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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=4246</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=4246"/>
		<updated>2013-09-17T23:13:03Z</updated>

		<summary type="html">&lt;p&gt;79.136.99.207: /* Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a full list of weapon variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
= Types =&lt;br /&gt;
Weapons in Underrail are split into 4 categories according to the skill they use: ''guns'', ''throwing'', ''crossbows'' and ''melee''.&lt;br /&gt;
:'''''Guns''''' are further split into ''pistols'', ''SMGs'', ''assault rifles'' and ''sniper rifles''.&lt;br /&gt;
:'''''Throwing''''' weapons are further split into ''grenades'' and other throwing weapons.&lt;br /&gt;
:'''''Melee weapons''''' are further split into ''unarmed'', ''knives'', ''sledgehammers'' and other melee weapons.&lt;br /&gt;
&lt;br /&gt;
[[Feats]] often enhance or work with only some types of weapons, ''e.g. [[Snipe]] requires a crossbow or sniper rifle, while [[Gunslinger]] only affects pistols (this includes chemical and energy pistols).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overview of some of the weapon types follows:&lt;br /&gt;
&lt;br /&gt;
== Guns ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
[[File:Pistol.png|right|link=]]&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* AP cost varies greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
[[File:smg.png|right|link=]]&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Can be enhanced for increased burst precision (less likely to miss/hit other targets)&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
[[File:AssaultRifle.png|right|link=]]&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
[[File:Sniper.png|right|link=]]&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Highest range&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* Low strength requirement&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
&lt;br /&gt;
=== Energy Pistols ===&lt;br /&gt;
[[File:LaserPistol.png|right|link=]]&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision&lt;br /&gt;
* Does energy damage which easily penetrates most armors&lt;br /&gt;
* Bad against energy shields&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
[[File:Crossbow.png|right|link=]]&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (poison, tranquilizing, incendiary, shock, etc)&lt;br /&gt;
* Cheap ammo&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
=== Knives ===&lt;br /&gt;
[[File:Knife.png|right|link=]]&lt;br /&gt;
* Can be crafted out of any type of metal&lt;br /&gt;
* Can't have any extra enhancements, but there are several types of knives you can make with different mold&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
&lt;br /&gt;
=== Sledgehammers ===&lt;br /&gt;
[[File:Sledgehammer.png|right|link=]]&lt;br /&gt;
* High damage output (especially in hands of a strong character)&lt;br /&gt;
* High strength requirement&lt;br /&gt;
* Ignores mechanical damage threshold (damage can never be fully mitigated)&lt;br /&gt;
* 10% chance to stun target on hit&lt;br /&gt;
* Can be enhanced with special components for extra on hit effects&lt;br /&gt;
&lt;br /&gt;
= Variations =&lt;br /&gt;
Most weapon types and models exist in a wide range of different variations which can be either [[crafting|crafted]] from components, purchased from traders, found, stolen or looted from dead enemies.&lt;br /&gt;
&lt;br /&gt;
The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer.&lt;br /&gt;
&lt;br /&gt;
For example, the hawker pistol alone has 8 different variations which include different calibers and ''weapon enhancements'' like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of hawker-type pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem like.&lt;br /&gt;
&lt;br /&gt;
= Durability =&lt;br /&gt;
Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. This means you must periodically use [[repair kit]]s to keep your gear in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a [[Degraded Weapon]] or [[Heavily Degraded Weapon]] and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. It can still be repaired back to normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>79.136.99.207</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=4245</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=4245"/>
		<updated>2013-09-17T23:12:49Z</updated>

		<summary type="html">&lt;p&gt;79.136.99.207: /* Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a full list of weapon variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
= Types =&lt;br /&gt;
Weapons in Underrail are split into 4 categories according to the skill they use: ''guns'', ''throwing'', ''crossbows'' and ''melee''.&lt;br /&gt;
:'''''Guns''''' are further split into ''pistols'', ''SMGs'', ''assault rifles'' and ''sniper rifles''.&lt;br /&gt;
:'''''Throwing''''' weapons are further split into ''grenades'' and other throwing weapons.&lt;br /&gt;
:'''''Melee weapons''''' are further split into ''unarmed'', ''knives'', ''sledgehammers'' and other melee weapons.&lt;br /&gt;
&lt;br /&gt;
[[Feats]] often enhance or work with only some types of weapons, ''e.g. [[Snipe]] requires a crossbow or sniper rifle, while [[Gunslinger]] only affects pistols (this includes chemical and energy pistols).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overview of some of the weapon types follows:&lt;br /&gt;
&lt;br /&gt;
== Guns ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
[[File:Pistol.png|left|link=]]&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* AP cost varies greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
[[File:smg.png|right|link=]]&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Can be enhanced for increased burst precision (less likely to miss/hit other targets)&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
[[File:AssaultRifle.png|right|link=]]&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* High damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
[[File:Sniper.png|right|link=]]&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Highest range&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* Low strength requirement&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
&lt;br /&gt;
=== Energy Pistols ===&lt;br /&gt;
[[File:LaserPistol.png|right|link=]]&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision&lt;br /&gt;
* Does energy damage which easily penetrates most armors&lt;br /&gt;
* Bad against energy shields&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
[[File:Crossbow.png|right|link=]]&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (poison, tranquilizing, incendiary, shock, etc)&lt;br /&gt;
* Cheap ammo&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
=== Knives ===&lt;br /&gt;
[[File:Knife.png|right|link=]]&lt;br /&gt;
* Can be crafted out of any type of metal&lt;br /&gt;
* Can't have any extra enhancements, but there are several types of knives you can make with different mold&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
&lt;br /&gt;
=== Sledgehammers ===&lt;br /&gt;
[[File:Sledgehammer.png|right|link=]]&lt;br /&gt;
* High damage output (especially in hands of a strong character)&lt;br /&gt;
* High strength requirement&lt;br /&gt;
* Ignores mechanical damage threshold (damage can never be fully mitigated)&lt;br /&gt;
* 10% chance to stun target on hit&lt;br /&gt;
* Can be enhanced with special components for extra on hit effects&lt;br /&gt;
&lt;br /&gt;
= Variations =&lt;br /&gt;
Most weapon types and models exist in a wide range of different variations which can be either [[crafting|crafted]] from components, purchased from traders, found, stolen or looted from dead enemies.&lt;br /&gt;
&lt;br /&gt;
The most basic variable between two seemingly identical weapons is damage; in addition to that, there are different calibers of firearms, different molds for knives, many enhancements ranging from rifle scope to an electroshock generator on a sledgehammer.&lt;br /&gt;
&lt;br /&gt;
For example, the hawker pistol alone has 8 different variations which include different calibers and ''weapon enhancements'' like a laser sight or an extended pistol magazine. Furthermore, the damage of all those variants depends on the quality of hawker-type pistol frame they're made of. The amount of different weapons is vastly larger than it might initially seem like.&lt;br /&gt;
&lt;br /&gt;
= Durability =&lt;br /&gt;
Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. This means you must periodically use [[repair kit]]s to keep your gear in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a [[Degraded Weapon]] or [[Heavily Degraded Weapon]] and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. It can still be repaired back to normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>79.136.99.207</name></author>
	</entry>
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