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	<updated>2026-05-12T06:31:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Combat_Knife&amp;diff=57323</id>
		<title>Blueprint: Combat Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Combat_Knife&amp;diff=57323"/>
		<updated>2026-04-26T00:53:48Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Blueprint: Combat Knife.png&lt;br /&gt;
| itemquality  = normal&lt;br /&gt;
| name         = Blueprint: Combat Knife&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains detailed instructions on how to create all types of combat knives.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 300&lt;br /&gt;
| description2 = Combat knives can be crafted out of any metal and come in number of different shapes depending on the mold used.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;They are quick and deadly close quarters weapons against unarmored or unsuspecting targets.&lt;br /&gt;
| component1   = Metal&lt;br /&gt;
| component2   = Mold&lt;br /&gt;
| component3   = Handle&lt;br /&gt;
| optional1    = Power module&lt;br /&gt;
| diffmod1     = 10%&lt;br /&gt;
| optional2    = Energy core&lt;br /&gt;
| diffmod2     = 10%&lt;br /&gt;
| datafile     = Blueprints\CombatKnife.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces all types of [[Combat Knife]]s. This blueprint was changed in version [[0.1.10.0]] to allow optional powered modules.&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Mechanics]] (skill level needed depends on component quality, 15 or more)&lt;br /&gt;
* [[Electronics]] (only for optional electroshock attachment)&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; Metal&lt;br /&gt;
{{ComponentGroup|MetalPlates}}&lt;br /&gt;
&lt;br /&gt;
; Mold&lt;br /&gt;
* {{Itemlink|Dagger Mold}} (produces {{Itemlink|Dagger}})&lt;br /&gt;
* {{Itemlink|Knife Mold}} (produces {{Itemlink|Combat Knife}})&lt;br /&gt;
* {{Itemlink|Serrated Knife Mold}} (produces {{Itemlink|Serrated Knife}})&lt;br /&gt;
&lt;br /&gt;
; Handle&lt;br /&gt;
* {{Itemlink|Knife Handle}}&lt;br /&gt;
&lt;br /&gt;
; Power module (optional)&lt;br /&gt;
* {{Itemlink|Electroshock Generator}} (17-33% of quality as electroshock damage on primary, 8-17% on secondary targets)&lt;br /&gt;
* {{Itemlink|Energy Edge Emitter}}{{expedition-inline}} (single target energy damage, slight reduction to mechanical damage)&lt;br /&gt;
&lt;br /&gt;
; Energy core (optional)&lt;br /&gt;
{{ComponentGroup|EnergyCore}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Power Management]] (+35% energy capacity)&lt;br /&gt;
* [[Weaponsmith]] (+5% critical chance)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sold by [[Harold]] in [[South Gate Station]].&lt;br /&gt;
* Sold by [[Bryan]] in [[Foundry]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Combat Knife]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Crit_chance_sources&amp;diff=57322</id>
		<title>Template:Crit chance sources</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Crit_chance_sources&amp;diff=57322"/>
		<updated>2026-04-24T12:44:46Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;sortable wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Critical hit chance sources&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Crit !! For !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Dexterity]] || Varies || Melee attacks || Base Ability || &lt;br /&gt;
|-&lt;br /&gt;
| [[Recklessness]] || +7% || Weapons, Unarmed || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Recklessness || +10% || Weapons, Unarmed || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Weaponsmith]] || +5% || Non-fist Melee || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Weaponsmith || +5% || Non-fist Melee || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Psychosis]] || +15% || Psi || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Psychosis || +10% || Psi || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Steadfast Aim]] || Varies || Pistols || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Instincts]] || +30% || Weapons, Unarmed, Psi || Feat || Only when &amp;lt;30% HP&lt;br /&gt;
|-&lt;br /&gt;
| Survival Instincts: Critical Chance || +10% || Weapons, Unarmed, Psi || Specialization || Only when &amp;lt;30% HP&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrutinous]] || +7% || Weapons, Unarmed || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Pellet Mayhem]]{{expedition-inline}} || Varies || Shotgun attacks || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Body Horror]]{{expedition-inline}} || +3% || Weapons, Unarmed || Feat || Only against fleshy foes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambush]] || Varies || Ranged weapons || Feat || Situational&lt;br /&gt;
|-&lt;br /&gt;
| [[Seeker Goggles]] || Varies || Ranged weapons || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Psionic Headband|Neuroscopic Headband]] || Varies || Psi || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard Hat]] || +10% || Psi || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Death's Grin]]{{expedition-inline}} || +2% || All || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Rathound Leather Armor]] || Varies || Weapons, Unarmed || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[JKK Tactful Jacket]] || +2% || Ranged weapons || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Coretech Energizing Vest]] || +3% || Energy pistol attacks || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Phantom Dancer]]{{expedition-inline}} || +3% || Sword attacks || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Psychophract Exoskeleton]]{{heavyduty-inline}} || +3% || Psychokinesis and Metathermics psi attacks || Armor Suit ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Rathound Leather Boots]] || +2% || Unarmed attacks and fist weapons || Boots ||  &lt;br /&gt;
|-&lt;br /&gt;
|  [[Sørmirbæren Staff-spear]]{{expedition-inline}} || +3% || Psi || Spear || &lt;br /&gt;
|-&lt;br /&gt;
|  [[Høddurform]]{{expedition-inline}} || +5% || Psi || Spear || &lt;br /&gt;
|-&lt;br /&gt;
|  [[Red Dragon]]{{expedition-inline}} || +20% || Decapitate || Sword || &lt;br /&gt;
|-&lt;br /&gt;
|  [[Focus Stim]] || +15% || Weapons, Unarmed, Psi || Drug || Temporary&lt;br /&gt;
|-&lt;br /&gt;
|  [[Absence]] || +16,6% || Psi || Food || Temporary&lt;br /&gt;
|-&lt;br /&gt;
|  [[Core Chips]] || +2% || Weapons, Unarmed || Food || Temporary&lt;br /&gt;
|-&lt;br /&gt;
|  [[Hardcore Chips]] || +5% ||Weapons, Unarmed || Food || Temporary&lt;br /&gt;
|-&lt;br /&gt;
|  [[Mystery Candy]] || +5% || Weapons, Unarmed, Psi || Food || Temporary&lt;br /&gt;
|-&lt;br /&gt;
|  [[Booth|Tattoo: Anarchy]] || +1% || Weapons and Unarmed attacks || Tattoo ||&lt;br /&gt;
|-&lt;br /&gt;
|  [[Booth|Tattoo: Skulljacked]]{{heavyduty-inline}} || +2% || Psi || Tattoo || Only while wearing armor suit with (unmodified) armor penalty of 50% or higher&lt;br /&gt;
|-&lt;br /&gt;
| [[Escalated Psionic Innervation]]{{heavyduty-inline}} || Varies || Psychokinesis or Metathermics psi attacks || Special ability || Temporary &lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Jet_Skis&amp;diff=57319</id>
		<title>Jet Skis</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Jet_Skis&amp;diff=57319"/>
		<updated>2026-04-18T15:48:33Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
&lt;br /&gt;
[[File:JetSkis.png|thumb|500px|[[Aegis Patroller]], [[Torpedo]] and [[Freighter]] jet skis.]]&lt;br /&gt;
&lt;br /&gt;
'''Jet Skis''' are a class of player-pilotable vehicles available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are 15 different jet skis, ranging from super light racing jet skis to mini-destroyers, which you can further customize under the hood by installing better engines, batteries and suspension systems. The models themselves differ way by the combat cover, durability, stability, speed, damage resistances, as well number of and maximum size of a parts you can install into them; some vehicles can have multiple engines and/or batteries. Also, some jet skis will have special attacks or abilities.&lt;br /&gt;
&lt;br /&gt;
Once you get to the [[Black Sea]] it won't take long for you to get a hold of the most basic &amp;quot;junk jet&amp;quot;, but to get the quality stuff, both in terms of the jet ski model and the parts, you'll have to spend a fair amount of charons at [[Ray|Ray's shop]] in Core City east docks. You'll also have to decide what are the most important characteristics of jet ski for you, as no one model will be best at everything.&lt;br /&gt;
&lt;br /&gt;
Engine power specifies your carry weight limit. And battery capacity means your fuel limit.&lt;br /&gt;
&lt;br /&gt;
If your jet ski moves too slow - check its power left and your encumbrance.&lt;br /&gt;
&lt;br /&gt;
== Naval combat ==&lt;br /&gt;
=== Offense ===&lt;br /&gt;
Most weapons, abilities and utilities are usable while riding a jet ski. Also, short range melee weapons (fist weapons and knives) and unarmed attacks, though still performable, will suffer additional 10% precision penalty.&lt;br /&gt;
&lt;br /&gt;
Some jet skis will also have weapons of their own.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
When an attack is aimed at you, it has a chance of hitting the jet ski instead (or in case of AoE attacks, a percentage of the damage hits the vehicle), depending on the cover it provides, in which case the damage is tested against its resistances and the amount that penetrates those is deducted from the vehicle's durability. If the durability reaches zero, the vehicle is destroyed and you die (you never learned to swim).&lt;br /&gt;
&lt;br /&gt;
=== Feats and equipment ===&lt;br /&gt;
Characters can improve their naval combat performance (mainly the effective stability of their vehicle) through training and suitable equipment.&lt;br /&gt;
* Feats: [[Naval Combat]], [[Improved Naval Combat]], [[Jet 'n' Jab]], [[Naval Jousting]], [[Sea Dog]].&lt;br /&gt;
* Gear: [[Protectorate Marine Armor]], [[Lemurian Security Marine Armor]], [[Lemurian Blaster]].&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable row-highlight&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Base&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;| Defense&lt;br /&gt;
|-&lt;br /&gt;
! Model Name !! Ray's&amp;lt;br&amp;gt;Price&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; !! Suspension&amp;lt;br&amp;gt;Slots !! Engine Slots !! Battery Slots !! Durability !! Base Speed,&amp;lt;br&amp;gt;Speed Modifer || Unmanned Speed /&amp;lt;br&amp;gt;Evasion Modifier !! Stability /&amp;lt;br&amp;gt;Maneuverability || Special&amp;lt;br&amp;gt;Capabilities&lt;br /&gt;
! Cover !! {{Mechanical|Mech.|no affix}} !! {{Heat}} !! {{Cold}} !! {{Electricity|Electr.|no affix}} !! {{Acid}} !! {{Energy}} !! {{Bio}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Junk Jet]]&lt;br /&gt;
| 600 || 1 Small || 1 Small || 1 Small || 175 || 220, 90% || 63 / 16% || 50% / 65%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 20% / 20 || 25% / 20 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrap Jet]]&lt;br /&gt;
| 1100 || 1 Small || 1 Medium || 1 Medium || 200 || 220, 90% || 63 / 16% || 50% / 65%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 20% / 20 || 28% / 25 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skimmer]]&lt;br /&gt;
| 2700 || 1 Medium || 1 Medium || 1 Medium || 250|| 220, 85% || 60 / 14% || 55% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 25% / 25 || 30% / 30 || 85% / 80 || None || 20% || 18% / 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scooter]]&lt;br /&gt;
| 3200 || 1 Medium || 1 Medium || 1 Medium || 275 || 220, 85% || 60 / 14% || 55% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 28% / 28 || 30% / 30 || 85% / 80 || None || 20% || 18% / 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Freighter]]&lt;br /&gt;
| 6600 || 1 Medium || 1 Large, 1 Medium || 2 Medium || 300 || 220, 45% || 32 / 5% || 60% / 45%&lt;br /&gt;
| [[Tow]], [[Stop Towing]]&lt;br /&gt;
| 45% || 50% / 50 || 60% / 60 || 90% / 150 || None || 40% || 25% / 15 || 100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Blazer]]&lt;br /&gt;
| 8000 || 1 Medium || 1 Medium || 1 Small || 225 || 220, 135% || 70 / 22% || 45% / 82%&lt;br /&gt;
| [[Turbo]]&lt;br /&gt;
| 35% || 30% / 30 || 20% / 15 || 50% / 40 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torpedo]]&lt;br /&gt;
| 11000 || 1 Medium || 2 Small || 1 Small || 200 || 220, 200% || 70 / 24% || 35% / 90%&lt;br /&gt;
| [[Turbo]]&lt;br /&gt;
| 30% || 25% / 20 || 15% / 10 || 35% / 30 || None || None || None || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Phaser]]&lt;br /&gt;
| 9000 || 1 Medium || 1 Medium || 1 Medium || 225 || 220, 160% || 70 / 22% || 45% / 82%&lt;br /&gt;
| [[Turbo]]&lt;br /&gt;
| 35% || 30% / 30 || 20% / 15 || 50% / 40 || None || 20% || 20% / 10 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Glow]]&lt;br /&gt;
| 15400 || 1 Medium || 1 Medium || 1 Large || 325 || 220, 120% || 70 / 19% || 60% / 70%&lt;br /&gt;
| [[Shoot Glow Jet Ski Laser Gun|Twin Lasers]]&lt;br /&gt;
| 40% || 35% / 35 || 40% / 40 || 90% / 150 || None || 20% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shark]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| 13400 || 1 Medium || 1 Large || 1 Medium || 350 || 220, 115% || 70 / 19% || 60% / 70%&lt;br /&gt;
| [[Shoot Rocket]]&lt;br /&gt;
| 38% || 37% / 37 || 40% / 40 || 90% / 150 || None || 20% || 25% / 15 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Leviator]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| 14000 || 1 Large || 1 Large, 1 Small || 2 Medium || 450 || 220, 70% || 49 / 9% || 70% / 50%&lt;br /&gt;
| [[Shoot Leviator Plasma Cannon|Plasma Cannon]]&lt;br /&gt;
| 45% || 50% / 50 || 80% / 100 || 95% / 300 || 20% / 15 || 50% / 15 || 50% / 60 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Devastator]]&lt;br /&gt;
| 21000 || 1 Large || 1 Large, 1 Medium || 1 Large, 1 Medium || 550 || 220, 65% || 56 / 7% || 70% / 40%&lt;br /&gt;
| [[Shoot Fusion Cannon|Fusion Cannon]]&lt;br /&gt;
| 50% || 65% / 70 || 85% / 125 || 95% / 400 || 22% / 20 || 50% / 15 || 45% / 50 || 100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Aegis Patroller]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Medium, 1 Small || 1 Medium, 1 Small || 300 || 220, 100% || 70 / 16% || 60% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 40% || 45% / 45 || 50% / 50 || 90% / 200 || None || 35% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Protectorate Cruiser]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Medium, 1 Small || 1 Medium, 1 Small || 400 || 220, 100% || 70 / 15% || 60% / 55%&lt;br /&gt;
| &lt;br /&gt;
| 45% || 50% / 50 || 50% / 50 || 90% / 200 || None || 35% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Reef Glider]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Small || 1 Small || 210 || 220, 120% || 70 / 20% || 50% / 77%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 30% / 30 || 25% / 20 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; In Charons, with good [[Mercantile]] skill, the price can be lowered by 25%-30%&lt;br /&gt;
&lt;br /&gt;
Note that the speed values are for unmanned vehicles stripped of all parts. Actual performance depends on engine power and total weight, including all installed parts, the rider's inventory and items in the jetski's trunk.&lt;br /&gt;
&lt;br /&gt;
== Parts ==&lt;br /&gt;
Vehicle parts allow you to customize your ride. All jet skis require at least primary engine and primary battery installed to function. Secondary parts and suspensions are optional.&lt;br /&gt;
&lt;br /&gt;
See [[Vehicle parts]] for an overview of all available parts.&lt;br /&gt;
&lt;br /&gt;
== Vehicle Stats ==&lt;br /&gt;
;Durability&lt;br /&gt;
: Shows current and maximum durability points of the vehicle. When the current durability points reach zero, the vehicle is destroyed and the driver dies.&lt;br /&gt;
: Many vehicle parts, items in the trunk and the driver itself are likely to be completely destroyed when this happens.&lt;br /&gt;
&lt;br /&gt;
;Energy&lt;br /&gt;
: Shows current stored energy and the maximum battery capacity. When the vehicle runs out of energy it will engage the auxiliary power and move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
;Engine Power&lt;br /&gt;
: Engine power determines how fast the vehicle will move under certain weight. The number represents the maximum total weight (including the vehicle parts, items in the trunk and the driver) the vehicle can take on and move at the nominal speed for the vehicle type.&lt;br /&gt;
: Having excess or deficit of power will modify the vehicle speed accordingly.&lt;br /&gt;
&lt;br /&gt;
;Consumption&lt;br /&gt;
: Some engines are more efficient than others. The number represents the effective engine power when it comes to determining the energy consumption.&lt;br /&gt;
&lt;br /&gt;
;Energy per tile&lt;br /&gt;
: The amount of energy the vehicle consumes when it moves the distance of one kilometer. Some engines are more efficient than others.&lt;br /&gt;
&lt;br /&gt;
;Weight&lt;br /&gt;
: Vehicle weight is the total weight of the vehicle chassis plus the vehicle parts installed.&lt;br /&gt;
: Total weight is vehicle weight plus the weight of items stored in the trunk, plus the weight of the driver if they are currently mounting the vehicle.&lt;br /&gt;
&lt;br /&gt;
;Base Speed&lt;br /&gt;
: This is the base speed for the vehicle type (e.g. standing jetski). This speed is further modified by engine power, loaded weight and the chassis aero/hydo-dynamicity.&lt;br /&gt;
&lt;br /&gt;
;Speed Modifier&lt;br /&gt;
: This is the speed modifier of the current vehicle chassis. Some models are more aero/hydro-dynamic than others.&lt;br /&gt;
: Positive speed modifiers are only applied if the vehicle is not out of energy and is not carrying more weight than it can normally support with its engine.&lt;br /&gt;
&lt;br /&gt;
;Unmanned Speed&lt;br /&gt;
: This is the current theoretical unmanned vehicle speed.&lt;br /&gt;
&lt;br /&gt;
;Speed&lt;br /&gt;
: This is the current actual vehicle speed. Shown when accessing vehicle menu while riding one.&lt;br /&gt;
&lt;br /&gt;
;Stability&lt;br /&gt;
: Stability indicates how stable and easy to do combat from the vehicle is, influencing both ranged and melee (though to a lesser degree), as well as throwing, precision.&lt;br /&gt;
: Precision of melee attacks is further modified by the vehicle's maneuverability, and precision of short range melee weapons (knives and fist weapons), as well as unarmed attacks, is further reduces by additional 10%.&lt;br /&gt;
&lt;br /&gt;
;Cover&lt;br /&gt;
: The chance that the incoming attack will hit the vehicle instead of the driver.&lt;br /&gt;
: In case of an area of effect attack it represents that amount of damage that the vehicle will bear in driver's stead.&lt;br /&gt;
&lt;br /&gt;
;Resistances&lt;br /&gt;
: The armor either absorbs the amount indicated by the percentage OR the flat number, whichever will result in more damage being absorbed.&lt;br /&gt;
: The unabsorbed amount reduces the vehicles durability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jetski gallery.png | All jetski models&lt;br /&gt;
&lt;br /&gt;
xpbl_scrapjet.png | Scrap Jet&lt;br /&gt;
xpbl_scrapjet_l.png | Scrap Jet&lt;br /&gt;
xpbl_junkjet.png | Junk Jet&lt;br /&gt;
xpbl_junkjet_l.png | Junk Jet&lt;br /&gt;
xpbl_skimmer.png | Skimmer&lt;br /&gt;
xpbl_skimmer_l.png | Skimmer&lt;br /&gt;
xpbl_scooter.png | Scooter&lt;br /&gt;
xpbl_scooter_l.png | Scooter&lt;br /&gt;
xpbl_freighter.png | Freighter&lt;br /&gt;
xpbl_freighter_l.png | Freighter&lt;br /&gt;
&lt;br /&gt;
xpbl_blazer.png | Blazer&lt;br /&gt;
xpbl_blazer_l.png | Blazer&lt;br /&gt;
xpbl_torpedo.png | Torpedo&lt;br /&gt;
xpbl_torpedo_l.png | Torpedo&lt;br /&gt;
xpbl_phaser.png | Phaser&lt;br /&gt;
xpbl_phaser_l.png | Phaser&lt;br /&gt;
&lt;br /&gt;
xpbl_shark.png | Shark&lt;br /&gt;
xpbl_shark_l.png | Shark&lt;br /&gt;
xpbl_glow.png | Glow&lt;br /&gt;
xpbl_glow_l.png | Glow&lt;br /&gt;
xpbl_plasmaleviator.png | Plasma Leviator&lt;br /&gt;
xpbl_plasmaleviator_l.png | Plasma Leviator&lt;br /&gt;
xpbl_devastator.png | Devastator&lt;br /&gt;
xpbl_devastator_l.png | Devastator&lt;br /&gt;
&lt;br /&gt;
xpbl_aegispatroller.png | Aegis Patroller&lt;br /&gt;
xpbl_aegispatroller_l.png | Aegis Patroller&lt;br /&gt;
xpbl_protectoratecruiser.png | Protectorate Cruiser&lt;br /&gt;
xpbl_protectoratecruiser_l.png | Protectorate Cruiser&lt;br /&gt;
xpbl_reefglider.png | Reef Glider&lt;br /&gt;
xpbl_reefglider_l.png | Reef Glider&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://underrail.com/forums/index.php?topic=3063.0 Dev Log #52: Jet Skis]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles navbox}}&lt;br /&gt;
{{Vehicle parts navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Jet_Skis&amp;diff=57318</id>
		<title>Jet Skis</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Jet_Skis&amp;diff=57318"/>
		<updated>2026-04-18T15:30:11Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
&lt;br /&gt;
[[File:JetSkis.png|thumb|500px|[[Aegis Patroller]], [[Torpedo]] and [[Freighter]] jet skis.]]&lt;br /&gt;
&lt;br /&gt;
'''Jet Skis''' are a class of player-pilotable vehicles available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are 15 different jet skis, ranging from super light racing jet skis to mini-destroyers, which you can further customize under the hood by installing better engines, batteries and suspension systems. The models themselves differ way by the combat cover, durability, stability, speed, damage resistances, as well number of and maximum size of a parts you can install into them; some vehicles can have multiple engines and/or batteries. Also, some jet skis will have special attacks or abilities.&lt;br /&gt;
&lt;br /&gt;
Once you get to the [[Black Sea]] it won't take long for you to get a hold of the most basic &amp;quot;junk jet&amp;quot;, but to get the quality stuff, both in terms of the jet ski model and the parts, you'll have to spend a fair amount of charons at [[Ray|Ray's shop]] in Core City east docks. You'll also have to decide what are the most important characteristics of jet ski for you, as no one model will be best at everything.&lt;br /&gt;
&lt;br /&gt;
Engine power specifies your carry weight limit. And battery capacity means your fuel limit.&lt;br /&gt;
&lt;br /&gt;
If your jet ski moves too slow - check its power left and your encumbrance.&lt;br /&gt;
&lt;br /&gt;
== Naval combat ==&lt;br /&gt;
=== Offense ===&lt;br /&gt;
Most weapons, abilities and utilities are usable while riding a jet ski. Also, short range melee weapons (fist weapons and knives) and unarmed attacks, though still performable, will suffer additional 10% precision penalty.&lt;br /&gt;
&lt;br /&gt;
Some jet skis will also have weapons of their own.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
When an attack is aimed at you, it has a chance of hitting the jet ski instead (or in case of AoE attacks, a percentage of the damage hits the vehicle), depending on the cover it provides, in which case the damage is tested against its resistances and the amount that penetrates those is deducted from the vehicle's durability. If the durability reaches zero, the vehicle is destroyed and you die (you never learned to swim).&lt;br /&gt;
&lt;br /&gt;
=== Feats and equipment ===&lt;br /&gt;
Characters can improve their naval combat performance (mainly the effective stability of their vehicle) through training and suitable equipment.&lt;br /&gt;
* Feats: [[Naval Combat]], [[Improved Naval Combat]], [[Jet 'n' Jab]], [[Naval Jousting]], [[Sea Dog]].&lt;br /&gt;
* Gear: [[Protectorate Marine Armor]], [[Lemurian Security Marine Armor]], [[Lemurian Blaster]].&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable row-highlight&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Base&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;| Defense&lt;br /&gt;
|-&lt;br /&gt;
! Model Name !! Ray's&amp;lt;br&amp;gt;Price&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; !! Suspension&amp;lt;br&amp;gt;Slots !! Engine Slots !! Battery Slots !! Durability !! Base Speed,&amp;lt;br&amp;gt;Speed Modifer || Unmanned Speed /&amp;lt;br&amp;gt;Evasion Modifier !! Stability /&amp;lt;br&amp;gt;Maneuverability || Special&amp;lt;br&amp;gt;Capabilities&lt;br /&gt;
! Cover !! {{Mechanical|Mech.|no affix}} !! {{Heat}} !! {{Cold}} !! {{Electricity|Electr.|no affix}} !! {{Acid}} !! {{Energy}} !! {{Bio}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Junk Jet]]&lt;br /&gt;
| 600 || 1 Small || 1 Small || 1 Small || 175 || 220, 90% || 63 / 16% || 50% / 65%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 20% / 20 || 25% / 20 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrap Jet]]&lt;br /&gt;
| 1100 || 1 Small || 1 Medium || 1 Medium || 200 || 220, 90% || 63 / 16% || 50% / 65%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 20% / 20 || 28% / 25 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skimmer]]&lt;br /&gt;
| 2700 || 1 Medium || 1 Medium || 1 Medium || 250|| 220, 85% || 60 / 14% || 55% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 25% / 25 || 30% / 30 || 85% / 80 || None || 20% || 18% / 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scooter]]&lt;br /&gt;
| 3200 || 1 Medium || 1 Medium || 1 Medium || 275 || 220, 85% || 60 / 14% || 55% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 28% / 28 || 30% / 30 || 85% / 80 || None || 20% || 18% / 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Freighter]]&lt;br /&gt;
| 6600 || 1 Medium || 1 Large, 1 Medium || 2 Medium || 300 || 220, 45% || 32 / 5% || 60% / 45%&lt;br /&gt;
| [[Tow]], [[Stop Towing]]&lt;br /&gt;
| 45% || 50% / 50 || 60% / 60 || 90% / 150 || None || 40% || 25% / 15 || 100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Blazer]]&lt;br /&gt;
| 8000 || 1 Medium || 1 Medium || 1 Small || 225 || 220, 135% || 70 / 22% || 45% / 82%&lt;br /&gt;
| [[Turbo]]&lt;br /&gt;
| 35% || 30% / 30 || 20% / 15 || 50% / 40 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torpedo]]&lt;br /&gt;
| 11000 || 1 Medium || 2 Small || 1 Small || 200 || 220, 200% || 70 / 24% || 35% / 90%&lt;br /&gt;
| [[Turbo]]&lt;br /&gt;
| 30% || 25% / 20 || 15% / 10 || 35% / 30 || None || None || None || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Phaser]]&lt;br /&gt;
| 9000 || 1 Medium || 1 Medium || 1 Medium || 225 || 220, 160% || 70 / 22% || 45% / 82%&lt;br /&gt;
| [[Turbo]]&lt;br /&gt;
| 35% || 30% / 30 || 20% / 15 || 50% / 40 || None || 20% || 20% / 10 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Glow]]&lt;br /&gt;
| 15400 || 1 Medium || 1 Medium || 1 Large || 325 || 220, 120% || 70 / 19% || 60% / 70%&lt;br /&gt;
| [[Shoot Glow Jet Ski Laser Gun|Twin Lasers]]&lt;br /&gt;
| 40% || 35% / 35 || 40% / 40 || 90% / 150 || None || 20% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shark]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| 13400 || 1 Medium || 1 Large || 1 Medium || 350 || 220, 115% || 70 / 19% || 60% / 70%&lt;br /&gt;
| [[Shoot Rocket]]&lt;br /&gt;
| 38% || 37% / 37 || 40% / 40 || 90% / 150 || None || 20% || 25% / 15 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Levitator]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| 14000 || 1 Large || 1 Large, 1 Small || 2 Medium || 450 || 220, 70% || 49 / 9% || 70% / 50%&lt;br /&gt;
| [[Shoot Leviator Plasma Cannon|Plasma Cannon]]&lt;br /&gt;
| 45% || 50% / 50 || 80% / 100 || 95% / 300 || 20% / 15 || 50% / 15 || 50% / 60 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Devastator]]&lt;br /&gt;
| 21000 || 1 Large || 1 Large, 1 Medium || 1 Large, 1 Medium || 550 || 220, 65% || 56 / 7% || 70% / 40%&lt;br /&gt;
| [[Shoot Fusion Cannon|Fusion Cannon]]&lt;br /&gt;
| 50% || 65% / 70 || 85% / 125 || 95% / 400 || 22% / 20 || 50% / 15 || 45% / 50 || 100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Aegis Patroller]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Medium, 1 Small || 1 Medium, 1 Small || 300 || 220, 100% || 70 / 16% || 60% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 40% || 45% / 45 || 50% / 50 || 90% / 200 || None || 35% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Protectorate Cruiser]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Medium, 1 Small || 1 Medium, 1 Small || 400 || 220, 100% || 70 / 15% || 60% / 55%&lt;br /&gt;
| &lt;br /&gt;
| 45% || 50% / 50 || 50% / 50 || 90% / 200 || None || 35% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Reef Glider]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Small || 1 Small || 210 || 220, 120% || 70 / 20% || 50% / 77%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 30% / 30 || 25% / 20 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; In Charons, with good [[Mercantile]] skill, the price can be lowered by 25%-30%&lt;br /&gt;
&lt;br /&gt;
Note that the speed values are for unmanned vehicles stripped of all parts. Actual performance depends on engine power and total weight, including all installed parts, the rider's inventory and items in the jetski's trunk.&lt;br /&gt;
&lt;br /&gt;
== Parts ==&lt;br /&gt;
Vehicle parts allow you to customize your ride. All jet skis require at least primary engine and primary battery installed to function. Secondary parts and suspensions are optional.&lt;br /&gt;
&lt;br /&gt;
See [[Vehicle parts]] for an overview of all available parts.&lt;br /&gt;
&lt;br /&gt;
== Vehicle Stats ==&lt;br /&gt;
;Durability&lt;br /&gt;
: Shows current and maximum durability points of the vehicle. When the current durability points reach zero, the vehicle is destroyed and the driver dies.&lt;br /&gt;
: Many vehicle parts, items in the trunk and the driver itself are likely to be completely destroyed when this happens.&lt;br /&gt;
&lt;br /&gt;
;Energy&lt;br /&gt;
: Shows current stored energy and the maximum battery capacity. When the vehicle runs out of energy it will engage the auxiliary power and move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
;Engine Power&lt;br /&gt;
: Engine power determines how fast the vehicle will move under certain weight. The number represents the maximum total weight (including the vehicle parts, items in the trunk and the driver) the vehicle can take on and move at the nominal speed for the vehicle type.&lt;br /&gt;
: Having excess or deficit of power will modify the vehicle speed accordingly.&lt;br /&gt;
&lt;br /&gt;
;Consumption&lt;br /&gt;
: Some engines are more efficient than others. The number represents the effective engine power when it comes to determining the energy consumption.&lt;br /&gt;
&lt;br /&gt;
;Energy per tile&lt;br /&gt;
: The amount of energy the vehicle consumes when it moves the distance of one kilometer. Some engines are more efficient than others.&lt;br /&gt;
&lt;br /&gt;
;Weight&lt;br /&gt;
: Vehicle weight is the total weight of the vehicle chassis plus the vehicle parts installed.&lt;br /&gt;
: Total weight is vehicle weight plus the weight of items stored in the trunk, plus the weight of the driver if they are currently mounting the vehicle.&lt;br /&gt;
&lt;br /&gt;
;Base Speed&lt;br /&gt;
: This is the base speed for the vehicle type (e.g. standing jetski). This speed is further modified by engine power, loaded weight and the chassis aero/hydo-dynamicity.&lt;br /&gt;
&lt;br /&gt;
;Speed Modifier&lt;br /&gt;
: This is the speed modifier of the current vehicle chassis. Some models are more aero/hydro-dynamic than others.&lt;br /&gt;
: Positive speed modifiers are only applied if the vehicle is not out of energy and is not carrying more weight than it can normally support with its engine.&lt;br /&gt;
&lt;br /&gt;
;Unmanned Speed&lt;br /&gt;
: This is the current theoretical unmanned vehicle speed.&lt;br /&gt;
&lt;br /&gt;
;Speed&lt;br /&gt;
: This is the current actual vehicle speed. Shown when accessing vehicle menu while riding one.&lt;br /&gt;
&lt;br /&gt;
;Stability&lt;br /&gt;
: Stability indicates how stable and easy to do combat from the vehicle is, influencing both ranged and melee (though to a lesser degree), as well as throwing, precision.&lt;br /&gt;
: Precision of melee attacks is further modified by the vehicle's maneuverability, and precision of short range melee weapons (knives and fist weapons), as well as unarmed attacks, is further reduces by additional 10%.&lt;br /&gt;
&lt;br /&gt;
;Cover&lt;br /&gt;
: The chance that the incoming attack will hit the vehicle instead of the driver.&lt;br /&gt;
: In case of an area of effect attack it represents that amount of damage that the vehicle will bear in driver's stead.&lt;br /&gt;
&lt;br /&gt;
;Resistances&lt;br /&gt;
: The armor either absorbs the amount indicated by the percentage OR the flat number, whichever will result in more damage being absorbed.&lt;br /&gt;
: The unabsorbed amount reduces the vehicles durability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jetski gallery.png | All jetski models&lt;br /&gt;
&lt;br /&gt;
xpbl_scrapjet.png | Scrap Jet&lt;br /&gt;
xpbl_scrapjet_l.png | Scrap Jet&lt;br /&gt;
xpbl_junkjet.png | Junk Jet&lt;br /&gt;
xpbl_junkjet_l.png | Junk Jet&lt;br /&gt;
xpbl_skimmer.png | Skimmer&lt;br /&gt;
xpbl_skimmer_l.png | Skimmer&lt;br /&gt;
xpbl_scooter.png | Scooter&lt;br /&gt;
xpbl_scooter_l.png | Scooter&lt;br /&gt;
xpbl_freighter.png | Freighter&lt;br /&gt;
xpbl_freighter_l.png | Freighter&lt;br /&gt;
&lt;br /&gt;
xpbl_blazer.png | Blazer&lt;br /&gt;
xpbl_blazer_l.png | Blazer&lt;br /&gt;
xpbl_torpedo.png | Torpedo&lt;br /&gt;
xpbl_torpedo_l.png | Torpedo&lt;br /&gt;
xpbl_phaser.png | Phaser&lt;br /&gt;
xpbl_phaser_l.png | Phaser&lt;br /&gt;
&lt;br /&gt;
xpbl_shark.png | Shark&lt;br /&gt;
xpbl_shark_l.png | Shark&lt;br /&gt;
xpbl_glow.png | Glow&lt;br /&gt;
xpbl_glow_l.png | Glow&lt;br /&gt;
xpbl_plasmaleviator.png | Plasma Leviator&lt;br /&gt;
xpbl_plasmaleviator_l.png | Plasma Leviator&lt;br /&gt;
xpbl_devastator.png | Devastator&lt;br /&gt;
xpbl_devastator_l.png | Devastator&lt;br /&gt;
&lt;br /&gt;
xpbl_aegispatroller.png | Aegis Patroller&lt;br /&gt;
xpbl_aegispatroller_l.png | Aegis Patroller&lt;br /&gt;
xpbl_protectoratecruiser.png | Protectorate Cruiser&lt;br /&gt;
xpbl_protectoratecruiser_l.png | Protectorate Cruiser&lt;br /&gt;
xpbl_reefglider.png | Reef Glider&lt;br /&gt;
xpbl_reefglider_l.png | Reef Glider&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://underrail.com/forums/index.php?topic=3063.0 Dev Log #52: Jet Skis]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles navbox}}&lt;br /&gt;
{{Vehicle parts navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Consuming_Bite&amp;diff=57317</id>
		<title>Consuming Bite</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Consuming_Bite&amp;diff=57317"/>
		<updated>2026-04-18T14:27:56Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Consuming_Bite.png|right|thumb|250px|Tchortling Devourer performing Consuming Bite.]]&lt;br /&gt;
&lt;br /&gt;
'''Consuming Bite''' is a special melee attack unique to [[Tchortling Devourer|Tchortling Devourers]] and [[Shroomling Chomper|Shroomling Chompers]]. It deals between {{mechanical|70-100|prefix}} damage, which is then restored to the Devourer as health. Consuming Bite costs normal attack action points + 10 and has a cooldown of 3 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Attacks]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Stealth&amp;diff=57316</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Stealth&amp;diff=57316"/>
		<updated>2026-04-17T12:56:21Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stealth''' is a [[Skills|skill]].&lt;br /&gt;
&lt;br /&gt;
{{Quote&lt;br /&gt;
| Decreases the chance that you'll be spotted while in stealth mode. Also affects numerous aspects of stealth combat.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Synergies&lt;br /&gt;
|* [[Agility]]&lt;br /&gt;
|* None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
The Stealth skill is used for sneaking around undetected. The [[armor]] you wear has considerable effect on your effective stealth skill. Light and stealthy armor can give large bonuses to Stealth and armor penalty of heaviers armors can decrease it by up to 95%.&lt;br /&gt;
&lt;br /&gt;
See [[Stealth Mode]] for details on stealth mechanics.&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Stealth feats]].&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* Any armor crafted using {{Itemlink|Black Cloth}} or {{Itemlink|Soft Foam Padding}}&lt;br /&gt;
* {{Itemlink|Cloaking Device}}&lt;br /&gt;
* {{Itemlink|Rathound Regalia}}&lt;br /&gt;
* {{Itemlink|Tchortist Robe}}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|Laylow}} (temporarily increases evasion by 15% and stealth by 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills navbox}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Spitter&amp;diff=57315</id>
		<title>Shroomling Spitter</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Spitter&amp;diff=57315"/>
		<updated>2026-04-17T08:27:38Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Shroomling Spitter&lt;br /&gt;
| type       = critter&lt;br /&gt;
| portrait   = shroomling_spitter_l.png&lt;br /&gt;
| background = MushroomCave.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 670&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Shroomling Spitter.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Psimorph&lt;br /&gt;
| location   = [[Mushroom Forest]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Crystallized Spore]]&amp;lt;br&amp;gt;[[Adrenal Gland]]&amp;lt;br&amp;gt;[[Cave Ear]]&amp;lt;br&amp;gt;[[Gremlin Stool]]&amp;lt;br&amp;gt;[[Large Intestine]]&amp;lt;br&amp;gt;[[Oozing Shroom]]&amp;lt;br&amp;gt;[[Psychodelic Spore]]&amp;lt;br&amp;gt;[[Red Dream Mushroom]]&amp;lt;br&amp;gt;[[Spirit Mushroom]]&lt;br /&gt;
| abilities  = Immune to crits&amp;lt;br&amp;gt;Immune to [[poison]]&amp;lt;br&amp;gt;Immune to [[Crippling Strike]]&amp;lt;br&amp;gt;Immune to flashbang effects&lt;br /&gt;
|&lt;br /&gt;
|Combat stats section:&lt;br /&gt;
| damage        = &lt;br /&gt;
| range         = &lt;br /&gt;
| actionpoints  = 50&lt;br /&gt;
| movepoints    = &lt;br /&gt;
| detection     = &lt;br /&gt;
| initiative    = &lt;br /&gt;
|&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical    = &lt;br /&gt;
| heat          = &lt;br /&gt;
| cold          = &lt;br /&gt;
| electricity   = &lt;br /&gt;
| acid          = &lt;br /&gt;
| energy        = &lt;br /&gt;
| bio           = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shroomling Spitter''' is a critter.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The result of Psimorphs adapting to the [[Mushroom Forest]], Spitters prefer to, you guessed it, spit on the player.&lt;br /&gt;
&lt;br /&gt;
Like Chompers, they CANNOT be critically hit, not even by things that would otherwise guarantee it (100% critical strike chance, the Aimed Shot feat, etc.)&lt;br /&gt;
&lt;br /&gt;
They have decent detection requiring the player to have at least 86 effective stealth to not be seen instantly.&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Shroomling Spitters attacks deal only {{bio}} damage, making [[Biohazard Suit]] and other bio damage reducing gear very effective at completely nullifying the danger they pose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Insectoids]]&lt;br /&gt;
[[Category: Psimorphs]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Chomper&amp;diff=57314</id>
		<title>Shroomling Chomper</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shroomling_Chomper&amp;diff=57314"/>
		<updated>2026-04-17T08:27:14Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Shroomling Chomper&lt;br /&gt;
| type       = critter&lt;br /&gt;
| portrait   = shroomling_chomper_l.png&lt;br /&gt;
| background = MushroomCave.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 670&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Shroomling Chomper.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Psimorph&lt;br /&gt;
| location   = [[Mushroom Forest]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Crystallized Spore]]&amp;lt;br&amp;gt;[[Adrenal Gland]]&amp;lt;br&amp;gt;[[Cave Ear]]&amp;lt;br&amp;gt;[[Gremlin Stool]]&amp;lt;br&amp;gt;[[Large Intestine]]&amp;lt;br&amp;gt;[[Oozing Shroom]]&amp;lt;br&amp;gt;[[Psychodelic Spore]]&amp;lt;br&amp;gt;[[Red Dream Mushroom]]&amp;lt;br&amp;gt;[[Spirit Mushroom]]&lt;br /&gt;
| abilities  = Immune to crits&amp;lt;br&amp;gt;Immune to [[poison]]&amp;lt;br&amp;gt;Immune to [[Crippling Strike]]&amp;lt;br&amp;gt;Immune to flashbang effects&amp;lt;br&amp;gt;[[Consuming Bite]]&lt;br /&gt;
|&lt;br /&gt;
|Combat stats section:&lt;br /&gt;
| damage        =&lt;br /&gt;
| range         = Melee&lt;br /&gt;
| actionpoints  = 50&lt;br /&gt;
| movepoints    = &lt;br /&gt;
| detection     = &lt;br /&gt;
| initiative    = &lt;br /&gt;
|&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical    = &lt;br /&gt;
| heat          = &lt;br /&gt;
| cold          = &lt;br /&gt;
| electricity   = &lt;br /&gt;
| acid          = &lt;br /&gt;
| energy        = &lt;br /&gt;
| bio           = 100%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shroomling Chomper''' is a critter.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The result of Psimorphs adapting to the [[Mushroom Forest]], Chompers prefer to, you guessed it, chomp on the player.&lt;br /&gt;
&lt;br /&gt;
They CANNOT be critically hit, not even by things that would otherwise guarantee it (100% critical strike chance, the [[Aimed Shot]] feat, etc.)&lt;br /&gt;
&lt;br /&gt;
They have decent detection requiring the player to have at least 86 effective stealth to not be seen instantly.&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Their primary attack is a bite that deals mechanical and bio damage with a chance of inflicting [[Spore Infection]]. They also start off laying down, resembling an ordinary patch of oversized mushrooms.&lt;br /&gt;
&lt;br /&gt;
They are resistant to mechanical damage and are immune to bio damage and critical hits and that's about it. Basically, treat them like a weaker version of a [[Tchortling Devourer]]. &lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Insectoids]]&lt;br /&gt;
[[Category: Psimorphs]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Hank_Wardell&amp;diff=57292</id>
		<title>Hank Wardell</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Hank_Wardell&amp;diff=57292"/>
		<updated>2026-03-28T21:12:10Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Hank Wardell&lt;br /&gt;
| health   = deceased&lt;br /&gt;
| type     = important&lt;br /&gt;
| roles    = Deceased&lt;br /&gt;
| location = [[Core City]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hank Wardell''' was the previous owner of [[Your House|your house]]. A very strange old man, one day he arrived from North Underrail and purchased one of the most expensive mansions in the residential area. No one knows where his wealth came from, or who he was before he moved to the south. &lt;br /&gt;
&lt;br /&gt;
Despite being among the wealthiest citizens of [[Core City]], he did not care much about his appearance, and wore casual clothes almost exclusively. He was a reclusive man, and often left the city for long periods of time.&lt;br /&gt;
&lt;br /&gt;
As a person although he was considered weird, and even insane, people did not find him unpleasant. He liked to ask questions, and afterwards his conversation partners were often left with the feeling that they told him more than he told them. Sometimes in the middle of a conversation he would just stand up, and walk away without a word.&lt;br /&gt;
&lt;br /&gt;
Wardell had a laboratory set up in the basement of his mansion, and ordered a good number of specialized equipment for it through Core City Housing Corporation. He liked to experiment with highly volatile chemicals, until one day a resulting explosion destroyed most of the mansion and presumably killed Wardell in the process.&lt;br /&gt;
&lt;br /&gt;
In Expedition, it is revealed that he hired [[Captain Svana]] to get to the [[Black Sea]]. There, he tried climbing the [[Monolith (Jaws)|Monolith]], however the ferry was attacked by a [[Sea Wyrm]], forcing Svana to sail away and abandon him. Hank managed to defend himself with energy pistol and later managed to steal a jet ski from one of the pirates in [[Port Ceto]] and escape.&lt;br /&gt;
While in Hell's Gut, he also met Ferryman and had conversation with him. According to Ferryman, he was the &amp;quot;best conversational partner&amp;quot; he has ever had. They both debated philosophy about a concept named the Descent into Center, implying Wardell is at least intellectually equal to the Ferryman, and also made points where the Ferryman was not able to refute to the present day.&lt;br /&gt;
&lt;br /&gt;
[[Phreak]] also mentions talking with him.&lt;br /&gt;
&lt;br /&gt;
His exact age is unknown but based on conversations with Ferryman and Phreak, Hank was probably in his late sixties if the information they gave was correct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Hank_Wardell&amp;diff=57291</id>
		<title>Hank Wardell</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Hank_Wardell&amp;diff=57291"/>
		<updated>2026-03-28T21:12:05Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Hank Wardell&lt;br /&gt;
| health   = deceased&lt;br /&gt;
| type     = important&lt;br /&gt;
| roles    = Deceased&lt;br /&gt;
| location = [[Core City]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hank Wardell''' was the previous owner of [[Your House|your house]]. A very strange old man, one day he arrived from North Underrail and purchased one of the most expensive mansions in the residential area. No one knows where his wealth came from, or who he was before he moved to the south. &lt;br /&gt;
&lt;br /&gt;
Despite being among the wealthiest citizens of [[Core City]], he did not care much about his appearance, and wore casual clothes almost exclusively. He was a reclusive man, and often left the city for long periods of time.&lt;br /&gt;
&lt;br /&gt;
As a person although he was considered weird, and even insane, people did not find him unpleasant. He liked to ask questions, and afterwards his conversation partners were often left with the feeling that they told him more than he told them. Sometimes in the middle of a conversation he would just stand up, and walk away without a word.&lt;br /&gt;
&lt;br /&gt;
Wardell had a laboratory set up in the basement of his mansion, and ordered a good number of specialized equipment for it through Core City Housing Corporation. He liked to experiment with highly volatile chemicals, until one day a resulting explosion destroyed most of the mansion and presumably killed Wardell in the process.&lt;br /&gt;
&lt;br /&gt;
In Expedition, it is revealed that he hired [[Captain Svana]] to get to the [[Black Sea]]. There, he tried climbing the [[Monolith (Jaws)|Monolith]], however the ferry was attacked by a[[Sea Wyrm]], forcing Svana to sail away and abandon him. Hank managed to defend himself with energy pistol and later managed to steal a jet ski from one of the pirates in [[Port Ceto]] and escape.&lt;br /&gt;
While in Hell's Gut, he also met Ferryman and had conversation with him. According to Ferryman, he was the &amp;quot;best conversational partner&amp;quot; he has ever had. They both debated philosophy about a concept named the Descent into Center, implying Wardell is at least intellectually equal to the Ferryman, and also made points where the Ferryman was not able to refute to the present day.&lt;br /&gt;
&lt;br /&gt;
[[Phreak]] also mentions talking with him.&lt;br /&gt;
&lt;br /&gt;
His exact age is unknown but based on conversations with Ferryman and Phreak, Hank was probably in his late sixties if the information they gave was correct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Damage_modifier_sources&amp;diff=57282</id>
		<title>Template:Damage modifier sources</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Damage_modifier_sources&amp;diff=57282"/>
		<updated>2026-03-25T04:15:02Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Damage modifier sources&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Damage modifier !! Damage/attack type(s) !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Evasion]] || -0% to -85% || Area of effect attacks || Skill || &lt;br /&gt;
|-&lt;br /&gt;
| [[Stuntman]]{{expedition-inline}} || -20% || Area of effect attacks || Feat || additive to evasion, still capped at -85%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Cold]]{{expedition-inline}} || -30% || {{Cold}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Heat]]{{expedition-inline}} || -30% || {{Heat}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Acid]]{{expedition-inline}} || -30% || {{Acid}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Electricity]]{{expedition-inline}} || -30% || {{Electricity}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Conditioning]] || -10% to -25% || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Conditioning || -5% || {{Mechanical}}, {{Heat}}, {{Cold}} || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Parafibrotic Regenerative Injection]]{{heavyduty-inline}} || -15% || {{Mechanical}}, {{Heat}} || Special ability || special ability granted from the Technomedic Exoskeleton&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Metal]]{{heavyduty-inline}} || -7% to -20% || {{Mechanical}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Metal{{heavyduty-inline}} || Varies || {{Mechanical}} || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing&lt;br /&gt;
|-&lt;br /&gt;
| Stoicism || -0% to -12% || All || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Beyond Cold]] || -15% and -40% || {{Mechanical}} and {{Cold}} || Feat || activated when [[Chilled]] or [[Frozen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Balaclava]] || Varies || Explosions || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tchortist Bioscrubber]] || -25% || {{Bio}} || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Armor]] || Varies || {{Heat}}, {{Cold}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Leper Serpent Leather Armor]]{{expedition-inline}} || Varies || {{Bio}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nanocomposite Plate]] armors || Varies || Critical Hits || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Cloth|Blast Overcoat]] armors || Varies || Explosions || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Spec Ops Armor]]{{expedition-inline}} || -20% || Explosions || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Suit]] || -85% || Explosions || Armor Suit ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lifting Belt]] || -5% || {{Mechanical}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bioinvestigative Belt]] || -10% || {{Bio}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemoinvestigative Belt]] || -5% || {{Heat}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Electroinvestigative Belt]] || -15% || {{Energy}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sea Serpent Slaying Sash]]{{expedition-inline}} || -15% || {{Bio}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Rathound Leather Tabi Boots]] || -5% || {{Mechanical}} || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Tabi Boots]] || -5% || {{Mechanical}} || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Tabi Boots]] || Varies || Explosions || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nervosomnifer]] || -60% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Morphine Shot]] || -50% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Aegis (medicine)]] || -15% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Irongut]] || -75% || {{Bio}} || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Laylow]] || -10% || {{bio}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Mushrooms]] || -15% || {{bio}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Fish]] || -15% || {{cold}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Meat]] || -5% || {{mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Stew]] || -8% || {{heat}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Czernina]]{{expedition-inline}} || -15% || {{heat}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Burrower Egg]] || -35% || Poison || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sea Serpent Fillet]]{{expedition-inline}} || -20% || Poison || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mutie Stew]]{{expedition-inline}} || -35% || {{Acid}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Kzozel]]{{expedition-inline}} || -10% || {{Mechanical}} || Food || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Kzozel Yantar]]{{expedition-inline}} || -15% || {{Mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mushroom Brew]] || -10% || {{Mechanical}} || Food ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave Ear Poison]] || +50% || {{Bio}} || Poison ||&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Leper Poison]]{{expedition-inline}} || +10% to +60% || {{Mechanical}} || Poison || Max 6 stacks, 10% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Acid]] || +25% to +50% || {{Acid}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Heat]] || +25% to +50% || {{Heat}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Cold]] || +25% to +50% || {{Cold}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Infected Wound]] || +10% to +30% || All || Status effect || Max 3 stacks, 10% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Infected Wound]] with [[Vile Weaponry|Vile Weaponry: Damage]] specialization || +15% to +45% || All || Status effect || Max 3 stacks, 15% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Contaminated]] || +5% to +100% || All || Status effect || Max 20 stacks, 5% per stack&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Your_House&amp;diff=57280</id>
		<title>Your House</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Your_House&amp;diff=57280"/>
		<updated>2026-03-20T02:31:19Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Your House&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = Your House.png&lt;br /&gt;
| music   = CoreCity.ogg&lt;br /&gt;
| world   = [[Core City]]&lt;br /&gt;
| areas   = Second floor&amp;lt;br&amp;gt;Ground floor&amp;lt;br&amp;gt;Basement&lt;br /&gt;
| exits   = [[Core City Upper Level]] residential area&lt;br /&gt;
| ftravel = [[Rift]] (basement corridor)&lt;br /&gt;
| npcs    = none&lt;br /&gt;
| mapfile = cc_ph&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Your House''' is a location on [[Core City Upper Level]], area '''Residential area, commons'''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The player house is a three-story building in Core City's wealthy residential area. It was previously owned by a man named [[Hank Wardell]], until he accidentally killed himself in an explosion while tinkering with chemicals. After his demise, the house became City property and was left in disarray.&lt;br /&gt;
&lt;br /&gt;
It is available as a reward from completing the last mission of any of the three Core City oligarch questlines ([[Research facility (Coretech)|Coretech]], [[Research facility (JKK)|JKK]], [[Research facility (Praetorian Security)|Praetorian Security]]). Notably, while it's possible to forgo the oligarch questlines entirely by solving the mystery of the [[Emergency Phones]], this will not give you the house reward. You can still sign on with one of the oligarchs afterwards to receive this reward, though note that this will have consequences for {{spoiler|[[Phreak]]}}.&lt;br /&gt;
&lt;br /&gt;
While it's possible to hack the door lock, the explosion that led to Wardell's early demise collapsed the ceiling in the hallway, making it impossible to enter and use the house beforehand.&lt;br /&gt;
The ground floor will be renovated free of charge once you received the house and talked to [[Jyles]].&lt;br /&gt;
&lt;br /&gt;
== Furnishings ==&lt;br /&gt;
These can be bought from [[Jyles]] in Core City residential area. Furniture is mostly decorative, with the basement crafting [[#Workbenches|workbenches]] being the major exception. &lt;br /&gt;
&lt;br /&gt;
Fully renovating one's home will cost around 37 thousand Charons.&lt;br /&gt;
&lt;br /&gt;
{{Furniture table}}&lt;br /&gt;
&lt;br /&gt;
== Workbenches ==&lt;br /&gt;
The basement upgrades to your house require workbenches that are sold by various merchants all around Underrail. They all give +15% bonus to their respective technology skills when installed in your house. You can get discounts on them with appropriate skills, mainly [[Mercantile]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Workbench!! Sold by !! Location&lt;br /&gt;
! Cost (with discount) !! Discount requirement&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry]] and [[Biology]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; || [[Fixer]] || [[Junkyard]]&lt;br /&gt;
| 1500  {{charon}} (1000{{charon}}) || 75 effective Mercantile or [[Become the Invictus|be Invictus]] and know Fixer worked in Arena&lt;br /&gt;
|-&lt;br /&gt;
| [[Electronics]]|| [[West]] || [[Foundry]]&lt;br /&gt;
| 1200 {{charon}} (800 {{charon}})  || 50 effective Mercantile&lt;br /&gt;
|-&lt;br /&gt;
| [[Tailoring]]|| [[Fredd]] || [[Camp Hathor]]&lt;br /&gt;
| 1000 {{charon}} (700 {{charon}})  || 60 effective Mercantile or trade the [[Old Mining Helmet]] for it with 85 effective Persuasion&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]] || [[Travis]] || [[Rail Crossing]]&lt;br /&gt;
| 1300 {{charon}} (800 {{charon}}) || 8 Intelligence with 30 effective Persuasion and talked to [[Mykola]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; Biology buff was added to Fixer's chemical workbench in [[1.0.0.3]]. Prior to it, it was provided by medical equipment the player could purchase directly from Jyles.&lt;br /&gt;
&lt;br /&gt;
== Furniture gallery ==&lt;br /&gt;
{{Furniture gallery}}&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
cc-res.png  | Outside&lt;br /&gt;
cc_ph.png   | Ground floor (empty)&lt;br /&gt;
cc_ph_1.png | Second floor (empty)&lt;br /&gt;
cc_ph_2.png | Basement (empty)&lt;br /&gt;
cc_ph_3.png | Ground floor (fully furnished)&lt;br /&gt;
cc_ph_4.png | Second floor (fully furnished)&lt;br /&gt;
cc_ph_5.png | Basement (fully furnished)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Core City navbox}}&lt;br /&gt;
{{locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57276</id>
		<title>The Stunner</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57276"/>
		<updated>2026-03-10T02:13:45Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = The Stunner.png&lt;br /&gt;
| name         = The Stunner&lt;br /&gt;
| type         = Pistol&lt;br /&gt;
| damage       = 25-40 {{color|aqua|(Energy)}}&lt;br /&gt;
| impactspeed  = Very High&lt;br /&gt;
| ap           = 12 AP&lt;br /&gt;
| range        = 11 (optimal: 8)&lt;br /&gt;
| precision   = +5%&lt;br /&gt;
| critchance   = 10%&lt;br /&gt;
| critbonus    = 175%&lt;br /&gt;
| energy/shot  = 5&lt;br /&gt;
| description  = A pulsed energy projectile pistol with a DETeK logo on its side. In lethal mode, the laser pulses create a small amount of exploding plasma on the target's surface which produces destructive and debilitating pressure waves. The less-lethal mode distributes the energy in a different manner, causing more agony and less damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The biometric lock engages the weapon only for the following authorized users:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;U8HU3CSD&amp;lt;br&amp;gt;TSMSL2SR&lt;br /&gt;
| capabilities = Bypasses 25% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;35% chance to immobilize the target for 1 turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies 1 stack of polarization. Each stack reduces the target's energy damage resistance and threshold by 10% and electrical ones by 7%, and increases their chance to get critically hit by weapons by 3%. Stacks up to 5 times and lasts 2 turns.&lt;br /&gt;
| incurred     = Damage against mechanical targets increased by 10%.&lt;br /&gt;
| specials     = {{ItemSpecial|Stunning Pulse|Perform a special attack that costs 20 energy and only does 50% of the normal weapon damage, but stuns living targets for 1 turn if it deals any damage.}}&lt;br /&gt;
| energy       = 100&lt;br /&gt;
| durability   = 1770 / 1770 (electronic)&lt;br /&gt;
| weight       = 2.00&lt;br /&gt;
| value        = 20000&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Stunner''' is a unique energy pistol used by the [[Gunslinger (Heavy Duty)|Gunslinger]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Stunner is basically an upgraded energy pistol with high damage, crit chance and critical damage bonus, faster rate of fire and slightly better range. It also deals increased damage to mechanical targets, partially bypasses target's enemy shield, inflicts [[Polarized|polarization]] on hit and has a chance to immobilize on hit. It also has access to [[Stunning Pulse]] special attack that deals reduced damage but stuns living targets if it deals any damage.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Carried by [[Gunslinger (Heavy Duty)|Gunslinger]]. If he survives expedition to the [[Dark Territory]], he will offer the weapon to the player in a conversation in [[Core City]] (only if he and the player has reached the [[Cognator|Command]] of the [[The Compound]]). If he dies, the weapon can be looted from his corpse, but it will also become [[The Stunner (Inactive)|locked]] and will require to be [[Hacking|hacked]] (150 effective skill) first to be usable.&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.7]] (Heavy Duty) - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Pistols]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Immobilized&amp;diff=57161</id>
		<title>Immobilized</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Immobilized&amp;diff=57161"/>
		<updated>2026-01-16T00:30:49Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Immobilized&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Immobilize.png&lt;br /&gt;
| description = Cannot move.&lt;br /&gt;
| duration    = 1 turn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Immobilized''' is an immobilization effect.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Throwing Knife|Throwing Knives]] with [[Pinning]] feat (35% chance, only against living targets)&lt;br /&gt;
* [[The Stunner]]{{heavyduty-inline}} (35% chance)&lt;br /&gt;
* [[Needler]] (35% chance)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Immunity ==&lt;br /&gt;
{{Immobilization immunities}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Azuridae_Goliathus&amp;diff=56447</id>
		<title>Azuridae Goliathus</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Azuridae_Goliathus&amp;diff=56447"/>
		<updated>2025-12-13T20:17:34Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Azuridae Goliathus&lt;br /&gt;
| type       = creature&lt;br /&gt;
| image      = Azuridae_Goliathus.png&lt;br /&gt;
| portrait   = greater_psi_beetle_l.png&lt;br /&gt;
| background = Cave.png&lt;br /&gt;
| roles      = Psionic insect&lt;br /&gt;
| location   = [[Deep Caverns]]&amp;lt;br&amp;gt;[[Silent Isle]]{{DOMINATING}}&amp;lt;br&amp;gt;[[Upper Caves]]&amp;lt;br&amp;gt;[[Zaman's Lair]]&amp;lt;br&amp;gt;[[Abandoned Waterway Facility]]&lt;br /&gt;
| loot       = [[Insectoid Salivarium]]&amp;lt;br&amp;gt;[[Psi Beetle Brain]]&amp;lt;br&amp;gt;Higher quality [[Psi Beetle Carapace]]&lt;br /&gt;
|&lt;br /&gt;
| abilities  = Gains [[Psionic Synergy]] in groups&amp;lt;br&amp;gt;[[Cerebral Trauma]]&amp;lt;br&amp;gt;[[Cryokinesis]]&amp;lt;br&amp;gt;[[Disruptive Field]]&amp;lt;br&amp;gt;[[Hypothermia]]&amp;lt;br&amp;gt;[[Neural Overload]]&amp;lt;br&amp;gt;[[Pyrokinesis]]&amp;lt;br&amp;gt;[[Pyromaniac]]&amp;lt;br&amp;gt;[[Pseudo-spatial Projection]]&amp;lt;br&amp;gt;[[Psi-cognitive Interruption]]&amp;lt;br&amp;gt;With psionic synergy:&amp;lt;br&amp;gt;15: [[Telekinetic Punch]]&amp;lt;br&amp;gt;30: [[Bilocation]]&amp;lt;br&amp;gt;45: [[Implosion]]&lt;br /&gt;
| range      = Melee&lt;br /&gt;
| damage     = Closed shell - {{Mechanical|50-85|number only}} ({{Mechanical|95-161|number only}}); Open shell - {{Mechanical|25-50|number only}} ({{Mechanical|47-95|number only}}&lt;br /&gt;
| health     = 300&lt;br /&gt;
| psipool    = 200 (+40)&lt;br /&gt;
| initiative   = 11&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| detection    = 83&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 10&lt;br /&gt;
| dexterity     = 3&lt;br /&gt;
| agility       = 3&lt;br /&gt;
| constitution  = 10&lt;br /&gt;
| perception    = 5&lt;br /&gt;
| will          = 8&lt;br /&gt;
| intelligence  = 4&lt;br /&gt;
|Skills section:&lt;br /&gt;
| melee         = 85 (128)&lt;br /&gt;
| thoughtctrl   = 85 (129)&lt;br /&gt;
| psychokinesis = 85 (129)&lt;br /&gt;
| metathermics  = 85 (129)&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical  = 55% / 50&amp;lt;br&amp;gt;(25% / 25 when brain is exposed)&lt;br /&gt;
| heat        = 30% / 15&amp;lt;br&amp;gt;(15% / 10 when brain is exposed)&lt;br /&gt;
| cold        = 30% / 15&amp;lt;br&amp;gt;(15% / 10 when brain is exposed)&lt;br /&gt;
| electricity = 0% / 0&lt;br /&gt;
| acid        = 0% / 0&lt;br /&gt;
| energy      = 0% / 0&lt;br /&gt;
| bio         = 0% / 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Azuridae Goliathus''', also called '''goliath''', is a subspecies of the psionic [[Azuridae]] beetles. Goliaths bear a strong resemblance to rhinoceros beetles, although the large pronotum also shares the characteristic frills of ceratopsians. They are less common than the smaller Azuridae, but like them they can be found in watery caves where mindshrooms grow.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Unlike Azuridae who pose relatively little threat without the backing of a group, goliaths can be formidable opponents even alone — they are stronger, tougher, and considerably more powerful in their psionic abilities. When possible they begin fights defensively, they create psionic projections, disrupt ranged opponents, and inhibit psionics. Once their defenses are set up they go on the offensive, invoking neural overload, pyrokinesis and cryokinesis, all three made stronger through feats.&lt;br /&gt;
&lt;br /&gt;
Unfortunately goliaths are never encountered without at least a small number of companions. Every nearby psi beetle with their brain exposed gives them 15 stacks of [[Psionic Synergy|psionic synergy]], which quickly makes them even more destructive and their inflicted status effects harder to resist, and also gives them access to additional, more offense-oriented abilities.&lt;br /&gt;
&lt;br /&gt;
Similarly to Azuridae, they will resort to melee when cornered or inhibited, their large twin horns dealing {{mechanical|50-85|prefix}} damage with each hit.&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
When the shell is closed, the hard carapace of goliaths provides them moderately high {{mechanical}} resistance along with some additional protection against {{heat}} and {{cold}}. Unlike Azuriade they retain some of this resistance to all three damage types even with their brains exposed.&lt;br /&gt;
&lt;br /&gt;
If they have used pseudo-spatial projection, try [[HE Grenade|HE]] grenades, psionics, or other indirect ways to inflict damage, or failing that burst with an SMG or AR to remove it faster. Immobilization can help those with ranged forms of attack to outrange the goliath's more devastating offensive abilities.&lt;br /&gt;
&lt;br /&gt;
When fighting large groups, it might be wise for psionics to carry a few [[Psi Reinvigorator]]s. Else try to initiate the fight with [[Locus of Control]] activated to gain 5 more turns before the cooldown of psi-cognitive interruption expires.&lt;br /&gt;
&lt;br /&gt;
Like average Azuridae, Goliaths' [[detection]] is relatively low. With effective stealth skill of at least 34, player can avoid getting detected by them immediately and sneak past them.&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Insectoids]]&lt;br /&gt;
[[Category: Azuridae]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Zaman%27s_Lair&amp;diff=56396</id>
		<title>Zaman's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Zaman%27s_Lair&amp;diff=56396"/>
		<updated>2025-12-06T01:00:28Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Zaman's Lair&lt;br /&gt;
| type    = Dungeon&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = cc_zamansLair.png&lt;br /&gt;
| music   = TenseCaves.ogg&lt;br /&gt;
| world   = [[Core City Sewers]]&lt;br /&gt;
| areas   = Zaman's Lair&amp;lt;br&amp;gt;Spider caves&amp;lt;br&amp;gt;Underground lake&lt;br /&gt;
| exits   = [[Core City Sewers]]&lt;br /&gt;
| npcs    = [[Zaman]]&lt;br /&gt;
| mapfile = cc_zamansLair&amp;lt;br&amp;gt;cc_zamansCave1&amp;lt;br&amp;gt;cc_zamansCave2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Zaman's Lair]] is a dungeon in [[Core City Sewers]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
An old and abandoned facility under [[Core City]], accessible from [[Core City Sewers]], area '''Sewers west'''. It likely belonged to [[Biocorp]] in the past, but nowadays only a madman named [[Zaman]] resides there.&lt;br /&gt;
&lt;br /&gt;
To get there, head to the first area of the sewers from Core City docks and exit to the west. Zaman's lair is directly north from the next area, but you'll have to take a detour through the westermost part (area '''Sewers west, cave entrance ''') of the sewers to reach the entrance.&lt;br /&gt;
&lt;br /&gt;
=== Zaman's Lair ===&lt;br /&gt;
* The southern exit (the entrance to [[Zaman's Lair]] leads to [[Core City Sewers]], area '''Sewers west'''&lt;br /&gt;
** The eastern exits leads to area '''Spider caves'''&lt;br /&gt;
* Entrance room:&lt;br /&gt;
** When entering for the first time, [[Zaman]] will close the entrance door behind you and you'll need to find a way to open it to get out&lt;br /&gt;
** The entrance door can be opened with the computer console in the SW room on the other side of the the glass window&lt;br /&gt;
** The north door can be opened with 100 [[Hacking]] or with the computer console in the NW room&lt;br /&gt;
* The door north of the SE room can be opened with 75 [[Hacking]] or with the computer console in the NW room&lt;br /&gt;
* The NE room has a box requiring 70 [[Hacking]]&lt;br /&gt;
* The E room (between the 2 large security doors) has a north door that can be opened with 90 [[Hacking]] or with the computer console in the NW room&lt;br /&gt;
* The NW room has a computer console which open all security doors in the area except the entrance door&lt;br /&gt;
* The central room:&lt;br /&gt;
** has an aggressive robot, [[Chop-Chop]], which carries a [[Self-consciousness Module]] oddity, 2 XP&lt;br /&gt;
** The doorway to the room to the west is trapped with a [[Crawler Poison Bear Trap]]. It can be disarmed with 100 [[Traps]]&lt;br /&gt;
** A dead body, [[Agent Raul]], is the objective of quest [[Find Raul]]. It carries a [[Coretech Pamphlet]] oddity, 3 XP&lt;br /&gt;
* [[Zaman]]'s living room:&lt;br /&gt;
** [[Zaman]] is living here and is aggressive. He carries the unique [[Dehumanizer]] blade&lt;br /&gt;
** The northern shelves contain a [[Three-Eyed Skull]] oddity, 3 XP and [[Psionic Mentor: Psychosomatic Predation]]&lt;br /&gt;
** Has a footlocker requiring 55 [[Lockpicking]], it contains 50 charons, an [[Advanced Mechanical Repair Kit]], [[Advanced Electronic Repair Kit]] and a [[Sharpening Stone]]&lt;br /&gt;
* The computer in the SW room can be used to open the main entrance/exit door&lt;br /&gt;
&lt;br /&gt;
=== Spider caves ===&lt;br /&gt;
* The 2 western exits (one to the south, one to the north behind the destructible rocks) leads to area '''Zaman's Lair'''&lt;br /&gt;
* The northern exit leads to area '''Underground lake'''&lt;br /&gt;
* There are several [[Electric web trap]]s all around the place&lt;br /&gt;
* There are some [[Coil Spider]]s inhabiting and patrolling the area&lt;br /&gt;
* Close to the SE corner is a pile of rubble containing an [[Obsidian Shard]] oddity, 1 XP&lt;br /&gt;
* Close to the northern exit are some [[Destructible objects|destructible rocks]], hiding the second exit to area '''Zaman's Lair''' (the '''Underground lake''' area to the north has a couple of [[TNT Charge]]s in case you need them to escape the lair)&lt;br /&gt;
* Near the second western exit being the destructible rocks is a barrel containing a rare [[Shiv]] melee weapon&lt;br /&gt;
&lt;br /&gt;
=== Underground lake ===&lt;br /&gt;
* The southern exit leads to area '''Spider caves'''&lt;br /&gt;
* There are several [[Azuridae]] and [[Azuridae Goliathus]] in this area&lt;br /&gt;
* Has 2 respawning [[Mindshroom]]s&lt;br /&gt;
* On the wall to the west of the eastern mindshroom is a hidden cave (requires 9 [[Perception]]) containing around fifty [[United Stations Dollar]]s&lt;br /&gt;
* Next to the boat is a dead man carrying some [[TNT Charge]]s and a [[Core City Plans]] oddity, 1 XP&lt;br /&gt;
* Can be fished in this area: [[Blue Eel]], [[Anglerfish]]&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Find Raul]]: Coretech's agent Raul has gone missing.&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
cc_zamansLair.png   | Zaman's Lair&lt;br /&gt;
cc_zamansLair_1.png | Zaman's Lair ventilation shafts&lt;br /&gt;
cc_zamansCave1.png  | Spider caves&lt;br /&gt;
cc_zamansCave2.png  | Underground lake&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category: Locations]]&lt;br /&gt;
[[Category: Dungeons]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Proxy&amp;diff=56338</id>
		<title>Telekinetic Proxy</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Proxy&amp;diff=56338"/>
		<updated>2025-12-02T13:28:46Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
| image       = Telekinetic Proxy.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Telekinetic Proxy&lt;br /&gt;
| school      = Psychokinesis&lt;br /&gt;
| skillreq    = 55&lt;br /&gt;
| description = Moves the Telekinetic Proxy from its current location to the specified location, dealing 25-40 mechanical damage to everything in its path. If the proxy is not present, is too far away, or doesn't have a clear straight line path to the destination, a new one will be spawned.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Telekinetic Proxy will mimic your single target telekinetic psi abilities and effects if the target is within its radius. The proxy lasts 3 turns, but the timer refreshes with each move or mimic.&lt;br /&gt;
| apcost      = 10&lt;br /&gt;
| psicost     = 15&lt;br /&gt;
| range       = 10.0&lt;br /&gt;
| radius      = 3&lt;br /&gt;
| cooldown    = 1 turn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Telekinetic Proxy''' is a Psychokinesis psi ability added in version [[0.1.12.0]].&lt;br /&gt;
&lt;br /&gt;
The proxy mimics ''(strikes twice)'' [[Telekinetic Punch]]es, [[Implosion]], attacks made with [[Force Emission]] and damage transferred by [[Psychokinetic Chain]], as long as the target is within the proxy's radius. The proxy will not deal damage to you even if you are on its path when it moves. It cannot be placed on water.&lt;br /&gt;
&lt;br /&gt;
Its damage scales with your effective Psychokinesis skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! Damage&lt;br /&gt;
|-&lt;br /&gt;
|   0 || {{Mechanical|10-11}}&lt;br /&gt;
|-&lt;br /&gt;
|  55 || {{Mechanical|26-38}}&lt;br /&gt;
|-&lt;br /&gt;
| 100 || {{Mechanical|40-61}}&lt;br /&gt;
|-&lt;br /&gt;
| 150 || {{Mechanical|55-86}}&lt;br /&gt;
|-&lt;br /&gt;
| 200 || {{Mechanical|70-111}}&lt;br /&gt;
|-&lt;br /&gt;
| 250 || {{Mechanical|85-136}}&lt;br /&gt;
|-&lt;br /&gt;
| 300 || {{Mechanical|100-161}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Proxied abilities ==&lt;br /&gt;
* [[Force Emission]]&lt;br /&gt;
* [[Implosion]]&lt;br /&gt;
* [[Telekinetic Punch]]&lt;br /&gt;
&lt;br /&gt;
== Trainers ==&lt;br /&gt;
* [[Psionic Mentor: Telekinetic Proxy]]&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Corporeal Projection]] ''(damage increased by 5% for each point of strength above 5)''&lt;br /&gt;
* [[Telekinetic Undulation]] ''(moving the proxy has 50% chance to [[daze]] targets)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ancient_Rathound&amp;diff=56331</id>
		<title>Ancient Rathound</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ancient_Rathound&amp;diff=56331"/>
		<updated>2025-11-11T20:26:47Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Ancient Rathound&lt;br /&gt;
| type       = creature&lt;br /&gt;
| portrait   = rathound_ancient_l.png&lt;br /&gt;
| background = cave.png&lt;br /&gt;
| level      = 20&lt;br /&gt;
| health     = 630&lt;br /&gt;
| image      = Ancient Rathound model.png&lt;br /&gt;
| roles      = Elder rathounds&lt;br /&gt;
| location   = [[Rathound King Lair]]&amp;lt;br/&amp;gt;[[Core City Arena]]&amp;lt;br/&amp;gt;[[Deep Caverns]]&amp;lt;br/&amp;gt;[[Caerus Residential]]&amp;lt;br/&amp;gt;[[Rathound Lair (Deep Caverns)|Rathound Lair]]&amp;lt;br/&amp;gt;[[Hunting Grounds]]&amp;lt;br&amp;gt;[[Abandoned Warehouse]]{{DOMINATING}}&amp;lt;br&amp;gt;[[Lower Underrail]]{{DOMINATING}}&amp;lt;br&amp;gt;[[Lower Caves]]{{DOMINATING}}&amp;lt;br&amp;gt;[[Upper Caves]]{{DOMINATING}}&lt;br /&gt;
| loot       = Animal organs&amp;lt;br/&amp;gt;[[Ancient Rathound Tooth]]&amp;lt;br/&amp;gt;[[Ancient Rathound Leather]]&lt;br /&gt;
| abilities  = Gains [[Pack Hunting]] in groups&amp;lt;br/&amp;gt;[[Rend]] attack&amp;lt;br&amp;gt;Immune to [[stun]]&amp;lt;br&amp;gt;Immune to flashbang effects&amp;lt;br&amp;gt;[[Conditioning]]&amp;lt;br&amp;gt;Immune to [[fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
| range      = Melee&lt;br /&gt;
| damage     = {{Mechanical|50-80|number only}} ({{Mechanical|121-193|number only}})&lt;br /&gt;
| initiative = 18&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| detection    = 194&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 14&lt;br /&gt;
| dexterity     = 7&lt;br /&gt;
| agility       = 6&lt;br /&gt;
| constitution  = 14&lt;br /&gt;
| perception    = 12&lt;br /&gt;
| will          = 4&lt;br /&gt;
| intelligence  = 3&lt;br /&gt;
|&lt;br /&gt;
|Skills section:&lt;br /&gt;
| melee         = 110 (203)&lt;br /&gt;
| dodge         = 35 (43)&lt;br /&gt;
| evasion       = 35 (43)&lt;br /&gt;
| intimidation  = 110 (203)&lt;br /&gt;
|&lt;br /&gt;
| mechanical  = 15% / 5&lt;br /&gt;
| heat        = 0% / 0&lt;br /&gt;
| cold        = 15% / 5&lt;br /&gt;
| electricity = 0% / 0&lt;br /&gt;
| acid        = 0% / 0&lt;br /&gt;
| energy      = 0% / 0&lt;br /&gt;
| bio         = 0% / 0&lt;br /&gt;
}}&lt;br /&gt;
{{main|Rathound}}&lt;br /&gt;
&lt;br /&gt;
== Ancient Rathound ==&lt;br /&gt;
[[Ancient Rathound]]s are particularly strong and cunning, long-lived rathounds. They are much larger and tougher than any common rathounds and have washed out gray hides and deeper growls.&lt;br /&gt;
&lt;br /&gt;
Unlike their lesser counterparts, they are not afraid of fire, cannot be stunned and their thicker fur provides some {{mechanical}} and {{cold}} resistance, furthermore the [[Conditioning]] feat gives them an additional 19% {{mechanical}}, {{heat}} and {{cold}} reduction. To avoid detection by ancient rathounds when in stealth mode, player needs effective [[stealth]] skill of 81. &lt;br /&gt;
&lt;br /&gt;
They have a [[Rend]] attack like [[Rathound Alpha]]s, albeit a more powerful one.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Deep Caverns]], Ancient Rathounds are pretty rare. On DOMINATING difficulty however, they can be found just about anywhere regular rathounds can be found. &lt;br /&gt;
&lt;br /&gt;
There is also a psionic ancient rathound named [[Jookhela]] in [[Core City Sewers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Critters]]&lt;br /&gt;
[[Category: Rathounds]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Combat_Stats&amp;diff=56330</id>
		<title>Combat Stats</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Combat_Stats&amp;diff=56330"/>
		<updated>2025-11-10T16:04:50Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page explains statistics seen in the '''Combat Stats''' {{Key|C}} menu and certain other statistics that aren't listed anywhere.&lt;br /&gt;
&lt;br /&gt;
= Combat Stats: Base =&lt;br /&gt;
== [[File:Bleeding Wound.png|text-bottom|link=]] State ==&lt;br /&gt;
;Health&lt;br /&gt;
: Shows current and maximum health points. When your current health point reach zero, you die.&lt;br /&gt;
: Derived from character level and [[Constitution]]. Can be affected by feats and items. Player character has '''50%''' bonus health. If playing on easy or hard difficulty, player health is 2x or 2/3 of the normal value.&lt;br /&gt;
&lt;br /&gt;
;Shield&lt;br /&gt;
: Shows current and maximum shield points. Whenever you're hit, the shield will absorb certain amount of damage depending on the impact speed of the attack as long as you have shield points lefts. Shields will also slowly deplete on their own while turned on.&lt;br /&gt;
: Only shows up when you have a [[Shield Emitter]] equipped.&lt;br /&gt;
&lt;br /&gt;
;Psi&lt;br /&gt;
: Not shown on characters who lack [[Psi Empathy]]. Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke [[Psi abilities|psionic abilities]].&lt;br /&gt;
: Psi pool starts at 100. No longer derived from character level and Will as of version [[0.1.14.0]], but can be affected by feats and items.&lt;br /&gt;
: Base psi regeneration is 5 for player characters, 15 for psionic NPCs.&lt;br /&gt;
&lt;br /&gt;
;Healing Effectiveness&lt;br /&gt;
: Shows the number at which any incoming healing will be modified.&lt;br /&gt;
: Starts at 100%, cannot drop below 15%. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: All characters have '''50''' {{color|{{TimelapseColors|ApColor}}|Action Points}}. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. ''(e.g. [[Special Tactics]])''&lt;br /&gt;
: At the end of a character's turn, given they weren't [[Stunned|stunned]] or otherwise incapable of action up to 10 unspent action points will be tranferred to the next turn.&lt;br /&gt;
: Wearing heavy armor without meeting its strength requirement will reduce action points.[http://underrail.com/forums/index.php?topic=330.0]&lt;br /&gt;
: AP can be temporarily increased or decreased. Maximum AP is capped between 35 and 183 upper bound.&lt;br /&gt;
&lt;br /&gt;
;Movement Points&lt;br /&gt;
: Character base {{color|{{TimelapseColors|MpColor}}|Movement Points}} equal '''30''' + extra '''3''' points for every point in agility above '''5'''. Movement points can only be used for moving.&lt;br /&gt;
: Movement points are affected by [[agility]], armor penalty or bonus, [[encumberance]] and some [[feats]].&lt;br /&gt;
: Most effects that change movement points also change real-time movement speed.&lt;br /&gt;
: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points.&lt;br /&gt;
: See also [[Movement]] for details on movement mechanics.&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_base_abilities.png|text-bottom|link=]] Base Abilities ==&lt;br /&gt;
{{main|Base Abilities}}&lt;br /&gt;
Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.&lt;br /&gt;
&lt;br /&gt;
;Strength&lt;br /&gt;
: Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).&lt;br /&gt;
&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)&lt;br /&gt;
&lt;br /&gt;
;Agility&lt;br /&gt;
: Agility represents character's reflexes, fleet-footedness, jumping ability, as well as affinity towards other athletic and acrobatic activities. Among other things it affects dodge, evasion, initiative and movement points. It also allows the character to move more quietly, increasing the stealth performance.&lt;br /&gt;
&lt;br /&gt;
;Constitution&lt;br /&gt;
: Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.&lt;br /&gt;
&lt;br /&gt;
;Perception&lt;br /&gt;
: Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.&lt;br /&gt;
&lt;br /&gt;
;Will&lt;br /&gt;
: Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines as well as psi point regeneration.&lt;br /&gt;
&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also affects psi point regeneration.&lt;br /&gt;
&lt;br /&gt;
= Combat Stats: Defense =&lt;br /&gt;
== [[File:Aphobia.png|text-bottom|link=]] Defense ==&lt;br /&gt;
Attacks and [[status effects]] can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude or Resolve, depending on the attack's type. These four saving throws are checked against attacker's relevant skill, ''e.g. An attack with [[Frighten]] would test attacker's [[Thought Control]] vs. defender's [[Resolve]] to determine its duration.''[http://underrail.com/forums/index.php?topic=895.msg5014#msg5014] The effects of certain devices, such as [[Flashbang]]s, do not depend on any skills of the character using them and thus they use a fixed value as their attack rating.&lt;br /&gt;
&lt;br /&gt;
The base save chance of Resolve and Fortitude is &amp;lt;code&amp;gt;1 - attack skill / defense skill * 0.7&amp;lt;/code&amp;gt; and it is capped between '''5%''' and '''75%'''. So relative to defense skill, about 135% attack skill minimizes the save chance and 35% maximizes it.&lt;br /&gt;
&lt;br /&gt;
Dodge and Evasion are the base factors when determining hit chances in melee and ranged combat respectively. See [[Precision]] for details.&lt;br /&gt;
&lt;br /&gt;
;Dodge&lt;br /&gt;
: Increases your chance to avoid melee attacks.&lt;br /&gt;
: Derived from your effective Dodge skill and other Dodge bonuses. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Evasion&lt;br /&gt;
: Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.&lt;br /&gt;
: Derived from your effective Evasion skill and other Evasion bonuses. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Fortitude&lt;br /&gt;
: Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by direct physical trauma.&lt;br /&gt;
: Derived from character level and Constitution (60%), Strength (20%) and Will (20%).&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by mental stress and also reduces damage or duration of certain psionic attacks that target the mind directly.&lt;br /&gt;
: Derived from character level and Will. Can be affected by items and status effects.&lt;br /&gt;
&lt;br /&gt;
;Weapon Crit. chance&lt;br /&gt;
: Modifies the chance you'll get critically hit with weapons and unarmed attacks.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Psi Crit. chance&lt;br /&gt;
: Modifies the chance you'll get critically hit with psi attacks.&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
;Armor penalty&lt;br /&gt;
: Reduces dodge, evasion, stealth and movement points.&lt;br /&gt;
: Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at '''95%'''.[http://underrail.com/forums/index.php?topic=330.0]&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_shielding.png|text-bottom|link=]] Shielding ==&lt;br /&gt;
[[Shield Emitter|Energy shields]] can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.&lt;br /&gt;
&lt;br /&gt;
Shield Capacity is the total amount of damage the shield can absorb when fully charged.&lt;br /&gt;
&lt;br /&gt;
All physical damage sources have an '''Impact Speed''', which is one of the following:&lt;br /&gt;
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryLow}}|Very Low}}''' — Melee attacks&lt;br /&gt;
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Low}}|Low}}''' — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)&lt;br /&gt;
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.Medium}}|Medium}}''' — Pistol and SMG bullets, Shotgun pellets, shrapnel (from frag grenades/mines)&lt;br /&gt;
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.High}}|Fast}}''' — Explosives, extremely fast projectiles (such as those fired from sniper and assault rifles)&lt;br /&gt;
: '''{{color|{{TimelapseColors|ImpactSpeedColors.ImpactSpeed.VeryHigh}}|Very Fast}}''' — Lasers, plasma, electrical attacks&lt;br /&gt;
&lt;br /&gt;
Additionally, most light melee attacks will ignore certain amount of shield.&lt;br /&gt;
: '''60%''' — Typical knives&lt;br /&gt;
: '''80%''' — Typical fist weapons&lt;br /&gt;
: '''100%''' — Unarmed&lt;br /&gt;
&lt;br /&gt;
== [[File:items components steel plates.png|text-bottom|link=]] Resistances ==&lt;br /&gt;
All characters have '''Damage Resistance''', '''Damage Threshold''' and '''Damage Modifier''' for each damage type, shown as '''DR% / DT (DM%)'''. They are derived from equipped and/or natural armor and other modifiers such as feats, equipment and temporary drug effects.&lt;br /&gt;
&lt;br /&gt;
Resistance is a percentage reduction, whilst threshold is a flat number reduction. Only the greater of the two reductions will be applied against any one attack, not both. Damage modifier, normally 100%, is applied to the portion of damage that goes through shields and armor resistance/threshold.&lt;br /&gt;
&lt;br /&gt;
The resistible damage types are&lt;br /&gt;
{{Mechanical}},&lt;br /&gt;
{{Heat}},&lt;br /&gt;
{{Cold}},&lt;br /&gt;
{{Electricity}},&lt;br /&gt;
{{Acid}},&lt;br /&gt;
{{Energy}} and&lt;br /&gt;
{{Bio}}. All damage types excluding {{Mechanical}} can achieve total negation of damage through either '''100% Damage Resistance''' or '''0% Damage Modifier''', however {{Mechanical}} damage is limited to '''95% DR''' and '''10% DM'''.&lt;br /&gt;
&lt;br /&gt;
=== Irresistible damage ===&lt;br /&gt;
Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds, but not damage modifier.&lt;br /&gt;
&lt;br /&gt;
* The bio damage from [[poison]]s ignores armor, but the initial attack delivering poison must penetrate armor for the poison to take effect. Poison damage can be reduced with Damage Reduction.&lt;br /&gt;
* Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve and Damage Reduction.&lt;br /&gt;
** [[Neural Overload]]&lt;br /&gt;
** [[Bilocation]]&lt;br /&gt;
** [[Psi-cognitive Interruption]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge ==&lt;br /&gt;
:''See also: [[Stealth Mode]], [[Traps]]''&lt;br /&gt;
&lt;br /&gt;
;Stealth&lt;br /&gt;
: Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.&lt;br /&gt;
: Equal to your effective Stealth skill. Can be affected by feats and items. Stealth rating lower than 40% the detection rating leads to instant detection.&lt;br /&gt;
&lt;br /&gt;
;Detection&lt;br /&gt;
: Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection, so character level does not affect it.&lt;br /&gt;
: Derived from character level and Perception. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Trap Detection&lt;br /&gt;
: Indicates how well you discover traps.&lt;br /&gt;
: Derived from detection rating and traps skill.&lt;br /&gt;
&lt;br /&gt;
= Combat Stats: Offense =&lt;br /&gt;
== [[File:Icon_weapon.png|text-bottom|link=]] Weapon ==&lt;br /&gt;
;Damage&lt;br /&gt;
: Current weapon normal attack damage range.&lt;br /&gt;
: Derived from active weapon. Affected by relevant weapon skill and [[strength]] bonus for melee weapons.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: Action points required to perform a normal attack with the current weapon.&lt;br /&gt;
: Derived from active weapon. Can be affected by feats, items and [[dexterity]] bonus for light weapons.&lt;br /&gt;
&lt;br /&gt;
;Impact Speed&lt;br /&gt;
: Impact speed of the weapon attack.&lt;br /&gt;
: Derived from active weapon. Affects [[#shielding|energy shield]] penetration.&lt;br /&gt;
&lt;br /&gt;
;Critical chance&lt;br /&gt;
: Chance to score a critical hit with a normal attack of the current weapon.&lt;br /&gt;
: Derived from active weapon. Can be affected by feats, items and [[dexterity]] bonus for melee weapons.&lt;br /&gt;
&lt;br /&gt;
;Critical bonus&lt;br /&gt;
: Damage bonus applied when the current weapon scores a critical hit.&lt;br /&gt;
: Derived from active weapon. Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
;Special attack bonus&lt;br /&gt;
: Increases the damage done by [[:Category:Attacks|special attacks]]. Does not work with [[:Category:Unconditional special attacks|Unconditional special attacks]].&lt;br /&gt;
: Starts at 0%. Increased by [[Smart Goggles|smart goggles]] and [[Smart Module|modules]].&lt;br /&gt;
&lt;br /&gt;
;Initiative&lt;br /&gt;
: Influences how quickly you'll get your turn when the combat starts.&lt;br /&gt;
: Base initiative is '''5''' + agility + dexterity.&lt;br /&gt;
:* At the start of the combat, each combat participant randomly adds '''1-15''' points to the base initiative.&lt;br /&gt;
:* The modified value is used when sorting the turn order.&lt;br /&gt;
::: Exception: when the player initiates combat manually {{key|Enter}} or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.&lt;br /&gt;
:* Initiating combat from stealth adds 100 to initiative.&lt;br /&gt;
:* Returning to a zone where you previously fled combat adds -1000 to initiative.&lt;br /&gt;
:* Entering a zone and immediately entering combat adds -10 to initiative.&lt;br /&gt;
&lt;br /&gt;
;Range&lt;br /&gt;
: Maximum range of the current weapon.&lt;br /&gt;
: Derived from active weapon.&lt;br /&gt;
: Vision range for the player is always limited to 13 tiles in a straight line.&lt;br /&gt;
&lt;br /&gt;
;Optimal Range&lt;br /&gt;
: Optimal range of the current weapon. Beyond this point the precision starts dropping more quickly.&lt;br /&gt;
: Derived from active weapon.&lt;br /&gt;
&lt;br /&gt;
== [[File:Psisynergy.png|text-bottom|link=]] Psionics ==&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
&lt;br /&gt;
;Skill&lt;br /&gt;
: Effective skill level when invoking psionic abilities of currently selected psi school.&lt;br /&gt;
&lt;br /&gt;
;Critical chance&lt;br /&gt;
: Chance to score a critical hit when invoking psionic abilities  of currently selected psi school.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Critical bonus&lt;br /&gt;
: Damage bonus applied when you score a critical hit with psionic abilities of currently selected psi school.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Psi cost&lt;br /&gt;
: Psi cost point modifier for psi abilities  of currently selected psi school.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
= Other statistics =&lt;br /&gt;
These statistics aren't listed in the combat menu, but are relevant to combat.&lt;br /&gt;
&lt;br /&gt;
== [[File:Level_Up.png|text-bottom|link=]] Character level ==&lt;br /&gt;
{{main|Experience}}&lt;br /&gt;
Shown in Character Sheet {{key|S}} menu. Maximum level is 25 in base game, 30 with [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision ==&lt;br /&gt;
{{main|Precision}}&lt;br /&gt;
Details on the chance to hit calculations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Player character]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Nucleus_Corporation_Envelope&amp;diff=56325</id>
		<title>Nucleus Corporation Envelope</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Nucleus_Corporation_Envelope&amp;diff=56325"/>
		<updated>2025-11-05T04:24:17Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality  = oddity&lt;br /&gt;
| image        = Nucleus Corporation Envelope.png&lt;br /&gt;
| name         = Nucleus Corporation Envelope&lt;br /&gt;
| type         = Oddity&lt;br /&gt;
| description  =  A stylish envelope - empty. It's addressed to Oneiros Compound, year 2685, and was seemingly attached to a certain package. &amp;quot;Confidential: For the eyes of ICRM Lysander Abanez or P. Dr. Sebastian B. Hagen only.&amp;quot;&lt;br /&gt;
| capabilities = Pick up: Study this item to gain 2 points of experience. You can study this type of item up to 1 times.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Nucleus Corporation Envelope''' is an oddity in [[The Compound]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Found in a pile of documents in the office in [[Fusion Cannon]] laboratory room&lt;br /&gt;
&lt;br /&gt;
{{Oddities navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Oddities]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Depot_A&amp;diff=56311</id>
		<title>Depot A</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Depot_A&amp;diff=56311"/>
		<updated>2025-10-23T18:55:56Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Depot A (Old Junkyard)&lt;br /&gt;
| type    = Dungeon&lt;br /&gt;
| control = none&lt;br /&gt;
| maptext = The original junkyard. Now a dangerous place overrun by mutants.&lt;br /&gt;
| image   = Depot A south.png&lt;br /&gt;
| music   = WarehouseHorror.ogg&lt;br /&gt;
| world   = [[Junkyard]]&lt;br /&gt;
| areas   = [[Depot A caved-in area]]&amp;lt;br&amp;gt;[[Lower Depot A east]]&amp;lt;br&amp;gt;[[Lower Depot A west]]&amp;lt;br&amp;gt;[[Depot A south]]&amp;lt;br&amp;gt;[[Depot A east]]&amp;lt;br&amp;gt;[[Depot A north]]&amp;lt;br&amp;gt;[[Depot A west]]&lt;br /&gt;
| exits   = [[Depot B]]&amp;lt;br&amp;gt;[[Wormhole tunnel]]&lt;br /&gt;
| npcs    = [[Wyatt]]&lt;br /&gt;
| mapfile = ojy-c1 (caved-in)&amp;lt;br&amp;gt;ojy-u1 (lower east)&amp;lt;br&amp;gt;ojy-u2 (lower west)&amp;lt;br&amp;gt;ojy1 (south)&amp;lt;br&amp;gt;ojy2 (east)&amp;lt;br&amp;gt;ojy3 (north)&amp;lt;br&amp;gt;ojy4 (west)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Depot A]], also known as '''Old Junkyard''' is a vast dungeon area north of Junkyard, consisting of 7 map areas. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{Quote&lt;br /&gt;
| It's the actual original junkyard that this town was built next to, from the scrap that our predecessors found there. It's a restricted area now, though, on account of some accident with a mutagen tank that happened a long time ago. It's a crazy zone now.&lt;br /&gt;
| [[Colton]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Depot A is the original site of [[Junkyard]], but nowadays it's closed off thanks to the acid mutants roaming inside. The area is littered with [[Empty Mutagen Container]]s from times when [[Biocorp]] was performing mutagen experiments in there.&lt;br /&gt;
&lt;br /&gt;
Scrappers control the only widely known entrance to Depot A from their headquarters in [[Depot B]], but Black Eels have their own secret route, the [[wormhole tunnel]].&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
Acidic mutated creatures are a common sight on the upper levels, while hostile security robots roam in the forgotten military installations below. Most enemies in Old Junkyard respawn. The deeper you venture into the area, the more dangerous the mutant encounters become.&lt;br /&gt;
&lt;br /&gt;
{{columns|2|&lt;br /&gt;
; Upper levels&lt;br /&gt;
* [[Junkyard Mutie]]s&lt;br /&gt;
* [[Dog]]s&lt;br /&gt;
* [[Mutated Dog]]s&lt;br /&gt;
* [[Mutant]]s&lt;br /&gt;
&lt;br /&gt;
; Lower levels&lt;br /&gt;
* [[Junkyard Mutie]]s&lt;br /&gt;
* [[Dog]]s&lt;br /&gt;
* [[Auto-Turret]]s (some are disabled on Easy)&lt;br /&gt;
* [[Auto-Turret (Machinegun)|Machinegun Turret]]s (only on Hard)&lt;br /&gt;
* [[Plasma Turret]]s (only on DOMINATING)&lt;br /&gt;
* [[Sentry Bot]]s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Find the drill parts]]: The Armadillo class drill rotor circuit board needed by SGS excavator machinery can be found within the depths of Old Junkyard.&lt;br /&gt;
* [[Plant the explosives]]: Must be planted in the caved-in area that used to house Depot A - Depot B ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
jyh1.png     | Wormhole tunnel&lt;br /&gt;
ojy-u1.png   | Depot A underpassage east&lt;br /&gt;
ojy-u1_1.png | East ventilation shafts&lt;br /&gt;
ojy-u2.png   | Depot A underpassage west&lt;br /&gt;
ojy-u2_1.png | West ventilation shafts&lt;br /&gt;
ojy1.png     | Depot A south&lt;br /&gt;
ojy2.png     | Depot A east&lt;br /&gt;
ojy3.png     | Depot A north&lt;br /&gt;
ojy4.png     | Depot A west (inner depot)&lt;br /&gt;
ojy-c1_1.png | Ventilation shafts below Depot B&lt;br /&gt;
ojy-c1.png   | Caved-in area below Depot B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Dungeons]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Destroy_Tchort&amp;diff=56288</id>
		<title>Destroy Tchort</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Destroy_Tchort&amp;diff=56288"/>
		<updated>2025-08-14T12:57:06Z</updated>

		<summary type="html">&lt;p&gt;Eidein: Changed it to not include &amp;quot;active&amp;quot; when referring to the tanks as they are the same destroyed or &amp;quot;active&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup | reason = walkthrough text}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Destroy Tchort&lt;br /&gt;
| type     = main&lt;br /&gt;
| image    = Tchort_boss_fight.png&lt;br /&gt;
| location = [[Deep Caverns]]&lt;br /&gt;
| givenby  = [[Six]]&lt;br /&gt;
| rewards  = 6000 classic XP / 5 oddity XP&amp;lt;br&amp;gt;[[The Cube]]&amp;lt;br&amp;gt;Exit from Deep Caverns&lt;br /&gt;
| related  = [[Retrieve the cube]]&amp;lt;br&amp;gt;[[Mutagen Puzzle]]&lt;br /&gt;
| previous = [[Open the gate leading to Tchort]]&lt;br /&gt;
| next     = [[Epilogue]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the boss fight, be prepared before heading down the ladder.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Destroy Tchort&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
The objective is to destroy the eye. Destroying it will also destroy all the remaining tentacles and drive any remaining Tchortlings into rage. &lt;br /&gt;
&lt;br /&gt;
Various tips:&lt;br /&gt;
* Injecting Exitus-1 into the crucible by solving the [[Mutagen Puzzle]] will permanently destroy 4 of Tchort's tentacles, making the fight significantly easier. Which tentacles are destroyed is random for each mutagen puzzle solution.&lt;br /&gt;
* Characters skilled in [[Stealth]] can bring 4 [[TNT Charge]]s and blow up the 4 mutagen tanks before combat even starts, disabling Tchort's regeneration and almost halting the tentacle respawn.&lt;br /&gt;
* The boss fight area has two safe rooms that the player can use to get out of combat. This allows them to recharge their energy shield emitter, wait for cooldowns to progress, and heal up with bandages. Although, after a few turns without fighting and out of combat Tchort will periodically hit the player with electrical damage through tremors. Also, keep in mind that the Mouth of Tchort and Tchortling Scanners can open doors.&lt;br /&gt;
&lt;br /&gt;
Once Tchort is dead, pick up [[The Cube]] near the remains of the eye and use the console to unlock your exit from Deep Caverns.&lt;br /&gt;
&lt;br /&gt;
On DOMINATING difficulty, Tchort will appear with 400% of its regular health.&lt;br /&gt;
&lt;br /&gt;
=== Boss parts overview ===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part&lt;br /&gt;
! Health&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tchort_l.png|Tchort]]&lt;br /&gt;
| 2000&lt;br /&gt;
| The eye of '''Tchort'''&lt;br /&gt;
* 100% {{bio}} damage resistance, 75% {{mechanical}} damage resistance and 65% resistance against all other damage types&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Deals increasing mental damage to the player every 2 turns / 10 seconds while out of combat&lt;br /&gt;
* Destroying the eye will destroy all other parts of Tchort&lt;br /&gt;
* Immune to [[burning]]&lt;br /&gt;
* Immune to [[chill]]&lt;br /&gt;
* Immune to [[fear]]&lt;br /&gt;
* Immune to [[Immobilized|immobilization]]&lt;br /&gt;
* Immune to [[incapacitation]]&lt;br /&gt;
* Immune to [[stun]] effects&lt;br /&gt;
* Immune to [[Motor-cognitive Transference]]&lt;br /&gt;
* Immune to [[Psychosomatic Predation]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:rj2_l.png|Mouth of Tchort]]&lt;br /&gt;
| 60&lt;br /&gt;
| '''Mouth of Tchort'''&lt;br /&gt;
* Used for communication&lt;br /&gt;
* Weak combatant&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc1_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Acid tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals {{acid}} damage, immune to {{acid}} damage&lt;br /&gt;
* [[Acid Blob Entanglement]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc2_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Mechanical tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals {{mechanical}} damage, has 60% {{mechanical}} damage resistance and 30 damage threshold&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc3_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Bio tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals {{bio}} damage, immune to {{bio}} damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc4_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Plasma tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals 50% {{heat}}, 50% {{energy}} damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc5_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Cryo tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals {{cold}} damage, immune to {{cold}} damage&lt;br /&gt;
* [[Cryokinesis]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc6_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Electro tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals {{electricity}} damage, immune to {{electricity}} damage&lt;br /&gt;
* [[Electrokinesis]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tc7_l.png|Tentacle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| '''Mind control tentacle'''&lt;br /&gt;
* Regenerates 200 hp per turn (can be slowed down)&lt;br /&gt;
* Respawns in 4 turns (can be slowed down)&lt;br /&gt;
* Deals irresistible mental damage, immune to [[Thought Control]] abilities&lt;br /&gt;
* [[Bilocation]]&lt;br /&gt;
* [[Psi-cognitive Interruption]]&lt;br /&gt;
* Immune to [[fear]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MutagenTank.png|100x100px|Mutagen Tank]]&lt;br /&gt;
| 500&lt;br /&gt;
| 4 '''Mutagen Tanks'''&lt;br /&gt;
* Destroying a mutagen tank has the following effects:&lt;br /&gt;
** Slows down tchort/tentacle regeneration by 50 hp/round&lt;br /&gt;
** Slows down tentacle respawn by 2 turns&lt;br /&gt;
** Once all tanks are destroyed, tentacle respawn takes 10 additional turns&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:devourer_l.png|Tchortling Devourer]]&lt;br /&gt;
| 610&lt;br /&gt;
| [[Tchortling Devourer]]s&lt;br /&gt;
* Randomly spawned from mutagen tanks&lt;br /&gt;
* Does not move unless attracted by noise or sight of player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scanner_l.png|Tchortling Scanner]]&lt;br /&gt;
| 200&lt;br /&gt;
| [[Tchortling Scanner]]s&lt;br /&gt;
* Randomly spawned from mutagen tanks&lt;br /&gt;
* Does not move unless attracted by noise or sight of player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sower_l.png|Tchortling Sower]]&lt;br /&gt;
| 470&lt;br /&gt;
| [[Tchortling Sower]]s&lt;br /&gt;
* Randomly spawned from mutagen tanks&lt;br /&gt;
* Does not move unless attracted by noise or sight of player&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boss arena map ==&lt;br /&gt;
[[File:dc-tchb.png|thumb|left|900px|[[Nucleus]], the site of Tchort and the bossfight arena. Also known as the '''Mutagen Crucible''' in the past.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shock_Shuriken&amp;diff=56255</id>
		<title>Shock Shuriken</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shock_Shuriken&amp;diff=56255"/>
		<updated>2025-05-23T23:56:31Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Shock Shuriken.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Shock Shuriken&lt;br /&gt;
| type        = Combat Utility&lt;br /&gt;
| description = While not particularly sharp, these have micro electroshock discharges attached to them which can give the victim quite a shock.&lt;br /&gt;
| capabilities= Use: Throw the shuriken dealing 10-20 mechanical damage (incurring 130% of target's mechanical resistance and threshold) and 30-45 electrical damage if it hits the target. If any electrical damage is dealt, there's a 35% chance to stun or short-circuit the target for one turn. When throwing while in melee range of an enemy, you suffer a 25% hit chance penalty.&amp;lt;br/&amp;gt;(AP: 18)&lt;br /&gt;
| weight      = 0.05&lt;br /&gt;
| value       = 40&lt;br /&gt;
| datafile    = Weapons\ShockShuriken.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''Shock Shuriken''' is a throwing weapon. The {{electricity}} and {{mechanical}} damage of Shock Shurikens does not scale with the thrower's [[Throwing]] skill.&lt;br /&gt;
&lt;br /&gt;
Shock Shurikens are light weapons and thus benefit from [[Dexterity]] AP cost reduction.&lt;br /&gt;
&lt;br /&gt;
Shock Shurikens benefit from every feat that affects Throwing Knives except [[Pinning]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Shock Shurikens can be crafted with [[Blueprint: Shock Shurikens]].&lt;br /&gt;
&lt;br /&gt;
Sets of 10 shurikens can be crafted from any metal plates, any battery, and 3 [[Micro Electroshock Discharger]]s.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The animation used for throwing one is the default interaction animation instead of the throwing one.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.3.0]]: Added&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Utilities navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Utilities]]&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Timeline&amp;diff=56254</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Timeline&amp;diff=56254"/>
		<updated>2025-05-20T21:56:06Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Timeline of Underrail's history and present day events. Incomplete. Heavy spoilers.&lt;br /&gt;
&lt;br /&gt;
== The Old World ==&lt;br /&gt;
: '''4th millennium BC'''&lt;br /&gt;
:* Start of recorded history&lt;br /&gt;
:* Millennia of nation states&lt;br /&gt;
&lt;br /&gt;
: '''Unknown time (early space age)'''&lt;br /&gt;
:* [[T6 Group]] is formed to defend the interests of six supercorporations against nation states&lt;br /&gt;
:** ([[Biocorp]], [[New Frontier Technologies]], [[Security Agency]], [[Bionic Institute]], [[Nucleus Corporation]], [[Transcendix]])&lt;br /&gt;
:* The Old World was on its deathbed, rapidly becoming less and less capable of supporting life&lt;br /&gt;
:* Each of the supercorporations were seeking their own ways to survive&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Unknown time — [[The Descent]]'''&lt;br /&gt;
:* Also known as End of History&lt;br /&gt;
:* Biocorp creates Underrail&lt;br /&gt;
:* NFT establishes four habitats: Lemuria, Horizon, Atlantis and an unknown fourth&lt;br /&gt;
:* Fate of other T6 members is unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Unknown time (Year 2680-2685)'''&lt;br /&gt;
:* Experiments related to the [[Pasithee Program]] take place in [[The Compound]]&lt;br /&gt;
:** [[Security Agency]], [[Bionic Institute]], [[Nucleus Corporation]] and [[Transcendix]] cooperate with [[Biocorp]] during the research&lt;br /&gt;
&lt;br /&gt;
== Post-Descent ==&lt;br /&gt;
&lt;br /&gt;
=== Era of old Biocorp ===&lt;br /&gt;
: '''371 years ago (Year 0 Post-Descent)'''&lt;br /&gt;
:* The Underrail is created by the original Biocorp&lt;br /&gt;
:* The dangers of the outside world were deemed too great, Underrail was to be made into a completely self-sustaining environment&lt;br /&gt;
&lt;br /&gt;
: '''219-229 years ago (between LE-BD 20 and 30)'''&lt;br /&gt;
:* [[Shadowlith]] is discovered at Abyssal Excavation Site Six&lt;br /&gt;
&lt;br /&gt;
: '''249 years ago (Year 122 Post-Descent)'''&lt;br /&gt;
:* [[Great War]] between Biocorp and NFT happens&lt;br /&gt;
:* [[ACoNR (Abyssal Station Zero)|ACoNR]] arrives at [[Abyssal Station Zero]]. ''(Last entry in Abyssal Station Zero cargo traffic log: Date: 17. 10. 122. Time: 10:35)''&lt;br /&gt;
:* Lemurian Health Center is left dead following the war against Biocorp Undernavy. ''(Receptionist standby: 249 years, 7 months, 14 days and 12 hours)''&lt;br /&gt;
&lt;br /&gt;
: '''189 years ago (Year 182 Post-Descent) — [[Hollow Earth Incident]]'''&lt;br /&gt;
:* Underrail became unable to sustain its large population&lt;br /&gt;
:* Questions of immoral experiments and corruption were raised&lt;br /&gt;
:* [[Phenotype Dynamics]] project plays a large role in the incident&lt;br /&gt;
:* Revolts occur everywhere, marking the end of the old Biocorp&lt;br /&gt;
&lt;br /&gt;
: '''120 years ago (Year 251 Post-Descent)'''&lt;br /&gt;
:* Great Shadow Emission in the [[Abyssal Station Zero]] happens, destroying many electronical records and damaging the station ''(LE-AD: 129)''&lt;br /&gt;
:* Atlantean R&amp;amp;D staff fall under the influence of [[Flottsørmir]]&lt;br /&gt;
&lt;br /&gt;
=== Era of reformed Biocorp ===&lt;br /&gt;
: '''Over 100 years ago'''&lt;br /&gt;
:* [[Disunion]] takes place in [[Abyssal Station Zero]] ''(About a century ago)''&lt;br /&gt;
:* Biocorp was resurrected by a group of scientists and engineers&lt;br /&gt;
:* Old places of power restored: [[Core City|Core]], [[Hexagon]] and [[Dis]]&lt;br /&gt;
:* [[Biocorp Security Forces]] are established to maintain peace&lt;br /&gt;
:* Experiments likely related to [[Project Ark]] and Phenotype Dynamics are performed in [[Depot A]]&lt;br /&gt;
&lt;br /&gt;
: '''100 years ago (Year 271 Post-Descent)'''&lt;br /&gt;
:* [[Eidein]] discovers [[Tchort]] in [[Deep Caverns]] according to the [[Original Report]]&lt;br /&gt;
:* Formation of Institute of Tchort in the abandoned Old Biocorp University&lt;br /&gt;
&lt;br /&gt;
: '''58 years ago (Year 313 Post-Descent)'''&lt;br /&gt;
:* Major Tchortist conflicts with the Faceless, [[Battle of Nucleus]]&lt;br /&gt;
&lt;br /&gt;
: '''17-18 years ago (Year 353 Post-Descent)'''&lt;br /&gt;
:* The [[Protectorate]] is formed by [[Melek|General Melek]]&lt;br /&gt;
&lt;br /&gt;
=== Era of Protectorate Biocorp ===&lt;br /&gt;
: '''Over 15 years ago'''&lt;br /&gt;
:* Protectorate takes over [[Dis]], Biocorp's capital&lt;br /&gt;
&lt;br /&gt;
: '''15 years ago (Year 356 Post-Descent)'''&lt;br /&gt;
:* [[Core City riots]] occur, days of reformed Biocorp are numbered&lt;br /&gt;
:* [[Archibald Knight]] of Biocorp Security founds [[Praetorian Security]]&lt;br /&gt;
:* [[Rupert Simmons]] founds [[Coretech]] as a successor to Biocorp&lt;br /&gt;
:* Biocorp's final dissolution&lt;br /&gt;
&lt;br /&gt;
: '''Few years later'''&lt;br /&gt;
:* [[Gunnar Edstrom]] arrives to [[Core City]] and founds [[JKK]]&lt;br /&gt;
:* Oligarchy is formed by Knight, Simmons and Edstrom&lt;br /&gt;
:* Civil war on [[Core City]]'s streets subsides&lt;br /&gt;
&lt;br /&gt;
: '''11 years ago (Year 360 Post-Descent)'''&lt;br /&gt;
:* [[Wallace Steel]] starts the [[Free Drones]] movement&lt;br /&gt;
&lt;br /&gt;
: '''8 years ago (Year 363 Post-Descent)'''&lt;br /&gt;
:* Tchortists start exporting medication to Core City&lt;br /&gt;
&lt;br /&gt;
: '''5 years ago (Year 366 Post-Descent)'''&lt;br /&gt;
:* The Protectorate starts constructing [[Fort Apogee]] in Upper Underrail&lt;br /&gt;
:* [[Free Drones]] form a new cell in [[South Underrail]]&lt;br /&gt;
&lt;br /&gt;
: '''Less than a year ago'''&lt;br /&gt;
:* [[Hadrian Tanner]] contracts Oculus to steal something from [[the Faceless]]&lt;br /&gt;
:* Unknown oculite acquires [[The Cube]] from the Faceless, passes it on to [[James Steiner]]&lt;br /&gt;
:* Tanner sends [[Terry Baker|Terry]] and [[Lora Baker]] to retrieve the cube from James&lt;br /&gt;
:* Significant earthquake occurs, parts of Underrail are blocked off and new passages open&lt;br /&gt;
&lt;br /&gt;
=== Present day ===&lt;br /&gt;
: '''Year 371 Post-Descent'''&lt;br /&gt;
:* The player completes Tanner's tests and joins South Gaters&lt;br /&gt;
:* [[Cornell]] steals the cube from Bakers&lt;br /&gt;
:* The Faceless dispatch patrols to find the artifact, North and South Underrail are cut off from each other&lt;br /&gt;
:* Coretech acquires the cube for testing, but [[Tchortists]] steal it shortly afterwards&lt;br /&gt;
:* The Faceless invade [[Institute of Tchort]] in force&lt;br /&gt;
:* [[Tchort]] is destroyed by the player, the cube returned to Faceless, Tanner flees to [[North Underrail]]&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [[Oculus]] database&lt;br /&gt;
* [[Wyatt|Wyatt Pear]]&lt;br /&gt;
* [[Trenton|Corban Trenton]]&lt;br /&gt;
* [[Bate|Alvin Bate]]&lt;br /&gt;
* [[Captain Herve|Herve Fontaine]]&lt;br /&gt;
* [[Institute of Tchort]] library terminal&lt;br /&gt;
* [[Abram]]&lt;br /&gt;
* [[Lora Baker]]&lt;br /&gt;
* [[IRIS]]&lt;br /&gt;
* [[Azif]]&lt;br /&gt;
* [[Professor Oldfield]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Vindicator&amp;diff=56252</id>
		<title>Vindicator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Vindicator&amp;diff=56252"/>
		<updated>2025-05-19T11:21:06Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Long&lt;br /&gt;
| tab2 = Short&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Vindicator''' is a [[Shotguns|shotgun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Sporting a slightly larger magazine and increased critical damage bonus compared to the [[Rebel]] and the [[Vagabond]], the Vindicator also has a higher maximum damage and overall damage spread, which results in a more inconsistent damage output.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Shotgun Frame: Vindicator]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Shotgun}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Barrel ===&lt;br /&gt;
[[File:Vindicator.png]] '''Vindicator''' ([[Long Shotgun Barrel]], standard damage, standard spread angle, no precision penalty)&lt;br /&gt;
&lt;br /&gt;
[[File:Short Vindicator.png]] '''Short Vindicator''' ([[Short Shotgun Barrel]], +15% damage, 5 degree wider spread angle, -10% precision penalty)&lt;br /&gt;
&lt;br /&gt;
=== Enhancement ===&lt;br /&gt;
[[File:Tactical Vindicator.png]] '''Tactical Vindicator''' ([[Forward Grip]], decreases action point cost by 5)&lt;br /&gt;
&lt;br /&gt;
[[File:Precision Vindicator.png]] '''Precision Vindicator''' ([[Shotgun Choke]], decreases spread angle by 10 degrees, decreases damage by 15%)&lt;br /&gt;
&lt;br /&gt;
[[File:Vindicator XM.png]] '''Vindicator XM''' ([[Shotgun Tube Extension]], +3 shell capacity)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|shells}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Shotguns]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Sj%C3%B6rsr&amp;diff=56251</id>
		<title>Sjörsr</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Sj%C3%B6rsr&amp;diff=56251"/>
		<updated>2025-05-16T18:48:50Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Sjörsr&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = &lt;br /&gt;
| image    = Sjörsr.png&lt;br /&gt;
| faction  = [[Sørmirbæren]]&lt;br /&gt;
| roles    = Sørmirbæren strongest warrior&lt;br /&gt;
| location = [[Sørmirbæren Graveyard]]&lt;br /&gt;
| quests   = &lt;br /&gt;
| loot     = &lt;br /&gt;
| level    = &lt;br /&gt;
| health   = deceased&lt;br /&gt;
| shield   = &lt;br /&gt;
| psipool  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sjörsr''' was the strongest Sørmirbæren warrior, over three and a half meters tall and strong enough to crush a man with his bare hands, but he prefered to use a humongous club made from a severed head of a [[Naga Protector]]. Some years ago before the events of the game, he was taken by the spiriters to the [[Blistering Shores]] where a ritual was supposed to take place to further his transformation. Before it started however, he was challenged by the [[Ferryman]] who then killed Sjörsr by throwing [[The Shard]] at him. His body was later buried together with the item in the [[Sørmirbæren Graveyard]].&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Sørmirbæren]]&lt;br /&gt;
[[Category: Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Sj%C3%B6rsr&amp;diff=56250</id>
		<title>Sjörsr</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Sj%C3%B6rsr&amp;diff=56250"/>
		<updated>2025-05-16T18:48:12Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Sjörsr&lt;br /&gt;
| health   = deceased&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = &lt;br /&gt;
| image    = Sjörsr.png&lt;br /&gt;
| faction  = [[Sørmirbæren]]&lt;br /&gt;
| roles    = Sørmirbæren strongest warrior&lt;br /&gt;
| location = [[Sørmirbæren Graveyard]]&lt;br /&gt;
| quests   = &lt;br /&gt;
| loot     = &lt;br /&gt;
| level    = &lt;br /&gt;
| health   = &lt;br /&gt;
| shield   = &lt;br /&gt;
| psipool  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sjörsr''' was the strongest Sørmirbæren warrior, over three and a half meters tall and strong enough to crush a man with his bare hands, but he prefered to use a humongous club made from a severed head of a [[Naga Protector]]. Some years ago before the events of the game, he was taken by the spiriters to the [[Blistering Shores]] where a ritual was supposed to take place to further his transformation. Before it started however, he was challenged by the [[Ferryman]] who then killed Sjörsr by throwing [[The Shard]] at him. His body was later buried together with the item in the [[Sørmirbæren Graveyard]].&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Sørmirbæren]]&lt;br /&gt;
[[Category: Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Efreitor_Gromis&amp;diff=56249</id>
		<title>Efreitor Gromis</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Efreitor_Gromis&amp;diff=56249"/>
		<updated>2025-05-16T18:43:09Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Gromis&lt;br /&gt;
| type       = important&lt;br /&gt;
| health     = deceased&lt;br /&gt;
| faction    = [[Tchortists]]&lt;br /&gt;
| roles      = Deceased&amp;lt;br&amp;gt;Efreitor&lt;br /&gt;
| location   = [[Institute of Tchort]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Efreitor Gromis''' was the leader of rassophore expedition to the ruined West Wing in the year 77. The operation was a success for a time, however after two days contact with the group was lost. Only one rassophore returned, mutilated beyond recognition, dying shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category: Tchortists]]&lt;br /&gt;
[[Category:Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Bradock&amp;diff=56248</id>
		<title>Bradock</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Bradock&amp;diff=56248"/>
		<updated>2025-05-16T18:41:48Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Bradock&lt;br /&gt;
| health     = deceased&lt;br /&gt;
| type       = important&lt;br /&gt;
| faction    = [[Tchortists]]&lt;br /&gt;
| roles      = Deceased&amp;lt;br&amp;gt;Historian&amp;lt;br&amp;gt;Monsignor&lt;br /&gt;
| location   = [[Institute of Tchort]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Bradock''' was the [[Institute of Tchort]]'s historian until his death in year 90. His sense of humor is still remembered by his peers through the adage &amp;quot;If there is no mention of genitalia or flatulence, it shall not be considered humorous.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category: Tchortists]]&lt;br /&gt;
[[Category:Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Kosana_Bergmann&amp;diff=56247</id>
		<title>Kosana Bergmann</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Kosana_Bergmann&amp;diff=56247"/>
		<updated>2025-05-16T18:38:45Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Kosana Bergmann&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = &lt;br /&gt;
| image    = &lt;br /&gt;
| faction  = unknown&lt;br /&gt;
| roles    = Sister of [[Stamen Bergmann]]&lt;br /&gt;
| location = unknown&lt;br /&gt;
| quests   = &lt;br /&gt;
| loot     = &lt;br /&gt;
| level    = &lt;br /&gt;
| health   = deceased&lt;br /&gt;
| shield   = &lt;br /&gt;
| psipool  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kosana Bergmann''' is a mentioned-only character who was the sister of [[Biocorp]]'s AI Research and Development department head [[Stamen Bergmann]].&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
According to [[IRIS]], she died in an unspecified accident while her brother was stationed at [[Hollow Earth]]'s [[Arke Power Station]].&lt;br /&gt;
This left him &amp;quot;emotionally devastated&amp;quot; as he put it and led to him modelling the initial version of IRIS after her to cope with his grief.&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Mentioned_characters_navbox&amp;diff=56246</id>
		<title>Template:Mentioned characters navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Mentioned_characters_navbox&amp;diff=56246"/>
		<updated>2025-05-16T18:16:52Z</updated>

		<summary type="html">&lt;p&gt;Eidein: Removed Gunter Vasilica from the mentioned only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name   = Mentioned characters navbox&lt;br /&gt;
|title  = Mentioned-only characters&lt;br /&gt;
|image  = &lt;br /&gt;
|state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
|style  = background:#101010;&lt;br /&gt;
|above  = Characters mentioned in [[Underrail]] and its expansions, but not making a direct appearance&lt;br /&gt;
&lt;br /&gt;
|group1 = Hollow Earth&lt;br /&gt;
| list1 = [[Anton Matveev]] • [[Kirill Gavrilyuk]] • [[Robin Frasard]] • [[Maria Hope]] • [[Steve Parkinson]] • [[Bianka Helting]] • [[Yuri Holland]] • [[Frederik Austein]] • [[Otis]] • [[D. Slavkovic]] • [[T. Borovitch]] • [[H. Kim]] • [[F. Manu]] • [[G. Dyoglash]] • [[Sally McKinley]] • [[K. Vladovic]] • [[E. Mali]] • [[T. Cox]] • [[Michael Brawin]] • &amp;lt;!--&lt;br /&gt;
Arke--&amp;gt;[[Stamen Bergmann]] • &amp;lt;!--&lt;br /&gt;
TL personnal--&amp;gt;[[John Dyson]] • [[Wasi Abdul]] • [[Hako Na]] • [[Roben Marlic]] • [[Marko Higgs]] • [[Peter Morlan]] • [[Savo Dragac]] • &amp;lt;!--&lt;br /&gt;
TL cryogenic--&amp;gt;[[Rahmir Al-Malik]] • [[Blagomir Radic]] • [[Harold Zimmer]] • [[Sandy Kester]] • [[Hans Jung]] • [[Brandon Hoffman]] • [[Takao Oshiro]] • [[Jeanette Wilson]] • [[Charles Oldershaw]] • [[Tobias Stigr]] • [[Elidith Gervas]]&lt;br /&gt;
&lt;br /&gt;
|group2 = Old&amp;amp;nbsp;Biocorp&lt;br /&gt;
| list2 = [[Hal Roche]] • &amp;lt;!--&lt;br /&gt;
panacea lab --&amp;gt;[[Wit Nosek]] • [[Olexiy Macar]] • [[Njord Abbott]] • [[Albert Russell]] • [[Ramon Carson]] • [[Arron Deluca]] • [[Gerald Adams]] • [[Earl Evans]] • &amp;lt;!--&lt;br /&gt;
bunker --&amp;gt;[[Horace Montgomery]] • [[Darrel Patterson]] • [[Lynne Romero]] • [[Anthony Castillo]] • [[Sullivan]] • [[Wilbert]] • &amp;lt;!--&lt;br /&gt;
Hecate --&amp;gt;[[J. Samuelso]] • [[S.K. Mitchell]] • [[L. Baka]] • [[P. Hon]] • [[U. Hike]] • [[T. Robinson]] • [[B. Bjornson]]&lt;br /&gt;
&lt;br /&gt;
|group3 = New&amp;amp;nbsp;Biocorp&lt;br /&gt;
| list3 = [[James C. Barlington]] • [[Rudolph Breinger]] • [[Timmy Joe Burner]] • [[Stephen Luck]] • [[Harkira Matamo]] • [[Alyssa Bane]] • [[Johan Hagenstrom]] • [[Gunther Gunther]] • [[Louis Thorne]]&lt;br /&gt;
&lt;br /&gt;
|group4 = Protectorate, United&amp;amp;nbsp;Stations&lt;br /&gt;
| list4 = [[Melek|General Melek]] • [[General Korn]] • [[Nick Thompson]]&lt;br /&gt;
&lt;br /&gt;
|group5 = Tchortists&lt;br /&gt;
| list5 = [[Harmost Marcial]] • [[Episkopos Antheia]] • [[Principal Investigator Giacomo]] • [[Principal Investigator Evdok]] • [[Rassophore Torin]] • [[Investigator Hristofor]] • [[Investigator Minty]] • [[Investigator Lenora]] • [[Investigator Gustav]] • [[Investigator Peter]] • [[Minister Bradias]] • [[Bradock]] • [[Efreitor Gromis]] • [[Rassophore Jeremy]]&lt;br /&gt;
&lt;br /&gt;
|group6 = Free Drones&lt;br /&gt;
| list6 = [[Wallace Steel]] • [[Doctor Palin]]&lt;br /&gt;
&lt;br /&gt;
|group7 = Hathorians&lt;br /&gt;
| list7 = [[Isaac Hathor]] • [[Gideon Sud]]&lt;br /&gt;
&lt;br /&gt;
|group8 = Arena&lt;br /&gt;
| list8 = [[Belle Sisters]] • [[Cranium Basher]] • [[Deathhammer]] • [[Deathray]] • [[Desolator]] • [[Disembowelina]] • [[Dread Lord]] • [[Gunslinger Prime]] • [[Indestructible Avenger]] • [[Mad Butcher]] • [[Mark the Impaler]] • [[Rathound Slayer]] • [[Rocker]] • [[Smasher Bros]] • [[Venator]]&lt;br /&gt;
&lt;br /&gt;
|group9 = Core City&lt;br /&gt;
| list9 = [[Edmund Knight]] • [[Erika Edstrom]] • [[Miland Simmons]] • [[Agent Holst]] • [[Helaku]] • [[Hank Wardell]] • [[Slavomir]] • [[Helga]] • [[Grit]] • [[Suzana]]&lt;br /&gt;
&lt;br /&gt;
|group10 = Foundry&lt;br /&gt;
| list10 = [[Michael Ingram]] • [[Judge Taylor]]&lt;br /&gt;
&lt;br /&gt;
|group11 = South Gate Station&lt;br /&gt;
| list11 = [[Jo Hendrix]] • [[Redd]]&lt;br /&gt;
&lt;br /&gt;
|group12 = North Underrail&lt;br /&gt;
| list12 = [[Catherine Saywick]] • [[Reginald Saywick]] • [[Milla Bate]] • [[Thomas Harding]] • [[Linda Oliver]] • [[Magnus Oliver]] • [[Aida Oliver]] • [[Francis White]]&lt;br /&gt;
&lt;br /&gt;
|group13 = West Underrail&lt;br /&gt;
| list13 = [[Babuschkomoranznohoho]] • [[Nadbojvod Jarkov Mochnik]] • [[Opeslav Drmni]] • [[Salamchugar Bolyezniprznov III]]&lt;br /&gt;
&lt;br /&gt;
|group14 = Lemuria&lt;br /&gt;
| list14 = [[Phil Bridges]] • [[George Palmer]] • [[Jarl Asmund]] • [[Benedict Osbourne]] • [[Vincent Montgomery]] • [[Dr. Eda Feller]] • [[Mark Bright]] • [[Lisa H. Jackson]] • [[Sjörsr]]&lt;br /&gt;
&lt;br /&gt;
|group15 = Others&lt;br /&gt;
| list15 = [[James Steiner]] • [[Mad Killian]] • [[Bolivar Daud]] • [[Oliver Micas]] • [[Kosana Bergmann]] • [[Timothy]] • [[Swifty]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Edmund_Knight&amp;diff=56244</id>
		<title>Edmund Knight</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Edmund_Knight&amp;diff=56244"/>
		<updated>2025-05-12T02:45:58Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Edmund Knight&lt;br /&gt;
| health   = deceased&lt;br /&gt;
| type     = important&lt;br /&gt;
| faction  = [[Praetorian Security]]&lt;br /&gt;
| roles    = Deceased&lt;br /&gt;
| location = [[Core City]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Edmund Knight''' was the only son of [[Praetorian Security]] founder and oligarch [[Archibald Knight]]. Edmund died shortly before the [[The Faceless|Faceless]] invasion forces showed up, the circumstances surrounding his death somewhat unclear.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Edmund's death|&lt;br /&gt;
Edmund was murdered in an unspecified alley near the [[Drop Zone]], during a secret meeting between [[Cornell]] of the Acid Hunters, [[Miland Simmons]], [[Erika Edstrom]], and himself. The meeting was organized by Cornell, for the purpose of finding a potential wealthy buyer for a [[The Cube|mysterious stolen artifact]].&lt;br /&gt;
The official version of what followed, supported both by Miland and Erika, is that during the meeting Cornell shot Edmund, and immediately fled the scene. In reality, the bidding match between Miland and Edmund escalated into a fight. As they were wrestling, the gun in Miland's hand went off, to some degree making Edmund's death an unfortunate accident instead of clear-cut murder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category: Praetorian Security]]&lt;br /&gt;
[[Category:Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Edmund_Knight&amp;diff=56243</id>
		<title>Edmund Knight</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Edmund_Knight&amp;diff=56243"/>
		<updated>2025-05-12T02:44:58Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Edmund Knight&lt;br /&gt;
| health   = deceased&lt;br /&gt;
| type     = important&lt;br /&gt;
| faction  = [[Praetorian Security]]&lt;br /&gt;
| roles    = Deceased&lt;br /&gt;
| location = [[Core City]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Edmund Knight''' was the only son of [[Praetorian Security]] founder and oligarch [[Archibald Knight]]. Edmund died shortly before the [[The Faceless|Faceless]] invasion forces showed up, the circumstances surrounding his death somewhat unclear.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Edmund's death|&lt;br /&gt;
Edmund was murdered in an unspecified alley near the [[Drop Zone]], during a secret meeting between [[Cornell]] of the Acid Hunters, [[Miland Simmons]], [[Erika Edstrom]], and himself. The meeting was organized by Cornell, for the purpose of finding a potential wealthy buyer for the [[The Cube|mysterious stolen artifact]].&lt;br /&gt;
The official version of what followed, supported both by Miland and Erika, is that during the meeting Cornell shot Edmund, and immediately fled the scene. In reality, the bidding match between Miland and Edmund escalated into a fight. As they were wrestling, the gun in Miland's hand went off, to some degree making Edmund's death an unfortunate accident instead of clear-cut murder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category: Praetorian Security]]&lt;br /&gt;
[[Category:Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=South_Gate_Station&amp;diff=56242</id>
		<title>South Gate Station</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=South_Gate_Station&amp;diff=56242"/>
		<updated>2025-05-12T02:15:37Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = South Gate Station&lt;br /&gt;
| type    = Urban area&lt;br /&gt;
| control = full&lt;br /&gt;
| maptext = This is your home base. It's a vertical compound that spans between Lower Underrail and lower caves.&lt;br /&gt;
| image   = Global Map SGS.png&lt;br /&gt;
| music   = CityStation.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = [[Lower Underrail: South Gate Station]] &amp;lt;br&amp;gt; [[South Gate Station level 1]] &amp;lt;br&amp;gt; [[South Gate Station level 2]] &amp;lt;br&amp;gt; [[South Gate Station level 3]] &amp;lt;br&amp;gt; [[South Gate Station level 4]] &amp;lt;br&amp;gt; [[South Gate Station level 5]] &amp;lt;br&amp;gt; [[South Gate Station level 6]] &amp;lt;br&amp;gt; [[South Gate Station level 7]] &amp;lt;br&amp;gt; [[South Gate Station level 8]] &amp;lt;br&amp;gt; [[South Gate Station level 9]] &amp;lt;br&amp;gt; [[South Gate Station Docks]] &amp;lt;br&amp;gt; &lt;br /&gt;
| exits   = [[Lower Underrail]] (level 1) &amp;lt;br&amp;gt; [[Crossroad Watch]] (level 9) &amp;lt;br&amp;gt; [[Chancer's Bay]] (level 9 docks)&lt;br /&gt;
| ftravel = [[Lower Underrail metro]] (level 1)&amp;lt;br&amp;gt;[[Lower Caves ferry]] (level 9 docks)&amp;lt;br&amp;gt;[[Rift]] (level 8 agronomy)&lt;br /&gt;
| npcs    = [[Essie]], [[Bisson]], [[Harland]], [[Gorsky]], [[Lucas]], [[Hadrian Tanner]], [[Vera Hale]], [[Pasquale]], [[Ezra]], [[Harold]], [[Quinton]], [[Malcom]], [[Captain Svana]], [[Arlene]], [[Najed]], [[Wayne]], [[Roman]], [[Jack Quicksilver]], [[Lenox]], [[Ethan]]{{expedition-inline}}&lt;br /&gt;
| mapfile =  LU-SouthGateStation-N &amp;lt;br&amp;gt; LU-SouthGateStation &amp;lt;br&amp;gt; StationAlpha-Level2 &amp;lt;br&amp;gt; StationAlpha-Level3 &amp;lt;br&amp;gt; StationAlpha-Level4 &amp;lt;br&amp;gt; StationAlpha-Level5 &amp;lt;br&amp;gt; StationAlpha-Level6 &amp;lt;br&amp;gt; StationAlpha-Level7 &amp;lt;br&amp;gt; StationAlpha-Level8 &amp;lt;br&amp;gt; StationAlpha-Level9 &amp;lt;br&amp;gt; StationAlpha-Level9b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''South Gate Station''', also known as '''SGS''', is the home station of the player.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
South Gate Station is the first major urban location and also the first major station of the Underrail metro network in the game. It is an old military installation consisting of nine floors, the topmost being at the level of [[Lower Underrail]] and the deepest parts reaching the [[caves]] below the Underrail network.&lt;br /&gt;
&lt;br /&gt;
South Gate is an autonomous community and not a member of [[United Stations]], but could become its first member in south Underrail. It is the most powerful station in the entire south Lower Underrail. It has its own internal currency, [[SGS Credits]], but the [[Stygian Coin]] is also accepted by the merchants of South Gate. The station maintains peaceful trade relations with the [[United Stations Embassy]], [[Rail Crossing]] and other major settlements in south Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
South Gate Station is ruled by a council of three - [[Hadrian Tanner]], [[Vera Hale]] and [[Gorsky]]. The council holds meetings and discusses important political and security matters with other key members of the community such as [[Ezra]], [[Old Jonas]] and the player. Depending on the player's actions, South Gaters may become involved in a gang war over the control of [[Junkyard]].&lt;br /&gt;
&lt;br /&gt;
In the past, SGS has been a [[Biocorp]] military base known as BCAF installation S-8.&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
Details of each level in the stations.&lt;br /&gt;
&lt;br /&gt;
=== Level 1 - Lower Underrail Station Platform and Barracks ===&lt;br /&gt;
This level is split into four areas. The barracks are north of the elevator. The underpass runs under the station platform. The station platform also continues to south.&lt;br /&gt;
&lt;br /&gt;
Exit to northern [[Lower Underrail]] is north of the barracks. Exit to Lower Underrail tunnels is sealed and monitored by Harland. Exit to southern Lower Underrail is south of the station proper.&lt;br /&gt;
&lt;br /&gt;
* North platform, two footlockers requiring 30 [[Lockpicking]] each&lt;br /&gt;
* North platform, a locker requiring 30 [[Lockpicking]]&lt;br /&gt;
* North platform, the NW footlocker can be opened with the [[SGS Barracks Footlocker Key]] as part of the quest [[Jack's delivery job]]. It contains a [[Package]]&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Essie]] — guide&lt;br /&gt;
* [[Bisson]] (in the north platform) — martial arts specialist, psionic trainer&lt;br /&gt;
* [[Harland]] (in the underpass) — under-passage exit guard&lt;br /&gt;
&lt;br /&gt;
=== Level 2 - Armory and Shooting Range ===&lt;br /&gt;
This level contains the tutorial area and a shooting range and armory where you can buy weapons. It is a tightly guarded area; all of SGS's munitions are stored here.&lt;br /&gt;
&lt;br /&gt;
* The tutorial area (southern half of the map) is only accessible during the tutorial&lt;br /&gt;
* The shooting range can be used to check your average damage with ranged weapons&lt;br /&gt;
* The NE room:&lt;br /&gt;
** Its door requires 40 [[Hacking]] to open&lt;br /&gt;
** Has shelves containing a [[Blueprint: Explosive Bullets]] and a [[Blueprint: Thin Mine Case]]&lt;br /&gt;
* The E room:&lt;br /&gt;
** [[Gorsky]] (councilor) is temporarily in this area at the beginning of the game&lt;br /&gt;
** [[Lucas]], armory merchant&lt;br /&gt;
** The footlocker next to [[Lucas]]' desk requires 75 [[Lockpicking]]&lt;br /&gt;
** The two weapon lockers in [[Lucas]]'s room require 50 [[Lockpicking]] each. The eastern one contains a [[Blueprint: Chemical Blob Trap]]&lt;br /&gt;
&lt;br /&gt;
=== Level 3 - Commons and Cantina ===&lt;br /&gt;
In addition to commons and cantina, Tanner's office is also on this level. You can meet many south gaters and other characters loitering in the cantina at different times.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Hadrian Tanner]] — councilor&lt;br /&gt;
* [[Arlene]]&lt;br /&gt;
* [[Jack Quicksilver]] (temporary)&lt;br /&gt;
* [[Newton]] (after recovering)&lt;br /&gt;
* [[Old Jonas]] (after finding the drill parts)&lt;br /&gt;
* [[Lenox]] (during a quest)&lt;br /&gt;
&lt;br /&gt;
=== Level 4 - Administration and Library ===&lt;br /&gt;
Most of SGS administration is perfomed here. Vera's office and council meeting room adjoin the large library.&lt;br /&gt;
&lt;br /&gt;
* Northeast of Vera's room is a server room which requires 10 [[Hacking]] to enter&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Vera Hale]] — councilor&lt;br /&gt;
* [[Hadrian Tanner]] (during council meetings)&lt;br /&gt;
* [[Gorsky]] (during council meetings)&lt;br /&gt;
&lt;br /&gt;
=== Level 5 - Private Quarters ===&lt;br /&gt;
[[File:Underrail_newgame.png|thumb|250px|Your Private Quarters on SGS Level 5]]&lt;br /&gt;
Private quarters of the '''SGS''' residents.&lt;br /&gt;
&lt;br /&gt;
After a short introduction scene, you start the game in this level, in your own private quarters. People usually don't loiter around here, so this level is mostly deserted during day time. Some loot can be found in the other rooms, but opening their doors requires rather high lockpicking or hacking skills.&lt;br /&gt;
&lt;br /&gt;
Notably, one of the vacant rooms belonged to late [[Patrick|Patrick Pierce]] and can be accessed only with [[Patrick Pierce's Room Key (South Gate Station)|Patrick Pierce's Room Key]] while investigating Pat's death for his brother.&lt;br /&gt;
&lt;br /&gt;
* The room north of your quarters &lt;br /&gt;
** Has 2 doors requiring 50 [[Hacking]] each (but only the south one actually leads into the room, the other one is blocked by shelves)&lt;br /&gt;
** Has 2 footlockers requiring 25 [[Lockpicking]] each&lt;br /&gt;
* The room next to the elevator&lt;br /&gt;
** Its door requires 25 [[Hacking]]&lt;br /&gt;
** [[Waylon]] is inside the room, carrying a [[Security Keycard (South Gate Station)]]&lt;br /&gt;
** Power Box can be opened with 100 [[Lockpicking]], it turns off the cameras&lt;br /&gt;
* Along the east-west corridor, the north wall has 3 rooms:&lt;br /&gt;
** The western door is locked&lt;br /&gt;
** The middle door requires 50 [[Hacking]]&lt;br /&gt;
*** It has a locker requiring 40 [[Lockpicking]]&lt;br /&gt;
** The eastern door requires 30 [[Hacking]]&lt;br /&gt;
*** It has a footlocker requiring 40 [[Lockpicking]]&lt;br /&gt;
* Along the east-west corridor, the south wall has 2 rooms:&lt;br /&gt;
** The western one requires 50 [[Hacking]]&lt;br /&gt;
*** It has a box requiring 55 [[Hacking]]&lt;br /&gt;
*** It has a safe requiring 90 [[Lockpicking]], containing large amount of SGS credits&lt;br /&gt;
*** It has a desk containing a [[:Category:Luxury|Random Luxury Item]]&lt;br /&gt;
** The eastern one:&lt;br /&gt;
*** Is locked and requires [[Patrick Pierce's Room Key (South Gate Station)]] to unlock&lt;br /&gt;
*** The desk contains a [[Broken Thermostat]]&lt;br /&gt;
*** A locker contains a [[Mortuary Keycard (South Gate Station)]]&lt;br /&gt;
*** Another locker requires 45 [[Lockpicking]]&lt;br /&gt;
&lt;br /&gt;
=== Level 6 - Medical and Psionics ===&lt;br /&gt;
The medical level and gymnasium. Expect to visit it often if you have a tendency to get hurt, as Dr. Pasquale can heal your wounds without depleting your own precious medical supplies.&lt;br /&gt;
&lt;br /&gt;
* [[Pasquale]] is a medicine merchant and a doctor who can heal you for free. He carries [[Mortuary Keycard (South Gate Station)]]&lt;br /&gt;
* The door to the NE room (morgue):&lt;br /&gt;
** requires 90 [[Hacking]] or [[Mortuary Keycard (South Gate Station)]] to open&lt;br /&gt;
** has a locker containing a [[Doctor's Coat]]&lt;br /&gt;
** has the body of Patrick Pierce (for the [[Meet Lenox Pierce]] quest)&lt;br /&gt;
* [[Bisson]] (after south metro tunnel is cleared) — martial arts specialist, psionic trainer&lt;br /&gt;
* [[Newton]] (when rescued)&lt;br /&gt;
&lt;br /&gt;
=== Level 7 - Engineering and Cyber Labs ===&lt;br /&gt;
Both the engineering and cyber labs sections are located on this level.&lt;br /&gt;
&lt;br /&gt;
* 2 locked doors requiring 30 [[Hacking]] lead to the server room to the southeast of the cyber section&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Ezra]] — head of engineering section, psionic trainer&lt;br /&gt;
* [[Harold]] — chief engineer&lt;br /&gt;
&lt;br /&gt;
=== Level 8 - Agronomy and Pens ===&lt;br /&gt;
This level contains the agronomy section and cave hopper pens.&lt;br /&gt;
Most of South Gate's food comes from here.&lt;br /&gt;
&lt;br /&gt;
* The south biology room:&lt;br /&gt;
** Has 9 respawning [[Lake Poppy]]s in the southern room&lt;br /&gt;
** Has a box requiring 25 [[Hacking]]&lt;br /&gt;
* The fridge area to the southwest can be accessed with 15 [[Lockpicking]]. Several food items can be found there.&lt;br /&gt;
* [[Quinton]], biologist and psionic trainer&lt;br /&gt;
** carries [[Quinton's Keycard (SGS)]], which opens the gate to the laboratory east of him&lt;br /&gt;
* [[Big Bret]] — agronomist&lt;br /&gt;
** Involved in [[Big Bret|multiple quests]]&lt;br /&gt;
* The room west of the elevator:&lt;br /&gt;
** Its door requires 55 [[Lockpicking]]&lt;br /&gt;
** Has a desk requiring 20 [[Lockpicking]]&lt;br /&gt;
** Has a power switch that will enable/disable light switches in the pens&lt;br /&gt;
&lt;br /&gt;
=== Level 9 - Cave Tunnel Exit and Docks ===&lt;br /&gt;
This level has two exits. A tightly guarded airlock leading into the south caverns and [[Crossroad Watch]]. Another exit leads to the [[South Gate Station Docks|docks]] with a [[Vehicles#Boat|boat ferry]].&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Malcom]] — cave tunnel exit guard&lt;br /&gt;
* [[Captain Svana]] (in the [[South Gate Station Docks|docks]]) — boat captain&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
LU-SouthGateStation-N.png | 1: North Station Platform and Barracks&lt;br /&gt;
LU-SouthGateStation.png   | 1: Station Platform and Elevator&lt;br /&gt;
lu-a2.png                 | 1: South Station Platform &lt;br /&gt;
LU-SouthGateStation_1.png | 1: Underpass&lt;br /&gt;
StationAlpha-Level2.png   | 2: Armory and Shooting Range&lt;br /&gt;
StationAlpha-Level3.png   | 3: Commons and Cantina&lt;br /&gt;
StationAlpha-Level4.png   | 4: Administration and Library&lt;br /&gt;
StationAlpha-Level5.png   | 5: Private Quarters&lt;br /&gt;
StationAlpha-Level6.png   | 6: Medical and Psionics&lt;br /&gt;
StationAlpha-Level7.png   | 7: Engineering and Cyber Labs&lt;br /&gt;
StationAlpha-Level8.png   | 8: Agronomy and Pens&lt;br /&gt;
StationAlpha-Level9.png   | 9: Cave Tunnel Exit&lt;br /&gt;
StationAlpha-Level9b.png  | 9: Docks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Urban areas]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Biocorp&amp;diff=56241</id>
		<title>Biocorp</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Biocorp&amp;diff=56241"/>
		<updated>2025-05-11T19:22:19Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup|reason = This is just a collection of unfinished thoughts. Needs to be rewritten into something coherent.}}&lt;br /&gt;
{{for|a list of all Biocorp articles|:Category:Biocorp}}&lt;br /&gt;
&lt;br /&gt;
'''Biocorp''' was an old world supercorporation.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
'''Biocorp''' was an old world supercorporation of the [[T6 Group]]. It is responsible for much of the history of Underrail. Its third iteration (Protectorate Biocorp) currently remains a major power in Underrail.&lt;br /&gt;
&lt;br /&gt;
=== Major research projects ===&lt;br /&gt;
* Project Ascendance&lt;br /&gt;
* Phenotype Dynamics&lt;br /&gt;
* Project Ark&lt;br /&gt;
* Arima project&lt;br /&gt;
* Various transgenics, psimorphism, and transhumanism projects&lt;br /&gt;
&lt;br /&gt;
=== Sub-groups ===&lt;br /&gt;
* Biocorp Armed Forces (BCAF)&lt;br /&gt;
* Biocorp Undernavy (BCUN)&lt;br /&gt;
* Biocorp Security Forces&lt;br /&gt;
* Biocorp Hydraulics North&lt;br /&gt;
* Biocorp Dis Electronics&lt;br /&gt;
* Biocorp Core Electronics&lt;br /&gt;
* BCHC (Biocorp High Command?)&lt;br /&gt;
* SAI&lt;br /&gt;
* SC&lt;br /&gt;
* NRS&lt;br /&gt;
* [[Spectres]]&lt;br /&gt;
* Biocorp Publishing South&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
Biocorp's known history dates back centuries and is almost synonymous with Underrail's history. Biocorp originally created the Underrail when dangers on surface world were deemed too great. The history of Biocorp, and Underrail, can be roughly divided into three eras: that of the original Biocorp, the reformed Biocorp and current Protectorate era.&lt;br /&gt;
&lt;br /&gt;
=== Original Biocorp ===&lt;br /&gt;
* [[Hollow Earth Incident]] 189 years ago marks the end of old Biocorp.&lt;br /&gt;
&lt;br /&gt;
=== Reformed Biocorp ===&lt;br /&gt;
* Over 100 years ago&lt;br /&gt;
* Biocorp was resurrected by a group of scientists and engineers&lt;br /&gt;
* Old places of power restored: [[Core City|Core]], [[Hexagon]] and [[Dis]]&lt;br /&gt;
* Biocorp Security Forces are established to maintain peace&lt;br /&gt;
&lt;br /&gt;
=== Protectorate Biocorp ===&lt;br /&gt;
* Over 15 years ago - Protectorate takes over [[Dis]], Biocorp's capital&lt;br /&gt;
* [[Core City riots]]&lt;br /&gt;
&lt;br /&gt;
* Biocorp Security Forces in Core City split up into [[Coretech]] and [[Praetorian Security]] about 15 years prior to the game's events, but Biocorp may still have a presence somewhere in North or Upper Underrail.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
=== Old Biocorp personnel ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Known Old Biocorp personnel&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Aliases&lt;br /&gt;
! Position !! Known for&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Vitek|D. Slavkovic]] ||&lt;br /&gt;
| Apex Technocrat || Genetic engineering&lt;br /&gt;
|-&lt;br /&gt;
| [[Ezra|Anton Matveev]] || Wight&lt;br /&gt;
| Apex Technocrat || Project Ascendance, Phenotype Dynamics, various projects related to transgenics, psimorphism, and transhumanism&lt;br /&gt;
|-&lt;br /&gt;
| [[Kharon|Kirill Gavrilyuk]] || Vovin&lt;br /&gt;
| Apex Technocrat || Project Ascendance, various projects related to transgenics, psimorphism, and transhumanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Robin Frasard]] ||&lt;br /&gt;
| || Architect of first mutagen atom, Mutagen research&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Hollow Earth]] personnel&lt;br /&gt;
|-&lt;br /&gt;
| [[Maria Hope]] ||&lt;br /&gt;
|  || Mutagen tanks&lt;br /&gt;
|-&lt;br /&gt;
| [[Steve Parkinson]] ||&lt;br /&gt;
|  || Psimorphs&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunter Vasilica]] ||&lt;br /&gt;
|  || Biochemistry&lt;br /&gt;
|-&lt;br /&gt;
| [[Bianka Helting]] ||&lt;br /&gt;
|  || Mycology, Mushroom Forest&lt;br /&gt;
|-&lt;br /&gt;
| Yuri Holland || &lt;br /&gt;
|  || Tithonus Laboratory&lt;br /&gt;
|-&lt;br /&gt;
| [[Frederik Austein]] || &lt;br /&gt;
|  || Mutagen tanks&lt;br /&gt;
|-&lt;br /&gt;
| [[Otis]] ||&lt;br /&gt;
| Austein's mutant || Mutagen tanks&lt;br /&gt;
|-&lt;br /&gt;
| T. Borovitch ||&lt;br /&gt;
|  || Psimorphs&lt;br /&gt;
|-&lt;br /&gt;
| H. Kim ||&lt;br /&gt;
| Vasilica's boss || Biochemistry&lt;br /&gt;
|-&lt;br /&gt;
| [[F. Manu]] ||&lt;br /&gt;
|  || Geology&lt;br /&gt;
|-&lt;br /&gt;
| G. Dyoglash || &lt;br /&gt;
|  || Mutagen tanks&lt;br /&gt;
|-&lt;br /&gt;
| Sally McKinley || &lt;br /&gt;
| Helting's assistant || Mycology&lt;br /&gt;
|-&lt;br /&gt;
| K. Vladovic ||&lt;br /&gt;
|  || Geology&lt;br /&gt;
|-&lt;br /&gt;
| E. Mali ||&lt;br /&gt;
|  || Mutagen research&lt;br /&gt;
|-&lt;br /&gt;
| T. Cox ||&lt;br /&gt;
|  || Mutagen research&lt;br /&gt;
|-&lt;br /&gt;
| Michael Brawin ||&lt;br /&gt;
| Mali's assistant || Mutagen research&lt;br /&gt;
|-&lt;br /&gt;
| David Gerhoff ||&lt;br /&gt;
|  || Mutagen tanks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Panacea Laboratory]] personnel&lt;br /&gt;
|-&lt;br /&gt;
| [[Wit Nosek]] || Thallo&lt;br /&gt;
| Geneticist || Phenotype Dynamics, Ark project, Arima project&lt;br /&gt;
|-&lt;br /&gt;
| Olexiy Macar || Chiron&lt;br /&gt;
| Geneticist || Ark project&lt;br /&gt;
|-&lt;br /&gt;
| Njord Abbott || Nessus&lt;br /&gt;
| Chemist || Ark project, Arima project&lt;br /&gt;
|-&lt;br /&gt;
| Albert Russell || Al&lt;br /&gt;
| Nosek's assistant || Ark project&lt;br /&gt;
|-&lt;br /&gt;
| Ramon Carson || &lt;br /&gt;
| Macar's assistant || Ark project&lt;br /&gt;
|-&lt;br /&gt;
| Arron Deluca ||&lt;br /&gt;
| Abbott's assistant || Ark project&lt;br /&gt;
|-&lt;br /&gt;
| Gerald Adams || Comus&lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| Earl Evans || Minthe&lt;br /&gt;
|  || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Tithonus Laboratory]] personnel &amp;amp; cryogenics subjects&lt;br /&gt;
|- &lt;br /&gt;
| [[Dude|John Dyson]] || Dude&lt;br /&gt;
| Chief of Psionic R&amp;amp;D, BCSDS || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wasi Abdul]] ||&lt;br /&gt;
| Chief of Psineurology, BCSDS || &lt;br /&gt;
|-&lt;br /&gt;
| Hako Na ||&lt;br /&gt;
|  || Tithonus Laboratory personnel&lt;br /&gt;
|-&lt;br /&gt;
| Roben Marlic ||&lt;br /&gt;
|  || Tithonus Laboratory personnel&lt;br /&gt;
|-&lt;br /&gt;
| Marko Higgs ||&lt;br /&gt;
|  || Tithonus Laboratory personnel&lt;br /&gt;
|-&lt;br /&gt;
| Peter Morlan ||&lt;br /&gt;
|  || Tithonus Laboratory personnel&lt;br /&gt;
|-&lt;br /&gt;
| Savo Dragac ||&lt;br /&gt;
|  || Tithonus Laboratory personnel&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rahmir Al-Malik ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Blagomir Radic ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Harold Zimmer ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Sandy Kester ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Hans Jung ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Brandon Hoffman ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Takao Oshiro ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Jeanette Wilson ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| Charles Oldershaw ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
|-&lt;br /&gt;
| [[Tobias Stigr]] ||&lt;br /&gt;
|  || Tithonus suspension, accidentally exposed to mutagens&lt;br /&gt;
|-&lt;br /&gt;
| Elidith Gervas ||&lt;br /&gt;
|  || Tithonus suspension&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Hecate Research Outpost]] personnel&lt;br /&gt;
|-&lt;br /&gt;
| J. Samuelso ||&lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| S.K. Mitchell || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| L. Baka || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| P. Hon || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| U. Hike || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| T. Robinson || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| B. Bjornson || &lt;br /&gt;
|  || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Bunker (Upper Caves)]] personnel&lt;br /&gt;
|-&lt;br /&gt;
| Horace Montgomery || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| Darrel Patterson || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| Lynne Romero || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| Anthony Castillo || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| Sullivan || &lt;br /&gt;
|  || &lt;br /&gt;
|-&lt;br /&gt;
| Wilbert || &lt;br /&gt;
|  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living ===&lt;br /&gt;
Currently living people associated with one stage of Biocorp's history or another.&lt;br /&gt;
&lt;br /&gt;
'''Old Biocorp'''&lt;br /&gt;
* [[Ezra]]&lt;br /&gt;
* [[Kharon]]&lt;br /&gt;
* [[Vitek]]&lt;br /&gt;
* [[Dude]]&lt;br /&gt;
* [[Gunter Vasilica]]&lt;br /&gt;
* [[Wit Nosek]]&lt;br /&gt;
&lt;br /&gt;
'''Reformed Biocorp'''&lt;br /&gt;
* [[Archibald Knight]]&lt;br /&gt;
* [[Rupert Simmons]]&lt;br /&gt;
* [[Quinton]]&lt;br /&gt;
* [[Mordre]]&lt;br /&gt;
* [[Phreak]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Underrail in its entirety was constructed by the original Biocorp, but below are some locations with historical ties to Biocorp.&lt;br /&gt;
&lt;br /&gt;
=== Major cities ===&lt;br /&gt;
* [[Dis]] was Biocorp's capital.&lt;br /&gt;
&lt;br /&gt;
* [[Core City]] was a major center of research. Many old Biocorp facilities are within the city.&lt;br /&gt;
** [[Abandoned Biocorp Facility]]&lt;br /&gt;
** [[Coretech Research Facility]]&lt;br /&gt;
&lt;br /&gt;
* [[Hexagon]] was third major place of power for both old and reformed Biocorp.&lt;br /&gt;
&lt;br /&gt;
=== Research outposts ===&lt;br /&gt;
* [[Hollow Earth]] research complex in Deep Caverns&lt;br /&gt;
** [[Tithonus Laboratory]]&lt;br /&gt;
** [[Caerus Residential Block]]&lt;br /&gt;
** [[Warehouse Block 2]]&lt;br /&gt;
** [[Arke Power Station]]&lt;br /&gt;
&lt;br /&gt;
* [[Panacea Lab]] in Upper Underrail&lt;br /&gt;
&lt;br /&gt;
* [[Hecate Research Outpost]] in Lower Underrail&lt;br /&gt;
&lt;br /&gt;
* [[Hephaestus Research]] in Lower Underrail&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Institute of Tchort]] is located in an old Biocorp University.&lt;br /&gt;
&lt;br /&gt;
* [[Bunker (Upper Caves)]] (BCAF Munition Depot?)&lt;br /&gt;
&lt;br /&gt;
* [[South Gate Station]] (BCAF installation S-8)&lt;br /&gt;
&lt;br /&gt;
* [[Depot A]], known as '''Old Junkyard''' nowadays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Factions navbox}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Biocorp| Biocorp]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Vitek&amp;diff=56239</id>
		<title>Vitek</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Vitek&amp;diff=56239"/>
		<updated>2025-05-08T20:14:05Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tabbed infobox&lt;br /&gt;
| tab1 = Awake&lt;br /&gt;
| tab2 = Staring&lt;br /&gt;
| tab3 = Dormant&lt;br /&gt;
}}&lt;br /&gt;
'''Vitek''' is a man inside a cryogenic chamber in [[Kirill's Laboratory]]. He is connected to the building's electronic network and can manipulate it to some extent.&lt;br /&gt;
{{hiddensection|Vitek's past|&lt;br /&gt;
In the past he was Dr D. Slavkovic, an Apex Technocrat of Old Biocorp. He held very high position within the supercorporation and his achievements in genetic engineering were said to be monumental with only a few people in the history of Biocorp being comparable to him. By the time of the [[Hollow Earth]] Incident however, he was close to death and suffered from an unknown illness which led to him to becoming bitter and disillusioned with the future of Biocorp. Encouraged by other apex technocrats, [[Ezra|Anton Matveev]] and [[Kharon|Kirill Gavrilyuk]] as well as because of his own fear of death, he proceeded to explore different methods of extending lifespan, in the end turning to cryogenics. It is very likely that the mutagen incident in the [[Depot A]] as well as experiments conducted in the [[Panacea Lab]] by [[Wit Nosek]] were carried out in order to find a cure for Slavkovic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Biocorp]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Otis&amp;diff=56238</id>
		<title>Otis</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Otis&amp;diff=56238"/>
		<updated>2025-05-08T20:08:17Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Otis&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = &lt;br /&gt;
| image    = &lt;br /&gt;
| faction  = [[Biocorp]]&lt;br /&gt;
| roles    = Assistant&amp;lt;br&amp;gt;Mutagen experiment&lt;br /&gt;
| location = Unknown&lt;br /&gt;
| quests   = &lt;br /&gt;
| loot     = &lt;br /&gt;
| level    = &lt;br /&gt;
| health   = &lt;br /&gt;
| shield   = &lt;br /&gt;
| psipool  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Otis''' was a test subject of [[Frederik Austein]], a researcher of Old Biocorp in the [[Hollow Earth]]. Dr. Austein later made Otis his personal assistant to the distress and against the warnings of his colleague [[Maria Hope]].&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Spoiler|&lt;br /&gt;
It is implied in conversation with [[Faceless Commander]] that Otis was the one who lead the successful uprising of test subjects against the Biocorp researchers. They later became today's Faceless and Otis still leads them to this day. How he is still alive is unknown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mentioned characters navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Biocorp]]&lt;br /&gt;
[[Category: Mentioned-only characters]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Point_Shot&amp;diff=56222</id>
		<title>Point Shot</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Point_Shot&amp;diff=56222"/>
		<updated>2025-03-21T01:14:01Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Point Shot''' is a feat and a special attack.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Point Shot_icon.png&lt;br /&gt;
| name         = Point Shot&lt;br /&gt;
| description  = Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 1 turn.&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Perception]] 6&lt;br /&gt;
* [[Dexterity]] 6&lt;br /&gt;
* [[Guns]] 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The action point cost gets rounded down. Point shot can reduce the AP cost of firing the weapon to 1AP.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Point Shot ability.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Point Shot&lt;br /&gt;
| description = Perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision.&lt;br /&gt;
| apcost      = 50% of active weapon's AP cost&lt;br /&gt;
| range       = Active weapon's range&lt;br /&gt;
| cooldown    = 1 turn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At very close range, it is possible to get maximum chance to hit even with the reduced precision. Precision seems to drop very rapidly as range increases.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Point Shot&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Reduces the action point cost by additional 2% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* [[JKK Tactful Jacket]] ''(Action point cost of Point Shot reduced by 25%)''&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[0.1.14.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Perception feats]]&lt;br /&gt;
[[Category:Dexterity feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Point_Shot&amp;diff=56221</id>
		<title>Point Shot</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Point_Shot&amp;diff=56221"/>
		<updated>2025-03-21T01:13:51Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Point Shot''' is a feat and a special attack.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Point Shot_icon.png&lt;br /&gt;
| name         = Point Shot&lt;br /&gt;
| description  = Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 1 turn.&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Perception]] 6&lt;br /&gt;
* [[Dexterity]] 6&lt;br /&gt;
* [[Guns]] 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The action point cost gets rounded down. Point shot can reduce the an AP cost of firing the weapon to 1AP.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Point Shot ability.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Point Shot&lt;br /&gt;
| description = Perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision.&lt;br /&gt;
| apcost      = 50% of active weapon's AP cost&lt;br /&gt;
| range       = Active weapon's range&lt;br /&gt;
| cooldown    = 1 turn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At very close range, it is possible to get maximum chance to hit even with the reduced precision. Precision seems to drop very rapidly as range increases.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Point Shot&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Reduces the action point cost by additional 2% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* [[JKK Tactful Jacket]] ''(Action point cost of Point Shot reduced by 25%)''&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[0.1.14.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Perception feats]]&lt;br /&gt;
[[Category:Dexterity feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Point_Shot&amp;diff=56220</id>
		<title>Point Shot</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Point_Shot&amp;diff=56220"/>
		<updated>2025-03-21T01:13:01Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Point Shot''' is a feat and a special attack.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Point Shot_icon.png&lt;br /&gt;
| name         = Point Shot&lt;br /&gt;
| description  = Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 1 turn.&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Perception]] 6&lt;br /&gt;
* [[Dexterity]] 6&lt;br /&gt;
* [[Guns]] 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The action point cost gets rounded down. Point shot can reduced to an AP cost of 1.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Point Shot ability.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Point Shot&lt;br /&gt;
| description = Perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision.&lt;br /&gt;
| apcost      = 50% of active weapon's AP cost&lt;br /&gt;
| range       = Active weapon's range&lt;br /&gt;
| cooldown    = 1 turn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At very close range, it is possible to get maximum chance to hit even with the reduced precision. Precision seems to drop very rapidly as range increases.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Point Shot&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Reduces the action point cost by additional 2% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* [[JKK Tactful Jacket]] ''(Action point cost of Point Shot reduced by 25%)''&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[0.1.14.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Perception feats]]&lt;br /&gt;
[[Category:Dexterity feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Pyrokinetic_Stream&amp;diff=56218</id>
		<title>Pyrokinetic Stream</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Pyrokinetic_Stream&amp;diff=56218"/>
		<updated>2025-03-08T20:51:58Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
| image       = Pyrokinetic Stream.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Pyrokinetic Stream&lt;br /&gt;
| school      = Metathermics&lt;br /&gt;
| skillreq    = 35&lt;br /&gt;
| description = Creates a stream of fire towards the targeted location, damaging everything in its path for 8-13 heat damage every tick. The stream hits the targets 3 times plus an additional time for every 10 spare action points and 5 spare psi points remaining after the initial invocation.&lt;br /&gt;
| apcost      = 20&lt;br /&gt;
| psicost     = 25&lt;br /&gt;
| range       = 6.0&lt;br /&gt;
| cooldown    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Pyrokinetic Stream]]'s damage scales with effective Metathermics skill. Every effective skill point in Metathermics grants {{heat|0.1 - 0.2|number only}} damage per tick, rounded. &lt;br /&gt;
&lt;br /&gt;
This ability cannot critically hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! Damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|   0 || {{Heat|5-6}}&lt;br /&gt;
|-&lt;br /&gt;
|  35 || {{Heat|8-13}}&lt;br /&gt;
|-&lt;br /&gt;
|  50 || {{Heat|10-16}}&lt;br /&gt;
|-&lt;br /&gt;
| 100 || {{Heat|15-26}}&lt;br /&gt;
|-&lt;br /&gt;
| 150 || {{Heat|20-36}}&lt;br /&gt;
|-&lt;br /&gt;
| 200 || {{Heat|25-46}}&lt;br /&gt;
|-&lt;br /&gt;
| 250 || {{Heat|30-56}}&lt;br /&gt;
|-&lt;br /&gt;
| 300 || {{Heat|35-66}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trainers ==&lt;br /&gt;
* [[Quinton]] in [[South Gate Station]] ''(Note: [[Tissue sample collection|Quinton's quest]] rewards you with a free psi ability)''&lt;br /&gt;
* [[Psionic Mentor: Pyrokinetic Stream]]&lt;br /&gt;
&lt;br /&gt;
== Related feats and items ==&lt;br /&gt;
* [[Pyromaniac]]&lt;br /&gt;
* [[Thermodynamicity]]&lt;br /&gt;
* {{Itemlink|Magnifying Neuroscopic Filter: Pyrokinetic Stream}}{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Compound&amp;diff=56217</id>
		<title>The Compound</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Compound&amp;diff=56217"/>
		<updated>2025-03-07T22:41:44Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = The Compound&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = Investigate the Compound.png&lt;br /&gt;
| music   = xphw_base.ogg&lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Tunnel&amp;lt;br&amp;gt;Outside&amp;lt;br&amp;gt;Entrance&amp;lt;br&amp;gt;Armory&amp;lt;br&amp;gt;Exoskeleton Assembler Lab&amp;lt;br&amp;gt;Fusion Cannon Lab&amp;lt;br&amp;gt;Cave Lab&amp;lt;br&amp;gt;Training Grounds&amp;lt;br&amp;gt;Medical Section 1Upper Passage 1&amp;lt;br&amp;gt;Damaged Assembler Lab&amp;lt;br&amp;gt;Upper Passage 2&amp;lt;br&amp;gt;Medical Section 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Command&lt;br /&gt;
| exits   = [[Dark Territory]]&lt;br /&gt;
| npcs    = [[Cognator]]&lt;br /&gt;
| mapfile = xphw_exobase_arm, xphw_exobase_com, xphw_exobase_ent, xphw_exobase_lab1, xphw_exobase_lab2, xphw_exobase_labu1, xphw_exobase_labu2, xphw_exobase_med1, xphw_exobase_med2, xphw_exobase_out, xphw_exobase_trg1, xphw_exobase_trg2, xphw_exobase_tun, xphw_exobase_up1, xphw_exobase_up2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Compound''' is a major location added by the [[Underrail: Heavy Duty]] expansion. It can be accessed by accepting [[Trip to North Underrail]] quest given by [[Buck Nimble]] in [[Upper Underrail]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''The Compound''', also known as '''Transregional Joint Research Compound''' or '''Oneiros Compound''' is an old [[Biocorp]] facility located in the [[Dark Territory]] between South Upper Underrail and North Upper Underrail. Abandoned for centuries, it is patrolled to this day by [[Exosoldiers]] - an army of identical telepathic clones.&lt;br /&gt;
&lt;br /&gt;
The location is regularly patrolled by the exosoldier squads which will attack the player on sight. Each patrol consists of randomly chosen exosoldiers accompanied by a [[Technomedic]], random tactical support bot and sometimes also an [[Intercessor]]. The number of exosoldiers is finite (80 on Easy and Normal, 95 on Hard and 110 on DOMINATING), however if player kills all normal exosoldiers, then the patrols will be replaced with squads of elite psionic commandos - [[Psychophract]]s (30 on Easy and Normal, 35 on Hard and 40 on DOMINATING). Exosoldiers sometimes also create barricades in the Compound, blocking the way and making moving around the facility more difficult.&lt;br /&gt;
===Tunnel===&lt;br /&gt;
* Ladder leads to a maintenance tunnel to the west side of the map with the Exosoldier ambush squad&lt;br /&gt;
** Door can be opened with 160 [[Lockpicking]]&lt;br /&gt;
** There is a bag behind the door that contains [[Super Steel Sheet]]&lt;br /&gt;
** Drop down ([[Agility]] 1) to reach the side with the Exosoldier ambush squad&lt;br /&gt;
** Drop down quietly ([[Agility]] 10)&lt;br /&gt;
* North exit leads to '''Outside'''&lt;br /&gt;
* South exit leads to [[Dark Territory]]&lt;br /&gt;
* West exit leads to '''Armory'''&lt;br /&gt;
&lt;br /&gt;
===Outside===&lt;br /&gt;
* There is a pile of batteries in the north, contains 14 [[Greater Fusion Cell]]s&lt;br /&gt;
* There are hidden metal plates behind the fence in NW corner (10 [[Perception]])&lt;br /&gt;
** Fence can be climbed over with 8 [[Agility]]&lt;br /&gt;
** Fence door can be unlocked with 90 [[Lockpicking]]&lt;br /&gt;
* There is a [[rift]] in the NW corner&lt;br /&gt;
* West exit and vent leads to '''Entrance'''&lt;br /&gt;
* South exit leads to '''Tunnel'''&lt;br /&gt;
===Entrance===&lt;br /&gt;
* Gate controls can be used with [[Restricted Access Keycard (The Compound)]] or hacked with 180 [[Hacking]] to raise the gates&lt;br /&gt;
* Northern stairs lead to the offices&lt;br /&gt;
** Hidden vent (14 [[Perception]]) leads to the blocked restroom. There is a medical locker with an [[Adrenaline Shot]] and [[Coagulation Shot]] in a medical locker there&lt;br /&gt;
** There is a hidden safe in the north-west office (12 [[Perception]]), can be opened with 120 [[Lockpicking]], contains around 100 charons and a [[Gold Ring]]&lt;br /&gt;
** Desk in the central-west office contains [[Inventory Report]] oddity and two [[Root Soda]]s&lt;br /&gt;
** Locked desk in the south-west office can be opened with 100 [[Lockpicking]] and contains [[Waist Pack]]&lt;br /&gt;
** Safe in SE corner contains [[Crystal Plaque]]&lt;br /&gt;
** South exit leads to Armory office&lt;br /&gt;
* East exit and vent leads to '''Outside'''&lt;br /&gt;
* South exit leads to '''Armory'''&lt;br /&gt;
* West exit behind the gates leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
===Armory===&lt;br /&gt;
* One of the shelves near the assembly line contains [[Rapid Reloader]]&lt;br /&gt;
* You can raise gate to the west with 18 [[Strength]]. If you are accompanied by the [[Gunslinger (Heavy Duty)|Gunslinger]], the check is reduced by the value of his strength (5 base)&lt;br /&gt;
** Shelf inside has [[100-round Ammo Belt]] and [[Machine Gun Technical Manuals, by Eugene Gatling]]&lt;br /&gt;
** Vent inside leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
* Gate controls in the south can be hacked to open the gate with 110 [[Hacking]]&lt;br /&gt;
* Southern stairs lead to the office&lt;br /&gt;
** Office is randomly unlocked from southern or northern side, the other side requires 120 [[Hacking]]&lt;br /&gt;
** There is a desk with [[Large Waist Pack]]&lt;br /&gt;
** Another desk has [[Restricted Access Keycard (The Compound)]]&lt;br /&gt;
** File cabinet has [[Inventory Report]] oddity&lt;br /&gt;
** North exit leads to Entrance offices&lt;br /&gt;
* West exit leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
* North exit leads to '''Entrance'''&lt;br /&gt;
* East exit leads to '''Tunnel'''&lt;br /&gt;
&lt;br /&gt;
===Exoskeleton Assembler Lab===&lt;br /&gt;
* Exoskeleton Assembler can be used to obtain either [[Combat Exoskeleton]], [[Technomedic Exoskeleton]], [[Intercessor Exoskeleton]] or [[Psychophract Exoskeleton]]&lt;br /&gt;
** Can be hacked with 120 [[Hacking]] to gain two more exoskeletons&lt;br /&gt;
* There is a desk with [[Blueprint: Plasma Grenade]]&lt;br /&gt;
* Locked desk can be opened with 100 [[Lockpicking]], contains a good quality [[Energy Edge Emitter]]&lt;br /&gt;
* There is a secret passage behind a computer rack to the north (15 [[Perception]]), leads to a box with 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 2 [[Plasma Grenade Mk III|Plasma Grenades Mk III]] and a [[Laser Pistol]]&lt;br /&gt;
* Western stairs up lead to '''Upper Passage 1'''&lt;br /&gt;
* Western stairs down lead to '''Fusion Cannon Lab'''&lt;br /&gt;
* West exit leads to '''Training Grounds'''&lt;br /&gt;
* SE exit leads to '''Armory'''&lt;br /&gt;
* NE exit leads to '''Entrance'''&lt;br /&gt;
===Training Grounds===&lt;br /&gt;
* You can interact with the console to summon multiple exosoldier patrols (without tactical bots)&lt;br /&gt;
** Exosoldiers here will follow your location even in [[stealth]]. Killing them all will unlock the west exit&lt;br /&gt;
* West exit leads to '''Upper Passage 2'''&lt;br /&gt;
* East exit leads to '''Armory'''&lt;br /&gt;
===Fusion Cannon Lab===&lt;br /&gt;
* There is a hidden [[Plasma Cell]] under a table in the south (9 [[Perception]] required)&lt;br /&gt;
* Shelf in the south has [[Inventory Report]] oddity&lt;br /&gt;
* Office in the SW corner has a pile of documents containing [[Nucleus Corporation Envelope]] oddity&lt;br /&gt;
* Safe in the office can be opened with 140 [[Lockpicking]], contains [[Cigar]] and a [[Gold Ring]]&lt;br /&gt;
* Console in the south can be used to lift lockdown from the main control room&lt;br /&gt;
* Locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Laser Emitter]]&lt;br /&gt;
* Other locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Plasma Discharger]]&lt;br /&gt;
* Storeroom near west exit can be opened with 140 [[Hacking]]. It has [[Fire Proximity Suit]], [[Work Coverall]], [[Super Steel Crowbar]] and [[Utility Belt]]&lt;br /&gt;
* Computer console in the main control room unlocks the chamber with [[Fusion Cannon]]&lt;br /&gt;
** The Fusion Cannon chamber contains a large amount of laser detectors that summon reinforcements when crossed. However a number of the lasers flash on and off in regular intervals, allowing passage to the Fusion Canon without triggering the alarm if the player is careful. Note: laser beams' visibility scales with [[Perception]].&lt;br /&gt;
* East exit leads to '''Exoskeleton Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Cave Lab'''&lt;br /&gt;
&lt;br /&gt;
===Cave Lab===&lt;br /&gt;
* One of the Psychoprath corpses has [[Severed Exoskeleton Gauntlet]] oddity&lt;br /&gt;
* You can raise gate to the south-west with 20 [[Strength]]. If you are accompanied by the [[Gunslinger (Heavy Duty)|Gunslinger]], the check is reduced by the value of his strength (5 base)&lt;br /&gt;
* Lake to the south has multiple increasing [[Agility]] checks:&lt;br /&gt;
** Agility 8: reach a [[Mindshroom]]&lt;br /&gt;
** Agility 10: reach a waterproof bag with high quality [[Polarizer]] and other electronic components&lt;br /&gt;
** Agility 14: reach another [[Mindshroom]] and a crate with high quality [[Blast Cloth]] and other military components&lt;br /&gt;
* East exit leads to '''Fusion Cannon Lab'''&lt;br /&gt;
* NW exit (unlockable from '''Damaged Assembler Lab''') leads to '''Damaged Assembler Lab'''&lt;br /&gt;
* SW exit (behind the gate) leads to '''Damaged Assembler Lab'''&lt;br /&gt;
===Upper Passage 1===&lt;br /&gt;
* North exit leads to '''Medical Section 1'''&lt;br /&gt;
* East exit leads to '''Exoskeleton Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Damaged Assembler Lab'''&lt;br /&gt;
===Medical Section 1===&lt;br /&gt;
* File cabinet in the SW room has [[Base Donors Chart]] oddity&lt;br /&gt;
* One locked freezer in the SW room has some [[Black Vitreous]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Second locked freezer in the SW room has some [[Morphine (component)|Morphine]] and [[Taurine]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Desk in the NW corner has [[Blueprint: Parafibrotic Regeneration Catalyst]] and two [[Parafibrotic Regeneration Catalyst]]s&lt;br /&gt;
* File cabinet north of the desk is one of the two possible locations of [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
* There is a hidden smaller box in the office that contains a vial of [[Aegis (medicine)|Aegis]] (12 [[Perception]] required)&lt;br /&gt;
* Locked storage room to the north can be opened with 130 [[Hacking]]&lt;br /&gt;
** It has a locked freezer that requires 130 [[Lockpicking]] and contains few vials of [[Corrosive Acid]]&lt;br /&gt;
* Vent connects to the storage room. There is [[Agility]] 13 check in the vent required to jump over to the other side&lt;br /&gt;
* South exit leads to '''Upper Passage 1'''&lt;br /&gt;
&lt;br /&gt;
===Damaged Assembler Lab===&lt;br /&gt;
* East stairs lead to '''Upper Passage 1'''&lt;br /&gt;
* West stairs down leads to '''Cave Lab'''&lt;br /&gt;
* West stairs up leads to '''Upper Passage 2'''&lt;br /&gt;
===Upper Passage 2===&lt;br /&gt;
* North exit leads to '''Medical Section 2'''&lt;br /&gt;
* East exit leads to '''Damaged Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Command'''&lt;br /&gt;
===Medical Section 2===&lt;br /&gt;
* Shelf in the NW room has [[Cryonic Nanocrystals]] oddity&lt;br /&gt;
* One locked freezer in the NW room has some [[Adrenaline]] and [[Unsaturated Psionic Catalyst]]s, requires 100 [[Lockpicking]]&lt;br /&gt;
* Second locked freezer in the NW room has some [[Statolith]]s and [[Gyromitrin]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Third locked freezer in the NW room has some [[Black Vitreous]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Desk in the office has [[Inventory Report]] oddity&lt;br /&gt;
* Locked box in the office can be unlocked with 120 [[Hacking]] and contains good quality [[Regenerative Vest (component)|Regenerative Vest]]&lt;br /&gt;
* There is a hidden [[Super Health Hypo]] under a desk to the east, requires 11 [[Perception]] to discover&lt;br /&gt;
* Desk in the presentation room contains a random [[Psionic Mentors|Psionic Mentor]] and is one of the two possible locations of [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
* South exit leads to '''Upper Passage 2'''&lt;br /&gt;
===Command===&lt;br /&gt;
* There is a hidden safe in the NW room, requires 14 [[Perception]] to discover and 140 [[Lockpicking]] to open, contains 3 [[Fusion Cell]]s, 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 4 [[Shock Bolt Mk II|Shock Bolts Mk II]] and a high quality [[Smart Module]]&lt;br /&gt;
* SW room can be unlocked with 100 [[Hacking]]&lt;br /&gt;
** There is a shelf with a good quality [[Minigun Frame: Terminator]] and some other random high quality firearm and mechanical parts&lt;br /&gt;
** There is a shelf with some ammo, grenades and two [[Firecracker Cap]]s&lt;br /&gt;
** There is a shelf with  [[Launcher Grenade Strap Belt]] and some grenade launcher components&lt;br /&gt;
* Cognator's medchamber can be unlocked with [[Cognator Medchamber Keycard (The Compound)]] or with 200 [[Hacking]]&lt;br /&gt;
** [[Cognator]] can be found here&lt;br /&gt;
** Med station contains [[Stopped Hourglass]]&lt;br /&gt;
** Medical locker contains [[Hypercerebrix]]&lt;br /&gt;
** Shelves contain some high quality psi headband parts and one random [[Psionic Mentors|Psionic Mentor]]&lt;br /&gt;
* East exit leads to '''Upper Passage 2'''&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
xphw_exobase_tun.png   | Tunnel&lt;br /&gt;
xphw_exobase_out.png   | Outside&lt;br /&gt;
xphw_exobase_ent.png   | Entrance&lt;br /&gt;
xphw_exobase_arm.png   | Armory&lt;br /&gt;
xphw_exobase_labu1.png   | Exoskeleton Assembler Lab&lt;br /&gt;
xphw_exobase_lab1.png   | Fusion Cannon Lab&lt;br /&gt;
xphw_exobase_lab2.png   | Cave Lab&lt;br /&gt;
xphw_exobase_trg1.png   | Training Grounds&lt;br /&gt;
xphw_exobase_med1.png   | Medical Section 1&lt;br /&gt;
xphw_exobase_med2.png   | Medical Section 2&lt;br /&gt;
xphw_exobase_up1.png   | Upper Passage 1&lt;br /&gt;
xphw_exobase_up2.png   | Upper Passage 2&lt;br /&gt;
xphw_exobase_labu2.png   | Damaged Assembler Lab&lt;br /&gt;
xphw_exobase_com.png   | Command&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Void_Battle&amp;diff=56132</id>
		<title>Void Battle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Void_Battle&amp;diff=56132"/>
		<updated>2024-12-10T04:09:05Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Void Battle&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Void Battle.png&lt;br /&gt;
| location = [[The Compound]]&lt;br /&gt;
| givenby  = [[Cognator]]&lt;br /&gt;
| rewards  = 9500 classic XP / 10 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Investigate the Compound]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Cognator]] needs your help to defeat invaders from the void.&lt;br /&gt;
&lt;br /&gt;
This quest is unlocked if player has {{tooltip|Destroyed bots are not taken into account.|killed less than 12}} [[Exosoldiers]] and have [[Second Sight]] or [[Psi Empathy]].&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Help the Cognator defeat the invaders from the void.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
The goal is to breach through the invading enemy's defenses and illuminate all four fronts. Each front consists of three Amalgamations that needs to be destroyed in order to go further. After clearing an entire front, the deployed troops on that front will return, ready to be redeployed again elsewhere. &lt;br /&gt;
&lt;br /&gt;
Talk to the commander to deploy troops and decide which front should be on the offense, and which on the defense. You can inspect the Amalgamations to determine the invading strength and talk with your soldiers to determine their morale.&lt;br /&gt;
&lt;br /&gt;
The northern flank is controlled by the Cognator and cannot be controlled by the player, however after certain amount of turns have passed (depends on frontline tactics and progress in the battle, usually in the second or the third turn), the entire northern flank squad is killed, forcing you to take control over it as well.&lt;br /&gt;
&lt;br /&gt;
The strength of the invading entities is randomized, however as the time passes, they begin to become increasingly stronger. The strength can be determined by inspecting the Amalgamations and with [[Second Sight]] you gain additional information that makes its easier to determine their power.&lt;br /&gt;
&lt;br /&gt;
Soldiers might gain [[Positive Void Affliction]] or [[Negative Void Affliction]] after a battle which consequently increases or reduces their effectiveness in combat. There are various types of both negative and positive afflictions and each of them has a different effect. By talking with the afflicted soldier, you can determine the type of the affliction and with enough [[Persuasion]] or [[Intimidation]] you can remove the negative effect from them, but each option can be only used once. Amount of persuasion and intimidation required varies. Persuasion checks appear to be 50, 75 and 100. When talking with commander, you can also address all available troops, using up one of the two possible buffs: Paint light or Project unity. These buffs have a high chance to grant positive affliction to a soldier and might also remove the negative effect from them, its effectiveness depends on the type of the negative affliction and the buff used.&lt;br /&gt;
&lt;br /&gt;
If you have [[Ethereal Torch]] in your inventory, you will be able to use it in the battle by deploying it in the flank of your choice. It is not known what effect does it exactly have but it appears to increase the strength of the flank and reduce the chance of gaining negative affliction by the soldiers. [[Thought Control]] also proves very useful here - it provides a buff to all your soldiers (scaling with your effective skill) and makes them more resilient against the effects of [[Negative Void Affliction]].&lt;br /&gt;
&lt;br /&gt;
Once you clear all fronts, talk to the commander to return. If too many soldiers have died during the battle, Cognator will comment that the battle is lost and take you back to the Compound, failing the quest and becoming non-interactable similarly to as when player killed too many of his soldiers.&lt;br /&gt;
&lt;br /&gt;
If you won, Cognator will decide to return to his cryochamber and put all his troops back to sleep, removing all remaining exosoldiers from the Compound and causing patrols to stop spawning. You will also be able to take his [[Perceptual Isolation Helmet]]. You can also alternatively attack him after the battle which leads to the same outcome, except that the remaining soldiers will stay in the Compound.&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
Difficulty of the battle scales with game's [[Difficulty]], and on DOMINATING the fight becomes extremely difficult without any investment in [[Thought Control]].&lt;br /&gt;
&lt;br /&gt;
=== Amalgamation Strength Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strength !! Text (Normal) !! Text (Second Sight)&lt;br /&gt;
|-&lt;br /&gt;
| Very low || A lurking, protuberant, slimy being still in its infancy. || A being at its most vulnerable stage. '''Lots''' more glide through the space above, unwilling to join the one before you.&lt;br /&gt;
|-&lt;br /&gt;
| Low || A whirl of malice. Hungering, metastasizing, jangling... || This presence exerts mild threat. '''Hordes''' of these can be seen far away in the distance.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || A peculiar, tainted being, both young and old, both right and wrong. || A '''throng''' poised to inflict suffering.&lt;br /&gt;
|-&lt;br /&gt;
| High || An astounding wail of utter carnage hisses from the abyss. || A '''swarm''' of nightmares.&lt;br /&gt;
|-&lt;br /&gt;
| Very high || A bloated, sightless, nebulous abortion feeds on the bystander's thoughts. || '''Zounds'''! The penultimate essence of unspeakable terror twists the reality itself!&lt;br /&gt;
|-&lt;br /&gt;
| Maximum || An ungainly, unseen, croaking depravity existing on the brink of imagination. || A '''legion''' of preposterous mental debauchery warps the very fabric of the universe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Train_heist&amp;diff=56131</id>
		<title>Train heist</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Train_heist&amp;diff=56131"/>
		<updated>2024-12-09T23:16:00Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Train heist&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = The stolen train.png&lt;br /&gt;
| location = [[Rail Crossing]]&amp;lt;br&amp;gt;[[Secluded Station]]&lt;br /&gt;
| givenby  = [[Captain Herve]]&lt;br /&gt;
| rewards  = 1500 classic XP / 1 oddity XP&amp;lt;br&amp;gt;400 [[Stygian Coin]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Get rid of the Faceless]]&lt;br /&gt;
| next     = [[Join the Protectorate]]&amp;lt;br&amp;gt;[[Join the Free Drones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Find a missing supply train that that was bound for Rail Crossing. Note that the train will never depart unless a sufficient number of people are alive at SRO. Thus the whole train heist will never happen if SRO has suffered heavy casualties for any reason.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Captain Herve wants you to help him find out what happened with a Protectorate train that was supposed to bring supplies to Rail Crossing, but never arrived. The train was supposed to set off from South Railroad Outpost.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
The train was hijacked. The train and its hijackers can be found in a [[Secluded Station]] some ways south from Rail Crossing. Follow the railroad south from Rail Crossing until you reach a railway junction turning west.&lt;br /&gt;
&lt;br /&gt;
Once you have found the train, you can either report the hijacking to [[Major Clifton]] in [[South Railroad Outpost]], or try to deal with the bandits yourself. They aren't immediately hostile, so you can talk to them and learn they belong to an anarchist group called [[Free Drones]].&lt;br /&gt;
&lt;br /&gt;
* If you report the train's location to Clifton, Protectorate soldiers will take care of the bandits.&lt;br /&gt;
&lt;br /&gt;
* If you kill the bandits yourself, the last one of them arms a powerful bomb near the train. (120 second timer)&lt;br /&gt;
** You can intimidate him to defuse the bomb. (50 effective skill required)&lt;br /&gt;
** The bomb can also be disarmed manually. Traps skill helps to identify the correct options (with in order 30, 25, and 35 effective skill), but is not strictly necessary.&lt;br /&gt;
*** Remove loose side panel&lt;br /&gt;
*** Inspect the switches → [Traps] Flip the second switch&lt;br /&gt;
*** Inspect the battery → [Traps] Attempt to remove the battery&lt;br /&gt;
*** Inspect the wires → [Traps] Cut the black one&lt;br /&gt;
** If the bomb detonates, the train will be destroyed and the entire train depot will be buried under stone. If you survived, you can report the train's destruction and Free Drones involvement to Clifton.&lt;br /&gt;
&lt;br /&gt;
* Or you can side with the bandits. Ask them about the train and tell them you'll pretend nothing happened here. Then return to Rail Crossing and lie to [[Captain Herve]] that you cannot find the train. Doing so will fail his mission, but opens up the opportunity to join Free Drones.&lt;br /&gt;
&lt;br /&gt;
* It is also possible to persuade (70 effective skill required) the bandits to leave the train. This leads to an opportunity to join the Protectorate.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
Depending on how the mission went, you will be later on presented an opportunity to [[join the Protectorate]] or [[Join the Free Drones|Free Drones]], or nothing at all.&lt;br /&gt;
* Dealing with the bandits and/or revealing the train's location to authorities in [[SRO]] will get you a reward from Herve and an opportunity to join the Protectorate.&lt;br /&gt;
* Finding the train, not attacking the bandits and lying to Herve that you cannot find the train will lead to an opportunity to join the Free Drones.&lt;br /&gt;
* Getting the train blown up to smithereens will provide no follow-up quests nor rewards from anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Damage_modifier_sources&amp;diff=56086</id>
		<title>Template:Damage modifier sources</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Damage_modifier_sources&amp;diff=56086"/>
		<updated>2024-11-17T23:52:43Z</updated>

		<summary type="html">&lt;p&gt;Eidein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Damage modifier sources&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Damage modifier !! Damage/attack type(s) !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Evasion]] || -0% to -85% || Area of effect attacks || Skill || &lt;br /&gt;
|-&lt;br /&gt;
| [[Stuntman]]{{expedition-inline}} || -20% || Area of effect attacks || Feat || additive to evasion, still capped at -85%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Cold]]{{expedition-inline}} || -30% || {{Cold}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Heat]]{{expedition-inline}} || -30% || {{Heat}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Acid]]{{expedition-inline}} || -30% || {{Acid}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Electricity]]{{expedition-inline}} || -30% || {{Electricity}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Conditioning]] || -10% to -25% || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Conditioning || -5% || {{Mechanical}}, {{Heat}}, {{Cold}} || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Parafibrotic Regenerative Injection]]{{heavyduty-inline}} || -15% || {{Mechanical}}, {{Heat}} || Special ability || special ability granted from the Technomedic Exoskeleton&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Metal]]{{heavyduty-inline}} || -7% to -20% || {{Mechanical}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Metal{{heavyduty-inline}} || Varies || {{Mechanical}} || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing&lt;br /&gt;
|-&lt;br /&gt;
| Stoicism || -0% to -12% || All || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Beyond Cold]] || -15% and -40% || {{Mechanical}} and {{Cold}} || Feat || activated when [[Chilled]] or [[Frozen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Balaclava]] || Varies || Explosions || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Armor]] || Varies || {{Heat}}, {{Cold}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Leper Serpent Leather Armor]]{{expedition-inline}} || Varies || {{Bio}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nanocomposite Plate]] armors || Varies || Critical Hits || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Cloth|Blast Overcoat]] armors || Varies || Explosions || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Spec Ops Armor]]{{expedition-inline}} || -20% || Explosions || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Suit]] || -85% || Explosions || Armor Suit ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lifting Belt]] || -5% || {{Mechanical}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bioinvestigative Belt]] || -10% || {{Bio}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemoinvestigative Belt]] || -5% || {{Heat}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Electroinvestigative Belt]] || -15% || {{Energy}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sea Serpent Slaying Sash]]{{expedition-inline}} || -15% || {{Bio}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Rathound Leather Tabi Boots]] || -5% || {{Mechanical}} || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Tabi Boots]] || -5% || {{Mechanical}} || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Tabi Boots]] || Varies || Explosions || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nervosomnifer]] || -60% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Morphine Shot]] || -50% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Aegis (medicine)]] || -15% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Irongut]] || -75% || {{Bio}} || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Laylow]] || -10% || {{bio}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Mushrooms]] || -15% || {{bio}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Fish]] || -15% || {{cold}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Meat]] || -5% || {{mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Stew]] || -8% || {{heat}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Czernina]]{{expedition-inline}} || -15% || {{heat}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Burrower Egg]] || -35% || Poison || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sea Serpent Fillet]]{{expedition-inline}} || -20% || Poison || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mutie Stew]]{{expedition-inline}} || -35% || {{Acid}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Kzozel]]{{expedition-inline}} || -10% || {{Mechanical}} || Food || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Kzozel Yantar]]{{expedition-inline}} || -15% || {{Mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mushroom Brew]] || -10% || {{Mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Leper Poison]]{{expedition-inline}} || +10% to +60% || {{Mechanical}} || Poison || Max 6 stacks, 10% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Acid]] || +25% to +50% || {{Acid}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Heat]] || +25% to +50% || {{Heat}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Cold]] || +25% to +50% || {{Cold}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Infected Wound]] || +10% to +30% || All || Status effect || Max 3 stacks, 10% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Infected Wound]] with [[Vile Weaponry|Vile Weaponry: Damage]] specialization || +15% to +45% || All || Status effect || Max 3 stacks, 15% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Contaminated]] || +10% to +200% || All || Status effect || Max 20 stacks, 10% per stack&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eidein</name></author>
	</entry>
</feed>