCgtAA9BNw8ALQAAPAAKAB4oJitFVSQ9LirfvA

Hello, this is like my 3rd or 4th attempt at dominating, (basically gave up all other runs because they felt bad/ far too rng dependent)

Basically I'm going for a sort of nimble-ish metal armor build with some MT cause I wanted some psi but I'm sort of at a point where it feels impossible for me to clear anything and/or it would take a boatload of cash to grab what i might need.

Is this recoverable or am I better off restarting and dropping dex.
93
Suggestions / More Dirty Kick dialogue checks
« Last post by Albert Altmann on July 17, 2025, 06:43:10 am »
The only one such check I can remember is in Todd's dialogue, I think more would be fun and thematic for filthy, dirty-fighting kinda characters. Like having an option to break out and start a fight by busting Chief Briggs when he's strangling you in the evacuation tunnels (in addition to the other two ways of breaking out), or an option to nut kick Prof. Oldfield during the interrogation and then pass a joint Intimidation/Dirty Kick to make him talk once he starts hesitating again.
94
General / Re: Getting 2 items from friendly factions
« Last post by harperfan7 on July 17, 2025, 12:22:30 am »
You can kill the JKK agents outside of their HQ map without turning core city hostile, but you have to do it right.  Afterwards, you can never enter their HQ map.

So there is one down on Moe's map.  Two at the mid level elevator map.  One on Halim's map.  Two on Ray's map.  You have to kill them without either you or the agents seeing a coretech or praetorian, or else those factions will turn hostile as well.  The hardest part is Halim's map; the easiest thing is to create noise inside a shop, then use a door to separate the jkk agent from the rest and kill him out of sight.
95
Builds / Re: 1st playthrough assassin build
« Last post by harperfan7 on July 12, 2025, 09:30:52 pm »
5 will gets you ripper, and if you join JKK it gets you a big persuasion boost as well

hit and run was a bad choice; should have went with fancy footwork
I'm assuming youre not playing on dom; you should be alright.  Focus from now on on raising dexterity and taking combat feats; blitz, critical power, taste for blood, etc.
96
Builds / 1st playthrough assassin build
« Last post by Dagoth Skars on July 12, 2025, 04:34:01 pm »
Hey guys!
This is my first time playing this game and went for the stealth assassin build cuz i love it. Had some problems on the junkyard, but managed to beat that and just started the core city quests and I don't know if the problems I'm having is because i suck or the build sucks (or both). Either way, I'm not sure if my build is a good one to finish the game. Guess I fucked it up by maxing agi and not dex. I thought that 3 will would make me too weak against psi, hence the 5 points in it. Could you guys help a noob?
I'm lvl 8 now with the following skills and atributes:
str: 3
dex: 9
agi: 10
con: 3
perc: 5
will: 5
int: 7
stealth, melee, lockpicking, traps, hacking all on 50. mech on 40, elec and tailoring 20. Throw on 10. Chem and bio on 5. Guess I fucked it up on the crafting side too by not focusing on nade/mine crafting early on. For feats I have burglar, hit and run, snooping, crippling strike, cheap shots, expose weakness. Also, guess I went too hard on the sneaky peaky vibe with burglar/snooping instead of choosing combat feats.
So, what you guys think? Is there a way to save this playthrough or should I start over?
97
General / Re: Make a monster for Infusion
« Last post by harperfan7 on July 12, 2025, 02:20:47 am »
Ceiling turrets

a tanky robot that will release a cloud of toxic gas around itself, and leaves a trail of gas as it moves

the sewer abomination done justice; a horrible RE nemesis/DS revenant monster that cant be conventionally killed, it will regenerate back from death and follow the player from map to map

scuba divers, maybe with flechette guns

98
General / Re: Oddities
« Last post by harperfan7 on July 12, 2025, 02:11:44 am »
A tomato pincushion; the player doesnt know what a tomato is
99
General / Re: Make a Psionic Ability for Infusion
« Last post by Amannamedsquid on July 11, 2025, 02:13:20 am »
- An ability that causes two targets to swap places (you can be one of these targets). Handy against melee adversaries like sledgehammer using enemies with adrenaline rush or if there are environmental hazards present (toxic gas, poisoned caltrops, etc) or so you can place yourself within swiss cheesing distance of that douchebag sniper or psi user that's likes to stay way at the back of the battle.

- A thought control (TC) or temporal manipulation (TM) ability that creates a decoy of yourself for a few turns that enemies might target instead of you. Some limited offensive abilities but it's main purpose is to be a distraction. 
100
Announcements / Re: Underrail: Heavy Duty DLC
« Last post by Eidein on July 09, 2025, 11:59:31 am »
Can I contact admin??
I'ts important.
Regards.

He died alone, a long long time ago.
Pages: 1 ... 8 9 [10]