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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PaposikG6</id>
	<title>Underrail Wiki - User contributions [en]</title>
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	<updated>2026-04-21T05:57:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Plasma_Leviator&amp;diff=57321</id>
		<title>Plasma Leviator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Plasma_Leviator&amp;diff=57321"/>
		<updated>2026-04-18T19:48:26Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Vehicle Infobox&lt;br /&gt;
| name       = Plasma Leviator&lt;br /&gt;
| image      = Xpbl_plasmaleviator.png&lt;br /&gt;
| slots      = {{Large Jet Ski Suspension}} {{Large Engine}} {{Small Engine}} {{Medium Battery}} {{Medium Battery}}&lt;br /&gt;
| durability = 450&lt;br /&gt;
| basespeed  = 220&lt;br /&gt;
| speedmod   = 70%&lt;br /&gt;
| speed      = 414&lt;br /&gt;
| evasionmod = 91%&lt;br /&gt;
| stability  = 85%&lt;br /&gt;
| maneuver   = 50%&lt;br /&gt;
| meleebonus = 0%&lt;br /&gt;
| cover      = 45%&lt;br /&gt;
| res-mech   = 50% / 50&lt;br /&gt;
| res-heat   = 80% / 100&lt;br /&gt;
| res-cold   = 95% / 300&lt;br /&gt;
| res-elec   = 20% / 15&lt;br /&gt;
| res-acid   = 50% / 15&lt;br /&gt;
| res-ener   = 50% / 60&lt;br /&gt;
| res-bio    = 100% &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Plasma Leviator''' is a [[Jet Skis|Jet Ski]] model.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrade slots ===&lt;br /&gt;
* Battery, max size 2&lt;br /&gt;
* Suspension, max size 3&lt;br /&gt;
* Engine, max size 3&lt;br /&gt;
&lt;br /&gt;
The [[Shoot Plasma Cannon]] skill is unique to this jet ski model.&lt;br /&gt;
&lt;br /&gt;
== Pricing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asking Price!! Effective Mercantile Skill&lt;br /&gt;
|-&lt;br /&gt;
| 14000 || ''' 0''' &lt;br /&gt;
|-&lt;br /&gt;
| 12600 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 11200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 9800 || 110&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Selling ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offering Price!! Effective Mercantile Skill&lt;br /&gt;
|-&lt;br /&gt;
| 7000 || ''' 0''' &lt;br /&gt;
|-&lt;br /&gt;
| 7700 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 8400 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 9100 || 110&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Vehicles navbox}}&lt;br /&gt;
[[Category:Jet Skis]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Plasma_Leviator&amp;diff=57320</id>
		<title>Plasma Leviator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Plasma_Leviator&amp;diff=57320"/>
		<updated>2026-04-18T15:48:34Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Vehicle Infobox&lt;br /&gt;
| name       = Plasma Leviator&lt;br /&gt;
| image      = Xpbl_plasmaleviator.png&lt;br /&gt;
| slots      = {{Large Jet Ski Suspension}} {{Large Engine}} {{Small Engine}} {{Medium Battery}} {{Medium Battery}}&lt;br /&gt;
| durability = 450&lt;br /&gt;
| basespeed  = 220&lt;br /&gt;
| speedmod   = 70%&lt;br /&gt;
| speed      = 414&lt;br /&gt;
| evasionmod = 91%&lt;br /&gt;
| stability  = 85%&lt;br /&gt;
| maneuver   = 50%&lt;br /&gt;
| meleebonus = 0%&lt;br /&gt;
| cover      = 45%&lt;br /&gt;
| res-mech   = 50% / 50&lt;br /&gt;
| res-heat   = 80% / 100&lt;br /&gt;
| res-cold   = 95% / 300&lt;br /&gt;
| res-elec   = 20% / 15&lt;br /&gt;
| res-acid   = 50% / 15&lt;br /&gt;
| res-ener   = 50% / 60&lt;br /&gt;
| res-bio    = 100% &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Plasma Levitator''' is a [[Jet Skis|Jet Ski]] model.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrade slots ===&lt;br /&gt;
* Battery, max size 2&lt;br /&gt;
* Suspension, max size 3&lt;br /&gt;
* Engine, max size 3&lt;br /&gt;
&lt;br /&gt;
The [[Shoot Plasma Cannon]] skill is unique to this jet ski model.&lt;br /&gt;
&lt;br /&gt;
== Pricing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asking Price!! Effective Mercantile Skill&lt;br /&gt;
|-&lt;br /&gt;
| 14000 || ''' 0''' &lt;br /&gt;
|-&lt;br /&gt;
| 12600 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 11200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 9800 || 110&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Selling ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offering Price!! Effective Mercantile Skill&lt;br /&gt;
|-&lt;br /&gt;
| 7000 || ''' 0''' &lt;br /&gt;
|-&lt;br /&gt;
| 7700 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 8400 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 9100 || 110&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Vehicles navbox}}&lt;br /&gt;
[[Category:Jet Skis]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Institute_of_Tchort&amp;diff=57313</id>
		<title>Institute of Tchort</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Institute_of_Tchort&amp;diff=57313"/>
		<updated>2026-04-17T04:30:51Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: /* Utility section 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Institute of Tchort&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = full&lt;br /&gt;
| maptext = An esoteric sciento-religous community.&lt;br /&gt;
| image   = Fountain.jpg&lt;br /&gt;
| music   = Institute.ogg&lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Courtyard&amp;lt;br&amp;gt;Offices&amp;lt;br/&amp;gt;East wing&amp;lt;br/&amp;gt;West wing&amp;lt;br/&amp;gt;Utility section&lt;br /&gt;
| exits   = [[Upper Underrail]] (University station)&amp;lt;br/&amp;gt;[[Upper Underrail]] (Hole in west wing)&amp;lt;br/&amp;gt;[[Harpocrates Station]]&amp;lt;br/&amp;gt;[[Cytosine Outpost]]&lt;br /&gt;
| ftravel = [[Upper Underrail metro]] (station)&amp;lt;br&amp;gt;[[Rift]] (station underpassage)&lt;br /&gt;
| npcs    = [[Eidein]], [[Mediant Samuel]], [[Principal Investigator Schteff|PI Schteff]], [[Principal Investigator Georgis|PI Georgis]], [[Principal Investigator Rista|PI Rista]], [[Episkopos Lydia]], [[Efreitor Denzil]], [[Praepostor Amelia]], [[Rassophore Payam]], [[Provost Vladan]], [[Judicator Azarias]]&lt;br /&gt;
&lt;br /&gt;
Merchants&amp;lt;br/&amp;gt;[[Efreitor Hanna]], [[Investigator Kiro]], [[Octavia]], [[Investigator Vuk]], [[Jerre Franz]], [[Theodore]]&lt;br /&gt;
| mapfile = tch-entry&lt;br /&gt;
tch-mainhall&lt;br /&gt;
tch-soff&lt;br /&gt;
tch-off&lt;br /&gt;
tch-loff&lt;br /&gt;
tch-ew1&lt;br /&gt;
tch-ew2&lt;br /&gt;
tch-mil&lt;br /&gt;
tch-labche&lt;br /&gt;
tch-labgen&lt;br /&gt;
tch-labpsy&lt;br /&gt;
tch-lq&lt;br /&gt;
tch-sq1&lt;br /&gt;
tch-sq2&lt;br /&gt;
tch-lib&lt;br /&gt;
tch-can&lt;br /&gt;
tch-ww1&lt;br /&gt;
tch-ww2&lt;br /&gt;
tch-ww3&lt;br /&gt;
tch-ww4&lt;br /&gt;
tch-ww5&lt;br /&gt;
tch-wwg&lt;br /&gt;
tch-util1&lt;br /&gt;
tch-util2&lt;br /&gt;
tch-util3&lt;br /&gt;
tch-vent&lt;br /&gt;
tch-rit&lt;br /&gt;
tch-inv&lt;br /&gt;
tch-dclift&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Institute of Tchort''' is a location in [[Upper Underrail]], accessible via the orange metro line's University station.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
The institute used to be a Biocorp University, but it has been expanded and renovated considerably in the past decade of Tchortist occupation.&lt;br /&gt;
&lt;br /&gt;
== Courtyard ==&lt;br /&gt;
At the courtyard, there's a very diverse crowd of zoners seeking admission into the Institute.&lt;br /&gt;
* The [[Frowning Man]] carries a [[Coretech Pamphlet]] oddity, 3 XP.&lt;br /&gt;
* All tchortists carry an [[Eye of Tchort]] oddity, 3 XP&lt;br /&gt;
* [[Efreitor Denzil]] is the starting point of a quest line (starting with [[Return the Reaching Man]]) that will grant you access to the institute&lt;br /&gt;
* [[Praepostor Amelia]] (during your interview)&lt;br /&gt;
* [[Rassophore Payam]] will open the door of the institute at your request&lt;br /&gt;
* Other minor characters are [[Daphne (Institute of Tchort Courtyard)|Daphne]], [[What]], [[Detritus]], [[Cale]]. Some of them can provide valuable information to understand what the tchortists are.&lt;br /&gt;
&lt;br /&gt;
== Offices ==&lt;br /&gt;
The north upper section of the Institute contains the offices.&lt;br /&gt;
* The large northwest office is [[Eidein]]'s&lt;br /&gt;
* Along the south hallway, between the staircases:&lt;br /&gt;
** The SW room is [[Episkopos Lydia]]'s office&lt;br /&gt;
** The SE room is inhabited by [[Provost Vladan]] and [[Judicator Azarias]]&lt;br /&gt;
* Along the north hallway:&lt;br /&gt;
** The NW office requires 65 [[Lockpicking]]. It has a file cabinet requiring 70 [[Lockpicking]]&lt;br /&gt;
** The central room is [[Praepostor Amelia]]'s office&lt;br /&gt;
*** File cabinet contains a random [[Psionic Mentors|Psionic Mentor]]&lt;br /&gt;
*** File cabinet contains a [[Hypercerebrix]]&lt;br /&gt;
** The east room requires 65 [[Lockpicking]]&lt;br /&gt;
&lt;br /&gt;
== East Wing ==&lt;br /&gt;
Upper east wing houses the investigation department's science laboratories, lecture halls and preservation department's armory.&lt;br /&gt;
&lt;br /&gt;
Lower east wing houses the sleeping quarters and medical office.&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
The armory is located between east wing and offices. Take the stairs up west of the fountain at east wing main hall or take the eastern stairs down from offices. [[Mediant Samuel]] is the highest-ranking preservation officer in the Institute while the Harmost is visiting Deep Caverns. [[Efreitor Hanna]] is the local armory keeper.&lt;br /&gt;
&lt;br /&gt;
=== Physics Lab ===&lt;br /&gt;
The physics laboratory is at the north end of east wing. [[Principal Investigator Schteff|Schteff]] is the principal investigator of this section. [[Investigator Kiro]] is an electronics merchant whose services you can use if you get permission from the principal investigator.&lt;br /&gt;
&lt;br /&gt;
=== Chemistry Lab ===&lt;br /&gt;
The chemistry laboratory is at the east end of east wing. [[Principal Investigator Georgis|Georgis]] is the principal investigator of this section. [[Octavia]] is a chemical merchant whose services you can use if you get permission from the principal investigator.&lt;br /&gt;
* Shelves near Octavia contain three vials of [[Corrosive Acid]]&lt;br /&gt;
&lt;br /&gt;
=== Genetics Lab ===&lt;br /&gt;
The genetics laboratory is at the south end of east wing. [[Principal Investigator Rista|Rista]] is the principal investigator of this section. [[Investigator Vuk]] is a biology merchant whose services you can use if you get permission from the principal investigator.&lt;br /&gt;
* Freezer in the storeroom near [[Investigator Vuk]] (50 [[Hacking]] required) contains [[Blastema]]&lt;br /&gt;
&lt;br /&gt;
=== Lecture halls ===&lt;br /&gt;
The halls are mostly quiet and empty. You can meet [[Percival]] from Core City here.&lt;br /&gt;
&lt;br /&gt;
=== Sleeping quarters 1 ===&lt;br /&gt;
* Linked to the '''Main Hall''' and '''Sleeping quarters 2'''&lt;br /&gt;
* The 4 doors on the west side each require 70 [[Lockpicking]] to open&lt;br /&gt;
* Northernmost locked room has a footlocker with a random [[:Category:Luxury|Luxury Item]] and wardrobe with [[Tchortist Noble Robe]]&lt;br /&gt;
&lt;br /&gt;
=== Sleeping quarters 2 ===&lt;br /&gt;
Your bunk bed and also the Institute's medical office is located here. &lt;br /&gt;
* Linked to '''Sleeping quarters 1'''&lt;br /&gt;
* Your footlocker contains a [[Robe]] and an [[Eye of Tchort (oddity)]], 3 XP&lt;br /&gt;
* The two southwest rooms each require 70 [[Lockpicking]]&lt;br /&gt;
* The main bunkroom&lt;br /&gt;
** You can meet your bunkmate [[Lazy Lal]] here&lt;br /&gt;
** The west door requires 70 [[Lockpicking]]&lt;br /&gt;
* The medical are to the south:&lt;br /&gt;
** The doctor [[Jerre Franz]] buys and sells medicine&lt;br /&gt;
** The door to the storage room requires 70 [[Lockpicking]]&lt;br /&gt;
&lt;br /&gt;
== West Wing ==&lt;br /&gt;
Upper west wing houses the library. Most of the west wing is abandoned.&lt;br /&gt;
&lt;br /&gt;
Lower east wing houses the refectory and entrance to utility section.&lt;br /&gt;
&lt;br /&gt;
== Eidein's library ==&lt;br /&gt;
The Institute's library dates back to a century, back when the Institute still was a Biocorp University. It has been expanded considerably since. [[Curator Nenna]] can be met in the library. &lt;br /&gt;
&lt;br /&gt;
=== Library Terminal ===&lt;br /&gt;
The Library Terminal contains The Original Report, Important Dates (an overview of the Institute's notable events), Investigative Papers and Digital Literature. The Investigative Papers section contains [[Super Steel Refining Data]] and [[Blueprint: Regenerative Mixture]], but to acquire them the player has to either have enough [[Hacking]] (100), [[Pickpocketing|pickpocket]] (53) the [[Library Propagator Card (Institute of Tchort)]] from the [[Tchortist Acolyte]] nearby or [[Persuasion|persuade]] (100) [[Curator Nenna]] to grant you access.&lt;br /&gt;
The Digital Literature section of the Library Terminal contains references to literary works and movies.&lt;br /&gt;
* Mound - [https://en.wikipedia.org/wiki/Dune_(franchise) Dune]&lt;br /&gt;
* Call of Evolution - [https://en.wikipedia.org/wiki/The_Call_of_Cthulhu Call of Cthulhu]&lt;br /&gt;
* The Evdok Heresy - [https://en.wikipedia.org/wiki/The_Horus_Heresy The Horus Heresy]&lt;br /&gt;
* Surface Troopers - [https://en.wikipedia.org/wiki/Starship_Troopers Starship Troopers]&lt;br /&gt;
* Archon of the Genes - [https://en.wikipedia.org/wiki/The_Lord_of_the_Rings Lord of the Rings]&lt;br /&gt;
* Brave New Zone - [https://en.wikipedia.org/wiki/Brave_New_World Brave New World]&lt;br /&gt;
* Spirit of the Carapace - [https://en.wikipedia.org/wiki/Ghost_in_the_Shell Ghost in the Shell]{{verify}}&lt;br /&gt;
* Foreigner - [https://en.wikipedia.org/wiki/Alien_(franchise) Alien]&lt;br /&gt;
&lt;br /&gt;
=== Refectory ===&lt;br /&gt;
The refectory is the Institute's canteen and kitchen.&lt;br /&gt;
* Linked to the '''Main Hall'''&lt;br /&gt;
* [[Theodore]] sells food here (but only from the other side of the counter)&lt;br /&gt;
* Most Tchortists carry an [[Eye of Tchort (oddity)]], 3 XP&lt;br /&gt;
&lt;br /&gt;
=== Utility section 1 ===&lt;br /&gt;
* Linked to the '''Refectory''' northern passage&lt;br /&gt;
* The south room:&lt;br /&gt;
** Has shelves containing an [[Old Diver's Helmet]] oddity, 2 XP&lt;br /&gt;
** Has a locker containing a [[Biocorp University Emblem]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
=== Utility section 2 ===&lt;br /&gt;
The utility section is accessible from refectory kitchen or utility section 2.&lt;br /&gt;
* South exit leads to '''Refectory''' kitchen&lt;br /&gt;
* West exit leads to '''Utility section 1'''&lt;br /&gt;
* The SE room:&lt;br /&gt;
** Has a file cabinet containing a [[Security Room Keycard (Institute of Tchort)]]&lt;br /&gt;
** Has a file cabinet containing a [[Ruined Textbook]] oddity, 1 XP&lt;br /&gt;
** Has a hidden box (8 [[Perception]]) with one [[Aegis (medicine)|Aegis]], three [[Gizzard Enzymes]]&lt;br /&gt;
** Has a ventilation shaft leading to the NE room&lt;br /&gt;
* The NE room:&lt;br /&gt;
** Has a desk containing a [[Security Gate Keycard (Institute of Tchort)]] and an [[Encyclopedia Fragment]] oddity, 1 XP&lt;br /&gt;
** Has a ventilation shaft leading to the SE room&lt;br /&gt;
* Security room can be opened with 80 [[Hacking]] or with [[Security Room Keycard (Institute of Tchort)]]&lt;br /&gt;
** Security gate lock can be opened with 120 [[Hacking]] or with [[Security Gate Keycard (Institute of Tchort)]]&lt;br /&gt;
** Locker has some [[Bolt]]s and a few [[Incendiary Bolt Mk III|Incendiary Bolts Mk III]]&lt;br /&gt;
** East exit (behind the security gate) leads to '''Utility section 3'''&lt;br /&gt;
=== Utility section 3 ===&lt;br /&gt;
The utility section is accessible from utility section 2, secret ventilation shaft in [[West Wing]] or from Eidein's elevator area.&lt;br /&gt;
* Central room:&lt;br /&gt;
** Has enriched hypo kit with [[Enriched Health Hypo]], [[Enriched Advanced Health Hypo]] and [[Enriched Super Health Hypo]]&lt;br /&gt;
** Has a file cabinet containing a [[Black Eye]] oddity, 1 XP&lt;br /&gt;
** Has a file cabinet containing a [[Ruined Textbook]] oddity, 1 XP&lt;br /&gt;
** One of the investigators carries [[Holding Cells Console Key Card (Institute)]]&lt;br /&gt;
* NW room:&lt;br /&gt;
** Has a file cabinet containing a random [[Psionic Mentors|Psionic Mentor]]&lt;br /&gt;
** Has a hidden [[Morphine Shot]] (10 [[Perception]])&lt;br /&gt;
** Has a box containing a [[Black Eye]] oddity, 1 XP&lt;br /&gt;
* Hidden ventilation shaft (8 [[Perception]]) in NE corner leads to [[West Wing]], coil spider room&lt;br /&gt;
&lt;br /&gt;
Genetic experiments are conducted in this forbidden laboratory, where some of the resulting creatures (called &amp;quot;rejects&amp;quot; by Tchortists) are detained. &lt;br /&gt;
&lt;br /&gt;
For information how to free them, see [[Reject]] article.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Return the Reaching Man]] and [[Praepostor interview]]: Required to gain entrance to the Institute&lt;br /&gt;
* [[Strange tremors]]: Eventually strange tremors start shaking the Institute&lt;br /&gt;
&lt;br /&gt;
While at the Institute, you may work for both the preservation and investigation departments.&lt;br /&gt;
&lt;br /&gt;
=== Preservation ===&lt;br /&gt;
[[Mediant Samuel]]'s jobs&lt;br /&gt;
* [[Secure Utility Station 7]]&lt;br /&gt;
* [[Find missing combat unit in west wing]]&lt;br /&gt;
* [[Track down Rassophore Nevil]]&lt;br /&gt;
&lt;br /&gt;
Completing all of Mediant Samuel's tasks allows you to join the preservation section as a Rassophore.&lt;br /&gt;
Joining the preservation section will grant both [[Tchortist Vathosphore Armor]] and [[Tchortist Rassophore Armor]]. To receive the armors speak with [[Efreitor Hanna]].&lt;br /&gt;
&lt;br /&gt;
=== Investigation ===&lt;br /&gt;
Physics lab ([[Principal Investigator Schteff]])&lt;br /&gt;
* [[Find Rassophore Pavel]]&lt;br /&gt;
* [[Deploy first T-ray emitter]]&lt;br /&gt;
* [[Deploy second T-ray emitter]]&lt;br /&gt;
&lt;br /&gt;
Chemistry lab ([[Principal Investigator Georgis]])&lt;br /&gt;
* [[Field test XAL-001]]&lt;br /&gt;
* [[HRO protein research]]&lt;br /&gt;
* [[Drink sampling]]&lt;br /&gt;
&lt;br /&gt;
Genetics lab ([[Principal Investigator Rista]])&lt;br /&gt;
* [[Pacify Psycho]]&lt;br /&gt;
* [[Disease-resistant DNA]]&lt;br /&gt;
* [[Forsaken Island Behemoth]]&lt;br /&gt;
&lt;br /&gt;
Completing six tasks for the investigation section allows you to join the investigation section.&lt;br /&gt;
Joining the investigation section will grant a belt according to the department you choose:&lt;br /&gt;
* [[Bioinvestigative Belt]] - Department of Genetics&lt;br /&gt;
* [[Chemoinvestigative Belt]] - Department of Chemistry&lt;br /&gt;
* [[Electroinvestigative Belt]] - Department of Physics&lt;br /&gt;
To receive the belt speak with [[Usha]] again, messenger of [[Episkopos Lydia]] who first contacted you.&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
=== Entrance and offices ===&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
up-tch.png         | University station&lt;br /&gt;
tch-entry.png      | [[Gates to Institute of Tchort]]&lt;br /&gt;
tch-mainhall.png   | Main hall lower floor&lt;br /&gt;
tch-mainhall_1.png | Main hall upper floor&lt;br /&gt;
tch-soff.png       | Path to offices&lt;br /&gt;
tch-off.png        | Offices&lt;br /&gt;
tch-loff.png       | Eidein's office&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== East wing ===&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
tch-ew1.png      | East wing&lt;br /&gt;
tch-ew2.png      | East wing&lt;br /&gt;
tch-mil.png      | Armory&lt;br /&gt;
tch-labche.png   | Chemistry lab&lt;br /&gt;
tch-labgen.png   | Genetics lab&lt;br /&gt;
tch-labgen_1.png | Genetics lab&lt;br /&gt;
tch-labpsy.png   | Physics lab&lt;br /&gt;
tch-lq.png       | Lecture halls&lt;br /&gt;
tch-sq1.png      | Sleeping quarters&lt;br /&gt;
tch-sq2.png      | Sleeping quarters and medical office&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== West wing ===&lt;br /&gt;
{{Main|Institute of Tchort west wing}}&lt;br /&gt;
Most of the west wing is ruined and has been sealed off for decades.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
tch-lib.png | Eidein's library&lt;br /&gt;
tch-can.png | Refectory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Utility section ===&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
tch-util1.png   | Utility section 1&lt;br /&gt;
tch-util2.png   | Utility section 2&lt;br /&gt;
tch-util2_1.png | Utility section 2 vents&lt;br /&gt;
tch-util3.png   | Utility section 3&lt;br /&gt;
tch-util3_1.png | Utility section 3 vents&lt;br /&gt;
tch-util3_2.png | Utility section 3 hidden vent&lt;br /&gt;
tch-vent.png    | Hidden vent between utility and west wing&lt;br /&gt;
tch-rit.png     | Utility section&lt;br /&gt;
tch-dclift.png  | Deep Caverns elevator&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;br /&gt;
[[Category:Urban areas]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Infused_Bison_Leather&amp;diff=57311</id>
		<title>Infused Bison Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Infused_Bison_Leather&amp;diff=57311"/>
		<updated>2026-04-12T09:17:38Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = rare&lt;br /&gt;
| image        = Infused Bison Leather.png&lt;br /&gt;
| name         = Infused Bison Leather&lt;br /&gt;
| type         = Component&lt;br /&gt;
| description  = Bison skin can be turned into a suit of leather armor. It has been infused with super steel fiber to enhance its properties.&lt;br /&gt;
| quality      = 0 - 160&lt;br /&gt;
| skillsreq    = :Tailoring 80%&lt;br /&gt;
| weight       = 9.50&lt;br /&gt;
| value        = 500 + 17 * Quality&lt;br /&gt;
| datafile     = Components\Leathers\xpbl\infusedbisonleather.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Infused Bison Leather''' is a type of infused leather produced with [[Blueprint: Infused Leather]].&lt;br /&gt;
&lt;br /&gt;
In addition to properties of its normal variant, it has special properties for each type of armor it can be used on.&lt;br /&gt;
* [[Leather Armor]]: Health increased, immune to [[Chilled|Chill]].&lt;br /&gt;
* [[Boots]]: Fortitude increased, {{cold}} damage threshold.&lt;br /&gt;
* [[Tabi Boots]]: Fortitude increased, {{cold}} damage threshold.&lt;br /&gt;
&lt;br /&gt;
{{Quality table&lt;br /&gt;
| name = Resistance scaling (Leather Armor)&lt;br /&gt;
| min_quality = 15&lt;br /&gt;
| max_quality = 185&lt;br /&gt;
| col_resist1 = {{Mechanical}}&lt;br /&gt;
| base_DR1    = 18&lt;br /&gt;
| base_DT1    = 3&lt;br /&gt;
| quality_DR1 = 0.17&lt;br /&gt;
| quality_DT1 = 0.07&lt;br /&gt;
| col_resist2 = {{Cold}}&lt;br /&gt;
| base_DR2    = 20&lt;br /&gt;
| base_DT2    = 5&lt;br /&gt;
| quality_DR2 = 0.20&lt;br /&gt;
| quality_DT2 = 0.08&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
{{ComponentGroup|UsesLeather}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Raw leathers]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Minigun&amp;diff=57303</id>
		<title>Blueprint: Minigun</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Minigun&amp;diff=57303"/>
		<updated>2026-04-06T06:32:46Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: updated str requirement table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| image        = Blueprint: Minigun.png&lt;br /&gt;
| name         = Blueprint: Minigun&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a minigun.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 6000&lt;br /&gt;
| description2 = Minigun is a powerful automatic-fire high-caliber weapon that has an incredible rate of fire once it reaches its full rotating speed. However, this comes at the cost of wide bullet spread and lower accuracy at long range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It requires a lot of strength to operate properly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It can be created from frame, barrel, and motor parts. The caliber is determined by the barrel, and can be either .44 or 12.7mm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The type of motor used will determine the dynamics of the weapon's barrel rotation and hence the firing rate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It will also require an ammo belt. Heavier ammo belts will make the weapon require more strength from the user. A secondary ammo belt can be attached as an extension, but the additional weight can potentially make the weapon even harder to wield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A number of optional components can also be added to further enhance the weapon.&lt;br /&gt;
| component1   = Minigun Frame&lt;br /&gt;
| component2   = Motor&lt;br /&gt;
| component3   = Barrel (x6)&lt;br /&gt;
| component4   = Ammo Belt 1&lt;br /&gt;
| optional1    = Ammo Belt 2&lt;br /&gt;
| optional2    = Minigun Enhancement&lt;br /&gt;
| diffmod1     = &lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces all types of craftable [[Miniguns]]. The [[Strength]] requirement of crafted weapon is dependant on its ammo capacity.&lt;br /&gt;
&lt;br /&gt;
The higher capacity belt is used to determine its strength requirement. Inverting the order of belts used in crafting does not affect the outcome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Bonus Strength required || Bonus Strength required with another belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:50-round Ammo Belt.png]] || '''50-round Ammo Belt''' || None || +1 with 50 or 65 belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:65-round Ammo Belt.png]] || '''65-round Ammo Belt''' || None || +1 with 50 or 65 belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:80-round Ammo Belt.png]] || '''80-round Ammo Belt''' || +1 || +1 with another 80 belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:100-round Ammo Belt.png]] || '''100-round Ammo Belt''' || +2 || +1 with 80 belt, +2 with another 100 belt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Mechanics]] (skill level needed depends on component quality)&lt;br /&gt;
* [[Electronics]] (20 or 50)&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; .44 Frames&lt;br /&gt;
* {{Itemlink|Minigun Frame: Barbarian}}&lt;br /&gt;
* {{Itemlink|Minigun Frame: Destroyer}}&lt;br /&gt;
&lt;br /&gt;
; 12.7mm Frames&lt;br /&gt;
* {{Itemlink|Minigun Frame: Predator}}&lt;br /&gt;
* {{Itemlink|Minigun Frame: Terminator}}&lt;br /&gt;
&lt;br /&gt;
; Motor&lt;br /&gt;
* {{Itemlink|Minigun Motor: Jumpstarter}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Jumpstarter Mk II}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Slow Starter}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Slow Starter Mk II}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Long Game}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Long Game Mk II}}&lt;br /&gt;
&lt;br /&gt;
; Barrel (x6)&lt;br /&gt;
* {{Itemlink|.44 Firearm Barrel}}&lt;br /&gt;
* {{Itemlink|12.7mm Firearm Barrel}}&lt;br /&gt;
&lt;br /&gt;
; Ammo Belt 1&lt;br /&gt;
* {{Itemlink|50-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|65-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|80-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|100-round Ammo Belt}}&lt;br /&gt;
&lt;br /&gt;
; Ammo Belt 2 (optional)&lt;br /&gt;
* {{Itemlink|50-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|65-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|80-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|100-round Ammo Belt}}&lt;br /&gt;
&lt;br /&gt;
; Minigun Enhancements (optional)&lt;br /&gt;
* {{Itemlink|Ergonomic Handle‎}} (+3% precision, spread angle reduced by 3, -5% move and shoot precision penalty)&lt;br /&gt;
* {{Itemlink|Rifle Bipod}} (Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost, +5% move and shoot precision penalty +5% close quarters precision penalty)&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Gun Nut]] (+15% upper damage range)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sold by [[Fraser]] in [[Fort Apogee]]&lt;br /&gt;
* Sold by [[Constantine]] in {{spoiler|[[Oculus]]}}&lt;br /&gt;
* Sometimes sold by [[Lost Vault Trader]]&lt;br /&gt;
* Sold by [[Oskar]] in [[Core City]]&lt;br /&gt;
* Sold by [[Ladelman]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Grenade Launcher]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ladelman&amp;diff=57295</id>
		<title>Ladelman</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ladelman&amp;diff=57295"/>
		<updated>2026-04-03T13:29:03Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{expedition}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Anthony Ladelman&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Xpbl mchm l.png&lt;br /&gt;
| background = Default.png&lt;br /&gt;
| health     = 330&lt;br /&gt;
| image      = Ladelman.png&lt;br /&gt;
| roles      = Aegis worker&amp;lt;br&amp;gt;Expedition armorer&lt;br /&gt;
| location   = [[Core City Docks]]&amp;lt;br&amp;gt;[[Black Sea Expedition Camp]]&lt;br /&gt;
| loot       = [[Weapons Locker Key (Black Sea Expedition Camp)]]&lt;br /&gt;
| abilities = [[Aimed Shot]]&amp;lt;br&amp;gt;[[Conditioning]]&amp;lt;br&amp;gt;[[Crippling Strike]]&amp;lt;br&amp;gt;[[Dirty Kick]]&amp;lt;br&amp;gt;[[Fancy Footwork]]&amp;lt;br&amp;gt;[[Full-Auto]]&amp;lt;br&amp;gt;[[Heavy Punch]]&amp;lt;br&amp;gt;[[Sprint]]&amp;lt;br&amp;gt;[[Suppressive Fire]]&lt;br /&gt;
| level = 22&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = 20&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 8&lt;br /&gt;
| dexterity     = 8&lt;br /&gt;
| agility       = 7&lt;br /&gt;
| constitution  = 7&lt;br /&gt;
| perception    = 5&lt;br /&gt;
| will          = 4&lt;br /&gt;
| intelligence  = 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ladelman''' is a character initially seen in [[Core City Docks]], area '''East Docks'''. After [[Join the Expedition|joining the expedition]] he will be in the shop tent in [[Black Sea Expedition Camp]], area '''Main camp and Lighthouse (D6)'''&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Tony was born in [[Junkyard]] to Clarence 'Buddy' Ladelman and Nancy Yoyze. He lived there with his parents, five siblings and one-eyed uncle Dave. By the age of thirteen however, all of Ladelman's siblings have died except his younger sister Lilly, who later became a prostitute in Core City. Through the years he took a plethora of different jobs around entire South Underrail before being hired by [[Aegis Incorporated]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
* Most interactions with Ladelman are unavailable until you complete [[Join the Expedition]] and [[Defend the island]]. &lt;br /&gt;
* He is a weapons and armor merchant&lt;br /&gt;
* He can teach the player [[Naval Combat]] feat.&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells = &lt;br /&gt;
* [[Blueprint: Assault Rifle]]&lt;br /&gt;
* [[Blueprint: Balaclava]]&lt;br /&gt;
* [[Blueprint: Broadhead Bolt]]{{expedition-inline}}&lt;br /&gt;
* [[Blueprint: Bullets]]&lt;br /&gt;
* [[Blueprint: Frag Launcher Grenades]]{{heavyduty-inline}}&lt;br /&gt;
* [[Blueprint: Grenade Launcher]]{{heavyduty-inline}}&lt;br /&gt;
* [[Blueprint: Hand Grenade]]&lt;br /&gt;
* [[Blueprint: High-explosive Launcher Grenades]]{{heavyduty-inline}}&lt;br /&gt;
* [[Blueprint: Light Machine Gun]]{{heavyduty-inline}}&lt;br /&gt;
* [[Blueprint: Mine]]&lt;br /&gt;
* [[Blueprint: Minigun]]{{heavyduty-inline}}&lt;br /&gt;
* [[Blueprint: Pistol]]&lt;br /&gt;
* [[Blueprint: Shotgun]]{{expedition-inline}}&lt;br /&gt;
* [[Blueprint: Shotgun Shells]]{{expedition-inline}}&lt;br /&gt;
* [[Blueprint: SMG]]&lt;br /&gt;
* [[Blueprint: Sniper Rifle]]&lt;br /&gt;
* [[Blueprint: Stingball Grenade]]{{expedition-inline}}&lt;br /&gt;
* [[Blueprint: T.N.T. Charge]]&lt;br /&gt;
* [[Blueprint: Tactical Vest]]&lt;br /&gt;
* [[Blueprint: Vehicle Repair Kit]]&lt;br /&gt;
* [[Lockpick]]&lt;br /&gt;
* [[TNT Charge]]&lt;br /&gt;
* [[Jackhammer]]&lt;br /&gt;
* [[Vehicle Repair Kit]]s&lt;br /&gt;
| cash =&lt;br /&gt;
* 650 [[Stygian Coins]]&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Belts|Belts]]&lt;br /&gt;
* [[:Category:Boots|Boots]]&lt;br /&gt;
* [[:Category:Boot components|Boot components]]&lt;br /&gt;
* [[:Category:Firearms|Firearms]]&lt;br /&gt;
* [[:Category:Firearm parts|Firearm parts]]&lt;br /&gt;
* [[:Category:Grenades|Grenades]]&lt;br /&gt;
* [[:Category:Helmets|Helmets]]&lt;br /&gt;
* [[:Category:Melee Weapons|Melee weapons]]&lt;br /&gt;
* [[:Category:Crossbows|Crossbows]]&lt;br /&gt;
* [[:Category:Crossbow parts|Crossbow parts]]&lt;br /&gt;
* [[:Category:Leather armors|Leather armors]]&lt;br /&gt;
* [[:Category:Riot gear|Riot armor sets]]&lt;br /&gt;
* [[:Category:Tactical vests|Tactical vests]]&lt;br /&gt;
* [[:Category:Bullets|Bullets, shells or launcher grenades]] (always)&lt;br /&gt;
* [[:Category:Regular bolts|Regular bolts]] (always)&lt;br /&gt;
&lt;br /&gt;
| mercantileskillchecks = 100&lt;br /&gt;
| specialmerchandise = You can also unlock his special merchandise if you introduced yourself to the Expedition as the Invictus&lt;br /&gt;
&lt;br /&gt;
2 [[Supersoldier Drug|Supersoldier Drug]], 2 [[Trance|Trance]], 15 [[Mushroom Brew|Mushroom Brew]] and 1 [[Slackjaw|Slackjaw]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category:Global entities]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Core City characters]]&lt;br /&gt;
[[Category: Belts/buyers]]&lt;br /&gt;
[[Category: Boot components/buyers]]&lt;br /&gt;
[[Category: Bullets/buyers]]&lt;br /&gt;
[[Category: Crossbows/buyers]]&lt;br /&gt;
[[Category: Crossbow parts/buyers]]&lt;br /&gt;
[[Category: Firearm parts/buyers]]&lt;br /&gt;
[[Category: Firearms/buyers]]&lt;br /&gt;
[[Category: Footwear/buyers]]&lt;br /&gt;
[[Category: Grenades/buyers]]&lt;br /&gt;
[[Category: Helmets/buyers]]&lt;br /&gt;
[[Category: Leather armors/buyers]]&lt;br /&gt;
[[Category: Melee Weapons/buyers]]&lt;br /&gt;
[[Category: Regular bolts/buyers]]&lt;br /&gt;
[[Category: Riot gear/buyers]]&lt;br /&gt;
[[Category: Tactical vests/buyers]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Forsaken_Island&amp;diff=57294</id>
		<title>Forsaken Island</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Forsaken_Island&amp;diff=57294"/>
		<updated>2026-04-01T04:19:47Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Forsaken Island&lt;br /&gt;
| type    = Zone&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = jgi1.png&lt;br /&gt;
| music   = WaterCaves.ogg&lt;br /&gt;
| world   = [[Lower Caves]]&lt;br /&gt;
| areas   = Island&amp;lt;br&amp;gt;Cave&amp;lt;br&amp;gt;Fossil Cave&lt;br /&gt;
| exits   = [[SGS docks]] (Svana's boat)&lt;br /&gt;
| npcs    = [[Captain Svana]]&amp;lt;br&amp;gt;[[Adira]]&amp;lt;br&amp;gt;[[Beatrice]]&lt;br /&gt;
| mapfile = jgi1 (island)&amp;lt;br&amp;gt;jgi2 (cave)&amp;lt;br&amp;gt;jgi2_1 (fossil cave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Forsaken Island''' is a location somewhere on the waterways of [[Lower Caves]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Forsaken Island is a hard to reach island somewhere on the waterways beneath Lower Underrail. Not many captains are willing to sail there, as doing so would be almost certain suicide due to perilous currents near its shores and the mythical Behemoth that is said to inhabit the island.&lt;br /&gt;
&lt;br /&gt;
[[Captain Svana]] is willing to sail to Forsaken Island for a price of 400 charons, but only once. This island is not a part of calm southern waterways that are accessible with a [[Jet Ski]] in the [[Underrail: Expedition]] expansion and as such, you are unable to go there on your own.&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
=== Island ===&lt;br /&gt;
* The NW corner is where the boat leaves you when you arrive on the island. [[Captain Svana]] will take you back&lt;br /&gt;
* Several [[Mindshroom]]s, [[Lake Poppy]]s and [[Lake Mushroom]]s are found on the island&lt;br /&gt;
* The rubble east of the boat contains an [[Obsidian Shard]] oddity (1 XP)&lt;br /&gt;
* [[Cave Hopper]]s are roaming&lt;br /&gt;
* In the SW part is the entrance to the cave&lt;br /&gt;
&lt;br /&gt;
=== Cave ===&lt;br /&gt;
* In the entrance cave, there's a gap to the northeast leading to an inhabited room&lt;br /&gt;
* The room is inhabited by [[Adira]] and [[Beatrice]]. Unless you 55 [[Persuasion|Persuade]] them, they won't let you go without a fight&lt;br /&gt;
* The box requires 100 [[Hacking]]&lt;br /&gt;
* One of the footlockers contains a random [[Blueprint]]&lt;br /&gt;
* Fishing: [[Anglerfish]], [[Blue Eel]], [[Minihead]], [[Pentapus]], [[Shrimp]], [[Walking Fish]], [[Yellow Puckerfish]]&lt;br /&gt;
&lt;br /&gt;
=== Fossil cave ===&lt;br /&gt;
* It is accessible from a secret passage in the rooms south of [[Adira]] and [[Beatrice]]&lt;br /&gt;
* The pile of rubble has a [[Fossilized Claw]] oddity (3 XP)&lt;br /&gt;
* There's a [[Cave Ear]] on the wall&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Forsaken Island Behemoth]]: Principal Investigator Rista wants you to go to Forsaken Island and try to find the so-called Behemoth, a large and potentially dangerous creature that is rumored to inhabit the island. If you are able to find it, try to bring some sample of its tissue or similar. &lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=170px&amp;gt;&lt;br /&gt;
jgi1.png   | Forsaken Island&lt;br /&gt;
jgi2.png   | Forsaken Island cave&lt;br /&gt;
jgi2_1.png | Forsaken Island fossil cave&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;br /&gt;
[[Category: Uncontrolled zones]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Wyatt&amp;diff=57290</id>
		<title>Wyatt</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Wyatt&amp;diff=57290"/>
		<updated>2026-03-28T16:50:26Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Wyatt Pear&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = Drifter_l.png&lt;br /&gt;
| background = Shacks.png&lt;br /&gt;
| image    = Wyatt.png&lt;br /&gt;
| faction  = None&lt;br /&gt;
| roles    = Hermit&amp;lt;br&amp;gt;Mutagen experiment gone right?&lt;br /&gt;
| location = [[Depot A]] west end&lt;br /&gt;
| quests   = &lt;br /&gt;
|&lt;br /&gt;
| abilities   = Immune to {{bio}} damage&amp;lt;br&amp;gt;Immune to crits&amp;lt;br&amp;gt;Immune to [[fear]]&amp;lt;br&amp;gt;Immune to [[flashbang]] effects&amp;lt;br&amp;gt;Immune to [[poison]]&amp;lt;br&amp;gt;Immune to [[stun]]&amp;lt;br&amp;gt;[[Aimed Shot]]&amp;lt;br&amp;gt;[[Execute]]&amp;lt;br&amp;gt;[[Kneecap Shot]]&amp;lt;br&amp;gt;[[Opportunist]]&amp;lt;br&amp;gt;[[Quick Draw]]&amp;lt;br&amp;gt;[[Sharpshooter]]&lt;br /&gt;
| level       = 20&lt;br /&gt;
| health      = 560&lt;br /&gt;
| mechanical  = very high&lt;br /&gt;
| cold       = ~50%&lt;br /&gt;
| heat        = ~50%&lt;br /&gt;
| electricity = 0% / 0 &lt;br /&gt;
| acid = 100%&lt;br /&gt;
| energy  = 0% / 0 &lt;br /&gt;
| bio  = 100%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Wyatt Pear''' lives in the west end of [[Depot A]] with some pet dogs and a mined front yard, surrounded by the acid mutants created by an unknown [[BioCorp]] mutagen, delivered with the aid of mind control by a Biocorp agent (naïvely described as resembling [[Ezra]]). He has been exposed to the same mutagen, but it didn't turn him into a pile of acid. Instead, he turned into a non-aging, never-sleeping enhanced human. He claims that the mutagen exposure of Depot A happened over 100 years ago, and he hasn't slept once since.&lt;br /&gt;
He uses the [[W&amp;amp;S .44 Magnum]].&lt;br /&gt;
&lt;br /&gt;
== Quest involvement ==&lt;br /&gt;
He knows where to find the [[Armadillo Class Drill Rotor Circuit Board|Armadillo drill parts]] you're looking for.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Wyatt is a reference to [https://en.wikipedia.org/wiki/Wyatt_Earp Wyatt Earp].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Execute&amp;diff=57284</id>
		<title>Execute</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Execute&amp;diff=57284"/>
		<updated>2026-03-27T18:18:54Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Execute''' is a feat and a special attack. &lt;br /&gt;
&lt;br /&gt;
Execute deals 250% weapon damage against targets who are specifically suffering from the [[stunned]], [[incapacitated]] or [[frozen]] status effects.&lt;br /&gt;
&lt;br /&gt;
Notably, as robots cannot be stunned or incapacitated (only [[short circuited]]), they cannot receive the additional damage.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = execute_icon.png&lt;br /&gt;
| name         = Execute&lt;br /&gt;
| description  = Grants you a special close range attack with the pistol that deals 250% weapon damage against stunned and incapacitated targets. Does not work with pistols that deal their primary damage to multiple targets. Costs 5 action points more than a regular attack.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cooldown: 5 turns.&lt;br /&gt;
| requirements =&lt;br /&gt;
* [[Guns]] 70&lt;br /&gt;
* Feat: [[Opportunist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Execute ability.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Execute&lt;br /&gt;
| description = Special close range attack with the pistol that deals 250% weapon damage against stunned and incapacitated targets.&lt;br /&gt;
| apcost      = Active weapon's AP cost + 5&lt;br /&gt;
| range       = 2.5&lt;br /&gt;
| cooldown    = 5 turns&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Damage&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Further increases the damage modifier by 10% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Cooldown&lt;br /&gt;
| max  = 2&lt;br /&gt;
| text = Reduces cooldown by 1 turn for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Underrail Beta&lt;br /&gt;
* [[0.2.0.0]] - no longer works with pistols that deal their primary damage to multiple targets ([[Electroshock Pistol]])&lt;br /&gt;
&lt;br /&gt;
Underrail Alpha&lt;br /&gt;
* [[0.1.14.0]] - guns requirement increased from 35 to 70&lt;br /&gt;
* [[0.1.4.0]] - 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:Attacks]]&lt;br /&gt;
[[Category:Guns feats]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Vidoviti_Boban&amp;diff=57281</id>
		<title>Vidoviti Boban</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Vidoviti_Boban&amp;diff=57281"/>
		<updated>2026-03-21T16:48:07Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{expedition}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name     = Vidoviti Boban&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = Drifter_l.png&lt;br /&gt;
| background = LowerMetro.png&lt;br /&gt;
| image    = Vidoviti Boban.png&lt;br /&gt;
| health   = 280&lt;br /&gt;
| psipool = 150 (+25)&lt;br /&gt;
| location = [[Lower Underrail]]&lt;br /&gt;
| abilities  = [[Bilocation]]&amp;lt;br&amp;gt;[[Cerebral Trauma]]&amp;lt;br&amp;gt;[[Mental Breakdown]]&amp;lt;br&amp;gt;[[Mental Subversion]]&amp;lt;br&amp;gt;[[Neural Overload]]&amp;lt;br&amp;gt;[[Opportunist]]&amp;lt;br&amp;gt;[[Premeditation]]&amp;lt;br&amp;gt;[[Pseudo-spatial Projection]]&amp;lt;br&amp;gt;[[Psi-cognitive Interruption]]&amp;lt;br&amp;gt;[[Recklessness]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Vidoviti Boban''' is a character you can meet in a random event. He wields a knife and uses [[Thought Control]] psi abilities.&lt;br /&gt;
&lt;br /&gt;
== Random events ==&lt;br /&gt;
* [[Slav Gang]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Vidoviti'' means &amp;quot;clairvoyant&amp;quot; in South Slavic languages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies/Expedition navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Random event characters]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Everard%27s_assignment&amp;diff=57277</id>
		<title>Everard's assignment</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Everard%27s_assignment&amp;diff=57277"/>
		<updated>2026-03-12T04:58:10Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Everard&amp;amp;#39;s assignment&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Foundry cell Everard.png&lt;br /&gt;
| location = [[Foundry]]&lt;br /&gt;
| givenby  = [[Jack Quicksilver]]&lt;br /&gt;
| rewards  = 3000 classic XP / 2 oddity XP&amp;lt;br&amp;gt;400 [[Stygian Coin]]&lt;br /&gt;
| related  = [[Meet Lenox Pierce]]&amp;lt;br&amp;gt;[[Meet Ohad Xander]]&amp;lt;br&amp;gt;[[Meet Azif]]&lt;br /&gt;
| previous = [[Find Abram in Core City]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After meeting with Abram in Core City, Jack Quicksilver has some tasks for you. This one involves liberating a captured assassin.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Jack wants you to go to Foundry and locate one of their cells. There, Everard will give you an assignment. The answer to the question, &amp;quot;Who goes there?&amp;quot; is &amp;quot;The neophyte.&amp;quot;&lt;br /&gt;
* Todor Sallywatch, one of Everard's men, was caught at a murder scene and is being held in Foundry prison. He is to be liberated before he reveals something about the cell. If not, then find another way to make sure he doesn't talk. &lt;br /&gt;
&lt;br /&gt;
== Walkthrough == &lt;br /&gt;
You will find Everard in the northwest part of Foundry, on top of one of the towers. Head there and get the mission details from him.&lt;br /&gt;
&lt;br /&gt;
The entrance to [[Foundry Prison]] is at the south end of southwest part of Foundry, right outside [[West]]'s electronics shop. You can try [[persuasion|persuading]] the prison warden, [[Delma]], to let you meet with Todor, break into the west storeroom and enter the jail area via ventilation shafts, or sneak into the jail area through the visiting room to talk with him. Note that if the cameras see you at all, you will leave evidence that can be removed with hacking skill at the console in the security room. Leaving any cell doors open will also cause a lockdown in the prison.&lt;br /&gt;
&lt;br /&gt;
There are several ways of handling this quest, although only one approach is considered optimal. You can:&lt;br /&gt;
&lt;br /&gt;
# Convince [[Chief|Chief Banner]] that Todor is innocent. You will need to:&lt;br /&gt;
#* Talk to Todor about the circumstances. There are a variety of methods by which to meet with Todor without angering the Foundry guards. &lt;br /&gt;
##* '''Sneaking in.''' With 35 effective [[lockpicking]] skill, you can gain access to the Storeroom. This room contains a ventilation system which will lead directly to the entrance to Todor’s cell, allowing the player to speak with him. If the player does not have sufficient lockpicking skills, you can [[pickpocketing|pickpocket]] the [[Storeroom key (Foundry)|Storeroom key]] from the [[Supervisor (Foundry)|Supervisor]]. However, the Supervisor is located in the controlled surveillance room that if you enter without permission, will anger the guards. If Chief Banner trusts you, you can persuade Delma (65 effective skill required) to give you access to this room temporarily, during which you can pickpocket the key. Alternatively, setting off a loud noise (such as a grenade) will cause the Supervisor to temporarily leave the surveillance room, allowing you to pickpocket him without having the necessary persuasion skill if you are quick.&lt;br /&gt;
##*'''Arrange a visit.''' You can convince Delma to let you meet with Todor in the visitor area by either passing a persuasion check (55 effective skill required), pretending to be Todor’s wife (female characters only) or by completing the [[Kill the Beast]] quest. &lt;br /&gt;
#* Find [[Abandoned Sniper Rifle (Foundry)|his sniper rifle]] on the rooftops in the same area as the prison just north of West's Shop.&lt;br /&gt;
#* Convince the Chief that he has no solid evidence against Todor. He will refuse to deal with the case unless he trusts you, which can be achieved by finishing the quests [[Foundry murders]] or [[Kill Balor]].&lt;br /&gt;
#* '''WARNING''': This is considered to be the only optimal way of finishing this quest, in regards to triggering follow up [[Meet Azif]] quest&lt;br /&gt;
# Jailbreak Todor out of the prison.&lt;br /&gt;
#* Behind the poster in the opposite cell of Todor's is an escape tunnel. At the end of this tunnel is a rock, which you can destroy with [[TNT Charge]] or a [[Jackhammer]] to open it up. It will lead to the area north of the eastern tracks of Foundry. Be aware that leaving the cell door open will put the prison under lockdown, meaning that the guards will be hostile to you and if you go around and enter the prison through the main entrance they will say that you are not allowed any longer in the prison due to ongoing investigations.&lt;br /&gt;
#* Be sure to erase any [[Zone Control#Security Camera Footage|security camera footage]] if you are caught on tape. Erasing the tapes requires 30 effective hacking, but with 80 effective hacking security camera recording can be disabled completely, while 60 base hacking gets rid of the turrets and their true-sight.&lt;br /&gt;
#* If you are seen, [[Zone Control#Leave no Witnesses|leave no witnesses]] to avoid future problems in Foundry.&lt;br /&gt;
# Kill Todor.&lt;br /&gt;
#* Can be done by sneaking into the cells or while meeting him. With 65 base persuasion you can talk him into suicide, provided you have brought a vial of [[Burrower Poison|Burrower]], [[Crawler Poison|Crawler]], [[Spirit Poison|Spirit]], [[Leper Poison|Leper]], [[Heartbreak Poison|Heartbreak]] or [[Blinding Poison|Blinding]] poison with you. The type of poison you offer makes no practical difference, but the better the poison, the more humane the effect is described to be. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once Todor is out or silenced, go inform [[Everard]] and head back to Jack Quicksilver in Core City for your monetary reward.&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Kevin&amp;diff=57274</id>
		<title>Kevin</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Kevin&amp;diff=57274"/>
		<updated>2026-03-08T07:31:21Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Kevin&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Mt l.png&lt;br /&gt;
| background = Foundry.png&lt;br /&gt;
| level      = 15&lt;br /&gt;
| health     = 240&lt;br /&gt;
| image      = Kevin.png&lt;br /&gt;
| faction    = [[Foundry Guard]]&lt;br /&gt;
| roles      = Guard overseer&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
| location   = [[Foundry]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = &lt;br /&gt;
| abilities  = [[Aimed Shot]]&amp;lt;br&amp;gt;[[Full-Auto]]&amp;lt;br&amp;gt;[[Suppressive Fire]]&lt;br /&gt;
|&lt;br /&gt;
| shopfile = fo_kevin.store&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kevin''' is the [[Foundry Guard]] overseer.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
There are several ways to unlock him as a merchant:&lt;br /&gt;
* Ask [[Dan]] to tell you something about Foundry and the next time you talk to him he'll reveal to you that Kevin sells weaponry.&lt;br /&gt;
* Talk with one of the random Foundry Guards in Foundry. You need to solve [[Kill the Beast|certain problem]] first in order to be told.&lt;br /&gt;
* Read his entry in {{spoiler|[[Oculus]]}}&lt;br /&gt;
&lt;br /&gt;
However, you need [[Mercantile]] skill of 10, or [[Persuasion]] skill of 30 to access Kevin's shop.&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
Kevin is a weapons trader.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells =&lt;br /&gt;
* [[Blueprint: Balaclava]]&lt;br /&gt;
* [[Blueprint: Frag Launcher Grenades]]&lt;br /&gt;
* [[Blueprint: Grenade Launcher]]&lt;br /&gt;
* [[Blueprint: Greaves]]&lt;br /&gt;
* [[Blueprint: High-explosive Launcher Grenades]]&lt;br /&gt;
* [[Blueprint: Incendiary Bullets]]&lt;br /&gt;
* [[Blueprint: Metal Armor]]&lt;br /&gt;
* [[Blueprint: Metal Helmet]]&lt;br /&gt;
* [[Blueprint: Riot Gear]]&lt;br /&gt;
* [[Blueprint: Sniper Rifle]]&lt;br /&gt;
* [[Blueprint: W2C Bullets]]&lt;br /&gt;
* [[Blueprint: JHP Bullets]]&lt;br /&gt;
&lt;br /&gt;
| cash =&lt;br /&gt;
* 350 [[Stygian Coins]]&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Firearm parts|Firearm parts]]&lt;br /&gt;
* [[:Category:Firearms|Firearms]]&lt;br /&gt;
* [[:Category:Helmets|Helmets]]&lt;br /&gt;
* [[:Category:Melee Weapons|Melee weapons]]&lt;br /&gt;
* [[:Category:Metal armors|Metal armors]]&lt;br /&gt;
* [[:Category:Riot gear|Riot armor sets]]&lt;br /&gt;
* [[:Category:Tactical vests|Tactical vests]]&lt;br /&gt;
* [[:Category:Bullets|Bullets]] (always)&lt;br /&gt;
* [[:Category:Regular bolts|Regular bolts]] (always)&lt;br /&gt;
&lt;br /&gt;
| mercantileskillchecks = 40, 80&lt;br /&gt;
| specialmerchandise = &lt;br /&gt;
* [[Blueprint: Concussive Launcher Grenades]]&lt;br /&gt;
* [[Blueprint: 66mm Incendiary Rockets]]&lt;br /&gt;
* [[N202 Gleam]]&lt;br /&gt;
* [[84mm Cave Shaker Rocket]]&lt;br /&gt;
* [[25mm Concussive Grenade]]&lt;br /&gt;
* [[Frag Grenade Mk III]]&lt;br /&gt;
* [[HE Grenade Mk III]]&lt;br /&gt;
* [[Flashbang]]&lt;br /&gt;
* [[Magnesium Grenade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Foundry characters]]&lt;br /&gt;
[[Category: Foundry Guard]]&lt;br /&gt;
[[Category: Bullets/buyers]]&lt;br /&gt;
[[Category: Firearm parts/buyers]]&lt;br /&gt;
[[Category: Firearms/buyers]]&lt;br /&gt;
[[Category: Helmets/buyers]]&lt;br /&gt;
[[Category: Melee Weapons/buyers]]&lt;br /&gt;
[[Category: Metal armors/buyers]]&lt;br /&gt;
[[Category: Regular bolts/buyers]]&lt;br /&gt;
[[Category: Riot gear/buyers]]&lt;br /&gt;
[[Category: Tactical vests/buyers]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Kevin&amp;diff=57273</id>
		<title>Kevin</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Kevin&amp;diff=57273"/>
		<updated>2026-03-08T07:30:49Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Kevin&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Mt l.png&lt;br /&gt;
| background = Foundry.png&lt;br /&gt;
| level      = 15&lt;br /&gt;
| health     = 240&lt;br /&gt;
| image      = Kevin.png&lt;br /&gt;
| faction    = [[Foundry Guard]]&lt;br /&gt;
| roles      = Guard overseer&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
| location   = [[Foundry]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = &lt;br /&gt;
| abilities  = [[Aimed Shot]]&amp;lt;br&amp;gt;[[Full-Auto]]&amp;lt;br&amp;gt;[[Suppressive Fire]]&lt;br /&gt;
|&lt;br /&gt;
| shopfile = fo_kevin.store&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kevin''' is the [[Foundry Guard]] overseer.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
There are several ways to unlock him as a merchant:&lt;br /&gt;
* Ask [[Dan]] to tell you something about Foundry and the next time you talk to him he'll reveal to you that Kevin sells weaponry.&lt;br /&gt;
* Talk with one of the random Foundry Guards in Foundry. You need to solve [[Kill the Beast|certain problem]] first in order to be told.&lt;br /&gt;
* Read his entry in {{spoiler|[[Oculus]]}}&lt;br /&gt;
&lt;br /&gt;
However, you need [[Mercantile]] skill of 10, or [[Persuasion]] skill of 30 to access Kevin's shop.&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
Kevin is a weapons trader.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells =&lt;br /&gt;
* [[Blueprint: Balaclava]]&lt;br /&gt;
* [[Blueprint: Frag Launcher Grenades]]&lt;br /&gt;
* [[Blueprint: Grenade Launcher]]&lt;br /&gt;
* [[Blueprint: Greaves]]&lt;br /&gt;
* [[Blueprint: High-explosive Launcher Grenades]]&lt;br /&gt;
* [[Blueprint: Incendiary Bullets]]&lt;br /&gt;
* [[Blueprint: Metal Armor]]&lt;br /&gt;
* [[Blueprint: Metal Helmet]]&lt;br /&gt;
* [[Blueprint: Riot Gear]]&lt;br /&gt;
* [[Blueprint: Sniper Rifle]]&lt;br /&gt;
* [[Blueprint: W2C Bullets]]&lt;br /&gt;
* [[Blueprint: JHP Bullets]]&lt;br /&gt;
&lt;br /&gt;
| cash =&lt;br /&gt;
* 350 [[Stygian Coins]]&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Firearm parts|Firearm parts]]&lt;br /&gt;
* [[:Category:Firearms|Firearms]]&lt;br /&gt;
* [[:Category:Helmets|Helmets]]&lt;br /&gt;
* [[:Category:Melee Weapons|Melee weapons]]&lt;br /&gt;
* [[:Category:Metal armors|Metal armors]]&lt;br /&gt;
* [[:Category:Riot gear|Riot armor sets]]&lt;br /&gt;
* [[:Category:Tactical vests|Tactical vests]]&lt;br /&gt;
* [[:Category:Bullets|Bullets]] (always)&lt;br /&gt;
* [[:Category:Regular bolts|Regular bolts]] (always)&lt;br /&gt;
&lt;br /&gt;
| mercantileskillchecks = 40, 80&lt;br /&gt;
| specialmerchandise = &lt;br /&gt;
* [[Blueprint: Concussive Launcher Grenades]]&lt;br /&gt;
* [[N202 Gleam]]&lt;br /&gt;
* [[84mm Cave Shaker Rocket]]&lt;br /&gt;
* [[25mm Concussive Grenade]]&lt;br /&gt;
* [[Frag Grenade Mk III]]&lt;br /&gt;
* [[HE Grenade Mk III]]&lt;br /&gt;
* [[Flashbang]]&lt;br /&gt;
* [[Magnesium Grenade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Foundry characters]]&lt;br /&gt;
[[Category: Foundry Guard]]&lt;br /&gt;
[[Category: Bullets/buyers]]&lt;br /&gt;
[[Category: Firearm parts/buyers]]&lt;br /&gt;
[[Category: Firearms/buyers]]&lt;br /&gt;
[[Category: Helmets/buyers]]&lt;br /&gt;
[[Category: Melee Weapons/buyers]]&lt;br /&gt;
[[Category: Metal armors/buyers]]&lt;br /&gt;
[[Category: Regular bolts/buyers]]&lt;br /&gt;
[[Category: Riot gear/buyers]]&lt;br /&gt;
[[Category: Tactical vests/buyers]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fraser&amp;diff=57272</id>
		<title>Fraser</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fraser&amp;diff=57272"/>
		<updated>2026-03-06T19:14:53Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Eric Fraser&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Mt1_l.png&lt;br /&gt;
| background = UpperBrick.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 470&lt;br /&gt;
| shield     = &amp;amp;nbsp;&lt;br /&gt;
| image      = Eric_Fraser.png&lt;br /&gt;
| faction    = [[Protectorate]]&lt;br /&gt;
| roles      = Staff Sergent&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
| location   = [[Fort Apogee]]&lt;br /&gt;
| loot       = [[Fraser's Key (Fort Apogee)|Fraser's Key]]&lt;br /&gt;
| abilities  = [[Aimed Shot]]&amp;lt;br&amp;gt;[[Full-Auto]]&lt;br /&gt;
|&lt;br /&gt;
| initiative   = 17&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| shopfile   = pb_fraser.store&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fraser''' is the Staff Sergent and quartermaster of [[Fort Apogee]]. He wields an AR, but also carries a sledgehammer as back-up. He has some [[Frag Grenade Mk III]]s and [[HE Grenade Mk III]]s.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
=== Currency exchange ===&lt;br /&gt;
Fraser can exchange [[Stygian Coin]]s to [[United Stations Dollar]]s (USD). He does not accept SGS credits. He will sell 2 USD for 5 Stygian coins, or buy 2 USD for 3 Stygian coins.&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
He trades in weapons, armor and their components. He only accepts United Station Dollars.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells = &lt;br /&gt;
* [[Blueprint: Cluster Launcher Grenades]]&lt;br /&gt;
* [[Blueprint: Micro-Shrapnel Bullets]]&lt;br /&gt;
* [[Blueprint: Grenade Launcher]]&lt;br /&gt;
* [[Blueprint: Light Machine Gun]]&lt;br /&gt;
* [[Blueprint: Minigun]]&lt;br /&gt;
* [[Blueprint: W2C Bullets]]&lt;br /&gt;
* [[Protectorate Firearm Omnilube]]&lt;br /&gt;
* Random [[Blueprints]]&lt;br /&gt;
&lt;br /&gt;
| cash = &lt;br /&gt;
* 250 [[United Stations Dollar]]s&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Footwear|Boots]]&lt;br /&gt;
* [[:Category:Firearms|Firearms]]&lt;br /&gt;
* [[:Category:Grenades|Grenades]]&lt;br /&gt;
* [[:Category:Helmets|Helmets]]&lt;br /&gt;
* [[:Category:Metal armors|Metal armors]]&lt;br /&gt;
* [[:Category:Raw explosives|Raw explosives]]&lt;br /&gt;
* [[:Category:Riot gear|Riot armor sets]]&lt;br /&gt;
* [[:Category:Tactical vests|Tactical vests]]&lt;br /&gt;
* [[:Category:Bullets|Bullets, shells or launcher grenades]] (always)&lt;br /&gt;
&lt;br /&gt;
| mercantileskillchecks = 45, 85&lt;br /&gt;
| specialmerchandise =&lt;br /&gt;
* [[84mm White Phosphorus Rocket]]&lt;br /&gt;
* [[3p Tungsten Shotgun Shell]]s&lt;br /&gt;
* [[Flashbang]]s&lt;br /&gt;
* [[Frag Grenade Mk IV]]s&lt;br /&gt;
* [[HE Grenade Mk IV]]s&lt;br /&gt;
* High Level [[:Category:Armor parts|armor parts]]&lt;br /&gt;
* High Level firearm and crossbow frames&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Protectorate]]&lt;br /&gt;
[[Category: Bullets/buyers]]&lt;br /&gt;
[[Category: Firearms/buyers]]&lt;br /&gt;
[[Category: Footwear/buyers]]&lt;br /&gt;
[[Category: Grenades/buyers]]&lt;br /&gt;
[[Category: Helmets/buyers]]&lt;br /&gt;
[[Category: Metal armors/buyers]]&lt;br /&gt;
[[Category: Raw explosives/buyers]]&lt;br /&gt;
[[Category: Riot gear/buyers]]&lt;br /&gt;
[[Category: Tactical vests/buyers]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Intimidation&amp;diff=57271</id>
		<title>Intimidation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Intimidation&amp;diff=57271"/>
		<updated>2026-03-06T18:25:26Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: /* Intimidation skill checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Intimidation''' is a social [[Skills|skill]].&lt;br /&gt;
&lt;br /&gt;
{{Quote&lt;br /&gt;
| Your ability to make someone act out of fear.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Synergies&lt;br /&gt;
|* [[Will (Base Ability)|Will]] or [[Strength]] (whichever is higher)&lt;br /&gt;
|* [[Persuasion]] 10%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Intimidation is a social skill mainly used for intimidation dialogue options.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
Headwear&lt;br /&gt;
* {{Itemlink|Death's Grin}}{{expedition-inline}} (+30)&lt;br /&gt;
* {{Itemlink|Balaclava}} (+5)&lt;br /&gt;
&lt;br /&gt;
Suit&lt;br /&gt;
* {{Itemlink|Tchortist Robe}} (+20)&lt;br /&gt;
* {{Itemlink|Gray Officer Armor}}{{expedition-inline}} (+15)&lt;br /&gt;
* {{Itemlink|Chemical Assault Unit Armor}} (+10)&lt;br /&gt;
* {{Itemlink|Praetorian Peacekeeper}} (+10)&lt;br /&gt;
* {{Itemlink|Praetorian Caped Peacekeeper}} (+10)&lt;br /&gt;
* {{Itemlink|Praetorian Chestguard}} (+5)&lt;br /&gt;
* Armor crafted from {{Itemlink|Mutated Dog Leather}} (+5)&lt;br /&gt;
&lt;br /&gt;
Belt&lt;br /&gt;
* {{Itemlink|Bullet Strap Belt}} (+5)&lt;br /&gt;
* {{Itemlink|Shell Strap Belt}}{{expedition-inline}} (+5)&lt;br /&gt;
* {{Itemlink|Launcher Grenade Strap Belt}}{{heavyduty-inline}} (+5)&lt;br /&gt;
* {{Itemlink|Master Demolitionist Belt}} (+20)&lt;br /&gt;
&lt;br /&gt;
Boots&lt;br /&gt;
* Armor crafted from {{Itemlink|Mutated Dog Leather}} (+5)&lt;br /&gt;
&lt;br /&gt;
Weapon&lt;br /&gt;
* {{Itemlink|Jawbone}} (+15)&lt;br /&gt;
* {{Itemlink|Butcher's Cleaver}} (+20)&lt;br /&gt;
* {{Itemlink|Barbaton}}{{expedition-inline}} (+10)&lt;br /&gt;
* {{Itemlink|Black Blade}}{{expedition-inline}} (+10)&lt;br /&gt;
* {{Itemlink|Høddurform}}{{expedition-inline}} (+20)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Skærder Knife}}{{expedition-inline}} (+20)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Skærder Sledgehammer}}{{expedition-inline}} (+20)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Skærder Sword}}{{expedition-inline}} (+20)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Skærder Spear}}{{expedition-inline}} (+20)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Spirit Staff}}{{expedition-inline}} (+15)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Staff-spear}}{{expedition-inline}} (+10)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Knife}}{{expedition-inline}} (+10)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Sabre}}{{expedition-inline}} (+10)&lt;br /&gt;
* {{Itemlink|Sørmirbæren Spear}}{{expedition-inline}} (+10)&lt;br /&gt;
* {{Itemlink|Chainsword}}{{expedition-inline}} (+15)&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
* {{Itemlink|Slackjaw (cocktail)}} (+15)&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[:Category:Intimidation feats]]&lt;br /&gt;
&lt;br /&gt;
== Intimidation skill checks ==&lt;br /&gt;
{{Incomplete list}}&lt;br /&gt;
&lt;br /&gt;
According to other information on this wiki, the highest Intimidation quest skill check {{tooltip|from destroyor's Steam guide, with permission|appears to be}} 75 in the base game, 100 in Underrail: Expedition.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Character !! Related quest(s) !!data-sort-type=&amp;quot;number&amp;quot;| Skill !! Reward&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[M'lan Ratula]] || [[Retake the outposts]] || 10 || Make him neutral&lt;br /&gt;
|-&lt;br /&gt;
| [[M'lan Ratula]] || [[Retake the outposts]] || 30 || Make him leave&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider]] || [[GMS expedition]] || 25 || Tell a cool line before attacking&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider]] || [[GMS expedition]] || 30 || Be taken to their leader&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider Leader]] || [[GMS expedition]] || 20 || Convince him to let you explore the level&lt;br /&gt;
|-&lt;br /&gt;
| [[Vince]] || None || 35 || Get access to northern [[Junkyard slums]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Anna]] || [[Faceless' stolen object]] || 10 || Know what happened to Hugo&lt;br /&gt;
|-&lt;br /&gt;
| [[Cliff]] || [[Save Jenny]] || 30 || Start the quest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hobo]] || None || 45 || Convince him to stop digging in your dumpster&lt;br /&gt;
|-&lt;br /&gt;
| [[Nicolas]] || [[Assassinate Olivia]] || 45 || Get more information about his motives&lt;br /&gt;
|-&lt;br /&gt;
| [[Cornell]] || [[Missing merchants]] || 45 || His confession&lt;br /&gt;
|-&lt;br /&gt;
| [[Bandit]]&amp;lt;br&amp;gt;([[Lower Underrail]]) || None || 50 || Pass without paying&lt;br /&gt;
|-&lt;br /&gt;
| [[Gangster]]&amp;lt;br&amp;gt;([[Drop Zone]]) || [[Recover tunneler]] || 50 || Scare gangsters away&lt;br /&gt;
|-&lt;br /&gt;
| [[Oskar]] || [[Meet Lenox Pierce]] || 50 || {{spoiler|Get information from him for free}}&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|[[Jared]]}} || [[Catch the med thief]] || 50 || Get fifty charons from the thief in exchange for silence&lt;br /&gt;
|-&lt;br /&gt;
| [[Superintendent Rubin]] || [[Rob Protectorate warehouse]] || 60 || Get access to the utility room&lt;br /&gt;
|-&lt;br /&gt;
| [[Cornell]] || [[Look for Cornell]] || 60 || His part of the story&lt;br /&gt;
|-&lt;br /&gt;
| [[Joey]] || [[Faceless' stolen object]] || 60 || Allows to negotiate with [[Jacek]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Johnny Filth]]  || [[Deploy second T-ray emitter]] || 65 || Leave without having to pay or fight [[Zone Boyz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Holloway]] || [[Renegade soldiers]] || 75 || Convince him to surrender&lt;br /&gt;
|-&lt;br /&gt;
| [[Duff]] || [[Retrieve ICPD]] || 75 || Convince him to give you the [[ICPD]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faceless Mindreader]] || [[Save Buzzer]] || Impossible || Save Buzzer peacefully{{spoiler| (see [[Befriend the Faceless | Faceless relations]])}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mordre]] || None || Impossible || Convince him to tell you who he is&lt;br /&gt;
|-&lt;br /&gt;
| [[Grover]] || [[Collect Grover's debt]] || &amp;lt;40 || Avoid violence&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner (Junkyard)]] || [[Info for Abram]] || &amp;lt;40 || Minor background info on [[Abram]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Milton]] || None || &amp;lt;40 || Flavor dialogue&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor Zilch]] || None || ? || Flavor dialogue&lt;br /&gt;
|-&lt;br /&gt;
| [[Phreak]] || None || ? || Flavor dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in [[Underrail: Expedition]]&lt;br /&gt;
|-&lt;br /&gt;
! Character !! Related quest(s) !!data-sort-type=&amp;quot;number&amp;quot;| Skill !! Reward&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Zoner Ma]] || [[Dude's other quest]] || 30 || Allows to search the apartment&lt;br /&gt;
|-&lt;br /&gt;
| [[Yahota]] || [[Defend the island]] || 70 || Impress her in your first meeting (flavor only)&lt;br /&gt;
|-&lt;br /&gt;
| [[Exiled Mutie Guard]] || [[Recover the A-RFID Chip]] || 75 || Allows to enter the [[Mutie Refuge]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wesley]] || [[Recover the A-RFID Chip]] || 60 || Intimidate him to give access to elevator room&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[D' Flinger|D' Flinger]] ||rowspan=&amp;quot;2&amp;quot;| None || 80 || Bet 400 charons in a throwing contest&lt;br /&gt;
|-&lt;br /&gt;
| 95 ||  Bet 500 charons in a throwing contest&lt;br /&gt;
|-&lt;br /&gt;
| [[Doberman]] ([[The Rig]])|| [[The Rig Attack]] || 90 || Prevail in the staring contest&lt;br /&gt;
|-&lt;br /&gt;
| [[Yngwar]] || None || 100 || Make him non-hostile&lt;br /&gt;
|-&lt;br /&gt;
| [[Ferryman]] || None || ? || Flavor dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.2.0]] - Initimidation now scales off either Strength or Will (whichever is higher)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills navbox}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=1.3.1.2&amp;diff=57220</id>
		<title>1.3.1.2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=1.3.1.2&amp;diff=57220"/>
		<updated>2026-02-17T21:00:02Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Version history/Underrail 1.3#Hotfix 1.3.1.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Version history/Underrail 1.3#Hotfix 1.3.1.2]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=1.3.1.1&amp;diff=57219</id>
		<title>1.3.1.1</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=1.3.1.1&amp;diff=57219"/>
		<updated>2026-02-17T20:59:54Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Version history/Underrail 1.3#Hotfix 1.3.1.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Version history/Underrail 1.3#Hotfix 1.3.1.1]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.3&amp;diff=57218</id>
		<title>Version history/Underrail 1.3</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.3&amp;diff=57218"/>
		<updated>2026-02-17T20:59:22Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{Latest version&lt;br /&gt;
| stable            = 1.3.1.2&lt;br /&gt;
| stable-date       = 17 February 2026&lt;br /&gt;
| experimental      = 1.3.1.2&lt;br /&gt;
| experimental-date = 17 February 2026&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Version history and changelogs for Underrail 1.3.X.X versions. Patch notes can also be viewed on [https://underrail.com/forums/index.php?topic=1566 Underrail forums] and [https://steamcommunity.com/app/250520/discussions/0/494632768625476214/ Steam community] if this page is not up to date.&lt;br /&gt;
&lt;br /&gt;
;Versioning scheme&lt;br /&gt;
: Underrail release versioning scheme: &amp;lt;tt&amp;gt;1.[major update].[update].[hotfix]&amp;lt;/tt&amp;gt;&lt;br /&gt;
: Starting from 2017 all smaller than major gameplay/content updates increment &amp;lt;tt&amp;gt;[update]&amp;lt;/tt&amp;gt; while &amp;lt;tt&amp;gt;[hotfix]&amp;lt;/tt&amp;gt; releases will contain ''only'' bugfixes. Up to version 1.0.1.10, hotfix versions could include new content and update versions were larger patches.&lt;br /&gt;
&lt;br /&gt;
;Experimental branch (test version)&lt;br /&gt;
: As of 2017, experimental versions of new patches are available for testing (on Steam and GOG Galaxy) before they are released. For more information, see [https://underrail.com/forums/index.php?topic=2835 Dev Log #50: Experimental Branch].&lt;br /&gt;
&lt;br /&gt;
;Legacy branch (legacy psi mechanics)&lt;br /&gt;
: The legacy branch permanently hosts version [[1.1.1.6]] with the legacy [[Psi abilities|psi system]] and will receive no updates. For more information, see [https://underrail.com/forums/index.php?topic=5931.0 Dev Log #68: The Psi Question].&lt;br /&gt;
&lt;br /&gt;
== Underrail 1.3.0.15 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 18 December 2025&lt;br /&gt;
| version     = 1.3.0.15&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = 10-Year Anniversary Update&lt;br /&gt;
| changelog   =&lt;br /&gt;
*General&lt;br /&gt;
**Unique weapons now have custom sprites when held (except on jet skis)&lt;br /&gt;
**Extracted a good amount of text of the game into .txt files for localization; UI elements, object names, items, abilities, dialogs and more can be localized as of now; further localization support is in development&lt;br /&gt;
**Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified. The effect is not drastic, but should be noticeable.&lt;br /&gt;
**[Heavy Duty] Added Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
*Graphics&lt;br /&gt;
**Improved the fog of war and nightvision shaders; you can switch to the old one in video settings if you prefer the old look&lt;br /&gt;
&lt;br /&gt;
*Difficulty&lt;br /&gt;
**NPCs now gain 3% crit chance bonus on Dominating difficulty for weapon and psi attacks&lt;br /&gt;
**NPCs health is now increased by 100% (up from 50%) on Dominating difficulty&lt;br /&gt;
**NPCs health is now increased by 50% on Hard difficulty (previously it was not increased at all)&lt;br /&gt;
&lt;br /&gt;
*Items&lt;br /&gt;
**Increased the base healing amount of enriched health hypos by about 25%&lt;br /&gt;
**Mining helmet and headlamp enhancements will now project light in a cone in front of the user; range increased&lt;br /&gt;
**[Heavy Duty] Increased The Stunner's hacking requirement from 120 to 150&lt;br /&gt;
&lt;br /&gt;
*Crafting&lt;br /&gt;
**Changed the crafting requirement base from fixed 80% of component quality to ranging from 77% to 112% component quality, scaling with the quality itself (curving up); Tweaked the specific modifiers for various components.&lt;br /&gt;
**Metal combat gloves have their strength scaling changed to +10% for STR over 5 (down from 7)&lt;br /&gt;
**Reduced the shield conversion rate of High Efficiency Energy Converter&lt;br /&gt;
**Base energy shield conversion rate increased&lt;br /&gt;
**Circular Wave Amplifier's energy shield conversion rate penalty no longer scales with component quality&lt;br /&gt;
**Increased the Circular Wave Amplifier's effect on shielding values&lt;br /&gt;
**Silencer no longer reduces damage (this change does not affect already crafted/generated pistols)&lt;br /&gt;
**[Heavy Duty] The grenade launcher technical manuals publication used in firearm refurbishing has been changed to also include rocket launchers&lt;br /&gt;
&lt;br /&gt;
*Feats&lt;br /&gt;
**Expose Weakness - now reduces resistance and threshold by 30% plus 2% per intelligence (down from fixed 50%) and the effect is halved for non-living targets; cooldown change to 5 turns (up from 4)&lt;br /&gt;
**High-Technicalities now also increases damage from energy edge and electroshock modules&lt;br /&gt;
**Hit and Run - when triggered multiple times in the same turn, the maximum movement points reset point gets halved with each triggering&lt;br /&gt;
**Fancy Footwork - when triggered multiple times in the same turn, the amount of movement points gain is reduced by 1 point each time&lt;br /&gt;
**Cheap Shots - Incapacitation chance changed to 8% (down from 15%)&lt;br /&gt;
**Heavy Punch - Damage changed to 300% (up from 180%); AP cost changed to 150% (down from 200%); now has 3 turns cooldown&lt;br /&gt;
**Cut-throat - Action point cost changed to 15 (down from 25)&lt;br /&gt;
**Pummel - cooldown changed to 1 turn (down from 3 turns)&lt;br /&gt;
**Expanded Psi Capacitance - Now also increase psi regeneration by 1% of max psi reserves&lt;br /&gt;
**Mantra - Psi regen bonus changed to 10 (up from 5)&lt;br /&gt;
**Added Polymath - Immediately grants 15 skill points and additional 5 skill points at every subsequent level&lt;br /&gt;
**[Expedition] Added Specialist (Level 16, Intelligence 10) - Grants 1 additional specialization point per level&lt;br /&gt;
**[Heavy Duty] - Shell Shock now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill&lt;br /&gt;
**[Heavy Duty] - Demolition Man now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill&lt;br /&gt;
**[Heavy Duty] - Bullet Trance - will only work with LMGs and miniguns&lt;br /&gt;
**[Heavy Duty] - Added Beast of Burden (requires strength 10) - Increases carry capacity by 150&lt;br /&gt;
&lt;br /&gt;
*Specializations&lt;br /&gt;
**Added Heavy Punch: Damage - Increases damage by 10% for each specialization point (max: 10)&lt;br /&gt;
**Added Heavy Punch: Action Point - Reduces the action point cost modifier by 10% for each specialization point (max: 5)&lt;br /&gt;
**[Heavy Duty] Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5)&lt;br /&gt;
&lt;br /&gt;
*Psi&lt;br /&gt;
**Forcefield now has resistances that scale with skill&lt;br /&gt;
**Cryogenic Barrier now has mechanical resistance that scales with skill&lt;br /&gt;
**Exothermic Aura now burns off throwing nets and webs that entangle the invoker&lt;br /&gt;
**Psychokinetic Chain - now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 50% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)&lt;br /&gt;
**Psychosomatic Predation - killing the target now also resets the cooldown&lt;br /&gt;
**[Expedition] Stasis can now absorb maximum of 10 damage per effective skill point&lt;br /&gt;
**[Expedition] Temporary Rewind - action point cost changed to 20 (down from 25), cooldown changed to 6 (down from 8 ), reversion delayed by an additional turn&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Skill-based damage bonus for light weapons (those that have their AP cost reduced by Dexterity, which are: pistols, SMGs, unarmed, fist weapons, and knives) changed from the standard 0.7% per skill to 0.5% per skill&lt;br /&gt;
**Cold effects will now remove a stack of Warmed Up&lt;br /&gt;
**Minimal weapon usage action point cost changed to 5 (up from 4)&lt;br /&gt;
**Added dry-firing sound effects&lt;br /&gt;
**Contamined - damage taken bonus per stack changed to 5% (down from 10%)&lt;br /&gt;
**[Expedition] Plasma grenade now performs one attack with both damage type instead of two attacks; this does not change damage in any way but will make evading it more consistent&lt;br /&gt;
**[Expedition] Heartbreak poison duration will no longer be refreshed with stacking&lt;br /&gt;
**[Expedition] Added new shotgun loading/reloading sounds&lt;br /&gt;
**[Expedition] Putting a Locust Hive in Stasis will prevent it from releasing locusts&lt;br /&gt;
**[Heavy Duty] Added new grenade launcher loading/reloading sounds&lt;br /&gt;
**[Heavy Duty] Reduced damage of grenade launchers across the board by about 20%&lt;br /&gt;
**[Heavy Duty] Adjusted optimal ranges for grenade launchers, will not affect those already crafted&lt;br /&gt;
**[Heavy Duty] Certain truesighted robots now have their truesight sight ranged decoupled (and lowered) from their normal sight range&lt;br /&gt;
**[Heavy Duty] The Gunslinger will no longer give you a certain item unless you reached a certain point in the Compound quest together&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed some old rare save/load bug that might have been the root cause of the rare save data corruption bug&lt;br /&gt;
**Fixed not being able to report one of the Hephaestus Research quest outcomes to Colonel Cathcart in a specific case&lt;br /&gt;
**No longer able to change the zoom level when using cameras, spying endoscope and the like&lt;br /&gt;
**[Expedition] Shattering a target with a spear attack will now properly apply spear guard&lt;br /&gt;
**[Expedition] Fixed reinforced leper serpent skin boots displaying the wrong icon&lt;br /&gt;
**[Expedition] Fixed provoking hostilities when using a certain laptop at The Rig when reloading a game even if the player has been granted access to it&lt;br /&gt;
**[Expedition] Locust hives no longer have knees and ribs (that can be shot and broken)&lt;br /&gt;
**Various minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.3.0.16 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 25 December 2025&lt;br /&gt;
| version     = 1.3.0.16&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*Crafting&lt;br /&gt;
**[Heavy Duty] Capped the skill requirement for the usage of steel / tungsten steel in rocket blueprints to 30/60&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the missing oddity study text in the tooltip&lt;br /&gt;
**Fixed the game crashing when using Legacy shaders in fullscreen (non-borderless) mode&lt;br /&gt;
**Silencers will no longer reduce damage of SMGs (newly crafted/generated)&lt;br /&gt;
**Heavy Punch is now properly classified as conditional special attacks and for that reason will receive appropriate damage bonuses&lt;br /&gt;
**Fixed Pseudo-spatial projection visual bug that occurred when holding a unique weapon&lt;br /&gt;
**Fixed the bug that caused cooling effects to sometimes not remove warmed up effect; metathermics is complicated stuff&lt;br /&gt;
**All core city faction armors now work with unique weapon sprites&lt;br /&gt;
**[Expedition] Fixed missing sprites for several unique spears and refurbished rocket launchers when equipped by female characters&lt;br /&gt;
**[Expedition] Fixed graphical issues with the male version of the Gray Army soldier uniform&lt;br /&gt;
**[Heavy Duty] You can no longer shoot grenades and rockets through fences and other partial obstructions&lt;br /&gt;
**[Heavy Duty] Restored the missing visual effects for The Stunner&lt;br /&gt;
**[Heavy Duty] Rocket launchers can no longer use improper special attacks&lt;br /&gt;
**[Heavy Duty] Fixed Refurbished SPG-7 not having airburst capability&lt;br /&gt;
**Various minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.3.0.17 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 29 December 2025&lt;br /&gt;
| version     = 1.3.0.17&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the character outlining issues&lt;br /&gt;
**[Heavy Duty] Beast of Burden specialization fixed&lt;br /&gt;
}}&lt;br /&gt;
== Underrail 1.3.1.0 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 13 February 2026&lt;br /&gt;
| version     = 1.3.1.0&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = Custom Difficulty and Console&lt;br /&gt;
| changelog   =&lt;br /&gt;
*General&lt;br /&gt;
**Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough&lt;br /&gt;
**Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively&lt;br /&gt;
**Beginner difficulty will now halve the health of all NPCs&lt;br /&gt;
**Re-enabled the command console&lt;br /&gt;
**Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)&lt;br /&gt;
&lt;br /&gt;
*UI&lt;br /&gt;
**Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place&lt;br /&gt;
**Vehicle status tooltips will now scale properly&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms&lt;br /&gt;
**Enraged psi beetles will no longer try to cast Bilocation on each other&lt;br /&gt;
**Corrected the All-in status effect description&lt;br /&gt;
**Fixed Refurbished AKX not having a unique sprite when equipped&lt;br /&gt;
**[Heavy Duty] Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints&lt;br /&gt;
**[Heavy Duty] Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind&lt;br /&gt;
**Fixed various sprite bugs&lt;br /&gt;
**Various minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.3.1.1 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 13 February 2026&lt;br /&gt;
| version     = 1.3.1.1&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the bug that caused the difficulty setting carry weight capacity modifier to be rounded up&lt;br /&gt;
**Fixed the wonkiness of the horizontal option scroll bars used in custom rules and options window that occurred when the indicator was dragged&lt;br /&gt;
**Fixed the bug that would prevent you from loading a save with a character that is over level 30&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.3.1.2 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 17 February 2026&lt;br /&gt;
| version     = 1.3.1.2&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*UI&lt;br /&gt;
**You can now reset the custom difficulty sliders to any of the presets&lt;br /&gt;
*Bugs&lt;br /&gt;
**Healing cooldown is now properly set for all difficulty presets&lt;br /&gt;
**Fixed the bugged psi crit bonus text on certain items&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Older versions ==&lt;br /&gt;
{{for|older versions|Version history/Underrail 1.2}}&lt;br /&gt;
{{for|older versions|Version history/Underrail 1.1}}&lt;br /&gt;
{{for|older versions|Version history/Underrail 1.0}}&lt;br /&gt;
{{for|older versions|Version history/Beta}}&lt;br /&gt;
{{for|older versions|Version history/Alpha}}&lt;br /&gt;
{{for|older versions|Version history/Pre-alpha}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Content|Version history/1.2]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shock_Shuriken&amp;diff=57206</id>
		<title>Shock Shuriken</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shock_Shuriken&amp;diff=57206"/>
		<updated>2026-02-13T17:17:24Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &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;
* [[1.3.1.0]]: Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives&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>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=1.3.1.0&amp;diff=57205</id>
		<title>1.3.1.0</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=1.3.1.0&amp;diff=57205"/>
		<updated>2026-02-13T17:16:30Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Version history/Underrail 1.3#Underrail 1.3.1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Version history/Underrail 1.3#Underrail 1.3.1.0]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.3&amp;diff=57204</id>
		<title>Version history/Underrail 1.3</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.3&amp;diff=57204"/>
		<updated>2026-02-13T17:15:12Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{Latest version&lt;br /&gt;
| stable            = 1.3.1.0&lt;br /&gt;
| stable-date       = 13 February 2026&lt;br /&gt;
| experimental      = 1.3.1.0&lt;br /&gt;
| experimental-date = 13 February 2026&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Version history and changelogs for Underrail 1.3.X.X versions. Patch notes can also be viewed on [https://underrail.com/forums/index.php?topic=1566 Underrail forums] and [https://steamcommunity.com/app/250520/discussions/0/494632768625476214/ Steam community] if this page is not up to date.&lt;br /&gt;
&lt;br /&gt;
;Versioning scheme&lt;br /&gt;
: Underrail release versioning scheme: &amp;lt;tt&amp;gt;1.[major update].[update].[hotfix]&amp;lt;/tt&amp;gt;&lt;br /&gt;
: Starting from 2017 all smaller than major gameplay/content updates increment &amp;lt;tt&amp;gt;[update]&amp;lt;/tt&amp;gt; while &amp;lt;tt&amp;gt;[hotfix]&amp;lt;/tt&amp;gt; releases will contain ''only'' bugfixes. Up to version 1.0.1.10, hotfix versions could include new content and update versions were larger patches.&lt;br /&gt;
&lt;br /&gt;
;Experimental branch (test version)&lt;br /&gt;
: As of 2017, experimental versions of new patches are available for testing (on Steam and GOG Galaxy) before they are released. For more information, see [https://underrail.com/forums/index.php?topic=2835 Dev Log #50: Experimental Branch].&lt;br /&gt;
&lt;br /&gt;
;Legacy branch (legacy psi mechanics)&lt;br /&gt;
: The legacy branch permanently hosts version [[1.1.1.6]] with the legacy [[Psi abilities|psi system]] and will receive no updates. For more information, see [https://underrail.com/forums/index.php?topic=5931.0 Dev Log #68: The Psi Question].&lt;br /&gt;
&lt;br /&gt;
== Underrail 1.3.0.15 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 18 December 2025&lt;br /&gt;
| version     = 1.3.0.15&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = 10-Year Anniversary Update&lt;br /&gt;
| changelog   =&lt;br /&gt;
*General&lt;br /&gt;
**Unique weapons now have custom sprites when held (except on jet skis)&lt;br /&gt;
**Extracted a good amount of text of the game into .txt files for localization; UI elements, object names, items, abilities, dialogs and more can be localized as of now; further localization support is in development&lt;br /&gt;
**Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified. The effect is not drastic, but should be noticeable.&lt;br /&gt;
**[Heavy Duty] Added Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
*Graphics&lt;br /&gt;
**Improved the fog of war and nightvision shaders; you can switch to the old one in video settings if you prefer the old look&lt;br /&gt;
&lt;br /&gt;
*Difficulty&lt;br /&gt;
**NPCs now gain 3% crit chance bonus on Dominating difficulty for weapon and psi attacks&lt;br /&gt;
**NPCs health is now increased by 100% (up from 50%) on Dominating difficulty&lt;br /&gt;
**NPCs health is now increased by 50% on Hard difficulty (previously it was not increased at all)&lt;br /&gt;
&lt;br /&gt;
*Items&lt;br /&gt;
**Increased the base healing amount of enriched health hypos by about 25%&lt;br /&gt;
**Mining helmet and headlamp enhancements will now project light in a cone in front of the user; range increased&lt;br /&gt;
**[Heavy Duty] Increased The Stunner's hacking requirement from 120 to 150&lt;br /&gt;
&lt;br /&gt;
*Crafting&lt;br /&gt;
**Changed the crafting requirement base from fixed 80% of component quality to ranging from 77% to 112% component quality, scaling with the quality itself (curving up); Tweaked the specific modifiers for various components.&lt;br /&gt;
**Metal combat gloves have their strength scaling changed to +10% for STR over 5 (down from 7)&lt;br /&gt;
**Reduced the shield conversion rate of High Efficiency Energy Converter&lt;br /&gt;
**Base energy shield conversion rate increased&lt;br /&gt;
**Circular Wave Amplifier's energy shield conversion rate penalty no longer scales with component quality&lt;br /&gt;
**Increased the Circular Wave Amplifier's effect on shielding values&lt;br /&gt;
**Silencer no longer reduces damage (this change does not affect already crafted/generated pistols)&lt;br /&gt;
**[Heavy Duty] The grenade launcher technical manuals publication used in firearm refurbishing has been changed to also include rocket launchers&lt;br /&gt;
&lt;br /&gt;
*Feats&lt;br /&gt;
**Expose Weakness - now reduces resistance and threshold by 30% plus 2% per intelligence (down from fixed 50%) and the effect is halved for non-living targets; cooldown change to 5 turns (up from 4)&lt;br /&gt;
**High-Technicalities now also increases damage from energy edge and electroshock modules&lt;br /&gt;
**Hit and Run - when triggered multiple times in the same turn, the maximum movement points reset point gets halved with each triggering&lt;br /&gt;
**Fancy Footwork - when triggered multiple times in the same turn, the amount of movement points gain is reduced by 1 point each time&lt;br /&gt;
**Cheap Shots - Incapacitation chance changed to 8% (down from 15%)&lt;br /&gt;
**Heavy Punch - Damage changed to 300% (up from 180%); AP cost changed to 150% (down from 200%); now has 3 turns cooldown&lt;br /&gt;
**Cut-throat - Action point cost changed to 15 (down from 25)&lt;br /&gt;
**Pummel - cooldown changed to 1 turn (down from 3 turns)&lt;br /&gt;
**Expanded Psi Capacitance - Now also increase psi regeneration by 1% of max psi reserves&lt;br /&gt;
**Mantra - Psi regen bonus changed to 10 (up from 5)&lt;br /&gt;
**Added Polymath - Immediately grants 15 skill points and additional 5 skill points at every subsequent level&lt;br /&gt;
**[Expedition] Added Specialist (Level 16, Intelligence 10) - Grants 1 additional specialization point per level&lt;br /&gt;
**[Heavy Duty] - Shell Shock now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill&lt;br /&gt;
**[Heavy Duty] - Demolition Man now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill&lt;br /&gt;
**[Heavy Duty] - Bullet Trance - will only work with LMGs and miniguns&lt;br /&gt;
**[Heavy Duty] - Added Beast of Burden (requires strength 10) - Increases carry capacity by 150&lt;br /&gt;
&lt;br /&gt;
*Specializations&lt;br /&gt;
**Added Heavy Punch: Damage - Increases damage by 10% for each specialization point (max: 10)&lt;br /&gt;
**Added Heavy Punch: Action Point - Reduces the action point cost modifier by 10% for each specialization point (max: 5)&lt;br /&gt;
**[Heavy Duty] Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5)&lt;br /&gt;
&lt;br /&gt;
*Psi&lt;br /&gt;
**Forcefield now has resistances that scale with skill&lt;br /&gt;
**Cryogenic Barrier now has mechanical resistance that scales with skill&lt;br /&gt;
**Exothermic Aura now burns off throwing nets and webs that entangle the invoker&lt;br /&gt;
**Psychokinetic Chain - now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 50% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)&lt;br /&gt;
**Psychosomatic Predation - killing the target now also resets the cooldown&lt;br /&gt;
**[Expedition] Stasis can now absorb maximum of 10 damage per effective skill point&lt;br /&gt;
**[Expedition] Temporary Rewind - action point cost changed to 20 (down from 25), cooldown changed to 6 (down from 8 ), reversion delayed by an additional turn&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Skill-based damage bonus for light weapons (those that have their AP cost reduced by Dexterity, which are: pistols, SMGs, unarmed, fist weapons, and knives) changed from the standard 0.7% per skill to 0.5% per skill&lt;br /&gt;
**Cold effects will now remove a stack of Warmed Up&lt;br /&gt;
**Minimal weapon usage action point cost changed to 5 (up from 4)&lt;br /&gt;
**Added dry-firing sound effects&lt;br /&gt;
**Contamined - damage taken bonus per stack changed to 5% (down from 10%)&lt;br /&gt;
**[Expedition] Plasma grenade now performs one attack with both damage type instead of two attacks; this does not change damage in any way but will make evading it more consistent&lt;br /&gt;
**[Expedition] Heartbreak poison duration will no longer be refreshed with stacking&lt;br /&gt;
**[Expedition] Added new shotgun loading/reloading sounds&lt;br /&gt;
**[Expedition] Putting a Locust Hive in Stasis will prevent it from releasing locusts&lt;br /&gt;
**[Heavy Duty] Added new grenade launcher loading/reloading sounds&lt;br /&gt;
**[Heavy Duty] Reduced damage of grenade launchers across the board by about 20%&lt;br /&gt;
**[Heavy Duty] Adjusted optimal ranges for grenade launchers, will not affect those already crafted&lt;br /&gt;
**[Heavy Duty] Certain truesighted robots now have their truesight sight ranged decoupled (and lowered) from their normal sight range&lt;br /&gt;
**[Heavy Duty] The Gunslinger will no longer give you a certain item unless you reached a certain point in the Compound quest together&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed some old rare save/load bug that might have been the root cause of the rare save data corruption bug&lt;br /&gt;
**Fixed not being able to report one of the Hephaestus Research quest outcomes to Colonel Cathcart in a specific case&lt;br /&gt;
**No longer able to change the zoom level when using cameras, spying endoscope and the like&lt;br /&gt;
**[Expedition] Shattering a target with a spear attack will now properly apply spear guard&lt;br /&gt;
**[Expedition] Fixed reinforced leper serpent skin boots displaying the wrong icon&lt;br /&gt;
**[Expedition] Fixed provoking hostilities when using a certain laptop at The Rig when reloading a game even if the player has been granted access to it&lt;br /&gt;
**[Expedition] Locust hives no longer have knees and ribs (that can be shot and broken)&lt;br /&gt;
**Various minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.3.0.16 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 25 December 2025&lt;br /&gt;
| version     = 1.3.0.16&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*Crafting&lt;br /&gt;
**[Heavy Duty] Capped the skill requirement for the usage of steel / tungsten steel in rocket blueprints to 30/60&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the missing oddity study text in the tooltip&lt;br /&gt;
**Fixed the game crashing when using Legacy shaders in fullscreen (non-borderless) mode&lt;br /&gt;
**Silencers will no longer reduce damage of SMGs (newly crafted/generated)&lt;br /&gt;
**Heavy Punch is now properly classified as conditional special attacks and for that reason will receive appropriate damage bonuses&lt;br /&gt;
**Fixed Pseudo-spatial projection visual bug that occurred when holding a unique weapon&lt;br /&gt;
**Fixed the bug that caused cooling effects to sometimes not remove warmed up effect; metathermics is complicated stuff&lt;br /&gt;
**All core city faction armors now work with unique weapon sprites&lt;br /&gt;
**[Expedition] Fixed missing sprites for several unique spears and refurbished rocket launchers when equipped by female characters&lt;br /&gt;
**[Expedition] Fixed graphical issues with the male version of the Gray Army soldier uniform&lt;br /&gt;
**[Heavy Duty] You can no longer shoot grenades and rockets through fences and other partial obstructions&lt;br /&gt;
**[Heavy Duty] Restored the missing visual effects for The Stunner&lt;br /&gt;
**[Heavy Duty] Rocket launchers can no longer use improper special attacks&lt;br /&gt;
**[Heavy Duty] Fixed Refurbished SPG-7 not having airburst capability&lt;br /&gt;
**Various minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.3.0.17 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 29 December 2025&lt;br /&gt;
| version     = 1.3.0.17&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the character outlining issues&lt;br /&gt;
**[Heavy Duty] Beast of Burden specialization fixed&lt;br /&gt;
}}&lt;br /&gt;
== Underrail 1.3.1.0 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 13 February 2026&lt;br /&gt;
| version     = 1.3.1.0&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = Custom Difficulty and Console&lt;br /&gt;
| changelog   =&lt;br /&gt;
*General&lt;br /&gt;
**Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough&lt;br /&gt;
**Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively&lt;br /&gt;
**Beginner difficulty will now halve the health of all NPCs&lt;br /&gt;
**Re-enabled the command console&lt;br /&gt;
**Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)&lt;br /&gt;
&lt;br /&gt;
*UI&lt;br /&gt;
**Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place&lt;br /&gt;
**Vehicle status tooltips will now scale properly&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms&lt;br /&gt;
**Enraged psi beetles will no longer try to cast Bilocation on each other&lt;br /&gt;
**Corrected the All-in status effect description&lt;br /&gt;
**Fixed Refurbished AKX not having a unique sprite when equipped&lt;br /&gt;
**[Heavy Duty] Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints&lt;br /&gt;
**[Heavy Duty] Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind&lt;br /&gt;
**Fixed various sprite bugs&lt;br /&gt;
**Various minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Older versions ==&lt;br /&gt;
{{for|older versions|Version history/Underrail 1.2}}&lt;br /&gt;
{{for|older versions|Version history/Underrail 1.1}}&lt;br /&gt;
{{for|older versions|Version history/Underrail 1.0}}&lt;br /&gt;
{{for|older versions|Version history/Beta}}&lt;br /&gt;
{{for|older versions|Version history/Alpha}}&lt;br /&gt;
{{for|older versions|Version history/Pre-alpha}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Content|Version history/1.2]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Six&amp;diff=57202</id>
		<title>Six</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Six&amp;diff=57202"/>
		<updated>2026-02-11T05:18:46Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Rahm-Umbra&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = ru_l.png&lt;br /&gt;
| background = Oculus.png&lt;br /&gt;
| level      = 30&lt;br /&gt;
| health     = 750&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Six model.png&lt;br /&gt;
| faction    = Unknown, presumed [[Godmen]]&lt;br /&gt;
| roles      = Six-fingered cyborg&lt;br /&gt;
| location   = [[Oculus]]&amp;lt;br&amp;gt;[[Institute of Tchort west wing]]&amp;lt;br&amp;gt;[[Deep Caverns]]&lt;br /&gt;
| quests     = [[Destroy Tchort]]&lt;br /&gt;
| loot       = &lt;br /&gt;
| abilities  = Teleportation&amp;lt;br&amp;gt;[[True-sight]]&amp;lt;br&amp;gt;Immune to stun&amp;lt;br&amp;gt;Immune to immobilization&amp;lt;br&amp;gt;Immune to [[Thought Control]] abilities&amp;lt;br&amp;gt;Immune to [[Temporal Manipulation]] abilities&amp;lt;br&amp;gt;Immune to dismantling effects&amp;lt;br&amp;gt;[[Third Eye (ability)|Third Eye]]&lt;br /&gt;
| &lt;br /&gt;
| damage       = {{Mechanical|50-100|number only}} and {{Energy|110-150 (energy cut)|no affix}}&lt;br /&gt;
| range        = melee&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = 35&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 15&lt;br /&gt;
| dexterity     = 15&lt;br /&gt;
| agility       = 15&lt;br /&gt;
| constitution  = 15&lt;br /&gt;
| perception    = 15&lt;br /&gt;
| will          = 15&lt;br /&gt;
| intelligence  = 15&lt;br /&gt;
|&lt;br /&gt;
| mechanical   = immune&lt;br /&gt;
| heat         = immune&lt;br /&gt;
| cold         = immune&lt;br /&gt;
| electricity  = immune&lt;br /&gt;
| acid         = immune&lt;br /&gt;
| energy       = immune&lt;br /&gt;
| bio          = immune&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Six''' is a character first seen in [[Oculus]].&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Six is a cyborg. Six is just a nickname the Oculites have given him, after his six-fingered hands. No one in the Oculus knows much about him, not even his name. He is also known as Six to some people of Hexagon in North Underrail.&lt;br /&gt;
&lt;br /&gt;
His real name is '''Rahm-Umbra''' and he is presumed to be one of the remaining [[Godmen]] that Azif (and player characters with sufficient [[Will (Base Ability)|Will]] score) have had visions of through the crystal mainframe. However, Azif notes that Six's cyborg form is not what he expected from Godmen based on his visions.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
Although Six is working towards [[The Cube|the same goal]] as the player, there are only few opportunities to cross paths with him. It is possible to miss most of the encounters with him, although his appearances in Deep Caverns are very prominent. He is easy to anger and in combat he is undefeatable, barring any potential bugs.&lt;br /&gt;
&lt;br /&gt;
After player learns abbout the Cube from any source, Six is present in the [[Oculus]] as Azif's client for a short while, during the time [[The Cube]] is at Cornell's/Coretech's possession in Core City. Other oculites suggest you leave Six alone and indeed, he is not interested in talking to you at that point.&lt;br /&gt;
&lt;br /&gt;
Later on, Six can be briefly met in [[Institute of Tchort west wing]] right before the faceless invasion of the institute. Depending on player's choices when talking with him, he may warn the player of the impending invasion or attack the player, leaving you with no other option but to flee.&lt;br /&gt;
&lt;br /&gt;
The first prominent encounter with him happens in the [[Deep Caverns]] and this time he's finally willing to have a longer chat with the player and he reveals his true name, Rahm-Umbra. He is the first character you meet in the depths, and one of the few who can help you. He will point you towards [[destroy Tchort|destroying Tchort]], although his information on Tchort itself is limited, and will also suggest allying with [[The Faceless]].&lt;br /&gt;
&lt;br /&gt;
If the player has already explored the [[Black Sea]] and decides to show Six the [[Ethereal Torch]], he will explain it's intended function as well as providing some additional information on the [[Shadowlith]] and the [[Sørmirbæren|negative effect it]] [[Void Creature|has on the]] [[Flottsørmir|world around it]].&lt;br /&gt;
&lt;br /&gt;
After the defeat of Tchort, he makes another appearance at the south elevator while it is climbing out of Deep Caverns. At this point Rahm-Umbra tells the player more about his goals. The true nature of [[Hadrian Tanner]] is revealed, although the player character may already know this, and Rahm-Umbra asks you to head to [[Hexagon]] in North Underrail and meet him there. If the player still has The Cube, Rahm-Umbra will take it by force and leave.&lt;br /&gt;
&lt;br /&gt;
After returning from Deep Caverns, it is possible to have a chat with [[Azif]] to share knowledge on Rahm-Umbra, Tanner and the related events if you met Rahm-Umbra while he was in Oculus. Also, interacting with the [[Oculus]] Crystal Mainframe, other psionic crystals, the faceless commander, and certain logs give more background information on Rahm-Umbra, his origin, and goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Global entities]]&lt;br /&gt;
[[Category: Oculus characters]]&lt;br /&gt;
[[Category: Deep Caverns characters]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57155</id>
		<title>The Stunner</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57155"/>
		<updated>2026-01-11T15:33:41Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &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 player has reached the 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>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57154</id>
		<title>The Stunner</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57154"/>
		<updated>2026-01-11T15:33:15Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &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 player has reached the 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]] 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>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Gunslinger&amp;diff=57153</id>
		<title>The Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Gunslinger&amp;diff=57153"/>
		<updated>2026-01-11T15:32:40Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = The Gunslinger&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = &lt;br /&gt;
| location = [[Dark Territory]]&lt;br /&gt;
| givenby  = &lt;br /&gt;
| rewards  = 3500 + 50 classic XP / 4 oddity XP&amp;lt;br&amp;gt;[[The Stunner]]&amp;lt;br&amp;gt;[[Mushroom Brew]] or [[Root Soda]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Trip to North Underrail]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Optional sidequest that is triggered if you team up with the [[Gunslinger (Heavy Duty)|Gunslinger]] after your railcar gets ambushed.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* You've teamed up with the Gunslinger. Help each other survive this ordeal.&lt;br /&gt;
* Meet the Gunslinger at the Core City station in Upper Underrail, by Zilla's food stall.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
As long as he is still alive and with you when you complete [[Escape the Dark Territory]] quest and return to [[Upper Underrail]], this quest will be marked as complete. Gunslinger will also offer a meeting at [[Zilla]]'s bar in [[Core City]], where he will buy you a drink ([[Mushroom Brew]] or [[Root Soda]]), tell you more about himself and offer you his unique [[The Stunner]] energy pistol as a thanks for helping him survive (only if player has reached the Command of the [[The Compound]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Gunslinger&amp;diff=57152</id>
		<title>The Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Gunslinger&amp;diff=57152"/>
		<updated>2026-01-11T15:32:34Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = The Gunslinger&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = &lt;br /&gt;
| location = [[Dark Territory]]&lt;br /&gt;
| givenby  = &lt;br /&gt;
| rewards  = 3500 + 50 classic XP / 4 oddity XP&amp;lt;br&amp;gt;[[The Stunner]]&amp;lt;br&amp;gt;[[Mushroom Brew]] or [[Root Soda]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Trip to North Underrail]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Optional sidequest that is triggered if you team up with the [[Gunslinger (Heavy Duty)|Gunslinger]] after your railcar gets ambushed.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* You've teamed up with the Gunslinger. Help each other survive this ordeal.&lt;br /&gt;
* Meet the Gunslinger at the Core City station in Upper Underrail, by Zilla's food stall.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
As long as he is still alive and with you when you complete [[Escape the Dark Territory]] quest and return to [[Upper Underrail]], this quest will be marked as complete. Gunslinger will also offer a meeting at [[Zilla]]'s bar in [[Core City]], where he will buy you a drink ([[Mushroom Brew]] or [[Root Soda]]), tell you more about himself and offer you his unique [[The Stunner]] energy pistol as a thanks for helping him survive (only if player has reached the Command of the [[Compound]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Exothermic_Aura&amp;diff=57150</id>
		<title>Exothermic Aura</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Exothermic_Aura&amp;diff=57150"/>
		<updated>2026-01-11T11:25:44Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Exothermic Aura''' is a psi ability and a status effect.&lt;br /&gt;
&lt;br /&gt;
== Psi ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Exothermic Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Exothermic Aura&lt;br /&gt;
| school      = Metathermics&lt;br /&gt;
| skillreq    = 70&lt;br /&gt;
| description = Makes you immune to heat damage and generates flames around you in your wake. Lasts 4 turns, but the flames won't be generated on the last turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Ground fire}}&lt;br /&gt;
| apcost      = 25&lt;br /&gt;
| psicost     = 40&lt;br /&gt;
| cooldown    = 12 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Exothermic aura is a [[Metathermics]] psi ability the player can learn from a Psionic Mentor.&lt;br /&gt;
&lt;br /&gt;
The [[fire]] generated by exothermic aura behaves like other environmetal fires. Its damage does not scale with Metathermics skill.&lt;br /&gt;
&lt;br /&gt;
This is a very useful ability outside of combat, if the player is burning, the exothermic aura dispels the burning effect. If the player needs to traverse into areas with freezing gas, the aura will prevent any hypothermia effects, dispell existing affects, and temporarily remove the freezing gas in an area.&lt;br /&gt;
While in combat it can be used to burn off nets and webs.&lt;br /&gt;
&lt;br /&gt;
Getting hit by ice metathermic spells such as [[Cryokinesis]] will remove Exothermic Aura.&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Exothermic Aura]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Status effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| image       = Exothermic Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Exothermic Aura&lt;br /&gt;
| description = You are immune to heat damage and generate flames around you in your wake (except on the last turn).&lt;br /&gt;
| duration    = 4 turns (20 seconds)&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Exothermic Aura now burns off throwing nets and webs that entangle the invoker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
{{Status effect navbox|collapsed}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Exothermic_Aura&amp;diff=57149</id>
		<title>Exothermic Aura</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Exothermic_Aura&amp;diff=57149"/>
		<updated>2026-01-11T11:25:17Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Exothermic Aura''' is a psi ability and a status effect.&lt;br /&gt;
&lt;br /&gt;
== Psi ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Exothermic Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Exothermic Aura&lt;br /&gt;
| school      = Metathermics&lt;br /&gt;
| skillreq    = 70&lt;br /&gt;
| description = Makes you immune to heat damage and generates flames around you in your wake. Lasts 4 turns, but the flames won't be generated on the last turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Ground fire}}&lt;br /&gt;
| apcost      = 25&lt;br /&gt;
| psicost     = 40&lt;br /&gt;
| cooldown    = 12 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Exothermic aura is a [[Metathermics]] psi ability the player can learn from a Psionic Mentor.&lt;br /&gt;
&lt;br /&gt;
The [[fire]] generated by exothermic aura behaves like other environmetal fires. Its damage does not scale with Metathermics skill.&lt;br /&gt;
&lt;br /&gt;
This is a very useful ability outside of combat, if the player is burning, the exothermic aura dispels the burning effect. If the player needs to traverse into areas with freezing gas, the aura will prevent any hypothermia effects, dispell existing affects, and temporarily remove the freezing gas in an area.&lt;br /&gt;
While in combat it can be used to burn off nets and webs.&lt;br /&gt;
&lt;br /&gt;
Getting hit by ice metathermic spells such as [[Cryokinesis]] will remove Exothermic Aura.&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Exothermic Aura]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Status effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| image       = Exothermic Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Exothermic Aura&lt;br /&gt;
| description = You are immune to heat damage and generate flames around you in your wake (except on the last turn).&lt;br /&gt;
| duration    = 4 turns (20 seconds)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Exothermic Aura now burns off throwing nets and webs that entangle the invoker&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
{{Status effect navbox|collapsed}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Plasma_Grenade&amp;diff=57148</id>
		<title>Plasma Grenade</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Plasma_Grenade&amp;diff=57148"/>
		<updated>2026-01-11T10:00:11Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}__NOTOC__&lt;br /&gt;
'''Plasma Grenades''' are throwing weapons.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
{{Tabbed infobox&lt;br /&gt;
| tab1 = Plasma Grenade&lt;br /&gt;
| tab2 = Mk II&lt;br /&gt;
| tab3 = Mk III&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Plasma grenade explosions deal area of effect damage. Their damage does not increase with throwing skill, only accuracy does. [[Evasion]] decreases damage from all AoE attacks, including grenades. Like all other plasma weapons, they deal 50% {{heat}} and 50% {{energy}} damage.&lt;br /&gt;
&lt;br /&gt;
They deal '''120-160''' (Mk I), '''240-320''' (Mk II) or '''360-480''' (Mk III) damage against unarmored targets near the center of the explosion. Plasma grenades work well against heavily armored targets that are especially resistant to {{mechanical}} damage.&lt;br /&gt;
&lt;br /&gt;
The [[Impact Speed]] of grenade explosions is high. Plasma grenades share their cooldown with other types of standard grenades. Their maximum stack size is 10. Compared to frag, HE and incendiary grenades, plasma grenades have a reduced radius of 2 squares.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Plasma grenades can be crafted with [[Blueprint: Plasma Grenade]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
'''Underrail 1.3'''&lt;br /&gt;
* [[1.3.0.15]] - plasma grenade now performs one attack with both damage type instead of two attacks; this does not change damage in any way but will make evading it more consistent&lt;br /&gt;
&lt;br /&gt;
'''Underrail 1.1'''&lt;br /&gt;
* [[1.1.0]] (Expedition) - introduced&lt;br /&gt;
&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;br /&gt;
[[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dexterity&amp;diff=57147</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dexterity&amp;diff=57147"/>
		<updated>2026-01-11T05:45:42Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&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;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Dexterity''' determines how effectively your character can perform dexterous actions such as throwing items, picking locks, pickpocketing NPCs and setting traps. Dexterity also increases your chance to hit with melee weapons by increasing your melee skill, unless your strength is higher. Each point of dexterity above '''5''' increases your melee critical chance by '''1%''' and decreases AP cost of light weapons by '''3%''' (both additive). Dexterity, along with agility, also determines your combat initiative. Some other actions ''(e.g. catching fish)'' also benefit from dexterity. No items require dexterity to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
High dexterity score is important for thieves and characters who use light weapons.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Melee]]&lt;br /&gt;
* [[Throwing]]&lt;br /&gt;
* [[Lockpicking]]&lt;br /&gt;
* [[Pickpocketing]]&lt;br /&gt;
* [[Traps]]&lt;br /&gt;
|&lt;br /&gt;
* Melee critical chance&lt;br /&gt;
* [[Initiative]]&lt;br /&gt;
* AP cost of light weapons (unarmed, fist weapons, knives, throwing knives, pistols, SMGs)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Crit chance sources}}&lt;br /&gt;
&lt;br /&gt;
== Action point cost reduction ==&lt;br /&gt;
To use these charts, find the base action point cost of your weapon on the item's tooltip and calculate all other AP cost modifiers (eg. [[Burst]] x3, [[Spec Ops]] x2, [[Advanced Catalyzing Belt]] -4, [[Gunslinger (feat)|Gunslinger]] -3, [[Lightning Punches]] -2, [[Tabi Boots]] -1) after this dexterity reduction.&lt;br /&gt;
&lt;br /&gt;
{{Dexterity AP chart horizontal}}&lt;br /&gt;
&lt;br /&gt;
{{Dexterity AP chart vertical}}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Minimum AP cost for any attack is set to '''5''' before modifiers from [[Special Attacks]] such as [[Point Shot]].''&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Dexterity feats]].&lt;br /&gt;
* [[Increased Dexterity]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* {{Itemlink|Fishing Rod}} (Dexterity affects fishing)&lt;br /&gt;
* {{Itemlink|Remote Control Energizer Glove}} (-1)&lt;br /&gt;
* {{Itemlink|Industrial Powered Exoskeleton}}{{expedition-inline}} (-2 Dexterity)&lt;br /&gt;
* {{Itemlink|Combat Exoskeleton}}{{heavyduty-inline}} (-2 Dexterity)&lt;br /&gt;
* {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (-2 Dexterity)&lt;br /&gt;
* {{Itemlink|Intercessor Exoskeleton}}{{heavyduty-inline}} (-1 Dexterity)&lt;br /&gt;
* {{Itemlink|Psychophract Exoskeleton}}{{heavyduty-inline}} (-2 Dexterity)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability buff)&lt;br /&gt;
* {{Itemlink|Eel Sandwich}} (temporary +1 Dexterity)&lt;br /&gt;
* {{Itemlink|Mushroom Brew}} (temporarily -2 Dexterity)&lt;br /&gt;
* {{Itemlink|Stalagdrop}} (temporary -1 Dexterity)&lt;br /&gt;
* {{Itemlink|White Dude}} (temporarily -2 Dexterity)&lt;br /&gt;
* {{Itemlink|Cave Tear}} (temporary -3 Dexterity)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Dexterity Booster}} (permament +1 Dexterity)&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Dexterity)&lt;br /&gt;
* {{Itemlink|Hercules}} (temporary +5 Dexterity, leads to fatal withdrawal)&lt;br /&gt;
&lt;br /&gt;
== Dexterity checks ==&lt;br /&gt;
[[File:Base Ability check.png|thumb|200x200px|Impossible/passable strength check]]&lt;br /&gt;
[[File:Tilemarker Dexterity.png|left]]&lt;br /&gt;
&lt;br /&gt;
[[Underrail: Expedition]] expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in the base game&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] death stalker area || Reach down || 7 Dexterity || Gain [[Circular Wave Amplifier]] and some electronic scraps&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] death stalker area || Reach down || 7 Dexterity || Gain [[Seeker Lens]] and some electronic scraps&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]], interior || Reach down || 8-10 Dexterity || Picks up somewhat high leveled electronic gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Abyssal Station Zero]] ([[:File:xpbl_ds1.png|xpbl_ds1.png]]) || Reach through the grate || 10 Dexterity || Gain [[Plasma Grenade Mk III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]]: Minimum AP cost of any attack set to 5; Skill-based damage bonus for light weapons (those that have their AP cost reduced by Dexterity, which are: pistols, SMGs, unarmed, fist weapons, and knives) changed from the standard 0.7% per skill to 0.5% per skill&lt;br /&gt;
* [[1.0.1.9]]: Reduced dexterity effect on the chance to reel the fish in&lt;br /&gt;
* [[1.0.1.8]]: Light weapon AP cost reduction changed to 3% (down from 4%) for each dexterity point above 5 &lt;br /&gt;
* [[0.1.14.1]]: Minimum AP cost of any attack set to 4&lt;br /&gt;
* [[0.1.12.0]]: Introduced new light weapon, throwing knives&lt;br /&gt;
* [[0.1.11.0]]: Melee skill now scales up with either Strength or Dexterity, whichever is higher&lt;br /&gt;
* [[0.1.10.0]]: Introduced dexterity-based AP cost reduction for light weapons (knives, pistols, SMGs or fist weapons), 4% for every dexterity point above 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Heavy_Punch&amp;diff=57146</id>
		<title>Heavy Punch</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Heavy_Punch&amp;diff=57146"/>
		<updated>2026-01-09T14:26:49Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Heavy Punch''' is a feat and a special attack. &lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Heavy_punch_icon.png&lt;br /&gt;
| name         = Heavy Punch&lt;br /&gt;
| description  = You can perform an unarmed or fist weapon attack that deals 300% damage at 150% action point cost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Cooldown: 3 turns.&lt;br /&gt;
| requirements =&lt;br /&gt;
* [[Strength]] 5&lt;br /&gt;
* [[Melee]] 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
| image       = Heavy Punch ability.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Heavy Punch&lt;br /&gt;
| description = Perform an unarmed attack that deals 300% damage.&lt;br /&gt;
| apcost      = 150% active weapon's AP cost&lt;br /&gt;
| cooldown    = 3 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Heavy Punch: Action Points&lt;br /&gt;
| max  = 5&lt;br /&gt;
| text = Reduces the action point cost modifier by 10% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Heavy Punch: Critical Damage&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Increases critical damage bonus of Heavy Punch by 3% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Heavy Punch: Damage&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Increases damage by 10% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
== History ==&lt;br /&gt;
Underrail 1.3&lt;br /&gt;
* [[1.3.0.16]] - Heavy Punch is now properly classified as conditional special attacks and for that reason will receive appropriate damage bonuses&lt;br /&gt;
* [[1.3.0.15]] - Damage increased to 300% (up from 180%), ap cost reduced to 150% (down from 200%), now has 3 turn cooldown&lt;br /&gt;
Underrail 1.0&lt;br /&gt;
* [[1.0.4]] - is now an unconditional special attack&lt;br /&gt;
&lt;br /&gt;
Underrail Alpha&lt;br /&gt;
* [[0.1.14.0]] - added strength requirement&lt;br /&gt;
* [[0.1.9.1]] - damage buff changed from 200% to 180%, ap cost changed from 250% to 200%&lt;br /&gt;
* [[0.1.8.0]] - 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:Attacks]]&lt;br /&gt;
[[Category:Melee feats]]&lt;br /&gt;
[[Category:Strength feats]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Strength_Booster&amp;diff=57142</id>
		<title>Strength Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Strength_Booster&amp;diff=57142"/>
		<updated>2026-01-05T14:36:17Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dexterity_Booster&amp;diff=57141</id>
		<title>Dexterity Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dexterity_Booster&amp;diff=57141"/>
		<updated>2026-01-05T14:36:08Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Agility_Booster&amp;diff=57140</id>
		<title>Agility Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Agility_Booster&amp;diff=57140"/>
		<updated>2026-01-05T14:35:54Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Constitution_Booster&amp;diff=57139</id>
		<title>Constitution Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Constitution_Booster&amp;diff=57139"/>
		<updated>2026-01-05T14:35:36Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Perception_Booster&amp;diff=57138</id>
		<title>Perception Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Perception_Booster&amp;diff=57138"/>
		<updated>2026-01-05T14:35:25Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Will_Booster&amp;diff=57137</id>
		<title>Will Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Will_Booster&amp;diff=57137"/>
		<updated>2026-01-05T14:35:15Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Intelligence_Booster&amp;diff=57136</id>
		<title>Intelligence Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Intelligence_Booster&amp;diff=57136"/>
		<updated>2026-01-05T14:35:01Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Redirected page to Ability Booster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ability Booster]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Intelligence&amp;diff=57135</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Intelligence&amp;diff=57135"/>
		<updated>2026-01-05T14:34:31Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated|reason=[[1.3.0.15]] changes}}&lt;br /&gt;
&lt;br /&gt;
{{Quote&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 determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Intelligence''' determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
Psi point regeneration scales with [[Will (Base Ability)|will]] and [[intelligence]]: psi regen = 5 + (will+int)/2&lt;br /&gt;
&lt;br /&gt;
Intelligence also determines the number of psi different abilities that can be invoked during combat: 2 + intelligence/2, up to 8.&lt;br /&gt;
&lt;br /&gt;
High intelligence score is important for crafters and psionic characters.&lt;br /&gt;
&lt;br /&gt;
Since [[1.3.0.15]] update, Intelligence influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Hacking]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Electronics]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Biology]]&lt;br /&gt;
* [[Tailoring]]&lt;br /&gt;
* [[Mercantile]]&lt;br /&gt;
|&lt;br /&gt;
* Dialogue options&lt;br /&gt;
* Psi regen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Intelligence feats]].&lt;br /&gt;
* [[Increased Intelligence]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
=== Armor ===&lt;br /&gt;
* {{Itemlink|Lemurian Engineer Suit}}{{expedition-inline}} (requires 5 Intelligence)&lt;br /&gt;
* {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (requires 5 Intelligence)&lt;br /&gt;
* {{Itemlink|Tesla Armor}}{{expedition-inline}} (requires 6 Intelligence)&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* {{Itemlink|Remote Control Energizer Glove}} (requires 6 Intelligence)&lt;br /&gt;
* {{Itemlink|Red Dragon}}{{expedition-inline}} (requires 6 Intelligence)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporary -3 Intelligence)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect, can only decrease Intelligence)&lt;br /&gt;
* {{Itemlink|Slackjaw (cocktail)}} (temporary -3 Intelligence)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Intelligence Booster}} (permament +1 Intelligence)&lt;br /&gt;
* {{Itemlink|Hypercerebrix}}{{expedition-inline}} (temporary +2 Intelligence)&lt;br /&gt;
&lt;br /&gt;
== Intelligence checks ==&lt;br /&gt;
Intelligence occasionally unlocks new dialog options.&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
* [[Zoner Ma]], 4 Intelligence (8 base before the [[Heavy Intoxication]] debuff) - successfully insult her into allowing you to search her apartment{{expedition-inline}}&lt;br /&gt;
* [[Synesthete]], 7 Intelligence - get some money in exchange for [[the Juice]]{{expedition-inline}}&lt;br /&gt;
* [[Knuckles]], 8 Intelligence - allows to guess the password without finding [[Note (The Rig)]]{{expedition-inline}}&lt;br /&gt;
* [[Exiled Mutie Guard]], 8 Intelligence - allows to enter the [[Mutie Refuge]] for free{{expedition-inline}}&lt;br /&gt;
* [[Captain Grim]], 8 Intelligence - allows the player to join the pirates while negotiating for {{spoiler|the professor's release}}{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 8 Intelligence - unlocks his special merchandise before discussing [[Philosophy]] with him{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 7 Intelligence - required to learn the first tier of the [[Philosophy]] feat{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 8 Intelligence - required to learn the second tier of the [[Philosophy]] feat{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 9 Intelligence - required to learn the third tier of the [[Philosophy]] feat{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 8 Intelligence - get a free towing of the [[Obtain a Submarine|submarine]] (also requires discussing philosophy with him earlier){{expedition-inline}}&lt;br /&gt;
* [[Yngwar]], 8 Intelligence - required to convince him to draw the [[Rune Sketch]]{{expedition-inline}}&lt;br /&gt;
* [[Yngwar]], 9 Intelligence - learn about [[Sjörsr]] from him without hearing [[Ferryman]]'s story first{{expedition-inline}}&lt;br /&gt;
* [[Yngwar]], 10 Intelligence - be able to understand everything he is saying{{expedition-inline}}&lt;br /&gt;
* {{spoiler|[[Six]]}}, 12 Intelligence - {{spoiler|allows to confront him about his motives in the [[Epilogue]]}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]]: Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified&lt;br /&gt;
* [[1.1.2.1]]: psi slots changed from 1+int/3 (max 6) to 2+int/2 (max 8)&lt;br /&gt;
* [[1.1.2.0]]: now determines psi slots, updated in-game description&lt;br /&gt;
* [[0.2.0.1]]: psi point regeneration scales with will and intelligence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Will_(Base_Ability)&amp;diff=57134</id>
		<title>Will (Base Ability)</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Will_(Base_Ability)&amp;diff=57134"/>
		<updated>2026-01-05T14:34:10Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&lt;br /&gt;
| Will measures character's mental determination to see to his actions regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment.&lt;br /&gt;
&lt;br /&gt;
It heavily affects the potency of all psi disciplines, as well as psi point regeneration.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Will''' determines your effectiveness with [[psi abilities]] and your chance to resist mental effects (Resolve). It also determines your character's overall determination to certain actions, such as persuading or intimidating NPCs in conversation to make them choose your side of the argument. Some psionic dialogue options also require your character to have a minimum score of pure will in order to succeed. No items require will to be used or equipped. Psi point regeneration scales with [[Will (Base Ability)|will]] and [[intelligence]]: psi regen = 5 + (will+int)/2&lt;br /&gt;
&lt;br /&gt;
High will score is important for psionic characters.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Thought Control]]&lt;br /&gt;
* [[Psychokinesis]]&lt;br /&gt;
* [[Metathermics]]&lt;br /&gt;
* [[Temporal Manipulation]]{{expedition-inline}}&lt;br /&gt;
* [[Persuasion]]&lt;br /&gt;
* [[Intimidation]]&lt;br /&gt;
|&lt;br /&gt;
* [[Resolve]]&lt;br /&gt;
* Psi regen&lt;br /&gt;
* Dialogue options&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Will feats]].&lt;br /&gt;
* [[Increased Will]] veteran feat increases it by 2.&lt;br /&gt;
* [[Beyond Cold]] special feat temporarily increases Will by 1 when chilled or frozen.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* {{Itemlink|Tchortist Noble Robe}} (+1 Will on equip)&lt;br /&gt;
* {{Itemlink|Perceptual Isolation Helmet}}{{heavyduty-inline}} (+1 Will on equip)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect, can only decrease Will)&lt;br /&gt;
* {{Itemlink|Slackjaw (cocktail)}} (temporary -1 Will)&lt;br /&gt;
* {{Itemlink|Mystery Candy}} (temporary -1 Will)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Will Booster}} (permament +1 Will)&lt;br /&gt;
&lt;br /&gt;
== Will checks ==&lt;br /&gt;
Base Ability checks for Will aren't common. They're mostly used to either interface with certain [[:Template:Psi crystal navbox|psi crystals]] and gain knowledge from them or to attempt to resist certain foreign psionic phenomena.  &lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
* [[Mysterious Pillars (Silent Isle)]], 7 Will and 35 [[Thought Control]]&lt;br /&gt;
* [[Mysterious Pillars (Core City Sewers)]], 8 Will&lt;br /&gt;
* [[Monolith (Institute of Tchort)]], 10 Will&lt;br /&gt;
* [[Oculus|Crystal Mainframe]], 7 Will&lt;br /&gt;
* [[Mysterious Pillars (Deep Caverns)]], 8 Will&lt;br /&gt;
* [[Monolith (Jaws)]], 12 Will&lt;br /&gt;
* [[Port Ceto - Katya's Homestead]] underwater rock bridge requires one of the following to detect without knowing about it:&lt;br /&gt;
** [[Psi Empathy]] and 11 Will&lt;br /&gt;
** [[Psi Empathy]] and 130 [[Thought Control]]&lt;br /&gt;
** [[Second Sight]] and 7 Will&lt;br /&gt;
** [[Second Sight]] and 80 [[Thought Control]]&lt;br /&gt;
* {{spoiler|[[Black Rock]]}}, 7 Will&lt;br /&gt;
* {{spoiler|[[Shadowlith]]}}, 6 Will and 80 effective skill in any psi school&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.2.0]]: Intimidation now scales off either Strength or Will (whichever is higher), updated in-game description&lt;br /&gt;
* [[0.2.0.1]]: psi point regeneration scales with will and intelligence&lt;br /&gt;
* [[0.1.14.0]]: will no longer increases psi pool, psi regenerates (20 points per turn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Perception&amp;diff=57133</id>
		<title>Perception</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Perception&amp;diff=57133"/>
		<updated>2026-01-05T14:33:27Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&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;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Perception''' determines your character's overall awareness and effectiveness with ranged weapons. It also affects your character's chance to detect hidden passages, objects or stealthed creatures and NPCs. It does not increase your vision or visible range. Perception does not directly affect your chance to hit, but rather increases your ranged weapon skills, which in turn increases your chance to hit with ranged weapons. Melee weapon hit rate is unchanged but increased with melee skill (through strength or dexterity). No items require perception to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
High perception score is important for characters who wish to use ranged weapons or find traps, stealthed enemies and secrets.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Guns]]&lt;br /&gt;
* [[Crossbows]]&lt;br /&gt;
|&lt;br /&gt;
* [[Detection]]&lt;br /&gt;
* Finding secrets (uses perception score instead of detection)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Perception feats]].&lt;br /&gt;
* [[Snooping]] increases perception by 3 for the purposes of finding secrets.&lt;br /&gt;
* [[Increased Perception]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Headwear ===&lt;br /&gt;
* {{Itemlink|Adaptive Goggles}} (+1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Cyclop's Eye}} (+1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Synesthetic Refocus}} (+2 Perception when equipped and character is focused, -2 Perception when character is unfocused)&lt;br /&gt;
* {{Itemlink|Synesthetic Refocus|Synesthetic Refocus(Hexagon)}} (+3 Perception when equipped and character is focused, -3 Perception when character is unfocused)&lt;br /&gt;
* {{Itemlink|Metal Helmet}}s (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Aegis Sec-trooper Helmet}}{{expedition-inline}} (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Praetorian Lawgiver}} (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Gas Mask}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Bioscrubber}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Perceptual Isolation Helmet}}{{heavyduty-inline}} (Perception set to 1)&lt;br /&gt;
&lt;br /&gt;
=== Suit ===&lt;br /&gt;
* {{Itemlink|Tchortist Noble Robe}} (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Rassophore Armor}} (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Biohazard Suit}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Fire Proximity Suit}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Blast Suit}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Robe}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Robe}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Vathosphore Armor}} (-1 Perception on equip)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Mushroom Salad}} (temporary +1 Perception)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect, can only decrease Perception)&lt;br /&gt;
* {{Itemlink|Clean Deal}} (temporary -1 Perception)&lt;br /&gt;
* {{Itemlink|Mushroom Brew}} (temporary -2 Perception)&lt;br /&gt;
* {{Itemlink|Kzozel}} {{expedition-inline}} (temporary -2 Perception)&lt;br /&gt;
* {{Itemlink|Stalagdrop}} (temporary -1 Perception)&lt;br /&gt;
* {{Itemlink|White Dude}} (temporarily -2 Perception)&lt;br /&gt;
* {{Itemlink|Cave Tear}} (temporary -3 Perception)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Perception Booster}} (permament +1 Perception)&lt;br /&gt;
* {{Itemlink|Third Eye (drug)|Third Eye}}{{expedition-inline}} (temporary +3 Perception for the purpose of finding secrets)&lt;br /&gt;
* {{Itemlink|Bioluminous Marsh Honey}}{{expedition-inline}} (temporary +2 Perception)&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Perception)&lt;br /&gt;
* {{Itemlink|The Juice}} (temporary +1 Perception)&lt;br /&gt;
&lt;br /&gt;
== Perception checks ==&lt;br /&gt;
[[File:Tilemarker Perception.png|left]]&lt;br /&gt;
&lt;br /&gt;
Discovering secret areas is based on [[Perception]] score alone, unlike detecting traps and stealthed characters, which is based on [[Detection]]. Discovering some secrets requires prior knowledge instead of Perception score.&lt;br /&gt;
&lt;br /&gt;
In addition to secrets, [[Underrail: Expedition]] expansion added visible in-world Perception checks similar to [[Strength]], [[Dexterity]] and [[Agility]] checks.&lt;br /&gt;
&lt;br /&gt;
=== Base game ===&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Secret !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], Area '''South outposts''', inside NW outpost ([[:File:Forlornstations1.png|Forlornstations1.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| [[:File:ForlornStations4_1.png|connects]] the two south outposts&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], Area '''South outposts''', inside NE outpost ([[:File:Forlornstations1.png|Forlornstations1.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| [[:File:ForlornStations4_1.png|connects]] the two south outposts&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], Area '''East outpost''', inside the outpost ([[:File:ForlornStations4.png|ForlornStations4.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| [[:File:ForlornStations1_1.png|connects]] east and northwest outposts&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], Area '''East outpost''', northeast tunnels ([[:File:ForlornStations4.png|ForlornStations4.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| [[:File:ForlornStations1_1.png|connects]] east and northwest outposts&lt;br /&gt;
|-&lt;br /&gt;
| [[Under-passages]] Lower Passages Dungeon, ([[:File:Dun lup-a.png|Dun lup-a.png]])&lt;br /&gt;
| Passage&lt;br /&gt;
| Quest trigger or 11&amp;amp;nbsp;Perception&lt;br /&gt;
| entrance to the next area in the [[Camera problems]] quest&lt;br /&gt;
|-&lt;br /&gt;
| [[Under-passages]] area 1, near SGS ([[:File:lup-a1.png|lup-a1.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret room along east wall, [[Strange Comm Device]] oddity&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[GMS compound level 1]] ([[:File:GammaCompound1.png|GammaCompound1.png]])&lt;br /&gt;
| Safe&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret safe in room near southwest corner&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[GMS compound level 2]] ([[:File:GammaCompound2.png|GammaCompound2.png]])&lt;br /&gt;
| Secret passage&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret room along east wall, [[Old Data Medium]] oddity&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[GMS compound level 3]] ([[:File:GammaCompound3.png|GammaCompound3.png]])&lt;br /&gt;
| First aid box&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| SW room, hidden under couch, medicine including an [[Advanced Health Hypo]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], east from [[GMS compound level 3]] ([[:File:cv12.png|cv12.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the back entrance of the raider [[:File:Cv14.png|base]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], raider [[:File:Cv14.png|base]]&lt;br /&gt;
| Adrenaline shot&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| under [[Gerhard Page]]'s bed&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]] between Mushroom Cove and Junkyard ([[:File:jyt1.png|jyt1.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to a small island&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Siphoner Pools (Lower Caves)|Siphoner Pools]], northeast ([[:File:jyt3.png|jyt3.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the northeast corner of the cave&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Water Treatment Facility]]&lt;br /&gt;
| Plasma cell&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| under a table in the power room&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Water Treatment Facility]]&lt;br /&gt;
| Shotgun shells&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| on top of a locker in the SE room on the upper level&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Water Treatment Facility]]&lt;br /&gt;
| First-aid kit&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| in the SE room on the lower level, random medicine&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Water Treatment Facility]]&lt;br /&gt;
| Hidden opening&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| secret compartment in the ventilation system, Deathstalker corpse with [[Crawler's Eye]] oddity&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Water Treatment Facility]]&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| along north wall on the lower level, leads to secluded room with loot&lt;br /&gt;
|-&lt;br /&gt;
| [[Silent Isle]], southeast ([[:File:si1.png|si1.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| leads to a small island with a corpse with random [[Mutated Dog Leather Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| Junkyard, Security control room of [[Depot A]] east area ([[:File:ojy2.png|ojy2.png]])&lt;br /&gt;
| Secret door&lt;br /&gt;
| 10 perception&lt;br /&gt;
| shortcut bypassing the turrets&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Underrail]] area 6, Lunatic camp ([[:File:lu-a6.png|lu-a6.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| secret footlocker near rock pile&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], south of Milton's camp ([[:File:lux-a10.png|lux-a10.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| shortcut between the north and south bank of the river&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], ironhead camp, two zones north of the [[Bunker (Upper Caves)|Bunker]] ([[:File:Lux-b16.png|Lux-b16.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| NW corner of map, through the backside of the camp, contains a [[Jumping Bean]] and random tabi boots&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], [[Synesthete camp]], under the {{spoiler|Oculus}}&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| in the rock next to the Synesthete, contains roughly 300 charons&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], misty river north of Hecate caves entrance&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| leads to a box containing a [[Niobium Piercing Set]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] entrance&lt;br /&gt;
| Hidden ventilation shaft&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| leads into the shack behind the trader&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] interior &lt;br /&gt;
| Hidden first-aid box&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| random medicine&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] interior &lt;br /&gt;
| Hidden footlocker&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| in room along north wall, contains [[Circular Wave Amplifier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] interior &lt;br /&gt;
| Hidden bag&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| in the northern room along west wall, accessible only with 11 [[Strength]], contains two advanced mechanical and electronic repair kits and a lighter &lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] interior&lt;br /&gt;
| Hidden sack&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| South-western room, accessible only with 11 [[Agility]], contains [[Greater Fusion Cell]], two [[Fusion Cell]]s and two [[Plasma Cell]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], south of [[Crossroad Caves]] ([[:File:cv2.png|cv2.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| [[:File:Cv2 1.png|connects]] southwest and southeast corner, locked box with random psionic mentor &lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], south of [[Crossroad Caves]] ([[:File:cv2.png|cv2.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| shortcut bypassing siphoners&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, south of [[Camp Hathor]] ([[:File:cv19.png|cv19.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| shortcut bypassing rathound nest&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Rathound King Lair]] ([[:File:rkl2.png|rkl2.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| Quest trigger or 10&amp;amp;nbsp;Perception&lt;br /&gt;
| shortcut leading outside if you offer to [[Kidnap Sarine|kidnap Sarine]] or [[Kill the Rathound King|negotiate a truce]] with Camp Hathor&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Rathound King Lair]], outside ([[:File:cv21.png|cv21.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| Quest trigger or 15&amp;amp;nbsp;Perception&lt;br /&gt;
| shortcut leading to the lair if you offer to [[Kidnap Sarine|kidnap Sarine]] or [[Kill the Rathound King|negotiate a truce]] with Camp Hathor&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[Abandoned Warehouse]] ([[:File:aw1-1.png|aw1-1.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret ventilation shaft section with a footlocker and a rathound&lt;br /&gt;
|-&lt;br /&gt;
| [[Rail Crossing]], behind bar ([[:File:rc1.png|rc1.png]])&lt;br /&gt;
| Secret door&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| leads to [[Deacon]]'s shop&lt;br /&gt;
|-&lt;br /&gt;
| Rail Crossing, [[Buzzer's Shop]]'s ventilation shafts ([[:File:rc_shop 3.png|rc_shop 3.png]])&lt;br /&gt;
| Hidden Ventilation Shaft&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret ventilation shaft section with [[Hardware Bug]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[Dude's vision|The warehouse from Dude's vision]] ([[:File:lu-b4.png|lu-b4.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| leads to the lower level of the warehouse during Dude's quest&lt;br /&gt;
|-&lt;br /&gt;
| [[Free Drones Base]], east room&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| can't be opened; handle breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], north from the Hanging Rat bar ([[:File:lux-c2.png|lux-c2.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| secret stash inside rock pillar (not visible on the linked map)&lt;br /&gt;
|-&lt;br /&gt;
| Foundry, Evelyn's home  ([[:File:fo3.png|fo3.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| [[:File:Fo3-tunnel.png|connects]] Evelyn's house and bunker&lt;br /&gt;
|-&lt;br /&gt;
| Foundry, Evelyn's home  ([[:File:fo3.png|fo3.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| leads to Evelyn's [[:File:Fo-bunker.png|bunker]] if a male player character [[Foundry murders|has a drink]] with her&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Underrail]], cave west of [[Foundry]] ([[:File:lu-b22x.png|lu-b22x.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| secret stash inside rock pillar&lt;br /&gt;
|-&lt;br /&gt;
| Core City, SW middle level ([[:File:Cc17.png|Cc17.png]])&lt;br /&gt;
| Ladder&lt;br /&gt;
| 14 Perception&lt;br /&gt;
| leads to Phreak's hideout, utility section electric coil area&lt;br /&gt;
|-&lt;br /&gt;
| Core City, utility section ([[:File:Cc_utility.png|Cc_utility.png]])&lt;br /&gt;
| Squeeze through gap in pipes &lt;br /&gt;
| 11 Perception (can be bypassed with night vision mode of the [[Goggles]])&lt;br /&gt;
| leads to Phreak's hideout, boilers area&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] steam area&lt;br /&gt;
| Junk pile&lt;br /&gt;
| 7 Perception &lt;br /&gt;
| Contains [[TiChrome Spikes]] and a [[Boot Spring]], NW corridor&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] steam area, through the door east of the steam console, near Modified Industrial Bot&lt;br /&gt;
| Plasma cell&lt;br /&gt;
| 10 Perception &lt;br /&gt;
| [[Plasma Cell]] and a [[Plasma Core]]&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] electric coil area&lt;br /&gt;
| Phreak's laptop&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| laptop hidden in trash pile in his hideout, available after his disappearance&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] electric coil area, SE room on 2nd floor&lt;br /&gt;
| Bag&lt;br /&gt;
| 8 Perception &lt;br /&gt;
| random knife&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Drop Zone]] ([[:File:cc15.png|cc15.png]])&lt;br /&gt;
| Secret door&lt;br /&gt;
| Quest trigger or 6&amp;amp;nbsp;Perception&lt;br /&gt;
| leads to Bogdan's [[:File:Cc15x.png|hideout]], can be found with perception or by learning about it from [[Kupusije]] during [[Find Bogdan]], or with perception after starting [[Sewers generator]]/[[Retrieve ICPD]]&lt;br /&gt;
|-&lt;br /&gt;
| Core City, inside one of [[Drop Zone]] buildings ([[:File:cc5_1.png|cc5_1.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the basement&lt;br /&gt;
|-&lt;br /&gt;
| Core City, north [[Core City Sewers]] ([[:File:cc_s2.png|cc_s2.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to a secret room on the west side containing some loot&lt;br /&gt;
|-&lt;br /&gt;
| Core City, northwest [[Core City Sewers]] ([[:File:cc_s6 2.png|cc_s6 2.png]])&lt;br /&gt;
| Switch&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| opens door to Acid Hunters' hideout during the [[Look for Cornell]] quest&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Zaman's Lair]], Underground lake ([[:File:Cc zamanscave2.png|Cc zamanscave2.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| contains around fifty UN dollars&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Port Zenith]] warehouses&lt;br /&gt;
| Hidden safe&lt;br /&gt;
| 9 Perception &lt;br /&gt;
| Hidden locked safe in [[Captain Wilkins]]s room, contains fifty [[United Stations Dollars]], an energy pistol and a [[Fusion Cell]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Underrail]], east of [[Notus Living Block]] ([[:File:up3x.png|up3x.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| [[:File:Up3x_1.png|connects]] trapdoor and a Lunatic base &lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Underrail]], inside [[Panacea Lab]] ([[:File:plb.png|plb.png]])&lt;br /&gt;
| Switch&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| opens door to the room in the northeast corner&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Underrail]], [[Gubbins]]' banidt camp  ([[:File:Up7.png|Up7.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| connects inside of structure to outside, north of the barrel fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Utility Tower]], first room past metal gate&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| ladder leading up, skips some floors&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], armory, behind the locked fence ([[:File:Tch-mil.png|Tch-mil.png]])&lt;br /&gt;
| Box of ammo&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| x11 [[12.7mm W2C Round]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], utility section 2, south room ([[:File:Tch-util2.png|Tch-util2.png]])&lt;br /&gt;
| Box&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| one [[Aegis (medicine)|Aegis]], three [[Gizzard Enzymes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], utility section 3, northwest corner ([[:File:tch-util3.png|tch-util3.png]])&lt;br /&gt;
| Morphine shot on file cabinet&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| one morphine shot&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], utility section 3, northeast corner ([[:File:tch-util3.png|tch-util3.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| [[:File:Tch-vent.png|connects]] west wing and utility section&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], west wing, in coil spider room ([[:File:tch-ww2.png|tch-ww2.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| [[:File:Tch-vent.png|connects]] west wing and utility section&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort, [[Harpocrates Station]], north room ([[:File:tch_met.png|tch_met.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| leads to the ventilation system during [[Track down Rassophore Nevil]]&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort, [[Upper Underrail Ventilation System]] ([[:File:tch_mv1.png|tch_mv1.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| secret ventilation shaft section with a box&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort, [[Upper Underrail Ventilation System]], southwest room ([[:File:tch_mv1_2.png|tch_mv1_2.png]])&lt;br /&gt;
| Secret trapdoor&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| leads to hidden [[:File:Tch_mv1_3.png|basement]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Deep Caverns]], lake, northeast bank ([[:File:dc-lk.png|dc-lk.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| leads to a small island with hackable box&lt;br /&gt;
|-&lt;br /&gt;
| [[Deep Caverns]], lake, southwest islet ([[:File:dc-lk.png|dc-lk.png]])&lt;br /&gt;
| Sniper rifle&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| reveals [[Black Arrow]] sniper rifle &lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Hollow Earth]] ([[:File:dc-la2.png|dc-la2.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| secret entrance to the small building on the east&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, checkpoint between Caerus and warehouses ([[:File:dc-cp1.png|dc-cp1.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the east bank of the lake&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Warehouse Block 2]], south toxic storage ([[:File:dc-wh3.png|dc-wh3.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to lower [[:File:Dc-wh3_1.png|level]], [[Psionic Mentor: Electrokinetic Imprint|Electrokinetic Imprint]] mentor&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Caerus Residential]], northwest building, second floor ([[:File:dc-res2 2.png|dc-res2 2.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| leads to a [[:File:Dc-sc.png|cavern]] with [[Gunter Vasilica]], [[Psionic Mentor: Pseudo-spatial Projection|Pseudo-spatial Projection]] mentor, and [[Regenerative Mixture]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Caerus Residential]], west apartment ([[:File:dc-res3.png|dc-res3.png]])&lt;br /&gt;
| Safe&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| secret safe&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Arke Power Station]], utility section toxic storage ([[:File:dc-pp_ut.png|dc-pp_ut.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| [[:File:Dc-pp_ut_1.png|connects]] toxic storage and storage room&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Arke Power Station]], utility section storage room ([[:File:dc-pp_ut.png|dc-pp_ut.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| [[:File:Dc-pp_ut_1.png|connects]] toxic storage and storage room&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Mushroom Forest|Deep Mushroom Forest]] ([[:File:dc-fs4.png|dc-fs4.png]])&lt;br /&gt;
| Secret tunnel&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| leads to the northwest corner and a skeleton (very high quality corsair frame, canned foods, basic medicines, and batteries)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expedition ===&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location, Underrail !! Secret !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Abandoned Waterway Facility]], east zone, on the island south of the bridge || Hidden stash || 8 Perception || exceptionally high-quality [[Mutated Dog Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Rig]], room #2 || [[Note (The Rig)]] || 5 Perception || under the bed&lt;br /&gt;
|-&lt;br /&gt;
| [[Rig Periphery]], Waterways 9 || Hidden stash || Quest trigger or 16 Perception || discovers [[Knuckles]]' stash&lt;br /&gt;
|-&lt;br /&gt;
| [[Chancer's Bay]], NE map || Hole through wall of shack || 10 Perception || biohazard boots, corrosive acid, [[Encyclopedia Fragment]] oddity, mutants&lt;br /&gt;
|-&lt;br /&gt;
| [[Isaac's River]], northernmost map || Hidden stash || 10 Perception || stash in north wall of cave&lt;br /&gt;
|-&lt;br /&gt;
| [[Core City Docks]], empty room next to Ray's shop || Vent in north wall || 10 Perception || leads into Ray's shop, dying burglar&lt;br /&gt;
|-&lt;br /&gt;
| [[Dude's House - Core City]] || Cracked floor panel/wall safe || 5 Perception || key to wall safe/the safe itself&lt;br /&gt;
|-&lt;br /&gt;
| [[Dude's House - Caves]] || Footlocker under bed || 9 Perception || psionic mentor&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Army Base]] - Barracks, two rooms east of the rift || Secret trapdoor || 8 Perception || electronic components&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Army Base]] - Schtab || Wall safe || 9 Perception || secret safe in north wall of northwest room&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Army Base]] - Schtab || Secret opening || 9 Perception || Connects northern and southern parts of the ventilation system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location, Black Sea !! Secret !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sea]] ([[E4]]), north side of island || Entrance to cave || 11 Perception || entrance to pirate prison trash dump, leads to [[Thrasher]], a boss hermit crab&lt;br /&gt;
|-&lt;br /&gt;
| [[Siphoner Pools (Black Sea)]] || Underwater rock bridge || 7 Perception || leads to a lingula plant and a random treasure &amp;quot;crevice&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Siphoner Pools (Black Sea)]], west chamber || Buried box || 11 Perception || SGS credits, Charons, US dollars&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sea]] ([[C8]]), hopper island cave, north wall, west side || Hidden stash || 9 Perception || secret stash in cave wall, [[Bolt Quiver]] and some special bolts&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sea Grotto]] ([[A10]]), Yngwar's cave island, hidden walkway in water on east side|| Hidden stash || 8 Perception || secret stash in cave wall, contains coagulation shot, two antidotes and four rusting acid cvials&lt;br /&gt;
|-&lt;br /&gt;
| [[Mutie Refuge]], crane room || Hidden vent shaft || 7 Perception || secret vent shaft through wall into crane room&lt;br /&gt;
|-&lt;br /&gt;
| [[West Storage Depot]], lvl 2, east room || Hidden box of bullets || 6 Perception || 30x [[9mm Standard Round]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[West Storage Depot]], lvl 2, southeast room || Hidden box of bullets || 9 Perception || 11x [[12.7mm Standard Round]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[West Storage Depot]], lvl 3 by the elevator || Hidden vent shaft || 8 Perception || secret vent shaft to blocked room&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Meadow Horticulture Center]] lower floor, west section, north side || Hidden vent shaft || 11 Perception || secret vent shaft through wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sea]] ([[I1]]), outside the Health Center, SE corner || Hidden hole through wall || 10 Perception || secret passage to hidden room&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sea]] ([[I2]]), tower north of Health Center, 2nd floor || Hidden corpse || 9 Perception || corpse with loot (can be looted without detection)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nexus of Technology]], level 1, SE room || Hidden wall safe || 9 Perception || safe contains [[Energy Shield Emitter]] and two [[Plasma Cell]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Crag]], east building || Hidden pipe tunnel || 9 Perception || crawl through to west building, 2nd floor (agility 8; it is from the other direction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], east side of [[K5]]/west side of [[L5]] || Hidden map exit(s) || 10 Perception || secret camp with [[Signed Arena Ticket]] and [[&amp;quot;ArenaNow&amp;quot; Broadcasting Schedule]] oddities and [[Slimy Tablet Computer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], SW corner of [[K4]] || Hidden pool jumps || 12 Perception || secret platforms for easier jumping across leper pool&lt;br /&gt;
|-&lt;br /&gt;
|  [[Giant Creeper Lair]] (two maps east of the Nexus), NW corner || Hidden passages || 9 Perception || secret passages to/from hidden room, shortcut past creepers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Duty ===&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Secret !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Rag's Boutique]]|| Hidden trap door || 11 Perception || Discover entrance to the basement&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Rag's Boutique]], basement || Discover contents behind the curtains || 13 Perception || Allows to target the auto-turrets without lifting the curtains&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], outside, northern side of the map || Hidden metal plates || 10 Perception || Hidden high quality two random metal plates behind a fence&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], entrance stairs || Hidden vent || 14 Perception || Leads to a blocked restroom that has a medical locker with [[Adrenaline Shot]] and [[Coagulation Shot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], entrance offices || Hidden safe || 12 Perception || Hidden locked safe containing around 100 charons and a [[Gold Ring]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], exoskeleton assembler lab || Shelf back panel missing || 15 Perception || Secret passage behind a computer rack to the north, 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;
|-&lt;br /&gt;
| [[The Compound]], Fusion Cannon lab || Hidden [[Plasma Cell]] || 9 Perception || Under a table in the south&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], medical section 1 || Smaller box || 12 Perception || Hidden box inside a bigger box in the office, contains a vial of [[Aegis (medicine)|Aegis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], medical section 2 || [[Super Health Hypo]] || 11 Perception || Found under a desk near the med stations in eastern side of the map&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], command, NW room || Hidden safe || 14 Perception || Hidden locked safe containing 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;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Constitution&amp;diff=57132</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Constitution&amp;diff=57132"/>
		<updated>2026-01-05T14:33:08Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&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;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Constitution''' determines your overall health and how effectively your character can resist physical effects such as stuns from telekinetic punches or incapacitation from flashbangs. Constitution does not reduce the effects of bleeding. Constitution does not affect nor boost any of your skills but increases your max health, health per level and fortitude. Health per level gains from constitution work retroactively.[http://underrail.com/forums/index.php?topic=762] No items require constitution to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
High constitution score is important for characters who rely on the armor suit and damage absorption as their defense. (As opposed to avoidance, mobility and stealth.)&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* None&lt;br /&gt;
|&lt;br /&gt;
* Max [[Health]]&lt;br /&gt;
* [[Fortitude]]&lt;br /&gt;
* Health gained per level (retroactive)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Constitution, along with character level and some other bonuses, defines a character's maximum health score.&lt;br /&gt;
&lt;br /&gt;
The formula for natural health is &amp;lt;code&amp;gt;30 + Constitution * 4 + Level * (4 + (Constitution * 1.2))&amp;lt;/code&amp;gt;. The player character also has a natural health multiplier of '''1.5''' on normal difficulty ('''3''' on easy, '''1''' on hard). Any item bonuses to health are applied after this.&lt;br /&gt;
&lt;br /&gt;
Maximum health numbers are rounded to nearest 10 for non-player characters.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
Health slowly regenerates over time out of combat if it's above 85% of character's maximal health. This threshold can be lowered to 70% with {{spoiler|Abomination}} [[Booth|tattoo]] feat.&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Constitution feats]].&lt;br /&gt;
* [[Increased Constitution]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* {{Itemlink|Pig Leather}} armors (+1 Constitution on equip)&lt;br /&gt;
* {{Itemlink|Infused Pig Leather}} armors (+1 Constitution on equip)&lt;br /&gt;
* {{Itemlink|Bison Leather}} armors (+1 Constitution on equip)&lt;br /&gt;
* {{Itemlink|Infused Bison Leather}} armors (+1 Constitution on equip)&lt;br /&gt;
* {{Itemlink|Warm Trapper Hat}} (+1 Constitution on equip)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect)&lt;br /&gt;
* {{Itemlink|Burrower Burger}} (temporary +1 Constitution)&lt;br /&gt;
* {{Itemlink|Slackjaw (cocktail)}} (temporary +1 Constitution)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Constitution Booster}} (permament +1 Constitution)&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Constitution)&lt;br /&gt;
* {{Itemlink|Hercules}} (temporary +5 Constitution, leads to fatal withdrawal)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Agility&amp;diff=57131</id>
		<title>Agility</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Agility&amp;diff=57131"/>
		<updated>2026-01-05T14:32:41Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&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;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Agility''' determines how effectively your character can move and how much you can move. Agility affects your stealth skill, as well as dodge and evasion. Each point of agility above '''{{color|silver|5}}''' increases your character's maximum movement points in combat by '''{{color|silver|3}}'''. Agility, along with dexterity, also determines your combat initiative. Some other actions ''(e.g. climbing over rocks to otherwise unreachable areas)'' also require a set score agility. No items require agility to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
High agility score is important for characters who rely on high mobility, attack avoidance and stealth as their defense. (As opposed to damage absorption.)&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Dodge]]&lt;br /&gt;
* [[Evasion]]&lt;br /&gt;
* [[Stealth]]&lt;br /&gt;
|&lt;br /&gt;
* [[Movement points]]&lt;br /&gt;
* [[Initiative]]&lt;br /&gt;
}}&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Agility feats]].&lt;br /&gt;
* [[Increased Agility]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* {{Itemlink|Cave Hopper Leather}} armors and shoes (+1 Agility on equip)&lt;br /&gt;
* {{Itemlink|Infused Cave Hopper Leather}} armors and shoes (+1 Agility on equip)&lt;br /&gt;
* {{Itemlink|Vigorous Belt}} (-2 Agility on equip)&lt;br /&gt;
* {{Itemlink|Bioinvestigative Belt}} (-1 Agility on equip)&lt;br /&gt;
* {{Itemlink|Chemoinvestigative Belt}} (-1 Agility on equip)&lt;br /&gt;
* {{Itemlink|Electroinvestigative Belt}} (-1 Agility on equip)&lt;br /&gt;
* {{Itemlink|Bespoke Buckle Shoes}} (+2 Agility on equip)&lt;br /&gt;
* {{Itemlink|Undersized Buckle Shoes}} (-3 Agility on equip)&lt;br /&gt;
* {{Itemlink|Jumping Stilts}} (requires 7 Agility)&lt;br /&gt;
* {{Itemlink|Phantom Dancer}}{{expedition-inline}} (requires 6 Agility)&lt;br /&gt;
* {{Itemlink|Industrial Powered Exoskeleton}}{{expedition-inline}} (-4 Agility when unpowered)&lt;br /&gt;
* {{Itemlink|Combat Exoskeleton}}{{heavyduty-inline}} (-2 Agility when unpowered)&lt;br /&gt;
* {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (-2 Agility when unpowered)&lt;br /&gt;
* {{Itemlink|Intercessor Exoskeleton}}{{heavyduty-inline}} (-2 Agility when unpowered)&lt;br /&gt;
* {{Itemlink|Psychophract Exoskeleton}}{{heavyduty-inline}} (-4 Agility when unpowered)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|White Dude}} (temporarily +3 Agility)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect)&lt;br /&gt;
* {{Itemlink|Cave Hopper Steak}} (temporary +1 Agility)&lt;br /&gt;
* {{Itemlink|Slampipe}} (temporary -1 Agility)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Agility Booster}} (permament +1 Agility)&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Agility)&lt;br /&gt;
* {{Itemlink|Hercules}} (temporary +5 Agility, leads to fatal withdrawal)&lt;br /&gt;
&lt;br /&gt;
== Agility checks ==&lt;br /&gt;
[[File:Base Ability check.png|thumb|200x200px|Impossible/passable strength check]]&lt;br /&gt;
[[File:Tilemarker Agility.png|left]]&lt;br /&gt;
&lt;br /&gt;
[[Underrail: Expedition]] expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in the base game&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[South Gate Outposts]], Area '''[[:File:ForlornStations4_1.png|East tunnel]]''' || Climb over rocks || 7 Agility || Reach secret area with a [[Trilobite Fossil]] oddity and 2 [[Mindshroom]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]] ([[:File:lux-a9.png|lux-a9.png]]) || Climb over rocks || 7 Agility || Reach area with a [[Mindshroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]] ([[:File:lux-b19.png|lux-b19.png]]) || Jump over || 7 Agility || Get to the other side of the river&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]], near the [[Messer]]'s butcher shop || Climb over the fence || 7 Agility || Enter the pig pens&lt;br /&gt;
|-&lt;br /&gt;
| [[Hanging Rat]] || Jump over fence || 7 Agility || Enter back yard&lt;br /&gt;
|-&lt;br /&gt;
| [[Epione Lab]], first floor || Climb over the fence || 7 Agility || Bypass the guards at the entrance&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave (Random dungeon 1)]] ([[:File:dun_lowLevelCave1.png|dun_lowLevelCave1.png]]) || Climb over rocks || 8 Agility || Reach small cave with [[Mindshroom]] and [[Red Dream Mushroom]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Talloski Manor]] || Climb on balcony || 8 Agility || Enter the manor&lt;br /&gt;
|-&lt;br /&gt;
| [[Water Treatment Facility]] || Leap across || 9 Agility || Alternative way to surveillance room&lt;br /&gt;
|-&lt;br /&gt;
| [[Water Treatment Facility]] || Leap across and descend the ladder || 8+10 Agility || Alternative way to lower floor&lt;br /&gt;
|-&lt;br /&gt;
| [[Core City Sewers]] || Jump over || 10 Agility || Shortcut to [[Zaman's Lair]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] || Leap across || 11 Agility || Opens up southern side of the dungeon&lt;br /&gt;
|-&lt;br /&gt;
| [[Caerus Residential]] || Climb to the second floor || 12 Agility || Shortcut to the SW building second floor&lt;br /&gt;
|-&lt;br /&gt;
| [[Caerus Residential]], SW building second floor || Climb down || 8 Agility || Leave the building&lt;br /&gt;
|-&lt;br /&gt;
| [[Talos Outpost]] || Slide to the other side || 9 Agility || Get to the other side of the outpost, bypassing the faceless guards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in [[Underrail: Expedition]]&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Abandoned Waterway Facility]] Azuridae area || Jump in || 7 Agility || Reach area with a [[Oozing Shroom]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Army Base]] barracks, vents || Jump through fan || 10 Agility || Bypass locked door/guard.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Army Base]] magatzin || Jump over fence || 7 Agility || Enter storehouse.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mutie Refuge]] || Jump across || 9 Agility || Enter backside ventilation leading to storage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Siphoner Pools (Black Sea)]] || Jump over || 7 Agility || Reach a lingula plant, green ward and a random treasure &amp;quot;crevice&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Sea]], I2, lighthouse || Climb up || 10 Agility || Reach a box with three [[Plasma Grenade Mk II|Plasma Grenades Mk II]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], K4, Jumping puzzle || Jump here || 13 Agility || Reach two [[Green Wart]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Meadow Horticulture Center]], H7 || Jump over || 8 Agility || Shotcut to the inner facility&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Meadow Horticulture Center]], I6 || Jump over || 11 Agility || Reach the other side&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt Cave]], L7 || Jump over || 10 Agility || Massive shortcut to [[Nexus of Technology]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt Cave]], two zones east of L8 || Climb up || 9 Agility || Alternative path to [[Giant Creeper Lair]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Crag]], I5, Western building second floor|| Climb into the pipe || 8 Agility || Leads to the eastern building&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Crag]], I5, Lighthouse bridge|| Climb down || 9 Agility || Bypass the locked door without taking any fall damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Ceto]], E3|| Climb up the container || 8 Agility || Climb up to the upper floor&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Ceto]], E3|| Descend to the container below || 8 Agility || Climb down from the upper floor&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Ceto]], E3|| Climb the pipe || 9 Agility || Climb up to the upper floor&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Ceto]], E3|| Climb down the pipe || 9 Agility || Climb down from the upper floor&lt;br /&gt;
|-&lt;br /&gt;
| [[Joint Security Headquarters]], outside|| Climb up || 9 Agility || Leads to small cave with a [[Lingula]], 2 [[Glittershroom Spores|Glittershrooms]] and a dead man&lt;br /&gt;
|-&lt;br /&gt;
| [[Joint Security Headquarters]], main hall|| Climb to the other side || 6 Agility || Alternative entrace to the armory, bypassing a camera&lt;br /&gt;
|-&lt;br /&gt;
| [[Joint Security Headquarters]], armory || Climb to the other side || 8 Agility || Alternative way back to the main hall, bypassing a camera&lt;br /&gt;
|-&lt;br /&gt;
| [[Joint Security Headquarters]], barracks || Climb over || 9 Agility || Allows to avoid [[Naga Protector]] patrolling the area&lt;br /&gt;
|-&lt;br /&gt;
| [[Blistering Shores]], K11 || Jump over || 8 Agility || Shortcut to K12&lt;br /&gt;
|-&lt;br /&gt;
| [[Abyssal Station Zero]]|| Grab ladder || 9 Agility || Reach a corpse with some loot&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], K6 || Jump over || 12 Agility || Shortcut to K5&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], L6 || Jump over || 12 Agility || Shortcut to L5 and L7&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], L5 || Jump over || 14 Agility (requires 20 Agility on the way back) || Shortcut to L4&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], L4 || Jump over || 14 Agility || Shortcut to K4&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], K4, Jumping puzzle || Jump here || 13 Agility || Reach two [[Green Wart]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Fetid Marsh]], spread across the area || Jump across || 10-20 Agility || Depending in each location. It skips some encounter, otherwise can be accessed through normal means. Only 1 special Agility (13) check on K4 south-western area with jumping puzzle, only gives you 2 [[Green Wart]]s&lt;br /&gt;
|-&lt;br /&gt;
| Black Sea, [[Jaws]] || Climb the cliff || 16 Agility || Allows to go to the [[Monolith (Jaws)|Monolith]] without going through pirate territory&lt;br /&gt;
|}&lt;br /&gt;
=== Heavy Duty ===&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Core City Middle Level]], Edge of drop zone|| Climb Up || 5 Agility || Enter [[Rag's Boutique]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], cave lab|| Jump over || 8 Agility || Reach a [[Mindshroom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], cave lab|| Jump over || 10 Agility || Reach a waterproof bag with high quality [[Polarizer]] and some other electronic components&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], cave lab|| Jump over || 14 Agility || Reach a crate with high quality [[Blast Cloth]] and some other military components&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], medical section 1, vent || Jump over || 14 Agility || Reach the other side of the ventilation shaft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dexterity&amp;diff=57130</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dexterity&amp;diff=57130"/>
		<updated>2026-01-05T14:32:23Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&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;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Dexterity''' determines how effectively your character can perform dexterous actions such as throwing items, picking locks, pickpocketing NPCs and setting traps. Dexterity also increases your chance to hit with melee weapons by increasing your melee skill, unless your strength is higher. Each point of dexterity above '''5''' increases your melee critical chance by '''1%''' and decreases AP cost of light weapons by '''3%''' (both additive). Dexterity, along with agility, also determines your combat initiative. Some other actions ''(e.g. catching fish)'' also benefit from dexterity. No items require dexterity to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
High dexterity score is important for thieves and characters who use light weapons.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Melee]]&lt;br /&gt;
* [[Throwing]]&lt;br /&gt;
* [[Lockpicking]]&lt;br /&gt;
* [[Pickpocketing]]&lt;br /&gt;
* [[Traps]]&lt;br /&gt;
|&lt;br /&gt;
* Melee critical chance&lt;br /&gt;
* [[Initiative]]&lt;br /&gt;
* AP cost of light weapons (unarmed, fist weapons, knives, throwing knives, pistols, SMGs)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Crit chance sources}}&lt;br /&gt;
&lt;br /&gt;
== Action point cost reduction ==&lt;br /&gt;
To use these charts, find the base action point cost of your weapon on the item's tooltip and calculate all other AP cost modifiers (eg. [[Burst]] x3, [[Spec Ops]] x2, [[Advanced Catalyzing Belt]] -4, [[Gunslinger (feat)|Gunslinger]] -3, [[Lightning Punches]] -2, [[Tabi Boots]] -1) after this dexterity reduction.&lt;br /&gt;
&lt;br /&gt;
{{Dexterity AP chart horizontal}}&lt;br /&gt;
&lt;br /&gt;
{{Dexterity AP chart vertical}}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Minimum AP cost for any attack is set to '''5''' before modifiers from [[Special Attacks]] such as [[Point Shot]].''&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Dexterity feats]].&lt;br /&gt;
* [[Increased Dexterity]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* {{Itemlink|Fishing Rod}} (Dexterity affects fishing)&lt;br /&gt;
* {{Itemlink|Remote Control Energizer Glove}} (-1)&lt;br /&gt;
* {{Itemlink|Industrial Powered Exoskeleton}}{{expedition-inline}} (-2 Dexterity)&lt;br /&gt;
* {{Itemlink|Combat Exoskeleton}}{{heavyduty-inline}} (-2 Dexterity)&lt;br /&gt;
* {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (-2 Dexterity)&lt;br /&gt;
* {{Itemlink|Intercessor Exoskeleton}}{{heavyduty-inline}} (-1 Dexterity)&lt;br /&gt;
* {{Itemlink|Psychophract Exoskeleton}}{{heavyduty-inline}} (-2 Dexterity)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability buff)&lt;br /&gt;
* {{Itemlink|Eel Sandwich}} (temporary +1 Dexterity)&lt;br /&gt;
* {{Itemlink|Mushroom Brew}} (temporarily -2 Dexterity)&lt;br /&gt;
* {{Itemlink|Stalagdrop}} (temporary -1 Dexterity)&lt;br /&gt;
* {{Itemlink|White Dude}} (temporarily -2 Dexterity)&lt;br /&gt;
* {{Itemlink|Cave Tear}} (temporary -3 Dexterity)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Dexterity Booster}} (permament +1 Dexterity)&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Dexterity)&lt;br /&gt;
* {{Itemlink|Hercules}} (temporary +5 Dexterity, leads to fatal withdrawal)&lt;br /&gt;
&lt;br /&gt;
== Dexterity checks ==&lt;br /&gt;
[[File:Base Ability check.png|thumb|200x200px|Impossible/passable strength check]]&lt;br /&gt;
[[File:Tilemarker Dexterity.png|left]]&lt;br /&gt;
&lt;br /&gt;
[[Underrail: Expedition]] expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in the base game&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] death stalker area || Reach down || 7 Dexterity || Gain [[Circular Wave Amplifier]] and some electronic scraps&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Utility Facility]] death stalker area || Reach down || 7 Dexterity || Gain [[Seeker Lens]] and some electronic scraps&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]], interior || Reach down || 8-10 Dexterity || Picks up somewhat high leveled electronic gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Abyssal Station Zero]] ([[:File:xpbl_ds1.png|xpbl_ds1.png]]) || Reach through the grate || 10 Dexterity || Gain [[Plasma Grenade Mk III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.1.9]]: Reduced dexterity effect on the chance to reel the fish in&lt;br /&gt;
* [[1.0.1.8]]: Light weapon AP cost reduction changed to 3% (down from 4%) for each dexterity point above 5 &lt;br /&gt;
* [[0.1.14.1]]: Minimum AP cost of any attack set to 4&lt;br /&gt;
* [[0.1.12.0]]: Introduced new light weapon, throwing knives&lt;br /&gt;
* [[0.1.11.0]]: Melee skill now scales up with either Strength or Dexterity, whichever is higher&lt;br /&gt;
* [[0.1.10.0]]: Introduced dexterity-based AP cost reduction for light weapons (knives, pistols, SMGs or fist weapons), 4% for every dexterity point above 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Strength&amp;diff=57129</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Strength&amp;diff=57129"/>
		<updated>2026-01-05T14:32:02Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&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;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Strength''' determines how much damage you can deal in unarmed combat and with melee weapons. Strength also increases your chance to hit with melee weapons by increasing your melee skill, unless your dexterity is higher. Carry capacity starts at '''{{color|silver|100}}''', with each point of Strength increasing it by '''{{color|silver|10}}'''. Some other actions ''(e.g. opening vents with a crowbar)'' also require a set score of strength. Strength is also a requirement to use heavier types of weapons and armor. You can use heavy equipment without meeting its strength requirements, but too heavy weapons will suffer reduced precision and wearing too heavy armor reduces your action points. &lt;br /&gt;
&lt;br /&gt;
High strength score is important for characters who use the heaviest of armors and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Melee]]&lt;br /&gt;
* [[Intimidation]]&lt;br /&gt;
|&lt;br /&gt;
* Carry capacity&lt;br /&gt;
* Melee bonus damage&lt;br /&gt;
* Requirement for heavy armor&lt;br /&gt;
* Requirement for heavy weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee damage bonus ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Weapon subtype !!colspan=&amp;quot;16&amp;quot;| Strength bonus damage (%) &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; !!rowspan=&amp;quot;2&amp;quot;| Other weapons in the same class&lt;br /&gt;
|-&lt;br /&gt;
!1-5|| 6 ||  7 ||  8 ||  9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Combat Knife}}&amp;lt;br&amp;gt;{{Itemlink|Serrated Knife}}&lt;br /&gt;
| - || 2 ||  4 ||  6 ||  8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24 || 26 || 28 || 30&lt;br /&gt;
| {{Itemlink|Kohlmeier's Lucky Knife}}, {{Itemlink|Jackknife}}, {{Itemlink|Kukri}}, {{Itemlink|Dehumanizer}}, {{Itemlink|Bone Handle Knife}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Dagger}}&lt;br /&gt;
| - || 3 ||  6 ||  9 || 12 || 15 || 18 || 21 || 24 || 27 || 30 || 33 || 36 || 39 || 42 || 45&lt;br /&gt;
| {{Itemlink|Shiv}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Unarmed}} &amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; &amp;lt;br&amp;gt;{{Itemlink|Leather Gloves}}&lt;br /&gt;
| - || 5 || 10 || 15 || 20 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60 || 65 || 70 || 75&lt;br /&gt;
| {{Itemlink|Brass Knuckles}}, {{Itemlink|The Claw}}, {{Itemlink|Ripper's Glove}}, {{Itemlink|Spiked Chrome Brass Knuckles}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Steel Crowbar}}&lt;br /&gt;
| - || - ||  3 ||  6 ||  9 || 12 || 15 || 18 || 21 || 24 || 27 || 30 || 33 || 36 || 39 || 42&lt;br /&gt;
| {{Itemlink|Tungsten Crowbar}}, {{Itemlink|TiChrome Crowbar}}, {{Itemlink|Super Steel Crowbar}}, {{Itemlink|Rolling Pin}}{{Expedition-inline}}, {{Itemlink|Firebrand}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Curved Machete}}{{Expedition-inline}}&amp;lt;br&amp;gt;{{Itemlink|Machete}}{{Expedition-inline}}&lt;br /&gt;
| - || - || 7 || 14 || 21 || 28 || 35 || 42 || 49 || 56 || 63 || 70 || 77 || 84 || 91 || 98&lt;br /&gt;
| {{Itemlink|Sørmirbæren Sabre}}, {{Itemlink|Sørmirbæren Skærder Sword}}, {{Itemlink|Black Blade}}, {{Itemlink|Captain's Cutlass}}, {{Itemlink|Claymore}}, {{Itemlink|Red Dragon}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Spear}}{{Expedition-inline}}&lt;br /&gt;
| - || - || - || 8 || 16 || 24 || 32 || 40 || 48 || 56 || 64 || 72 || 80 || 88 || 96 || 104&lt;br /&gt;
| {{Itemlink|Lemurian Spear}}, {{Itemlink|Sørmirbæren Spear}}, {{Itemlink|Sørmirbæren Skærder Spear}}, {{Itemlink|Sørmirbæren Staff-spear}}, {{Itemlink|Sørmirbæren Spirit Staff}}, {{Itemlink|Høddurform}}, {{Itemlink|The Glaive}}, {{Itemlink|Trident}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Metal Gloves}}&lt;br /&gt;
| - || 10 ||  20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100 || 110 ||120 ||130 ||140 ||150&lt;br /&gt;
| {{Itemlink|Power Fist}}, {{Itemlink|Remote Control Energizer Glove}}, {{Itemlink|Boxing Gloves}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Sledgehammer}}&lt;br /&gt;
| - || - ||  - ||  - || 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 ||100 ||110 ||120&lt;br /&gt;
| {{Itemlink|Balor's Hammer}}, {{Itemlink|Quake}}, {{Itemlink|Mind Cracker}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Butcher's Cleaver}}&lt;br /&gt;
| - || 8 || 16 || 24 || 32 || 40 || 48 || 56 || 64 || 72 || 80 || 88 || 96 || 104 ||112 ||120&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; For weapons, these percentages are additive with the bonus from effective melee skill.&lt;br /&gt;
:&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; [[Unarmed]]'s base damage is directly increased by strength, making this bonus multiplicative with the bonus from melee skill.&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Strength feats]].&lt;br /&gt;
* [[Increased Strength]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
&lt;br /&gt;
=== Heavy armor ===&lt;br /&gt;
* {{Itemlink|Riot Gear}} with riot shield (requires 4-6 Strength)&lt;br /&gt;
* {{Itemlink|Metal Armor}} (requires 8-9 Strength)&lt;br /&gt;
* {{Itemlink|Praetorian Chestguard}} (requires 5 Strength)&lt;br /&gt;
* {{Itemlink|Praetorian Peacekeeper}} (requires 8 Strength)&lt;br /&gt;
* {{Itemlink|Praetorian Caped Peacekeeper}} (requires 8 Strength)&lt;br /&gt;
&lt;br /&gt;
=== Heavy weapons ===&lt;br /&gt;
* {{Itemlink|Sniper Rifles}} (requires 5-6 Strength, typically 5)&lt;br /&gt;
* {{Itemlink|Assault Rifles}} (requires 4-7 Strength, typically 6-7)&lt;br /&gt;
* {{Itemlink|Shotguns}}{{expedition-inline}} (requires 5-6 Strength, typically 5)&lt;br /&gt;
* {{Itemlink|Grenade Launchers}}{{heavyduty-inline}} (requires 5-8 Strength)&lt;br /&gt;
* {{Itemlink|LMGs}}{{heavyduty-inline}} (requires 7-10 Strength)&lt;br /&gt;
* {{Itemlink|Miniguns}}{{heavyduty-inline}} (requires 9-14 Strength)&lt;br /&gt;
* {{Itemlink|Fusion Cannon}}{{heavyduty-inline}} (requires 8 Strength)&lt;br /&gt;
* {{Itemlink|Swords}}{{expedition-inline}} (requires 4-8 Strength, typically 5-6)&lt;br /&gt;
* {{Itemlink|Spears}}{{expedition-inline}} (requires 5-7 Strength, typically 6-7)&lt;br /&gt;
* {{Itemlink|Sledgehammers}} (requires 8-20 Strength, typically 8-9)&lt;br /&gt;
&lt;br /&gt;
=== Other equipment ===&lt;br /&gt;
* {{Itemlink|Steel Crowbar}} (can be used to force vents open, requires some strength)&lt;br /&gt;
* {{Itemlink|Tungsten Crowbar}} (requires 4 Strength, can be used to force vents open, requires some strength)&lt;br /&gt;
* {{Itemlink|TiChrome Crowbar}} (can be used to force vents open, requires some strength)&lt;br /&gt;
* {{Itemlink|Super Steel Crowbar}} (can be used to force vents open, requires some strength)&lt;br /&gt;
* {{Itemlink|Rathound Regalia}} (+1 Strength on equip)&lt;br /&gt;
* {{Itemlink|Power Fist}} (+1 Strength when active in a weapon slot)&lt;br /&gt;
* {{Itemlink|Industrial Powered Exoskeleton}}{{expedition-inline}} (-1 Strength, but changed to +4 Strength when activated, for a total of +3 Strength)&lt;br /&gt;
* {{Itemlink|Combat Exoskeleton}}{{heavyduty-inline}} (-1 Strength, but changed to +2 Strength when activated, for a total of +1 Strength)&lt;br /&gt;
* {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (-1 Strength, but changed to +2 Strength when activated, for a total of +1 Strength)&lt;br /&gt;
* {{Itemlink|Intercessor Exoskeleton}}{{heavyduty-inline}} (-1 Strength, but changed to +2 Strength when activated, for a total of +1 Strength)&lt;br /&gt;
* {{Itemlink|Psychophract Exoskeleton}}{{heavyduty-inline}} (-1 Strength, but changed to +2 Strength when activated, for a total of +1 Strength)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporarily +3 all base abilities)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect)&lt;br /&gt;
* {{Itemlink|Rathound Barbecue}} (temporary +1 Strength)&lt;br /&gt;
* {{Itemlink|Slackjaw (cocktail)}} (temporary +1 Strength)&lt;br /&gt;
* {{Itemlink|Slampipe}} (temporary +1 Strength)&lt;br /&gt;
* {{Itemlink|Mushroom Brew}} (temporary +1 Strength along with other effects)&lt;br /&gt;
* {{Itemlink|Stalagdrop}} (temporary +1 Strength along with other effects)&lt;br /&gt;
* {{Itemlink|Cave Tear}} (temporary +2 Strength along with other effects)&lt;br /&gt;
* {{Itemlink|Bison Milk}}{{expedition-inline}} (temporary +1 Strength along with other effects)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Strength Booster}} (permament +1 Strength)&lt;br /&gt;
* {{Itemlink|Adrenaline Shot}} (temporary +2 Strength)&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Strength)&lt;br /&gt;
* {{Itemlink|Vitality Powder}}{{expedition-inline}} (temporary +4 Strength)&lt;br /&gt;
* {{Itemlink|Hercules}} (temporary +5 strength, leads to fatal withdrawal)&lt;br /&gt;
&lt;br /&gt;
== Strength checks ==&lt;br /&gt;
[[File:Base Ability check.png|thumb|200x200px|Impossible/passable strength check]]&lt;br /&gt;
[[File:Tilemarker Strength.png|left]]&lt;br /&gt;
&lt;br /&gt;
[[Underrail: Expedition]] expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.&lt;br /&gt;
&lt;br /&gt;
Using crowbar to force ventilation shafts open also requires strength. See [[Force Ventilation Shaft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in the base game&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]] ([[:File:Lux-a3.png|Lux-a3.png]]) || Raise gate || 9 Strength || Raise gate open, shortcut to room with [[Brno LMG]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Water Treatment Facility]] ([[:File:dun_wasteWater.png|dun_wasteWater.png]]) || Force open || 9 Strength || Force gates open, shortcut to boss room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Vault]] ([[:File:lux-lv.png|lux-lv.png]]) || Push away || 11 Strength || Opens up jumping route to eastern side of the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Underrail]] ([[:File:Up7.png|Up7.png]]) || Remove damaged vent || 8 Strength || Opens up a passage to the backroom of the [[Gubbins]]' hideout&lt;br /&gt;
|-&lt;br /&gt;
| [[Arke Power Station]] ([[:File:dc-pp_ama.png|dc-pp_ama.png]]) || Push a crate || 9 Strength || Old type dialog check. Enter storage room without key/hacking.&lt;br /&gt;
|-&lt;br /&gt;
| [[Talos Outpost]] ([[:File:dc-flo.png|dc-flo.png]]) || Push outer wall block aside || 7 Strength || Old type dialog check. Avoid guarded main gate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mutagen Tanks A]] ([[:File:Dc-door2_d2.png|Dc-door2_d2.png]]) || force panel open || 12 Strength || Allows to scavenge [[HS-89 Hydraulic Pump Drive Shaft]] from the gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in [[Underrail: Expedition]]&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[West Storage Depot]] ([[:File:xpbl_md.png|xpbl_md.png]]) || Raise gate || 7 Strength || Shortcut between north storage room and office hallways&lt;br /&gt;
|-&lt;br /&gt;
| [[West Storage Depot]] ([[:File:xpbl_md.png|xpbl_md.png]]) || Raise gate || 7 Strength || Shortcut between south storage room and office hallways&lt;br /&gt;
|-&lt;br /&gt;
| [[Port Crag]], I5 || Remove the metal beams with a [[crowbar]]|| 9 Strength || Old type dialog check. Unlocks the door to the lighthouse. Requires [[crowbar]] in the inventory&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Meadow Horticulture Center]], H7 || Push debris aside || 10 Strength || Clears the way to H6&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant Creeper Lair]] || Push the rock || 9 Strength || Old type dialog check. Lures creepers away&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemurian Grand Archive]], entrance || Raise gate || 7 Strength || Opens storage room with some loot&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemurian Grand Archive]], inner archive || Pull the spear out || 7 Strength || Gain [[Lemurian Spear]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Abyssal Station Zero]] || Raise gate || 9 Strength || Opens storage room with some loot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+ Checks in [[Underrail: Heavy Duty]]&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Check !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| [[The Compound]], armory || Raise gate || 18 Strength || Opens a storage room with some loot and a vent shortcut to the Exoskeleton Assembler Laboratory. 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;
|-&lt;br /&gt;
| [[The Compound]], cave lab || Raise gate || 20 Strength || Shortcut to Damaged Assembler Lab. 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;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.2.0]]: Intimidation now scales off either Strength or Will (whichever is higher)&lt;br /&gt;
* [[0.1.11.0]]: Melee skill now scales up with either Strength or Dexterity, whichever is higher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mutation_Sickness&amp;diff=57128</id>
		<title>Mutation Sickness</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mutation_Sickness&amp;diff=57128"/>
		<updated>2026-01-05T14:30:22Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Mutation Sickness&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Mutation Sickness.png&lt;br /&gt;
| description = You feel nauseated, and your entire body aches. Your health has been temporarily reduced by X%. Additionally, you suffer X damage every turn.&lt;br /&gt;
| duration    = X turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mutation Vigor''' is negative effect of [[Ability Booster]] drug. Its strength and duration depends on [[Chemistry]] skill and side effect severity during creation of booster.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Health loss !! Damage over time !! Duration !! Severity&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 50 || 2 hours || Fatal&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 40 || 2 hours || Life-threatening&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 30 || 1 hour || Severe&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 20 || 40 minutes || Moderate&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 0 || 20 minutes || Minor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category: Status effects]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mutation_Vigor&amp;diff=57127</id>
		<title>Mutation Vigor</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mutation_Vigor&amp;diff=57127"/>
		<updated>2026-01-05T14:30:14Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Mutation Vigor&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Mutation Vigor.png&lt;br /&gt;
| description = You feel strangely revitalized. Your health has been temporarily increased by X%.&lt;br /&gt;
| duration    = X turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mutation Vigor''' is beneficial effect of [[Ability Booster]] drug. Its strength and duration depends on [[Chemistry]] skill and side effect severity during creation of booster. Chemistry requirement increases with severity and table below shows requirements with no side effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Health increase !! Duration !! Chemistry required&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 2 minutes / 600 turns || 50&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 4 minutes / 1200 turns || 100&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 6 minutes / 1800 turns || 150&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 8 minutes / 2400 turns || 200&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 10 minutes / 3000 turns || 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category: Status effects]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Dun_lup_boostlab.png&amp;diff=57126</id>
		<title>File:Dun lup boostlab.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Dun_lup_boostlab.png&amp;diff=57126"/>
		<updated>2026-01-05T14:28:42Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: Category:Zone screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Zone screenshots]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57125</id>
		<title>Noxious Hideout</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57125"/>
		<updated>2026-01-05T14:28:05Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Noxious Hideout&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = dun_lup_boostlab.png&lt;br /&gt;
| music   = WarehouseHorror.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Lower Passages]]&lt;br /&gt;
| npcs    = none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Noxious Hideout''' (also known as the &amp;quot;Boost Lab&amp;quot;) is a location that is accessible through the [[Lower Passages]], either at A7 or B1. It is mutually exclusive with [[Booth]] and [[Coral]], meaning that if either of those NPCs have spawned in your game, the Noxious Hideout will not appear. It's primary feature is the creation of the [[Ability Booster]], a powerful drug that can permanently boost one of the seven [[base abilities]], although creating a version of the drug with no side effects can be challenging.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Noxious Hideout can be accessed through a ventilation shaft, although it will initially be blocked by destructible rubble that must be cleared. Once inside, an improvised power switch must be activated in order to access the rooms primary features, a laptop and a chemical workbench.&lt;br /&gt;
&lt;br /&gt;
The laptop contains recordings left by the original occupant of the hideout, alongside notes that can assist with the creation of the Ability Booster. It also contains a synthesis simulator program that serves as the primary method by which a player can attempt to determine a safe method to create the Ability Booster of their choosing.&lt;br /&gt;
&lt;br /&gt;
== Puzzle ==&lt;br /&gt;
&lt;br /&gt;
The solutions for each puzzle vary from save to save, as such there is no set method for which to safely generate an ability booster. However, there are rules to the synthesis that can assist with reaching the result of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Solution|&lt;br /&gt;
There are four parameters involved in the creation of the ability booster, '''temperature''', '''first purification method''', '''second purification method''' and '''reduction method'''. &lt;br /&gt;
&lt;br /&gt;
'''Temperature''' determines which base ability the final result will increase. A low temperature will result in a gas, which boosts either Will, Intelligence or Perception. A medium temperature will result in a liquid, which boosts Dexterity or Agility. A high temperature results in a solid, which boosts Constitution or Strength. Beyond that, you will need to conduct trial and error to determine which temperature specifically relates to the ability you want. Also, keep in mind that there is a specific temperature point for each ability that will result in the least side effects.&lt;br /&gt;
&lt;br /&gt;
'''Reduction method''' is the next easiest step to determine. If your mixture is solid, use the dehydrator. If your mixture is a liquid, use the magnetic heater stirrer. If your mixture is a gas, use the vaporizer.&lt;br /&gt;
&lt;br /&gt;
'''Purification methods''' will likely require some experimentation. Try the various options until it returns a result that has lesser side effects, that's your indicator that you've found the correct type of first purification method. From there, keep experimenting with the different variants of that type (for example, trying the different amounts of MHMPA solvent if one of them previously gave you a non-fatal response) until results improve.&lt;br /&gt;
&lt;br /&gt;
For optimal results, do not use the second purification method until you are confident on your first purification method and your temperature being correct. The side effects should be of moderate strength if you have both temperature and first purification right. From there, you can move on to guessing the second purification method with the same method. Once you've found the correct option for all four variables, there should be no side effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
&lt;br /&gt;
Once you are satisfied with the state of your simulation, you can use the chemical workbench to synthesize the ability booster. All the materials required to do so are located on the shelves right next to the computer, including the single-use item [[Booster Mixture]], the requirement of which prevents you from making further ability boosters.&lt;br /&gt;
&lt;br /&gt;
The final outcome of the ability booster will depend both on the side effects recorded in your simulation and your effective [[Chemistry]] skill. Upon consuming your ability booster, you will always receive the permanent +1 ability boost, but depending on side effects and Chemistry skill, you will also receive the potentially fatal [[Mutation Sickness]] side effect, or the beneficial [[Mutation Vigor]].&lt;br /&gt;
&lt;br /&gt;
If you are having difficulty getting a perfect result, keep in mind that the minor side effects are survivable even without any assistance from your Chemistry skill. Side effects can be further reduced during booster creation for each 50 effective Chemistry skill reducing severity by one level but only up to '''Severe'''. Life-threatening and above side effects can only be reduced by one level regardless of Chemistry skill (e.g. Fatal only goes down to Life-threatening, but it can't be reduced further to Severe, etc).&lt;br /&gt;
&lt;br /&gt;
For each 50 Chemistry skill when there are no side effects (including from improvements with help from chemistry) a beneficial side effects levels will be gained instead, capping at 300 effective skill.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Introduced.&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Protectorate_Anti-Armor&amp;diff=57087</id>
		<title>Protectorate Anti-Armor</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Protectorate_Anti-Armor&amp;diff=57087"/>
		<updated>2026-01-04T08:22:14Z</updated>

		<summary type="html">&lt;p&gt;PaposikG6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Protectorate Anti-Armor&lt;br /&gt;
| type       = generic&lt;br /&gt;
| portrait   = &lt;br /&gt;
| background = &lt;br /&gt;
| image      = Protectorate Anti-Armor.png&lt;br /&gt;
| faction    = [[Protectorate]]&lt;br /&gt;
| roles      = &lt;br /&gt;
| location   = [[Upper Underrail]]&lt;br /&gt;
| loot       = [[Protectorate Soldier Dog Tags]] oddity&lt;br /&gt;
| health     = 280&lt;br /&gt;
| level = 20&lt;br /&gt;
| abilities  = [[Aimed Shot]]&amp;lt;br&amp;gt;[[Sharpshooter]]&amp;lt;br&amp;gt;[[Tricky Trajectory]]&lt;br /&gt;
| initiative   = 21&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
|&lt;br /&gt;
| strength = 12&lt;br /&gt;
| dexterity = 8&lt;br /&gt;
| agility = 8&lt;br /&gt;
| constitution = 6&lt;br /&gt;
| perception = 8&lt;br /&gt;
| will = 6&lt;br /&gt;
| intelligence = 6&lt;br /&gt;
|&lt;br /&gt;
| guns = 110 (147)&lt;br /&gt;
| throwing = 120 (160)&lt;br /&gt;
| melee = 90 (151)&lt;br /&gt;
| dodge = 110 (147)&lt;br /&gt;
| evasion = 110 (147)&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Protectorate Anti-Armors''' are a very rare type of random event exclusive protectorate soldiers. They wear riot armor and use rocket launchers in combat with pistols as backup weapons.&lt;br /&gt;
&lt;br /&gt;
== Random events ==&lt;br /&gt;
* [[Protectorate Patrol]]&lt;br /&gt;
* [[Protectorate Patrol vs Everyone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies/Heavy Duty navbox}}&lt;br /&gt;
{{Minor NPCs navbox|collapsed}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:Protectorate]]&lt;/div&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
</feed>