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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RaptorMoses</id>
	<title>Underrail Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RaptorMoses"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Special:Contributions/RaptorMoses"/>
	<updated>2026-04-10T15:59:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Terminator&amp;diff=56232</id>
		<title>Terminator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Terminator&amp;diff=56232"/>
		<updated>2025-04-04T12:20:21Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 12.7mm Terminator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Terminator''' is a [[Miniguns|Minigun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Terminator Minigun comes in the 12.7mm caliber. Compared to [[Predator]] model, it has higher upper damage and lower [[Strength]] requirement.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Minigun Frame: Terminator]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Minigun}}&lt;br /&gt;
&lt;br /&gt;
=== Motors ===&lt;br /&gt;
&lt;br /&gt;
Miniguns are equipped with '''Motors''' that modify their performance. Motors increase the initial extra rounds per burst of Miniguns and the way additional rounds are added after every performed burst, and the amount they accumulate.&lt;br /&gt;
&lt;br /&gt;
{{MinigunMotors}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:12.7mm_JS_80-round_Terminator_Bipod.png]] '''Terminator Bipod''' ([[Bipod]], +5 AP burst cost, + 5% Close quarter penalty, + 5% move and shoot penalty, + 5% Burst precision, -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
[[File:Ergonomic_12.7mm_JS_80-round_Terminator.png]] '''Ergonomic Terminator''' ([[Ergonomic Handle]], +3 Precision,- 5% move and shoot penalty,  -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|12.7mm}}&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:Firearms]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Predator&amp;diff=56231</id>
		<title>Predator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Predator&amp;diff=56231"/>
		<updated>2025-04-04T12:18:37Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 12.7mm Predator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Predator''' is a [[Miniguns|Minigun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Predator Minigun comes in the 12.7mm caliber. Compared to [[Terminator]] model, it has lower upper damage and higher [[Strength]] requirement.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Minigun Frame: Predator]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Minigun}}&lt;br /&gt;
&lt;br /&gt;
=== Motors ===&lt;br /&gt;
&lt;br /&gt;
Miniguns are equipped with '''Motors''' that modify their performance. Motors increase the initial extra rounds per burst of Miniguns and the way additional rounds are added after every performed burst, and the amount they accumulate.&lt;br /&gt;
&lt;br /&gt;
{{MinigunMotors}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:12.7mm_JS_80-round_Predator_Bipod.png]] '''Predator Bipod''' ([[Bipod]], +5 AP burst cost, + 5% Close quarter penalty, + 5% move and shoot penalty, + 5% Burst precision, -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
[[File:Ergonomic_12.7mm_JS_80-round_Predator.png]] '''Ergonomic Predator''' ([[Ergonomic Handle]], +3 Precision,- 5% move and shoot penalty,  -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|12.7mm}}&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:Firearms]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Destroyer&amp;diff=56230</id>
		<title>Destroyer</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Destroyer&amp;diff=56230"/>
		<updated>2025-04-04T12:18:24Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = .44 Destroyer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Destroyer''' is a [[Miniguns|Minigun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Destroyer minigun comes in the .44 caliber. Compared to [[Barbarian]] model, it has higher upper damage.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Minigun Frame: Destroyer]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Minigun}}&lt;br /&gt;
&lt;br /&gt;
=== Motors ===&lt;br /&gt;
&lt;br /&gt;
Miniguns are equipped with '''Motors''' that modify their performance. Motors increase the initial extra rounds per burst of Miniguns and the way additional rounds are added after every performed burst, and the amount they accumulate.&lt;br /&gt;
&lt;br /&gt;
{{MinigunMotors}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:.44_JS_80-round_Destroyer_Bipod.png]] '''Destroyer Bipod''' ([[Bipod]], +5 AP burst cost, + 5% Close quarter penalty, + 5% move and shoot penalty, + 5% Burst precision, -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
[[File:Ergonomic_.44_JS_80-round_Destroyer.png]] '''Ergonomic Destroyer''' ([[Ergonomic Handle]], +3 Precision,- 5% move and shoot penalty,  -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|.44}}&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:Firearms]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Barbarian&amp;diff=56229</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Barbarian&amp;diff=56229"/>
		<updated>2025-04-04T12:18:09Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = .44 Barbarian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barbarian''' is a [[Miniguns|Minigun]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Barbarian Minigun comes in the .44 caliber. Compared to [[Destroyer]] model, it has lower upper damage.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Minigun Frame: Barbarian]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Minigun}}&lt;br /&gt;
&lt;br /&gt;
=== Motors ===&lt;br /&gt;
&lt;br /&gt;
Miniguns are equipped with '''Motors''' that modify their performance. Motors increase the initial extra rounds per burst of Miniguns and the way additional rounds are added after every performed burst, and the amount they accumulate.&lt;br /&gt;
&lt;br /&gt;
{{MinigunMotors}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:.44_JS_80-round_Barbarian_Bipod.png]] '''Barbarian Bipod''' ([[Bipod]], +5 AP burst cost, + 5% Close quarter penalty, + 5% move and shoot penalty, + 5% Burst precision, -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
[[File:Ergonomic_.44_JS_80-round_Barbarian.png]] '''Ergonomic Barbarian''' ([[Ergonomic Handle]], +3 Precision,- 5% move and shoot penalty,  -3° spread angle)&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|.44}}&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:Firearms]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Strange_tremors&amp;diff=55727</id>
		<title>Strange tremors</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Strange_tremors&amp;diff=55727"/>
		<updated>2024-06-22T18:56:08Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Strange tremors&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Tunneler tunnel in west wing.png&lt;br /&gt;
| location = [[Institute of Tchort]]&lt;br /&gt;
| givenby  = Start of the tremors&lt;br /&gt;
| rewards  = 3000+3000 classic XP / 1+2 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Praepostor interview]]&amp;lt;br&amp;gt; All Institute Quests&lt;br /&gt;
| next     = [[Retrieve the cube]],&amp;lt;br&amp;gt;[[Destroy Tchort]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At some point during your stay in the Institute, strange tremors begin shaking it...&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Strange tremors have begun shaking the Institute of Tchort. Maybe you should investigate the cause.&lt;br /&gt;
* Find out why the Faceless have appeared in the west wing.&lt;br /&gt;
* Escape Institute of Tchort before the Faceless overrun it!&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Either complete all the jobs [[Mediant Samuel]] has for you or complete enough jobs for the Investigation section. You will be given an opportunity to talk with [[Eidein]] and join the section you worked for.&lt;br /&gt;
&lt;br /&gt;
When talking to Eidein about joining either Preservation or Investigation, the tremors will begin and he sends you to investigate. Physics department can inform you about the source of the tremors - somewhere in the west wing.&lt;br /&gt;
&lt;br /&gt;
Inside west wing, head west then south until you come across a faceless tunneler squad. If you saved the [[Injured Faceless]] in Core City, you will meet him here and he will give you a warning about the impending faceless invasion. If not, you'll have to either sneak or fight your way past the group, into the tunnel where they came from and peek at the faceless invasion force.&lt;br /&gt;
&lt;br /&gt;
After you've seen the large faceless invasion group, return to Eidein. Inform him of the faceless group (1 oddity XP) and about the invasion force (2 oddity XP). Afterwards, you are to follow Eidein to the elevator north of his office. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tremors and subsequent faceless invasion can also be triggered in a couple of other ways, but these stop you from finishing this quest for the Tchortists:&lt;br /&gt;
* Attack any of the tchortists inside the Institute, turning the entire Institute hostile. This will start the tremors and the invasion starts as soon as you make your way to the cargo elevator.&lt;br /&gt;
* Find your way to a cargo elevator at the east end of the utility section, below Eidein's office. Either hack the elevator controls (120 hacking needed) or pickpocket [[Elevator Key Card (Institute)|Elevator Key Card]] from Eidein (86 effective pickpocketing needed).&lt;br /&gt;
&lt;br /&gt;
While you are still free to leave the Institute without triggering the invasion after informing Eidein about the faceless, you will not be able to finish any remaining institute quests for the investigation or preservation section.&lt;br /&gt;
&lt;br /&gt;
== Point Of No Return ==&lt;br /&gt;
It is highly recommended that you bring all of the weapons, ammo, gear, medicine and whatever else you plan to bring with you before you speak with Eidein near the elevator to Deep Caverns or do anything to trigger the faceless invasion, as you will soon find yourself in the [[Deep Caverns]] and will be unable to leave until your [[Destroy Tchort|business there has been concluded]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Enriched_Super_Health_Hypo&amp;diff=55717</id>
		<title>Enriched Super Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Enriched_Super_Health_Hypo&amp;diff=55717"/>
		<updated>2024-06-19T23:52:45Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| image       = Enriched_Super_Health_Hypo.png&lt;br /&gt;
| name        = Enriched Super Health Hypo&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = The most powerful of healing concoctions. Enriched with an unstable regenerative agent that can sometimes trigger to accelerate the process.&lt;br /&gt;
| capabilities= Use: Instantly restores 300 health points. Has 10% to critically heal for double the amount.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 6 turns)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 800&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Enriched Super Health Hypo''' is upgraded version of normal super health hypo.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Super Health Hypo]] when wearing [[Bioinvestigative Belt]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
*[[Institute of Tchort#Utility Section|Institute of Tchort utility section]]: There is one inside Enriched Hypo Kit near the stasis cells&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (99)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Enriched_Advanced_Health_Hypo&amp;diff=55716</id>
		<title>Enriched Advanced Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Enriched_Advanced_Health_Hypo&amp;diff=55716"/>
		<updated>2024-06-19T23:52:32Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| image       = Enriched_Advanced_Health_Hypo.png&lt;br /&gt;
| name        = Enriched Advanced Health Hypo&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = A hypo filled with blood and enzymes that catalyze rapid regenerative process. It's much more effective than a regular health hypo. Enriched with an unstable regenerative agent that can sometimes trigger to accelerate the process.&lt;br /&gt;
| capabilities= Use: Instantly restores 150 health points. Has 10% to critically heal for double the amount.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 6 turns)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 400&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Enriched Advanced Health Hypo''' is upgraded version of normal advanced health hypo.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Advanced Health Hypo]] when wearing [[Bioinvestigative Belt]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
*[[Institute of Tchort#Utility Section|Institute of Tchort utility section]]: There is one inside Enriched Hypo Kit near the stasis cells&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (99)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Enriched_Health_Hypo&amp;diff=55715</id>
		<title>Enriched Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Enriched_Health_Hypo&amp;diff=55715"/>
		<updated>2024-06-19T23:52:20Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| image       = Enriched_Health_Hypo.png&lt;br /&gt;
| name        = Enriched Health Hypo&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = A hypo filled with blood and enzymes that catalyze rapid regenerative process. Enriched with an unstable regenerative agent that can sometimes trigger to accelerate the process.&lt;br /&gt;
| capabilities= Use: Instantly restores 80 health points. Has 10% to critically heal for double the amount.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 6 turns)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 170&lt;br /&gt;
| datafile    =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Enriched Health Hypo''' is upgraded version of normal health hypo.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Health Hypo]] when wearing [[Bioinvestigative Belt]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
*[[Institute of Tchort#Utility Section|Institute of Tchort utility section]]: There is one inside Enriched Hypo Kit near the stasis cells&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (99)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Spearhead&amp;diff=55707</id>
		<title>Spearhead</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Spearhead&amp;diff=55707"/>
		<updated>2024-06-18T22:33:36Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: added trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 7.62mm Spearhead&lt;br /&gt;
| tab2 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Spearhead''' is a [[Sniper Rifles|sniper rifle]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Spearhead sniper rifle is only available in 7.62mm and cannot use the [[Bipod]] attachment because it has an integral foregrip. It has a lower AP cost and lower close quarters/move and shoot precision penalties than most other sniper rifles, but it lacks the small increase to either critical chance or critical damage bonus found on other sniper rifles.&lt;br /&gt;
&lt;br /&gt;
It cannot be bought in shops, unlike other types of sniper rifles.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Sniper Rifle Frame: Spearhead]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Sniper Rifle}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Caliber ===&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope1.png]] '''7.62mm Spearhead''' (32 base AP cost, 10 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
=== Scope ===&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope1.png]] [[Scope]] (+10% precision, +3% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope2.png]] [[Anatomically-Aware Scope]] (+50% critical damage bonus)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope3.png]] [[High Resolution Digital Scope]] (+10% critical chance)&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope1_cqc.png]] '''Spearhead Commando''' ([[Rifle Barrel Retractor]], close quarters precision penalty reduced to 12%)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope1_xm.png]] '''Spearhead XM''' ([[Extended Rifle Magazine]], +20% magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_sniper4_7.62mm_scope1.png]] '''Rapid Spearhead''' ([[Rapid Reloader]], -20% Base AP cost)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_sniper4_smart.png]] '''Smart Spearhead''' ([[Smart Module]], increased damage with special attacks)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- please don't remove. the primary purpose of this list is debugging itemlink template, which isn't terribly useful for wiki readers, so it's been commented out to improve page load times.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|7.62mm Spearhead}}&lt;br /&gt;
** {{Itemlink|7.62mm Spearhead Commando}}&lt;br /&gt;
** {{Itemlink|7.62mm Spearhead Commando XM}}&lt;br /&gt;
** {{Itemlink|7.62mm Spearhead XM}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Spearhead}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Spearhead Commando}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Spearhead XM}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Spearhead}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Spearhead Commando}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Spearhead XM}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 7.62mm Spearhead}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|7.62mm}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Crafting a Spearhead with the [[Rapid Reloader]] enhancement used to drop its base AP cost to 24, making it the only craftable sniper rifle that could be shot twice per turn with the usual 50 APs. This was changed in [[1.1.2.0]] to 32 base and 26 with the [[Rapid Reloader]].&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:Sniper Rifles]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Yahota&amp;diff=55645</id>
		<title>Yahota</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Yahota&amp;diff=55645"/>
		<updated>2024-06-12T09:23:13Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Yahota Gail&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Xpbl yah l.png&lt;br /&gt;
| background = Seacave.png&lt;br /&gt;
| health     = 270&lt;br /&gt;
| shield     = &amp;amp;nbsp;&lt;br /&gt;
| image      = yahota.png&lt;br /&gt;
| faction    = [[Aegis Incorporated]]&lt;br /&gt;
| roles      = Scout&lt;br /&gt;
| location   = [[Black Sea Expedition Camp]]&lt;br /&gt;
| loot       = [[Bullet Strap Belt]]&amp;lt;br&amp;gt;[[NavCom Device]]&amp;lt;br&amp;gt;[[Super Health Hypo]]&lt;br /&gt;
| abilities  = [[Ambush]]&amp;lt;br&amp;gt;[[Aimed Shot]]&amp;lt;br&amp;gt;[[Dirty Kick]]&amp;lt;br&amp;gt;[[Sharpshooter]]&amp;lt;br&amp;gt;[[Spec Ops]]&amp;lt;br&amp;gt;[[Strafe]]&amp;lt;br&amp;gt;[[Uncanny Dodge]]&lt;br /&gt;
| quests     = [[Defend the island]]&amp;lt;br&amp;gt;[[Rescue the Professor]]&lt;br /&gt;
| dialogfile =&lt;br /&gt;
|&lt;br /&gt;
| level = 30&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| strength     = 5&lt;br /&gt;
| dexterity    = 7&lt;br /&gt;
| agility      = 12&lt;br /&gt;
| constitution = 3&lt;br /&gt;
| perception   = 12&lt;br /&gt;
| will         = 5&lt;br /&gt;
| intelligence = 5&lt;br /&gt;
|&lt;br /&gt;
| guns         = 150 (251)&lt;br /&gt;
| throwing         = 120 (150)&lt;br /&gt;
| melee         = 120 (150)&lt;br /&gt;
| dodge         = 110 (184)&lt;br /&gt;
| evasion         = 110 (184)&lt;br /&gt;
| stealth         = 150 (251)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Yahota''' is a member of [[Aegis Incorporated]].&lt;br /&gt;
Yahota is a scout working for the [[Aegis Incorporated|Aegis]] force dispatched with the [[Expedition]] at the [[Black Sea Expedition Camp]]. She keeps track of the enemy forces and rings the alarm when invaders get close. Yahota uses a sniper rifle in combat and has an SMG as a backup weapon. She also carries two [[Frag Grenade Mk IV|Frag Grenades Mk IV]] and two [[Stingball Grenade]]s.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Yahota holds the rank of sec-specialist and is second-in-command after [[Chief Briggs]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
When contacting [[Yahota]] via [[NavCom Device|NavCom]], the player can ask for the current location of the Ferryman and ask about enemy activity.&lt;br /&gt;
&lt;br /&gt;
Yahota is one of the first soldiers on the front line of [[Black Sea Expedition Camp]]'s defenses. &lt;br /&gt;
If killed in [[Defend the island]], she will not appear in any subsequent invasions.&lt;br /&gt;
&lt;br /&gt;
During [[Rescue the Professor]] quest she may give the player some information about the pirate base. If invasion triggers before the end of the quest, she will not be present at the beach for defense of the camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Great_War&amp;diff=55451</id>
		<title>Great War</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Great_War&amp;diff=55451"/>
		<updated>2024-05-08T22:14:48Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &amp;quot;the NFT&amp;quot; -&amp;gt; &amp;quot;NFT&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Great War''', also called '''Operation Charybdis''' by the Biocorp Undernavy, was a major conflict in the history of Underrail fought between the forces of [[Biocorp]] and [[NFT]] personnel of [[Lemurians|Lemuria]] that took place 249 years ago. The entire war took approximately less than a week and ended with the complete annihilation of the lemurian population. The reason for the invasion is not known for certain, with some speculating that Biocorp was in conflict with NFT even before the Descent or that they simply wanted to get rid of the last possible rival faction that could contest their control of Underrail.&lt;br /&gt;
&lt;br /&gt;
During the war, Biocorp utilized large ships of war such as [[Port Ceto|Destroyer Ceto]] equipped with plasma cannons, anti-projectile lasers, torpedo launchers and other directed-energy weaponry. Biocorp ships managed to completely overpower the lemurian security forces, forcing them to retreat to the more secure bases such as [[Arch Keep]] and [[Joint Security Headquarters]]. The vulnerable [[Citadel of Life]] megalopolis in which the majority of the lemurian population lived was completely decimated by the ceaseless fire of the Biocorp Undernavy. Unable to however penetrate the underground and underwater NFT bases, Biocorp turned to chemical weaponry, using the mutagen filled missiles to introduce potent and deadly mutagen gas into the ventilation system of the lemurian facilities, causing irreversible and drastic changes to anyone who inhaled it which resulted in death or forced to commit suicide the entire remaining population sheltered in the evacuation bunkers deep below.&lt;br /&gt;
&lt;br /&gt;
#{{hiddensection|Spoiler|&lt;br /&gt;
{{spoiler warning}}&lt;br /&gt;
Unknown to Biocorp, a number of prominent Lemurian citizens managed to escape and found refuge in [[Abyssal Station Zero]], inhabited by Subislanders, immigrants from Atlantis which was another habitat created by NFT. With the destruction of Biocorp’s siege carrier submarine Phorcys early into the war, Biocorp had no way of accessing the station, which saved its inhabitants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
After the decisive Biocorp victory, the undernavy was however quickly disbanded for unknown reasons under turbulent circumstances and its assets were transferred to Biocorp Armed Forces. Despite many years to do so, Biocorp also never attempted to enter NFT facilities. [[Professor Oldfield]] speculates that the Black Sea was seen as unimportant or deemed not important enough. Few decades later, the Biocorp itself suffered a major crisis that some sixty years later led to the fall of the supercorporation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Glaive&amp;diff=55098</id>
		<title>The Glaive</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Glaive&amp;diff=55098"/>
		<updated>2024-02-18T19:20:09Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| image       = The Glaive.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = The Glaive&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = This ceremonial looking weapon is just as dangerous as it is beautiful. Its sharp blade is decorated with two golden plated rings that clink as the weapon is swung.&lt;br /&gt;
| damage      = 30-50 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 20 AP&lt;br /&gt;
| range       = Extended Melee (2)&lt;br /&gt;
| precision   =&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 7%&lt;br /&gt;
| critbonus   = 125%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= {{On hit|Gains Spear Guard, which gives the attacker 50% chance to block up to 30 mechanical damage until the end of next turn. The amount blocked cannot exceed half the character's melee skill.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|65% chance to carve up a living target for 3 turns, reducing its action points by 2 and increasing the chance the target will get critically hit by 3%. Stacks 5 times.}}&lt;br /&gt;
| incurred    = Ignores 25% (multiplicative) of mechanical damage resistance when attacking organic targets&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 8% for every point of strength above 7.&lt;br /&gt;
| onequip     = Equip: Performing Fend reduces cooldown of Sweep attack by 1 turn.&amp;lt;br&amp;gt;Equip: Performing a Sweep attack will grant 20% bonus damage to your next Sweep attack. Expires after 4 turns if unused. Stacks 5 times.&lt;br /&gt;
| durability  = 1320/1320 (mechanical) &lt;br /&gt;
| ammouses    = &lt;br /&gt;
| weight      = 5.50&lt;br /&gt;
| value       = ?&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Glaive''' is a unique [[Spears|spear]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Along the train tracks, two sectors to the south from the [[Rail Crossing]] train station. Wielded by [[Flynn the Flayer]], a member of the  [[Lurkers]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.5.0]] - 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: Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Black_Cloth&amp;diff=55029</id>
		<title>Black Cloth</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Black_Cloth&amp;diff=55029"/>
		<updated>2024-01-26T23:35:17Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: max quality raised&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = items_components_cloth1.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = Black Cloth&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = A bolt of black cloth.&lt;br /&gt;
| quality     = 15 - 184&lt;br /&gt;
| skillsreq   = :Tailoring 80%&lt;br /&gt;
| weight      = 0.50&lt;br /&gt;
| value       = 100 + 5 * quality&lt;br /&gt;
| datafile    = Components\Fabric\BlackCloth.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Black Cloth''' is a bolt of cloth.&lt;br /&gt;
&lt;br /&gt;
It provides extra stealth points when used in armor pieces.&lt;br /&gt;
&lt;br /&gt;
{{Quality table&lt;br /&gt;
| name        = Scaling (Leather&amp;amp;nbsp;Armor)&lt;br /&gt;
| min_quality = 1&lt;br /&gt;
| max_quality = 184&lt;br /&gt;
| col_common1 = Stealth&lt;br /&gt;
| base1       = 5&lt;br /&gt;
| quality1    = 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
{{ComponentGroup|UsesCloth}}&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:Bolts of cloth]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Void_Battle&amp;diff=55025</id>
		<title>Void Battle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Void_Battle&amp;diff=55025"/>
		<updated>2024-01-26T22:01:51Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Void Battle&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Void Battle.png&lt;br /&gt;
| location = [[The Compound]]&lt;br /&gt;
| givenby  = [[Cognator]]&lt;br /&gt;
| rewards  = ? classic XP / 10 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Investigate the Compound]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Cognator]] needs your help to defeat invaders from the void.&lt;br /&gt;
&lt;br /&gt;
This quest is unlocked if player has {{tooltip|Destroyed bots are not taken into account.|killed less than 12}} [[Exosoldiers]] and have [[Second Sight]] or [[Psi Empathy]].&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Help the Cognator defeat the invaders from the void.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
The goal is to breach through the invading enemy's defenses and illuminate all four fronts. Each front consists of three Amalgamations that needs to be destroyed in order to go further. After clearing and entire front, the deployed troops on that front will return, ready to be redeployed again elsewhere. &lt;br /&gt;
&lt;br /&gt;
Talk to the commander to deploy troops and decide which front should be on the offense, and which on the defense. You can inspect the Amalgamations to determine the invading strength and talk with your soldiers to determine their morale.&lt;br /&gt;
&lt;br /&gt;
The northern flank is controlled by the Cognator and cannot be controlled by the player, however randomly in the second or the third turn, the entire northern flank squad is killed, forcing you to take control over it as well.&lt;br /&gt;
&lt;br /&gt;
The strength of the invading entities is randomized, however as the time passes, they begin to become increasingly stronger. The strength can be determined by inspecting the Amalgamations and with [[Second Sight]] you gain additional information that makes its easier to determine their power.&lt;br /&gt;
&lt;br /&gt;
Soldiers might gain [[Positive Void Affliction]] or [[Negative Void Affliction]] after a battle which consequently increases or reduces their effectiveness in combat. There are various types of negative afflictions and each of them has a different effect.{{verify}} By talking with the afflicted soldier, you can determine the type of the affliction and with enough [[Persuasion]] or [[Intimidation]] you can remove the negative effect from them, but each option can be only used once. Amount of persuasion and intimidation required varies. Persuasion checks appear to be 50, 75 and 100. When talking with commander, you can also address all available troops, using up one of the two possible buffs: Paint light or Project unity. These buffs have a high chance to grant positive affliction to a soldier and might also remove the negative effect from them, its effectiveness depends on the type of the negative affliction and the buff used.&lt;br /&gt;
&lt;br /&gt;
If you have [[Ethereal Torch]] in your inventory, you will be able to use it in the battle by deploying it in the flank of your choice. It is not known what effect does it exactly have but it appears to increase the strength of the flank and reduce the chance of gaining negative affliction by the soldiers. [[Thought Control]] also proves very useful here - it provides a buff to all your soldiers (scaling with your effective skill) and makes them more resilient against the effects of [[Negative Void Affliction]].&lt;br /&gt;
&lt;br /&gt;
Once you clear all fronts, talk to the commander to return. If too many soldiers have died during the battle, Cognator will comment that the battle is lost and take you back to the Compound, failing the quest and becoming non-interactable similarly to as when player killed too many of his soldiers.&lt;br /&gt;
&lt;br /&gt;
If you won, Cognator will decide to return to his cryochamber and put all his troops back to sleep, removing all remaining exosoldiers from the Compound and causing patrols to stop spawning. You will also be able to take his [[Perceptual Isolation Helmet]].&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
Difficulty of the battle scales with game's [[Difficulty]], and on DOMINATING it is impossible to win the fight without any investment in [[Thought Control]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Void_Battle&amp;diff=55024</id>
		<title>Void Battle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Void_Battle&amp;diff=55024"/>
		<updated>2024-01-26T22:00:37Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Void Battle&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Void Battle.png&lt;br /&gt;
| location = [[The Compound]]&lt;br /&gt;
| givenby  = [[Cognator]]&lt;br /&gt;
| rewards  = ? classic XP / 10 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Investigate the Compound]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Cognator]] needs your help to defeat invaders from the void.&lt;br /&gt;
&lt;br /&gt;
This quest is unlocked if player has {{tooltip|Destroyed bots are not taken into account.|killed less than 12}} [[Exosoldiers]] and have [[Second Sight]] or [[Psi Empathy]].&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Help the Cognator defeat the invaders from the void.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
The goal is to breach through the invading enemy's defenses and illuminate all four fronts. Each front consists of three Amalgamations that needs to be destroyed in order to go further. After clearing and entire front, the deployed troops on that front will return, ready to be redeployed again elsewhere. &lt;br /&gt;
&lt;br /&gt;
Talk to the commander to deploy troops and decide which front should be on the offense, and which on the defense. You can inspect the Amalgamations to determine the invading strength and talk with your soldiers to determine their morale.&lt;br /&gt;
&lt;br /&gt;
The northern flank is controlled by the Cognator and cannot be controlled by the player, however randomly in the second or the third turn, the entire northern flank squad is killed, forcing you to take control over it as well.&lt;br /&gt;
&lt;br /&gt;
The strength of the invading entities is randomized, however as the time passes, they begin to become increasingly stronger. The strength can be determined by inspecting the Amalgamations and with [[Second Sight]] you gain additional information that makes its easier to determine their power.&lt;br /&gt;
&lt;br /&gt;
Soldiers might gain [[Positive Void Affliction]] or [[Negative Void Affliction]] after a battle which consequently increases or reduces their effectiveness in combat. There are various types of negative afflictions and each of them has a different effect.{{verify}} By talking with the afflicted soldier, you can determine the type of the affliction and with enough [[Persuasion]] or [[Intimidation]] you can remove the negative effect from them, but each option can be only used once. Amount of persuasion and intimidation required varies. Persuasion checks appear to be 50, 75 and 100. When talking with commander, you can also address all avalaible troops, using up one of the two possible buffs: Paint light or Project unity. These buffs have a high chance to grant positive affliction to a soldier and might also remove the negative effect from them, its effectiveness depends on the type of the negative affliction and the buff used.&lt;br /&gt;
&lt;br /&gt;
If you have [[Ethereal Torch]] in your inventory, you will be able to use it in the battle by deploying it in the flank of your choice. It is not known what effect does it exactly have but it appears to increase the strength of the flank and reduce the chance of gaining negative affliction by the soldiers. [[Thought Control]] also proves very useful here - it provides a buff to all your soldiers (scaling with your effective skill) and makes them more resilient against the effects of [[Negative Void Affliction]].&lt;br /&gt;
&lt;br /&gt;
Once you clear all fronts, talk to the commander to return. If too many soldiers have died during the battle, Cognator will comment that the battle is lost and take you back to the Compound, failing the quest and becoming non-interactable similarly to as when player killed too many of his soldiers.&lt;br /&gt;
&lt;br /&gt;
If you won, Cognator will decide to return to his cryochamber and put all his troops back to sleep, removing all remaining exosoldiers from the Compound and causing patrols to stop spawning. You will also be able to take his [[Perceptual Isolation Helmet]].&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
Difficulty of the battle scales with game's [[Difficulty]], and on DOMINATING it is impossible to win the fight without any investment in [[Thought Control]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Javelin&amp;diff=54874</id>
		<title>Javelin</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Javelin&amp;diff=54874"/>
		<updated>2023-12-23T16:47:21Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Javelin.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Javelin&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A professionally made specialized throwing spear. Very light and perfectly tuned for its purpose.&lt;br /&gt;
| damage      = 24-48 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 20 AP&lt;br /&gt;
| range       = Extended Melee (2)&lt;br /&gt;
| precision   = +5%&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 4&lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= {{On hit|Gains Spear Guard, which gives the attacker 50% chance to block up to 15 mechanical damage until the end of next turn. The amount blocked cannot exceed half the character's melee skill.}}&lt;br /&gt;
| incurred    = Ignores 25% (multiplicative) of mechanical damage resistance when attacking organic targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 8% for every point of strength above 7. &lt;br /&gt;
| onequip     = Equip: Range of spear throw increased by 2, base damage by 50% and damage per unit of flight by 10%&amp;lt;br&amp;gt;Equip: Action point cost of Spear Throw reduced by 15&lt;br /&gt;
| durability  = 1050/1050 (mechanical)&lt;br /&gt;
| weight      = 2.00&lt;br /&gt;
| value       = 375&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Javelin''' is an uncommon [[Spears|spear]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A special type of spear that improves [[Spear Throw]] ability.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
* Randomly sold by [[Merchants|hunting suppliers]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.5.10]] - introduced&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Luperchaun&amp;diff=54535</id>
		<title>Luperchaun</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Luperchaun&amp;diff=54535"/>
		<updated>2023-11-28T12:45:06Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:lux-lep.png|right|thumb|300px|Inside Luper's home hole.]]&lt;br /&gt;
&lt;br /&gt;
A seasonal random event that leads the player into [[Luper]]'s home hole. You can ask him to make you new shoes if player passes the [[Mercantile]] (80 effective skill) or [[Persuasion]] (60 effective skill) check. Player may also offer him any cocktail sold by [[Mixer Jessie]] in the [[Drag 'n' Drop]] bar if they lack required social skills (if given [[Absence]], he will start hallucinating and attack the player). After convincing him, player will need to pay him 200 charons and Luper will create a pair of [[Bespoke Buckle Shoes]] for the player and you will also gain the [[Shoemaker]] feat if your effective [[Tailoring]] skill is at least 60 while watching him work. Luper himself wears a pair of [[Undersized Buckle Shoes]].&lt;br /&gt;
&lt;br /&gt;
In Luper's home there is also a big pile of money that can be stolen and a hidden first aid kit under his bed that can be detected with enough [[Perception]] containing some medicines.&lt;br /&gt;
&lt;br /&gt;
This event can only occur in level 12 or higher level zones. It has a high chance of occurring, but will only do so in games that started during {{tooltip|System date between 10-24th of March.|the weeks before and after Saint Patrick's day}}.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* caves_pits&lt;br /&gt;
** same potential locations as [[Dark Dweller Cave]], [[Time altered cave]], [[Metathermic psi beetle cave]] random events&lt;br /&gt;
** possible zones include at least [[:File:lux-b7.png|lux-b7.png]], [[:File:lux-b8.png|lux-b8.png]], [[:File:lux-b17.png|lux-b17.png]], [[:File:lux-b19.png|lux-b19.png]] (as of [[1.1.5.6]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Random events navbox}}&lt;br /&gt;
[[Category: Random events]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Drag_%27n%27_Drop&amp;diff=54534</id>
		<title>Drag 'n' Drop</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Drag_%27n%27_Drop&amp;diff=54534"/>
		<updated>2023-11-28T12:43:49Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Waterbrew Fest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = Drag 'n' Drop&lt;br /&gt;
| type    = Random location&lt;br /&gt;
| control = witnesses&lt;br /&gt;
| maptext = &lt;br /&gt;
| image   = xpbl_ww_DragNDrop.png&lt;br /&gt;
| music   = Junkyard.ogg&lt;br /&gt;
| world   = [[Lower Caves]]&lt;br /&gt;
| areas   = Drag 'n' Drop club&lt;br /&gt;
| exits   = Random&lt;br /&gt;
| npcs    = [[Mixer Jessie]]&lt;br /&gt;
| mapfile = xpbl_ww_DragNDrop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Drag 'n' Drop''' is a [[random location]] in the waterways of [[Lower Caves]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Drag 'n' Drop is a floating club located in an old sea storage platform. [[Mixer Jessie]] sells some cocktails not found anywhere else in Underrail. There is a hidden safe (need [[Perception]]) under the counter containing some money.&lt;br /&gt;
&lt;br /&gt;
Despite being a [[random location]], '''Drag 'n' Drop will be present in all playthroughs''', but can appear in different places. Potential locations include:&lt;br /&gt;
* [[Chancer's Bay]], Waterways 5&lt;br /&gt;
* [[Rig Periphery]], Waterways 12&lt;br /&gt;
* [[Core Ring Protectorate Outpost]], Waterways 14&lt;br /&gt;
* [[Core Ring]], Waterways 29&lt;br /&gt;
&lt;br /&gt;
You can learn its location in your playthrough by conversing with patrons on [[The Rig]].&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
Patrons inside the bar will change every 15 minutes, and with them the selection of drinks offered by Jessie. [[Terry]] the bouncer will comment of the current events inside when asked what's going on at the moment. [[Absence]], [[Bloody Oligarch]], [[Mindshroom Martini]] and [[Scrapperac]] are common drinks and will be sold regardless of the current event. Note that '''not all additional drinks may be in stock'''. Patrons will have pickpocketable cocktails in their inventory as well as [[:Category:Luxury|luxury items]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Patrons !! Additional Drinks in stock &lt;br /&gt;
|-&lt;br /&gt;
| The bar is empty. Just you, Jessie and Aaron || [[Ice of Spades]], [[Jetdrag]], [[Laylow]], [[Slackjaw (cocktail)|Slackjaw]], [[Slampipe]], [[Sleight of the Night]], [[White Dude]]&lt;br /&gt;
|-&lt;br /&gt;
| Commoners and a Loner || [[Ice of Spades]], [[Slackjaw]]&lt;br /&gt;
|-&lt;br /&gt;
| Clubgoers and Workers || [[Jetdrag]], [[Laylow]], [[Outwork]], [[Slampipe]]&lt;br /&gt;
|-&lt;br /&gt;
| Protectorate soldiers and Marines || [[Jetdrag]], [[Laylow]], [[Outwork]], [[Slampipe]]&lt;br /&gt;
|-&lt;br /&gt;
| Dealer, Gambler and clubgoers || [[All-in]], [[Clean Deal]], [[Ice of Spades]], [[Jetdrag]], [[Slackjaw]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, unlike other drinks, [[All-in]] doesn't disappear from Jessie's inventory until bought.&lt;br /&gt;
&lt;br /&gt;
===Waterbrew Fest===&lt;br /&gt;
A seasonal random event where a beer festival is taking place in Drag 'n' Drop. During this event, Jessie sells new unique beverages.&lt;br /&gt;
&lt;br /&gt;
It has a high chance of occurring, but will only do so in games that were started during the {{tooltip|System date between 16th of September and 7th of October.|Oktoberfest}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Patrons !! Additional Drinks in stock &lt;br /&gt;
|-&lt;br /&gt;
| [[Wies]], Sniffles, patrons and [[Moyse]] (if alive)|| [[All-in]], [[Cave Tear]] and [[Stalagdrop]] or [[Boolean]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* [[Mixer Jessie]] - Barmaid&lt;br /&gt;
* [[Aaron]] - Bouncer&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
xpbl_ww_DragNDrop.png | Drag 'n' Drop club&lt;br /&gt;
cvw5 frag DragNDrop.png | At [[Chancer's Bay]], Waterways 5&lt;br /&gt;
cvw12 frag DragNDrop.png | At [[Rig Periphery]], Waterways 12&lt;br /&gt;
cvw14 frag DragNDrop.png | At [[Core Ring Protectorate Outpost]], Waterways 14&lt;br /&gt;
cvw29 frag DragNDrop.png | At [[Core Ring]], Waterways 29&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.2.4]]: Fixed an issue with faction hostility regarding the members of Drag 'n' Drop&lt;br /&gt;
* [[1.1.2.2]]: Fixed Drag 'n' Drop Stairs (not in patch notes)&lt;br /&gt;
* [[1.1.2.0]]: Introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category: Locations]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Drag_%27n%27_Drop&amp;diff=54533</id>
		<title>Drag 'n' Drop</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Drag_%27n%27_Drop&amp;diff=54533"/>
		<updated>2023-11-28T12:43:02Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Waterbrew Fest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = Drag 'n' Drop&lt;br /&gt;
| type    = Random location&lt;br /&gt;
| control = witnesses&lt;br /&gt;
| maptext = &lt;br /&gt;
| image   = xpbl_ww_DragNDrop.png&lt;br /&gt;
| music   = Junkyard.ogg&lt;br /&gt;
| world   = [[Lower Caves]]&lt;br /&gt;
| areas   = Drag 'n' Drop club&lt;br /&gt;
| exits   = Random&lt;br /&gt;
| npcs    = [[Mixer Jessie]]&lt;br /&gt;
| mapfile = xpbl_ww_DragNDrop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Drag 'n' Drop''' is a [[random location]] in the waterways of [[Lower Caves]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Drag 'n' Drop is a floating club located in an old sea storage platform. [[Mixer Jessie]] sells some cocktails not found anywhere else in Underrail. There is a hidden safe (need [[Perception]]) under the counter containing some money.&lt;br /&gt;
&lt;br /&gt;
Despite being a [[random location]], '''Drag 'n' Drop will be present in all playthroughs''', but can appear in different places. Potential locations include:&lt;br /&gt;
* [[Chancer's Bay]], Waterways 5&lt;br /&gt;
* [[Rig Periphery]], Waterways 12&lt;br /&gt;
* [[Core Ring Protectorate Outpost]], Waterways 14&lt;br /&gt;
* [[Core Ring]], Waterways 29&lt;br /&gt;
&lt;br /&gt;
You can learn its location in your playthrough by conversing with patrons on [[The Rig]].&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
Patrons inside the bar will change every 15 minutes, and with them the selection of drinks offered by Jessie. [[Terry]] the bouncer will comment of the current events inside when asked what's going on at the moment. [[Absence]], [[Bloody Oligarch]], [[Mindshroom Martini]] and [[Scrapperac]] are common drinks and will be sold regardless of the current event. Note that '''not all additional drinks may be in stock'''. Patrons will have pickpocketable cocktails in their inventory as well as [[:Category:Luxury|luxury items]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Patrons !! Additional Drinks in stock &lt;br /&gt;
|-&lt;br /&gt;
| The bar is empty. Just you, Jessie and Aaron || [[Ice of Spades]], [[Jetdrag]], [[Laylow]], [[Slackjaw (cocktail)|Slackjaw]], [[Slampipe]], [[Sleight of the Night]], [[White Dude]]&lt;br /&gt;
|-&lt;br /&gt;
| Commoners and a Loner || [[Ice of Spades]], [[Slackjaw]]&lt;br /&gt;
|-&lt;br /&gt;
| Clubgoers and Workers || [[Jetdrag]], [[Laylow]], [[Outwork]], [[Slampipe]]&lt;br /&gt;
|-&lt;br /&gt;
| Protectorate soldiers and Marines || [[Jetdrag]], [[Laylow]], [[Outwork]], [[Slampipe]]&lt;br /&gt;
|-&lt;br /&gt;
| Dealer, Gambler and clubgoers || [[All-in]], [[Clean Deal]], [[Ice of Spades]], [[Jetdrag]], [[Slackjaw]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, unlike other drinks, [[All-in]] doesn't disappear from Jessie's inventory until bought.&lt;br /&gt;
&lt;br /&gt;
===Waterbrew Fest===&lt;br /&gt;
A seasonal random event where a beer festival is taking place in Drag 'n' Drop. During this event, Jessie sells new unique beverages.&lt;br /&gt;
&lt;br /&gt;
It has a high chance of occurring, but will only do in games, that were started during the {{tooltip|System date between 16th of September and 7th of October.|Oktoberfest}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Patrons !! Additional Drinks in stock &lt;br /&gt;
|-&lt;br /&gt;
| [[Wies]], Sniffles, patrons and [[Moyse]] (if alive)|| [[All-in]], [[Cave Tear]] and [[Stalagdrop]] or [[Boolean]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* [[Mixer Jessie]] - Barmaid&lt;br /&gt;
* [[Aaron]] - Bouncer&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
xpbl_ww_DragNDrop.png | Drag 'n' Drop club&lt;br /&gt;
cvw5 frag DragNDrop.png | At [[Chancer's Bay]], Waterways 5&lt;br /&gt;
cvw12 frag DragNDrop.png | At [[Rig Periphery]], Waterways 12&lt;br /&gt;
cvw14 frag DragNDrop.png | At [[Core Ring Protectorate Outpost]], Waterways 14&lt;br /&gt;
cvw29 frag DragNDrop.png | At [[Core Ring]], Waterways 29&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.2.4]]: Fixed an issue with faction hostility regarding the members of Drag 'n' Drop&lt;br /&gt;
* [[1.1.2.2]]: Fixed Drag 'n' Drop Stairs (not in patch notes)&lt;br /&gt;
* [[1.1.2.0]]: Introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category: Locations]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fusion_Cannon&amp;diff=54526</id>
		<title>Fusion Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fusion_Cannon&amp;diff=54526"/>
		<updated>2023-11-27T11:47:36Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Fusion Cannon feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
&lt;br /&gt;
{{tabbed infobox&lt;br /&gt;
| tab1 = Fusion Cannon (~Q115)&lt;br /&gt;
| tab2 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fusion Cannon''' is a unique one-of-a-kind heavy energy weapon.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Fusion Cannon works similar to a grenade launcher but uses [[Heavy Guns]] skill to determine precision and damage and for all purposes also counts as an energy weapon. Its attack deals normal weapon damage to everything in a radius of 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other unique items, it doesn't have fixed stats and its damage, durability and energy capacity is randomized to a small degree.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in [[The Compound]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike all other uniques, Fusion Cannon is craftable. Its blueprint can be obtained by disassembling the weapon with [[Disassemble]] feat.&lt;br /&gt;
&lt;br /&gt;
{{for|more details see|Blueprint: Fusion Cannon}}&lt;br /&gt;
&lt;br /&gt;
== Fusion Cannon feats ==&lt;br /&gt;
Does not include general-purpose ranged weapon feats.&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Tricky Trajectory]]&lt;br /&gt;
* [[High-Technicalities]]&lt;br /&gt;
* [[Disassemble]] (in order to obtain the blueprints)&lt;br /&gt;
* [[Power Management]] (when crafting)&lt;br /&gt;
* [[Practical Physicist]] (when crafting)&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:Heavy Guns| Fusion Cannon]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fusion_Cannon&amp;diff=54525</id>
		<title>Fusion Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fusion_Cannon&amp;diff=54525"/>
		<updated>2023-11-27T11:47:05Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Fusion Cannon feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
&lt;br /&gt;
{{tabbed infobox&lt;br /&gt;
| tab1 = Fusion Cannon (~Q115)&lt;br /&gt;
| tab2 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fusion Cannon''' is a unique one-of-a-kind heavy energy weapon.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Fusion Cannon works similar to a grenade launcher but uses [[Heavy Guns]] skill to determine precision and damage and for all purposes also counts as an energy weapon. Its attack deals normal weapon damage to everything in a radius of 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other unique items, it doesn't have fixed stats and its damage, durability and energy capacity is randomized to a small degree.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in [[The Compound]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike all other uniques, Fusion Cannon is craftable. Its blueprint can be obtained by disassembling the weapon with [[Disassemble]] feat.&lt;br /&gt;
&lt;br /&gt;
{{for|more details see|Blueprint: Fusion Cannon}}&lt;br /&gt;
&lt;br /&gt;
== Fusion Cannon feats ==&lt;br /&gt;
Does not include general-purpose ranged weapon feats.&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Tricky Trajectory]]&lt;br /&gt;
* [[High-Technicalities]]&lt;br /&gt;
* [[Disassemble]] (when crafting)&lt;br /&gt;
* [[Power Management]] (when crafting)&lt;br /&gt;
* [[Practical Physicist]] (when crafting)&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:Heavy Guns| Fusion Cannon]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Rift_the_Compound.png&amp;diff=54524</id>
		<title>File:Rift the Compound.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Rift_the_Compound.png&amp;diff=54524"/>
		<updated>2023-11-27T10:11:58Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: Category:Rifts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Rifts]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fast_travel&amp;diff=54523</id>
		<title>Fast travel</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fast_travel&amp;diff=54523"/>
		<updated>2023-11-27T10:11:30Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Rift locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underrail has three modes of '''Fast travel''' available: Metro trains, ferries and riftwalking.{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
See [[Vehicles]] for player-pilotable and other vehicles.&lt;br /&gt;
&lt;br /&gt;
== Upper Underrail metro ==&lt;br /&gt;
&lt;br /&gt;
[[File:C2X.png|272px|thumb|C2X locomotive]]&lt;br /&gt;
&lt;br /&gt;
Trains of the eponymous Underrail metro network.&lt;br /&gt;
&lt;br /&gt;
The '''upper metro''' is the residential area of Underrail. It is divided into three main metro lines - blue, green and orange. The trains don't visit all the stations on the network, so some are accessible only on foot. Upper Underrail can be accessed via [[Core City]]'s main elevator.&lt;br /&gt;
&lt;br /&gt;
=== Upper metro routes ===&lt;br /&gt;
&lt;br /&gt;
* [[Fort Apogee|Polemos Station (Fort Apogee)]] ↔ [[Epione Lab]] ↔ [[Institute of Tchort|University Station (Institute of Tchort)]] ↔ [[Core City]] (25 {{itemlink|Stygian Coin}})&lt;br /&gt;
{{for|other upper metro stations|Upper Underrail}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lower Underrail metro ==&lt;br /&gt;
&lt;br /&gt;
[[File:C2X.png|272px|thumb|C2X locomotive]]&lt;br /&gt;
&lt;br /&gt;
Trains of the eponymous Underrail metro network. [[Train Driver Manual|Drivers manuals]] for the C2X train engine can be found scattered around Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
The '''lower metro''' is consists of cargo lines for the industrial and military complexes of Lower Underrail. The trains, powered by old-fashioned locomotives, have both cargo and passenger cars. Lower metro travel is initially unavailable due to an earthquake that collapsed south metro tunnel leading to SGS, but metro travel in [[Lower Underrail]] becomes accessible the next day after player [[find the drill parts|finds drill parts for SGS]] and the tunnel is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Lower metro routes ===&lt;br /&gt;
&lt;br /&gt;
* [[South Gate Station]] ↔ [[Rail Crossing]] ↔ [[Foundry]] ↔ [[Core City]] (25 {{itemlink|Stygian Coin}})&lt;br /&gt;
* Travel to [[North Underrail]] is available once the faceless blockade of north railroad tunnel is lifted. This ends the game.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lower Caves ferry ==&lt;br /&gt;
&lt;br /&gt;
[[File:Svana's ferry.png|270px|thumb|A typical ferry boat]]&lt;br /&gt;
&lt;br /&gt;
The vehicle of choice for both cargo and personnel transfer via the natural underground streams and lakes in the [[Caves]] below Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
Ferry boat captains move cargo and personnel between major settlements of the caves for a fee, and the underground rivers are also common smuggling routes.&lt;br /&gt;
&lt;br /&gt;
=== Ferry routes ===&lt;br /&gt;
&lt;br /&gt;
* [[South Gate Station]] (25 {{itemlink|SGS Credits}} or 8 {{itemlink|Stygian Coin}}) ↔ [[Junkyard]] (10 {{itemlink|Stygian Coin}}) ↔ [[Camp Hathor]] (10 {{itemlink|Stygian Coin}}) ↔ [[Core City]] (20 {{itemlink|Stygian Coin}})&lt;br /&gt;
* [[Junkyard]] (10 {{itemlink|Stygian Coin}}) ↔ [[Silent Isle]]&lt;br /&gt;
* [[South Gate Station]] (300 {{itemlink|Stygian Coin}}) ↔ [[Forsaken Island]] (only once)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Riftwalking ==&lt;br /&gt;
&lt;br /&gt;
[[File:An active rift.gif|80x80px|thumb|right|Active rift]]&lt;br /&gt;
&lt;br /&gt;
Available in ''[[Underrail: Expedition]]'' expansion, '''rifts''' allow teleporting from one rift to another, once the player has learned the secrets of [[Second Sight]] with [[Dude]] during [[Dude's other quest]]. The player must &amp;quot;attune&amp;quot; themselves to a rift before they are allowed to travel back to that rift at a later time. The rifts are only visible when the player is under the effects of [[Second Sight]] and in very close proximity. Thus, the player must be under its effects in order to travel via the rifts.  &lt;br /&gt;
&lt;br /&gt;
=== Rift locations ===&lt;br /&gt;
# [[Gray Army Base|Gray Army military base]] - inside of the storage rooms in the barracks&lt;br /&gt;
# [[Dude's House - Caves|Dude's cave home]] - near the campfire &lt;br /&gt;
# [[Camp Hathor]] — behind a broken fence south of the docks, behind [[Edgar]]'s office&lt;br /&gt;
# [[Core City Lower Level|Core City entrance]] — in shack near train&lt;br /&gt;
# [[Derelict Warehouse|Core City derelict warehouse]] — Black Crawlers / Silver Hand Base (in a shack south of the base)&lt;br /&gt;
# [[Core City merchant district]] — Hardcore City Bar (in a little room beneath the bar that is accessed by a ladder north of the Doctor's office)&lt;br /&gt;
# [[Your House]] — in the basement of player's Core City house&lt;br /&gt;
# [[South Gate Station]] — 8th floor, agronomy, in the NW storage room&lt;br /&gt;
# [[Junkyard]] — in the back alley past [[Grover]]'s house&lt;br /&gt;
# [[Foundry]] — on the tower with the abandoned sniper rifle, SE of the [[Mayor]]&lt;br /&gt;
# [[Oculus]] — mainframe level, back wall&lt;br /&gt;
# [[Institute of Tchort|University Station]] — in the metro underpassage near [[Institute of Tchort]]&lt;br /&gt;
# [[Lower Underrail passages]] — one zone south of the entrance to the [[Free Drones Base]]&lt;br /&gt;
# [[Rail Crossing]] — near Buzzer's shop, behind some boxes&lt;br /&gt;
# [[Deep Caverns|Deep Caverns elevator]] — lower caves south of Camp Hathor&lt;br /&gt;
# [[The Rig]] — 2nd floor, room 3, underneath Dude's rug&lt;br /&gt;
# [[Black Sea Expedition Camp]] — lighthouse in the western part&lt;br /&gt;
# [[Port Ceto|The Pirate Bay]] — in Katya's Homestead, next to the glowing plant near the SE exit&lt;br /&gt;
# [[Fort Apogee]] — under the eastern part of the fort&lt;br /&gt;
# [[The Compound]]{{heavyduty-inline}} — one location to the north of the ambush site, in the NW corner&lt;br /&gt;
&lt;br /&gt;
=== Rift gallery ===&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px&amp;gt;&lt;br /&gt;
Rift the Gray Army military base.png | The Gray Army military base rift&lt;br /&gt;
Rift Dude's cave home.png | Dude's cave home rift&lt;br /&gt;
Rift Camp Hathor.png | Camp Hathor rift&lt;br /&gt;
Rift Core City entrance.png | Core City entrance rift&lt;br /&gt;
Rift Core City merchant district.png | Core City merchant district rift&lt;br /&gt;
Rift Core City derelict warehouse.png | Core City derelict warehouse&lt;br /&gt;
Rift your house.png | Your house rift&lt;br /&gt;
Rift South Gate Station.png | South Gate Station rift&lt;br /&gt;
Rift Junkyard.png | Junkyard rift&lt;br /&gt;
Rift Foundry.png | Foundry rift&lt;br /&gt;
Rift Oculus.png | Oculus rift&lt;br /&gt;
Rift University station.png | University station rift&lt;br /&gt;
Rift Lower Underrail passages.png | Lower Underrail passages rift&lt;br /&gt;
Rift Rail Crossing.png | Rail Crossing rift&lt;br /&gt;
Rift Deep Caverns elevator.png | Deep Caverns elevator rift&lt;br /&gt;
Rift The Rig.png | The Rig rift&lt;br /&gt;
Rift the Black Sea Expedition Camp.png | The Black Sea Expedition Camp rift&lt;br /&gt;
Rift The Pirate Bay.png | The Pirate Bay rift&lt;br /&gt;
Rift Fort Apogee.png | The Fort Apogee rift&lt;br /&gt;
Rift the Compound.png | The Compound rift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fast_travel&amp;diff=54522</id>
		<title>Fast travel</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fast_travel&amp;diff=54522"/>
		<updated>2023-11-27T10:10:32Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Rift gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underrail has three modes of '''Fast travel''' available: Metro trains, ferries and riftwalking.{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
See [[Vehicles]] for player-pilotable and other vehicles.&lt;br /&gt;
&lt;br /&gt;
== Upper Underrail metro ==&lt;br /&gt;
&lt;br /&gt;
[[File:C2X.png|272px|thumb|C2X locomotive]]&lt;br /&gt;
&lt;br /&gt;
Trains of the eponymous Underrail metro network.&lt;br /&gt;
&lt;br /&gt;
The '''upper metro''' is the residential area of Underrail. It is divided into three main metro lines - blue, green and orange. The trains don't visit all the stations on the network, so some are accessible only on foot. Upper Underrail can be accessed via [[Core City]]'s main elevator.&lt;br /&gt;
&lt;br /&gt;
=== Upper metro routes ===&lt;br /&gt;
&lt;br /&gt;
* [[Fort Apogee|Polemos Station (Fort Apogee)]] ↔ [[Epione Lab]] ↔ [[Institute of Tchort|University Station (Institute of Tchort)]] ↔ [[Core City]] (25 {{itemlink|Stygian Coin}})&lt;br /&gt;
{{for|other upper metro stations|Upper Underrail}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lower Underrail metro ==&lt;br /&gt;
&lt;br /&gt;
[[File:C2X.png|272px|thumb|C2X locomotive]]&lt;br /&gt;
&lt;br /&gt;
Trains of the eponymous Underrail metro network. [[Train Driver Manual|Drivers manuals]] for the C2X train engine can be found scattered around Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
The '''lower metro''' is consists of cargo lines for the industrial and military complexes of Lower Underrail. The trains, powered by old-fashioned locomotives, have both cargo and passenger cars. Lower metro travel is initially unavailable due to an earthquake that collapsed south metro tunnel leading to SGS, but metro travel in [[Lower Underrail]] becomes accessible the next day after player [[find the drill parts|finds drill parts for SGS]] and the tunnel is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Lower metro routes ===&lt;br /&gt;
&lt;br /&gt;
* [[South Gate Station]] ↔ [[Rail Crossing]] ↔ [[Foundry]] ↔ [[Core City]] (25 {{itemlink|Stygian Coin}})&lt;br /&gt;
* Travel to [[North Underrail]] is available once the faceless blockade of north railroad tunnel is lifted. This ends the game.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lower Caves ferry ==&lt;br /&gt;
&lt;br /&gt;
[[File:Svana's ferry.png|270px|thumb|A typical ferry boat]]&lt;br /&gt;
&lt;br /&gt;
The vehicle of choice for both cargo and personnel transfer via the natural underground streams and lakes in the [[Caves]] below Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
Ferry boat captains move cargo and personnel between major settlements of the caves for a fee, and the underground rivers are also common smuggling routes.&lt;br /&gt;
&lt;br /&gt;
=== Ferry routes ===&lt;br /&gt;
&lt;br /&gt;
* [[South Gate Station]] (25 {{itemlink|SGS Credits}} or 8 {{itemlink|Stygian Coin}}) ↔ [[Junkyard]] (10 {{itemlink|Stygian Coin}}) ↔ [[Camp Hathor]] (10 {{itemlink|Stygian Coin}}) ↔ [[Core City]] (20 {{itemlink|Stygian Coin}})&lt;br /&gt;
* [[Junkyard]] (10 {{itemlink|Stygian Coin}}) ↔ [[Silent Isle]]&lt;br /&gt;
* [[South Gate Station]] (300 {{itemlink|Stygian Coin}}) ↔ [[Forsaken Island]] (only once)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Riftwalking ==&lt;br /&gt;
&lt;br /&gt;
[[File:An active rift.gif|80x80px|thumb|right|Active rift]]&lt;br /&gt;
&lt;br /&gt;
Available in ''[[Underrail: Expedition]]'' expansion, '''rifts''' allow teleporting from one rift to another, once the player has learned the secrets of [[Second Sight]] with [[Dude]] during [[Dude's other quest]]. The player must &amp;quot;attune&amp;quot; themselves to a rift before they are allowed to travel back to that rift at a later time. The rifts are only visible when the player is under the effects of [[Second Sight]] and in very close proximity. Thus, the player must be under its effects in order to travel via the rifts.  &lt;br /&gt;
&lt;br /&gt;
=== Rift locations ===&lt;br /&gt;
# [[Gray Army Base|Gray Army military base]] - inside of the storage rooms in the barracks&lt;br /&gt;
# [[Dude's House - Caves|Dude's cave home]] - near the campfire &lt;br /&gt;
# [[Camp Hathor]] — behind a broken fence south of the docks, behind [[Edgar]]'s office&lt;br /&gt;
# [[Core City Lower Level|Core City entrance]] — in shack near train&lt;br /&gt;
# [[Derelict Warehouse|Core City derelict warehouse]] — Black Crawlers / Silver Hand Base (in a shack south of the base)&lt;br /&gt;
# [[Core City merchant district]] — Hardcore City Bar (in a little room beneath the bar that is accessed by a ladder north of the Doctor's office)&lt;br /&gt;
# [[Your House]] — in the basement of player's Core City house&lt;br /&gt;
# [[South Gate Station]] — 8th floor, agronomy, in the NW storage room&lt;br /&gt;
# [[Junkyard]] — in the back alley past [[Grover]]'s house&lt;br /&gt;
# [[Foundry]] — on the tower with the abandoned sniper rifle, SE of the [[Mayor]]&lt;br /&gt;
# [[Oculus]] — mainframe level, back wall&lt;br /&gt;
# [[Institute of Tchort|University Station]] — in the metro underpassage near [[Institute of Tchort]]&lt;br /&gt;
# [[Lower Underrail passages]] — one zone south of the entrance to the [[Free Drones Base]]&lt;br /&gt;
# [[Rail Crossing]] — near Buzzer's shop, behind some boxes&lt;br /&gt;
# [[Deep Caverns|Deep Caverns elevator]] — lower caves south of Camp Hathor&lt;br /&gt;
# [[The Rig]] — 2nd floor, room 3, underneath Dude's rug&lt;br /&gt;
# [[Black Sea Expedition Camp]] — lighthouse in the western part&lt;br /&gt;
# [[Port Ceto|The Pirate Bay]] — in Katya's Homestead, next to the glowing plant near the SE exit&lt;br /&gt;
# [[Fort Apogee]] — under the eastern part of the fort&lt;br /&gt;
# [[The Compound]]{{heavyduty-inline}} — in the NW corner of the main entrance map, near a ventilation shaft&lt;br /&gt;
&lt;br /&gt;
=== Rift gallery ===&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px&amp;gt;&lt;br /&gt;
Rift the Gray Army military base.png | The Gray Army military base rift&lt;br /&gt;
Rift Dude's cave home.png | Dude's cave home rift&lt;br /&gt;
Rift Camp Hathor.png | Camp Hathor rift&lt;br /&gt;
Rift Core City entrance.png | Core City entrance rift&lt;br /&gt;
Rift Core City merchant district.png | Core City merchant district rift&lt;br /&gt;
Rift Core City derelict warehouse.png | Core City derelict warehouse&lt;br /&gt;
Rift your house.png | Your house rift&lt;br /&gt;
Rift South Gate Station.png | South Gate Station rift&lt;br /&gt;
Rift Junkyard.png | Junkyard rift&lt;br /&gt;
Rift Foundry.png | Foundry rift&lt;br /&gt;
Rift Oculus.png | Oculus rift&lt;br /&gt;
Rift University station.png | University station rift&lt;br /&gt;
Rift Lower Underrail passages.png | Lower Underrail passages rift&lt;br /&gt;
Rift Rail Crossing.png | Rail Crossing rift&lt;br /&gt;
Rift Deep Caverns elevator.png | Deep Caverns elevator rift&lt;br /&gt;
Rift The Rig.png | The Rig rift&lt;br /&gt;
Rift the Black Sea Expedition Camp.png | The Black Sea Expedition Camp rift&lt;br /&gt;
Rift The Pirate Bay.png | The Pirate Bay rift&lt;br /&gt;
Rift Fort Apogee.png | The Fort Apogee rift&lt;br /&gt;
Rift the Compound.png | The Compound rift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Fusion_Cannon&amp;diff=54509</id>
		<title>Blueprint: Fusion Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Fusion_Cannon&amp;diff=54509"/>
		<updated>2023-11-26T14:22:56Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| image        = &lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Blueprint: Fusion Cannon&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = &lt;br /&gt;
| capabilities = &lt;br /&gt;
| weight       = &lt;br /&gt;
| value        = &lt;br /&gt;
| description2 = You have unlocked secrets of fusion weaponry.&lt;br /&gt;
| component1   = Fusion Cannon Frame&lt;br /&gt;
| component2   = Fusion Emitter&lt;br /&gt;
| component3   = Energy Core&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blueprint: Fusion Cannon''' is a special blueprint that cannot be bought. It can be only gained by inspecting [[Fusion Cannon Frame]] obtainable by [[Disassemble|disassemling]] the [[Fusion Cannon]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Electronics]] (skill level needed depends on component quality)&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; Fusion Cannon Frame&lt;br /&gt;
* {{Itemlink|Fusion Cannon Frame}}&lt;br /&gt;
&lt;br /&gt;
; Fusion Emitter&lt;br /&gt;
* {{Itemlink|Fusion Emitter}} (determines the damage, originally 106)&lt;br /&gt;
&lt;br /&gt;
; Energy Core&lt;br /&gt;
* {{Itemlink|Plasma Core}} (provides energy capacity, originally 112)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Blueprints|Disassemble Item]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Fusion_Cannon&amp;diff=54508</id>
		<title>Blueprint: Fusion Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Fusion_Cannon&amp;diff=54508"/>
		<updated>2023-11-26T14:21:29Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| image        = &lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Blueprint: Fusion Cannon&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = &lt;br /&gt;
| capabilities = &lt;br /&gt;
| weight       = &lt;br /&gt;
| value        = &lt;br /&gt;
| description2 = You have unlocked secrets of fusion weaponry.&lt;br /&gt;
| component1   = Fusion Cannon Frame&lt;br /&gt;
| component2   = Fusion Emitter&lt;br /&gt;
| component3   = Energy Core&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blueprint: Fusion Cannon''' is a special blueprint that cannot be bought. It can be only gained by inspecting [[Fusion Cannon Frame]] obtainable by [[Disassemble|disassemling]] the [[Fusion Cannon]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Electronics]] (skill level needed depends on component quality)&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; Fusion Cannon Frame&lt;br /&gt;
* {{Itemlink|Fusion Cannon Frame}}&lt;br /&gt;
&lt;br /&gt;
; Fusion Emitter&lt;br /&gt;
* {{Itemlink|Fusion Emitter}} (determines the damage, originally 106)&lt;br /&gt;
&lt;br /&gt;
; Energy Core&lt;br /&gt;
{{ComponentGroup|EnergyCore}} (originally 112)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Blueprints|Disassemble Item]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=54089</id>
		<title>Recover the A-RFID Chip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=54089"/>
		<updated>2023-11-16T17:05:36Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Getting into the depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Recover the A-RFID Chip&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = A-RFID Chip.png&lt;br /&gt;
| location = [[Black Sea Expedition Camp]]&amp;lt;br&amp;gt;[[West Storage Depot]]&lt;br /&gt;
| givenby  = [[Chief Briggs]]&lt;br /&gt;
| rewards  = 350 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* See Marcus about collecting your gear. His tent is just across from Professor Oldfield's.&lt;br /&gt;
* Professor Oldfield wants you to speak to a man called Jeremy Seeger about some NFT data he had managed to recover. His tent is just to the east from the medical tent. Report to the professor once you're done.&lt;br /&gt;
* See Chief Briggs about your briefing. His tent is just north of the kitchen.&lt;br /&gt;
* Go to the camp dock and speak to Sec-trooper Jenkins about getting a jet ski.&lt;br /&gt;
* You have been assigned to investigate the West Storage Depot, a storage facility located at coordinates B7, in order to find a working A-RFID microchip; all NFT personnel have been implanted with these, most commonly in the right hand. Report either to Chief Briggs or Professor Oldfield once you've found it.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Go to [[Marcus]] to get your [[NavCom Device]], [[Aegis Sec-trooper Armor]] and [[Aegis Sec-trooper Helmet]].&lt;br /&gt;
Recover data from [[Seeger]] and return to [[Professor Oldfield]], then talk to [[Chief Briggs]] about your assignment. Commandeer a Scrap Jet from [[Sec-trooper Jenkins]] at the docks (D5).&lt;br /&gt;
&lt;br /&gt;
=== Getting into the depot ===&lt;br /&gt;
Go to the [[West Storage Depot]], which is occupied by mutie refugees. There are several ways to enter the depot:&lt;br /&gt;
* You can use [[Persuasion]] (45 effective), [[Intelligence]] (8 effective) or [[Intimidation]] (75 effective) on the mutie guarding the entrance to let you in, or bribe him with three [[Morphine Shot]]s or a vial of [[Aegis (medicine)|Aegis]] or [[Regenerative Mixture]] (you can always [[pickpocket]] it back). Talk to [[Wesley]] on Level 1. Either intimidate (60 effective skill required) Wesley to let you search, or promise to supply medication to the muties. If you can't persuade him (80 effective skill required) to trust you, you will have to communicate with [[Doctor Savage]] to deliver the supplies. You will have to either persuade the Doctor (50 persuasion) to give the supplies to the muties or lie to him that you got the permission from [[Chief Briggs]] (note that it will cause Chief to reduce your payment for the quest by half). Then use the elevator to enter the depot. If you resorted to intimidation, you can still foster a good relationship with the muties by repairing the generator, '''but only if you do it in a single trip'''.&lt;br /&gt;
* You can also sneak into the depot without permission.&lt;br /&gt;
** There is a crane in the courtyard, which can be used to descend to Level 2, you can to repair it with an advanced mechanical repair kit (70 [[Mechanics]] required) or basic mechanical repair kit (75 skill). You can also simply jump in the hole beside the crane. By doing so, you will lose (20-[[Agility]])*10% health, and be [[dazed]] for 10 minutes, which means you need at least 11 agility to survive. However, this damage can be affected by '''Mechanical Damage Modifier'''. &lt;br /&gt;
** There is another hole in the room behind Wesley on Level 1. It can be accessed by jumping across the east shore outside the depot with 9 agility, then climbing through the ventilation unit. 9 Agility is sufficient to survive this drop.&lt;br /&gt;
** With high enough [[Stealth]], you can sneak past the guard on Level 1, and open the fence blocking the elevator with 9 [[Dexterity]] or [[Pickpocketing]] the [[Elevator Door Key (West Storage Depot)|key]] from Wesley (59 skill required) to access the elevator.&lt;br /&gt;
&lt;br /&gt;
=== Inside the Depot ===&lt;br /&gt;
Regardless of how you got in, you will start exploring the facility on Level 2. You will need to activate a water pump in order to drain Level 3 of water. There are two water pumps: the northeastern one can be repaired with an advanced mechanical repair kit and 90 effective [[mechanics]]. The southwestern pump room is guarded by a Psi Crab. &lt;br /&gt;
&lt;br /&gt;
You will find a ladder leading down to Level 3 in pump room 2, but you will not be able to interact with it until one of the pumps has been used. There is also a hole in the floor near the elevator on Level 2, which you you can also use to access level 3.&lt;br /&gt;
&lt;br /&gt;
On Level 3, you will find multiple [[Strongman]], along with more crabs. There is a hole in the floor in one of the central storerooms, which leads to an underground cave. Traversing the cave will allow you to ascend the floor above, where you can find a ladder leading to the generator room on Level 2. You can find [[Phil's Arm (West Storage Depot)]] and [[Fold-M 7]] (West Storage Depot) on the Dead Technician.&lt;br /&gt;
&lt;br /&gt;
Inspecting the Power Substation Unit with 90 effective [[electronics]] will allow you to fix it, restoring some power to the Mutie Refuge. HOWEVER, if you snuck into the lower levels without getting permission from Wesley, trying the leave the Refuge unstealthed will result in all of the muties turning hostile.&lt;br /&gt;
&lt;br /&gt;
Once you have left the depot, Professor Oldfield will communicate with you.&lt;br /&gt;
&lt;br /&gt;
{{Missions/Expedition navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Vehicle_parts&amp;diff=54086</id>
		<title>Vehicle parts</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Vehicle_parts&amp;diff=54086"/>
		<updated>2023-11-15T22:13:24Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vehicle parts''' are a class of items.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Vehicle parts are more expensive and considerably heavier than your average item. Their primary use is customizing player vehicles like [[Jet Skis]] of [[Underrail: Expedition]] expansion. [[Ray]] and [[Squeezer]]/[[Boulder]] are the only merchants who sell vehicle parts.&lt;br /&gt;
&lt;br /&gt;
'''Biocorp Armory''' (BArm), '''Biocorp Industries''' (BioIn) and '''XG''' are major manufacturers of vehicle parts. XG series parts are made in Hexagon.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
=== Engines ===&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Size !! Power !! Consumption !! Weight !! Value !! Net Power Gain !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Small Scrappy Engine}}&lt;br /&gt;
| Small || 200 || 125% || 50.00 || - || 150 || 0.8333&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Small Scrappy Engine}}&lt;br /&gt;
| Small || 200 || 125% || 50.00 || 1 500 || 150 || 0.8333&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Small Well-made Engine}}&lt;br /&gt;
| Small || 225 || 100% || 25.00 || 7 500 || 200 || 0.5000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Lightstep 250}}&lt;br /&gt;
| Small || 250 || 100% || 30.00 || 30 000 || 220 || 0.4545&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Grinder 350}}*&lt;br /&gt;
| Small || 350 || 140% || 45.00 || 60 000 || 305 || 0.4590&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken LEMCO Eco 250 Light}}&lt;br /&gt;
| Small || 250 || 80% || 25.00 || - || 225 || 0.3555&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Alpha 2.7}}&lt;br /&gt;
| Small || 270 || 110% || 35.00 || 60 000 || 235 || 0.4680&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Alpha 3.0}}&lt;br /&gt;
| Small || 300 || 120% || 40.00 || 90 000 || 260 || 0.4615&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Medium Scrappy Engine}}&lt;br /&gt;
| Medium || 250 || 125% || 55.00 || - || 195 || 0.6410&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Medium Scrappy Engine}}&lt;br /&gt;
| Medium || 250 ||  125%  || 55.00 || 2 250 || 195 || 0.6410&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Medium Well-made Engine}}&lt;br /&gt;
| Medium || 325 || 100% || 45.00 || 12 000 || 280 || 0.3571&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Beta 3.5}}&lt;br /&gt;
| Medium || 350 || 100% || 50.00 || 75 000 || 300 || 0.3333&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn Giant 375}}&lt;br /&gt;
| Medium || 375 || 110% || 55.00 || 105 000 || 320 || 0.3437&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Shifter 400}}&lt;br /&gt;
| Medium || 400 ||  120%  || 60.00 || 120 000 || 340 || 0.3529&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Grinder L450}}*&lt;br /&gt;
| Medium || 450 ||  140%  || 65.00 || 90 000 || 385 || 0.3636&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Large Scrappy Engine}}&lt;br /&gt;
| Large || 300 || 125% || 85.00 || - || 215 || 0.5813&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Large Scrappy Engine}}&lt;br /&gt;
| Large || 300 || 125% || 85.00 || 3 750 || 215 || 0.5813&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Hauler 450}}&lt;br /&gt;
| Large || 450 || 100% || 70.00 || 90 000 || 380 || 0.2631&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn Titan 500}}&lt;br /&gt;
| Large || 500 || 110% || 80.00 || 120 000 || 420 || 0.2619&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Hauler 550}}&lt;br /&gt;
| Large || 550 || 120% || 90.00 || 150 000 || 460 || 0.2608&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Hauler 600}}&lt;br /&gt;
| Large || 600 || 130% || 100.00 || 180 000 || 500 || 0.2600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Batteries ===&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Size !! Capacity !! Weight !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Scrappy Vehicle Battery 150}}&lt;br /&gt;
| Small || 150 || 25.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Scrappy Vehicle Battery 150}}&lt;br /&gt;
| Small || 150 || 25.00 || 1 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Scilon 250}}&lt;br /&gt;
| Small || 250 || 12.00 || 7 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Power 3.0}}&lt;br /&gt;
| Small || 300 || 15.00 || 15 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Scilon 350}}&lt;br /&gt;
| Small || 350 || 18.00 || 30 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Power 4.0}}&lt;br /&gt;
| Small || 400 || 20.00 || 15 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken LEMCO VB 450 Light}}&lt;br /&gt;
| Small || 450 || 10.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Scrappy Vehicle Battery 350}}&lt;br /&gt;
| Medium || 350 || 30.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Scrappy Vehicle Battery 350}}&lt;br /&gt;
| Medium || 350 || 30.00 || 1 800&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Current 550}}&lt;br /&gt;
| Medium || 550 || 22.00 || 22 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn M600}}&lt;br /&gt;
| Medium || 600 || 25.00 || 37 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Superpower 7.5}}&lt;br /&gt;
| Medium || 750 || 28.00 || 52 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Current 800}}&lt;br /&gt;
| Medium || 800 || 30.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Furnace 900}}*&lt;br /&gt;
| Medium || 900 || 32.00 || 36 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Scrappy Vehicle Battery 600}}&lt;br /&gt;
| Large ||  600 || 42.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Scrappy Vehicle Battery 600}}&lt;br /&gt;
| Large ||  600 || 42.00 || 1 800&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn L900}}&lt;br /&gt;
| Large ||  900 || 35.00 || 45 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Solar 1000}}&lt;br /&gt;
| Large || 1000 || 40.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Solar 1250}}&lt;br /&gt;
| Large || 1250 || 45.00 || 75 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn L1500}}*&lt;br /&gt;
| Large || 1500 || 50.00 || 90 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Nexus 1700}}*&lt;br /&gt;
| Large || 1700 || 58.00 || 51 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Jet Ski Suspensions ===&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Size !! Stability !! Weight !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Small Jet Shocks}}&lt;br /&gt;
| Small || +5% || 10.00 || 30 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Cloud}}&lt;br /&gt;
| Small || +10% || 5.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Storm Cloud}}&lt;br /&gt;
| Small || +12% || 7.00 || 90 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Medium Jet Shocks}}&lt;br /&gt;
| Medium || +14% || 14.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Mist}}&lt;br /&gt;
| Medium || +15% || 10.00 || 120 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Medium Jet Shocks SE}}&lt;br /&gt;
| Medium || +18% || 16.00 || 90 0000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn HDS 2}}&lt;br /&gt;
| Large || +22% || 18.00 || 90 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Large Jet Shocks}}*&lt;br /&gt;
| Large || +26% || 20.00 || 120 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn HDS 3}}&lt;br /&gt;
| Large || +30% || 22.00 || 150 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Note: broken parts as well as parts marked with &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; don't appear in [[Ray|Ray's]] store. &amp;lt;br&amp;gt;&lt;br /&gt;
Net Power Gain = Power - Weight &amp;lt;br&amp;gt;&lt;br /&gt;
Efficiency = Consumption / Net Power Gain (smaller numbers are better)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Vehicle parts navbox}}&lt;br /&gt;
[[Category:Items| Vehicle parts]]&lt;br /&gt;
[[Category:Vehicle parts| Vehicle parts]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Boning_Knife&amp;diff=53972</id>
		<title>Boning Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Boning_Knife&amp;diff=53972"/>
		<updated>2023-11-12T19:41:32Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Boning_Knife.png&lt;br /&gt;
| itemquality = rare&lt;br /&gt;
| name        = Boning Knife&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A vicious boning knife no doubt used for unseemly purposes.&lt;br /&gt;
| damage      = (11-13)-(18-23) (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 12 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 10%&lt;br /&gt;
| critbonus   = 115%&lt;br /&gt;
| minstr      = &lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 60% of target's energy shield.&lt;br /&gt;
| incurred    = Incurs 125% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 2% for every point in strength above 5.&lt;br /&gt;
| onequip     = Equip: Crippling Strike damage increased by 12-39%&amp;lt;br&amp;gt;Equip: Biology increased by 1-7&lt;br /&gt;
| durability  = 780 / 780 - 1320 / 1320 (mechanical)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = ???&lt;br /&gt;
| datafile    = ???.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Boning Knife''' is a randomized item and a monster infrequent.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Boning Knife has increased [[Crippling Strike]] damage and a bonus to [[Biology]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable. {{Randomized items}}&lt;br /&gt;
&lt;br /&gt;
Range of Biology bonus is 1 to maximum of 7.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Occasionally carried by knife-wielding [[Lurkers]], namely [[Lurker Cut-Throat|Cut-Throat]]s, [[Lurker Murderer|Murderer]]s and [[Lurker Assassin|Assassin]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Randomized items]]&lt;br /&gt;
[[Category:Monster Infrequents]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Iron_Head&amp;diff=53971</id>
		<title>Iron Head</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Iron_Head&amp;diff=53971"/>
		<updated>2023-11-12T19:41:15Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| itemquality  = rare&lt;br /&gt;
| image        = Iron Head.png&lt;br /&gt;
| name         = Iron Head&lt;br /&gt;
| type         = Headwear&lt;br /&gt;
| description  = A heavy weirdly-shaped tungsten helmet inlined with malodorous rathound fur.&lt;br /&gt;
| res-mech     = 4-5% / 4-5&lt;br /&gt;
| encumbrance  = 50%&lt;br /&gt;
| minstr       = 6&lt;br /&gt;
| onequip      = Mechanical damage resistance and threshold increased by 70-100% against melee attacks.&amp;lt;br&amp;gt;Equip: Chance to get critically hit by weapon and unarmed attacks reduced by 4.40-6.40%&amp;lt;br&amp;gt;Equip: Damage taken from explosions reduced by 12-16%&amp;lt;br&amp;gt;{{color|red|Equip: Perception decreased by 1}}&amp;lt;br&amp;gt;{{color|red|Equip: Detection decreased by 20%}}&amp;lt;br&amp;gt;{{color|red|Equip: Persuasion decreased by 20%}}&lt;br /&gt;
| durability   = 870 / 870 - 1320 / 1320 (mechanical)&lt;br /&gt;
| weight       = 4.00&lt;br /&gt;
| value        = ???&lt;br /&gt;
| datafile     = ???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Iron Head''' is a randomized item and a monster infrequent.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable. {{Randomized items}}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sometimes worn by [[Ironheads]] bandits&lt;br /&gt;
* Worn by [[MacLander]]{{expedition-inline}}, an [[Ironheads|Ironhead]] boss who can be found at an Ironhead checkpoint a short distance to the southeast of [[Foundry]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Randomized items]]&lt;br /&gt;
[[Category:Monster Infrequents]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Headwear]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Boning_Knife&amp;diff=53970</id>
		<title>Boning Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Boning_Knife&amp;diff=53970"/>
		<updated>2023-11-12T19:39:39Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: improved readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Boning_Knife.png&lt;br /&gt;
| itemquality = rare&lt;br /&gt;
| name        = Boning Knife&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A vicious boning knife no doubt used for unseemly purposes.&lt;br /&gt;
| damage      = (11-13)-(18-23) (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 12 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 10%&lt;br /&gt;
| critbonus   = 115%&lt;br /&gt;
| minstr      = &lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 60% of target's energy shield.&lt;br /&gt;
| incurred    = Incurs 125% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 2% for every point in strength above 5.&lt;br /&gt;
| onequip     = Equip: Crippling Strike damage increased by 12-39%&amp;lt;br&amp;gt;Equip: Biology increased by 1-7&lt;br /&gt;
| durability  = 780/780-1320/1320 (mechanical)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = ???&lt;br /&gt;
| datafile    = ???.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Boning Knife''' is a randomized item and a monster infrequent.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Boning Knife has increased [[Crippling Strike]] damage and a bonus to [[Biology]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable. {{Randomized items}}&lt;br /&gt;
&lt;br /&gt;
Range of Biology bonus is 1 to maximum of 7.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Occasionally carried by knife-wielding [[Lurkers]], namely [[Lurker Cut-Throat|Cut-Throat]]s, [[Lurker Murderer|Murderer]]s and [[Lurker Assassin|Assassin]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Randomized items]]&lt;br /&gt;
[[Category:Monster Infrequents]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Iron_Head&amp;diff=53969</id>
		<title>Iron Head</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Iron_Head&amp;diff=53969"/>
		<updated>2023-11-12T19:39:07Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: improved readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| itemquality  = rare&lt;br /&gt;
| image        = Iron Head.png&lt;br /&gt;
| name         = Iron Head&lt;br /&gt;
| type         = Headwear&lt;br /&gt;
| description  = A heavy weirdly-shaped tungsten helmet inlined with malodorous rathound fur.&lt;br /&gt;
| res-mech     = 4-5% / 4-5&lt;br /&gt;
| encumbrance  = 50%&lt;br /&gt;
| minstr       = 6&lt;br /&gt;
| onequip      = Mechanical damage resistance and threshold increased by 70-100% against melee attacks.&amp;lt;br&amp;gt;Equip: Chance to get critically hit by weapon and unarmed attacks reduced by 4.40-6.40%&amp;lt;br&amp;gt;Equip: Damage taken from explosions reduced by 12-16%&amp;lt;br&amp;gt;{{color|red|Equip: Perception decreased by 1}}&amp;lt;br&amp;gt;{{color|red|Equip: Detection decreased by 20%}}&amp;lt;br&amp;gt;{{color|red|Equip: Persuasion decreased by 20%}}&lt;br /&gt;
| durability   = 870/870-1320/1320 (mechanical)&lt;br /&gt;
| weight       = 4.00&lt;br /&gt;
| value        = ???&lt;br /&gt;
| datafile     = ???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Iron Head''' is a randomized item and a monster infrequent.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable. {{Randomized items}}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sometimes worn by [[Ironheads]] bandits&lt;br /&gt;
* Worn by [[MacLander]]{{expedition-inline}}, an [[Ironheads|Ironhead]] boss who can be found at an Ironhead checkpoint a short distance to the southeast of [[Foundry]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Randomized items]]&lt;br /&gt;
[[Category:Monster Infrequents]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Headwear]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Boning_Knife&amp;diff=53968</id>
		<title>Boning Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Boning_Knife&amp;diff=53968"/>
		<updated>2023-11-12T19:36:38Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: improved readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Boning_Knife.png&lt;br /&gt;
| itemquality = rare&lt;br /&gt;
| name        = Boning Knife&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A vicious boning knife no doubt used for unseemly purposes.&lt;br /&gt;
| damage      = (11-13)-(18-23) (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 12 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 10%&lt;br /&gt;
| critbonus   = 115%&lt;br /&gt;
| minstr      = &lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 60% of target's energy shield.&lt;br /&gt;
| incurred    = Incurs 125% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 2% for every point in strength above 5.&lt;br /&gt;
| onequip     = Equip: Crippling Strike damage increased by 12-39%&amp;lt;br&amp;gt;Equip: Biology increased by 1-7&lt;br /&gt;
| durability  = 780-1320 / 780-1320 (mechanical)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = ???&lt;br /&gt;
| datafile    = ???.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Boning Knife''' is a randomized item and a monster infrequent.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Boning Knife has increased [[Crippling Strike]] damage and a bonus to [[Biology]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable. {{Randomized items}}&lt;br /&gt;
&lt;br /&gt;
Range of Biology bonus is 1 to maximum of 7.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Occasionally carried by knife-wielding [[Lurkers]], namely [[Lurker Cut-Throat|Cut-Throat]]s, [[Lurker Murderer|Murderer]]s and [[Lurker Assassin|Assassin]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Randomized items]]&lt;br /&gt;
[[Category:Monster Infrequents]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Iron_Head&amp;diff=53964</id>
		<title>Iron Head</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Iron_Head&amp;diff=53964"/>
		<updated>2023-11-12T15:00:58Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox item&lt;br /&gt;
| itemquality  = rare&lt;br /&gt;
| image        = Iron Head.png&lt;br /&gt;
| name         = Iron Head&lt;br /&gt;
| type         = Headwear&lt;br /&gt;
| description  = A heavy weirdly-shaped tungsten helmet inlined with malodorous rathound fur.&lt;br /&gt;
| res-mech     = 4-5% / 4-5&lt;br /&gt;
| encumbrance  = 50%&lt;br /&gt;
| minstr       = 6&lt;br /&gt;
| onequip      = Mechanical damage resistance and threshold increased by 70-100% against melee attacks.&amp;lt;br&amp;gt;Equip: Chance to get critically hit by weapon and unarmed attacks reduced by 4.40-6.00%&amp;lt;br&amp;gt;Equip: Damage taken from explosions reduced by 12-16%&amp;lt;br&amp;gt;{{color|red|Equip: Perception decreased by 1}}&amp;lt;br&amp;gt;{{color|red|Equip: Detection decreased by 20%}}&amp;lt;br&amp;gt;{{color|red|Equip: Persuasion decreased by 20%}}&lt;br /&gt;
| durability   = 870-1320 / 870-1320 (mechanical)&lt;br /&gt;
| weight       = 4.00&lt;br /&gt;
| value        = ???&lt;br /&gt;
| datafile     = ???&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Iron Head''' is a randomized item and a monster infrequent.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item is not craftable. {{Randomized items}}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sometimes worn by [[Ironheads]] bandits&lt;br /&gt;
* Worn by [[MacLander]]{{expedition-inline}}, an [[Ironheads|Ironhead]] boss who can be found at an Ironhead checkpoint a short distance to the southeast of [[Foundry]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Randomized items]]&lt;br /&gt;
[[Category:Monster Infrequents]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Headwear]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Lower_Caves&amp;diff=53959</id>
		<title>Lower Caves</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Lower_Caves&amp;diff=53959"/>
		<updated>2023-11-12T10:36:51Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: changed the map to show waterways&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Lower Caves&lt;br /&gt;
| type    = Major location&lt;br /&gt;
| control = none&lt;br /&gt;
| maptext = There is an intricate network of cave tunnels below, above and all around the Underrail metro system.&lt;br /&gt;
| image   = Global Map WW.png&lt;br /&gt;
| music   = Caves.ogg&lt;br /&gt;
| world   = Below [[Lower Underrail]]&lt;br /&gt;
| areas   = Junkyard tunnels&amp;lt;br&amp;gt;North caves (Omega)&amp;lt;br&amp;gt;South caves&amp;lt;br&amp;gt;East caves (Hathor)&lt;br /&gt;
| exits   = [[Mushroom Cove]]&amp;lt;br&amp;gt;[[Junkyard Gate]]&amp;lt;br&amp;gt;[[Siphoner Pools (Lower Caves)|Siphoner Pools]]&amp;lt;br&amp;gt;[[Abandoned Building]]&amp;lt;br&amp;gt;[[Battery Recycling Plant]]&amp;lt;br&amp;gt;[[Camp Hathor]]&amp;lt;br&amp;gt;[[Rathound King Lair]]&amp;lt;br&amp;gt;[[GMS compound level 3]]&amp;lt;br&amp;gt;[[South Gate Outposts]]&lt;br /&gt;
| ftravel = [[Rift]] (near deep caverns elevator)&lt;br /&gt;
| npcs    = [[Cliff]], [[Jenny]], [[Ol' Chopper]]&lt;br /&gt;
| mapfile = jyt1, jyt2, jyt3, jyt4, jyt5, cv-dc, cv1, cv2, cv3, cv4, cv5, cv6, cv8, cv9, cv10, cv11, cv12, cv13, cv14, cv19, cv20, cv21&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Lower Caves''' are the natural caverns and tunnels that don't reach all the way up to [[Lower Underrail]] nor all the way down to [[Deep Caverns]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The only initially accessible part of caves is a nondescript cavernous area between [[Mushroom Cove]] and [[Junkyard]]. Consists of four zones; a waterfront tunnel, two cavernous areas with some ruined shacks and buildings to the west and [[Siphoner Pools (Lower Caves)|Siphoner Pools]]. One more small area becomes accessible during [[Abram]]'s quest [[Free Maura]]. Some [[azuridae]] and [[rathound]]s can be found lurking in the waterfront tunnel between Junkyard and Mushroom Cove. Further to west, hostile [[Thug (Junkyard)|junkyard thugs]] can be found in a ruined shack and wounded [[Cliff]] in a ruined building further to south.&lt;br /&gt;
&lt;br /&gt;
Once the player gets access to [[TNT Charge]]s, cave passages blocked by [[Destructible objects|rocks]] can be opened. This opens many new cave exploration possibilities, mainly Hathor caves east of [[Crossroad Watch]]. The cave tunnels between Mushroom Cove and Junkyard may contain entrances to [[random dungeons]].&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
&lt;br /&gt;
=== Junkyard tunnels ===&lt;br /&gt;
These caves are the tunnels leading to [[Junkyard]], west of [[South Gate Station]] and northwest of [[Mushroom Cove]].&lt;br /&gt;
&lt;br /&gt;
==== Junkyard tunnels 1 ====&lt;br /&gt;
* 5 patches of [[Lake Mushroom]]s&lt;br /&gt;
* 2 respawning [[Mindshroom]]s on an island. An underwater rock bridge leading to the island can be found with 8 [[Perception]]&lt;br /&gt;
* Pile of rubble west of the island containing a [[Trilobite Fossil]] oddity, 1 XP&lt;br /&gt;
* If your game includes the random dungeon [[Water Treatment Facility]], the facility will be visible through a crevice on the west side of the area. However it cannotbe reached from this map&lt;br /&gt;
* Can be fished in this area: [[Pentapus]], [[Minihead]], [[Anglerfish]], [[Walking Fish]]&lt;br /&gt;
&lt;br /&gt;
==== Junkyard tunnels 2 ====&lt;br /&gt;
* 1 respawning [[Mindshroom]] in the northwest part of the area&lt;br /&gt;
* Pile of rubble in the southeast corner containing a [[Trilobite Fossil]] oddity, 1 XP&lt;br /&gt;
* On the shelves in the thugs' shelter is a [[Marked Card Deck]] oddity, 2 XP&lt;br /&gt;
* During [[Abram]]'s 3rd quest, [[Free Maura]], a new exit will become available on the north wall&lt;br /&gt;
* Can be fished in this area: [[Yellow Puckerfish]], [[Minihead]]&lt;br /&gt;
&lt;br /&gt;
==== Junkyard tunnels 3 ====&lt;br /&gt;
* Refer to [[Siphoner Pools (Lower Caves)|Siphoner Pools]] for details, which is the name for this area&lt;br /&gt;
&lt;br /&gt;
==== Junkyard tunnels 4 ====&lt;br /&gt;
* [[Cliff]] is on the west side of the area and the quest giver for [[Save Jenny]]&lt;br /&gt;
* If your game includes the random dungeon [[Water Treatment Facility]], the facility can be reached with the southeast exit&lt;br /&gt;
* In the southeast broken buiding, one of the lockers requires 40 [[Lockpicking]] to open&lt;br /&gt;
&lt;br /&gt;
==== Junkyard tunnels 5 ====&lt;br /&gt;
* Can be reached from the north side of Junkyard tunnels 2 during [[Abram]]'s 3rd quest, [[Free Maura]]&lt;br /&gt;
* The pile of rubble contains a [[Trilobite Fossil]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
jyt1.png | Junkyard tunnels 1&lt;br /&gt;
jyt1 frag_dun_wasteWater.png | Junkyard tunnels 1 with [[random dungeon]] fragment&lt;br /&gt;
jyt2.png | Junkyard tunnels 2&lt;br /&gt;
jyt3.png | Junkyard tunnels 3 ([[Siphoner Pools (Lower Caves)|Siphoner Pools]])&lt;br /&gt;
jyt4.png | Junkyard tunnels 4, above [[Abandoned Building]]&lt;br /&gt;
jyt4 frag_dun_wasteWater.png | Junkyard tunnels 4 with [[random dungeon]] fragment&lt;br /&gt;
jyt5.png | Junkyard tunnels 5 (Abram's dig site)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caves south of SGS ===&lt;br /&gt;
These caves are situated to the south of [[Mushroom Cove]] and [[Crossroad Caves]]. [[TNT Charge]]s or [[Jackhammer]] are required to enter.&lt;br /&gt;
&lt;br /&gt;
==== Caves 1 ====&lt;br /&gt;
* The eastern exit leads to [[Mushroom Cove]], area '''South'''&lt;br /&gt;
* The southern exit leads to area '''Caves 2'''&lt;br /&gt;
* Has 3 respawning [[Lake Mushroom]] patches&lt;br /&gt;
* Has 1 respawning [[Mindshroom]]&lt;br /&gt;
* Can be fished in this area: [[Blue Eel]], [[Yellow Puckerfish]], [[Black Dragon]]&lt;br /&gt;
&lt;br /&gt;
==== Caves 2 ====&lt;br /&gt;
* The northern exit leads to area '''Caves 1'''&lt;br /&gt;
* The eastern exit leads to area '''Caves 3'''&lt;br /&gt;
* There is a hidden (requires [[Perception]] to detect) underwater rock bridge linking the NW and NE parts&lt;br /&gt;
* In the SW corner is a hidden (requires [[Perception]] to detect) trap door leading to area '''Caves 2 underpassage'''&lt;br /&gt;
* In the SE corner (reachable from the underpassage) is a footlocker requiring 60 [[Lockpicking]] and containing a [[TNT Charge]]&lt;br /&gt;
* Has [[Siphoner]]s that will ambush you, unless you are stealthy&lt;br /&gt;
* Has 5 respawning [[Lake Mushroom]] patches&lt;br /&gt;
* Has 2 respawning [[Mindshroom]]s (the west one is not reachable)&lt;br /&gt;
* Has 1 respawning [[Lake Poppy]]&lt;br /&gt;
* Can be fished in this area: [[Blue Eel]], [[Minihead]], [[Walking Fish]]&lt;br /&gt;
&lt;br /&gt;
==== Caves 2 underpassage ====&lt;br /&gt;
* Has ladders linking the SW and SE corners of the area '''Caves 2'''&lt;br /&gt;
* Has a stealthy [[Crawler]] ready to ambush you&lt;br /&gt;
&lt;br /&gt;
==== Caves 3 ====&lt;br /&gt;
* The northern exit leads to area '''Caves 4'''&lt;br /&gt;
* The western exit leads to area '''Caves 2'''&lt;br /&gt;
* Has 5 respawning [[Lake Mushroom]] patches, often being eaten by [[Cave Hopper]]s&lt;br /&gt;
* Has 2 respawning [[Mindshroom]]s&lt;br /&gt;
* Can be fished in this area: nothing&lt;br /&gt;
* Cave hopper cemetery can be found here&lt;br /&gt;
** 1-2 high quality [[Cave Hopper Leather]] can be found on the unmarked remains of the dead cave hoppers here&lt;br /&gt;
&lt;br /&gt;
==== Caves 4 ====&lt;br /&gt;
* The southern exit leads to area '''Caves 3'''&lt;br /&gt;
* The northern exit leads to [[Crossroad Caves]], area '''Crossroad Caves 2'''&lt;br /&gt;
* Has some stealthy [[Crawler]]s&lt;br /&gt;
* Has 2 respawning [[Red Dream Mushroom]]s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
cv1.png   | Caves 1&lt;br /&gt;
cv2.png   | Caves 2&lt;br /&gt;
cv2_1.png | Caves 2 underpassage&lt;br /&gt;
cv3.png   | Caves 3 (Cave hopper cemetery)&lt;br /&gt;
cv4.png   | Caves 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caves north of SGS ===&lt;br /&gt;
The caves between [[South Gate Outposts]] and the bottom level of [[GMS compound]]. SGS's old rival [[Omega]] used to move through these caves. Part of the caves is accessible from the bottom level of GMS, but [[TNT Charge]]s or [[Jackhammer]] are required to enter some of them.&lt;br /&gt;
&lt;br /&gt;
==== Caves 10 ====&lt;br /&gt;
* The southern exit leads to [[South Gate Outposts]], area '''South outposts'''&lt;br /&gt;
* The northern exit leads to area '''Caves 11'''&lt;br /&gt;
* Has a few stealthy [[Crawler]]s&lt;br /&gt;
* There are 3 respawning [[Red Dream Mushroom]] : one in the SE corner, one in the SW corner and one on the northern wall&lt;br /&gt;
&lt;br /&gt;
==== Caves 11 ====&lt;br /&gt;
* The southern exit leads to area '''Caves 10'''&lt;br /&gt;
* The western exit leads to are '''Caves 12 (bridge)'''&lt;br /&gt;
* Has 2 respawning [[Lake Mushroom]] patches&lt;br /&gt;
* Has 1 respawning [[Lake Poppy]]&lt;br /&gt;
* Has some mushrooms on an island, but they cannot be reached&lt;br /&gt;
* Can be fished in this area: [[Minihead]], [[Blue Eel]], [[Black Dragon]], [[Walking Fish]]&lt;br /&gt;
&lt;br /&gt;
==== Caves 12 (bridge) ====&lt;br /&gt;
* The eastern exit leads to area '''Caves 11'''. It is blocked by some [[Destructible objects|destructible rocks]]&lt;br /&gt;
* The western exit leads to area '''Caves 13'''&lt;br /&gt;
* The northern exits leads to are '''Caves 14 (raider base)'''&lt;br /&gt;
* On the ground south of the bridge are 4 [[Bear Trap]]s (they can be recovered with 84 [[Traps]], possibly less)&lt;br /&gt;
* The north side of the bridge is guarded by three [[Raider]]s&lt;br /&gt;
* In the NW corner next to the barrel is a secret crawlspace (requires [[Perception]] to spot). It leads to a second, more discreet exit to the area '''Caves 14 (raider base)'''&lt;br /&gt;
* Has a Lake Poppy on each side of the bridge, but they cannot be reached&lt;br /&gt;
* Can be fished in this area: [[Anglerfish]], [[Blue Eel]], [[Minihead]], [[Shrimp]]&lt;br /&gt;
&lt;br /&gt;
==== Caves 13 ====&lt;br /&gt;
* The eastern exit leads to area '''Caves 12 (bridge)'''&lt;br /&gt;
* The western exit leads to [[GMS compound]], area '''Level 3: Commons'''&lt;br /&gt;
* A dead man in the center carries an [[Encyclopedia Fragment]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
==== Caves 14 (raider base) ====&lt;br /&gt;
* The southern exits leads to area '''Caves 12 (bridge)'''&lt;br /&gt;
* There are 6 [[Raider]]s (including their leader) guarding the base&lt;br /&gt;
* The eastern door of the fenced area to the southwest requires 55 [[Lockpicking]]&lt;br /&gt;
* The NW building:&lt;br /&gt;
** Is inhabited by the raider leader, [[Gerhard Page]]&lt;br /&gt;
** Has a desk containing a [[Border Guard Orders]] oddity, 1 XP&lt;br /&gt;
** Has a footlocker on the desk requiring 50 [[Lockpicking]]. It contains a [[Blueprint: W2C Bullets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
cv10.png | Caves 10, north of South Gate Outposts&lt;br /&gt;
cv11.png | Caves 11, north of South Gate Outposts&lt;br /&gt;
cv12.png | Caves 12 (bridge)&lt;br /&gt;
cv13.png | Caves 13, east of GMS compound&lt;br /&gt;
cv14.png | Caves 14 (raider base)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caves east of SGS ===&lt;br /&gt;
The largest section of caves. Located east of [[Crossroad Watch]] and [[Crossroad Caves]], also connected to the northeast part of [[South Gate Outposts]]. [[TNT Charge]]s or [[Jackhammer]] are required to enter. Notable locations in these caves include [[Camp Hathor]], a [[battery recycling plant]], [[Rathound King Lair]], and a Deep Caverns elevator.&lt;br /&gt;
&lt;br /&gt;
==== Caves 5 ====&lt;br /&gt;
* Has [[Pig]]s and [[Warthog]]s&lt;br /&gt;
* Has 4 respawning [[Cave Ear]]s&lt;br /&gt;
&lt;br /&gt;
==== Caves 6 ====&lt;br /&gt;
* The west entrances lead to [[Crossroad Watch]] and are initially blocked with [[Destructible objects|breakable rocks]].&lt;br /&gt;
* The old building to the south:&lt;br /&gt;
** Can be entered from the door with 65 [[Lockpicking]] or by destroying the [[Destructible objects|weak wall]].&lt;br /&gt;
* Has no creatures/enemies&lt;br /&gt;
&lt;br /&gt;
==== Caves 8 ====&lt;br /&gt;
* The southern exit leads to [[Battery Recycling Plant]]&lt;br /&gt;
* The eastern exit leads to [[Camp Hathor]], area '''Caves 16 : Camp Hathor'''&lt;br /&gt;
* The western exit leads to area '''Caves 9'''&lt;br /&gt;
* Has a lone, stealthy and aggressive man called [[Ol' Chopper]], carrying the unique [[Kukri]]&lt;br /&gt;
* Has 1 respawning [[Red Dream Mushroom]]&lt;br /&gt;
* Has 3 respawning [[Cave Ear]]s&lt;br /&gt;
* In the footlocker in [[Ol' Chopper]] is a [[Human Brain]]&lt;br /&gt;
&lt;br /&gt;
==== Caves 9 ====&lt;br /&gt;
* The eastern exit leads to area '''Caves 8'''&lt;br /&gt;
* The southern exit lads to [[South Gate Outposts]], area '''East outpost'''&lt;br /&gt;
* Has a pile of rubble containing a [[Trilobite Fossil]] oddity, 1 XP&lt;br /&gt;
* Has an unreachable [[Lake Poppy]] in the water to the north&lt;br /&gt;
* Lots of [[Rathound]]s and [[Rathound Alpha]]s are roaming the area&lt;br /&gt;
* Can be fished in this area: nothing&lt;br /&gt;
&lt;br /&gt;
==== Caves 19 ====&lt;br /&gt;
* The northeast exit leads to [[ Battery Recycling Plant]]&lt;br /&gt;
* The northwest exit leads to [[Camp Hathor]], area '''Caves 15 : Mushroom farm'''&lt;br /&gt;
* The southern exit leads to area '''Caves 20'''&lt;br /&gt;
* The southeast corner is home to several [[Rathound]]s and [[Rathound Alpha]]&lt;br /&gt;
* Has 2 respawning [[Red Dream Mushroom]]s&lt;br /&gt;
* A pile of rubble in the southeast part contains an [[Obsidian Shard]] oddity, 1 XP&lt;br /&gt;
* Can be fished in this area: [[Pentapus]]&lt;br /&gt;
&lt;br /&gt;
==== Caves 20 ====&lt;br /&gt;
* The northern exit leads to area '''Caves 19'''&lt;br /&gt;
* The southern exit leads to area '''Caves 24'''&lt;br /&gt;
* There are many (around 8-10) [[Rathound Alpha]]s roaming in this area&lt;br /&gt;
* There is also a stealthy [[Death Stalker]] in the eastern tunnnel&lt;br /&gt;
* A locker in the southwest corner contains an [[Old Lamp]] oddity, 2 XP&lt;br /&gt;
&lt;br /&gt;
==== Caves 20, minefield ====&lt;br /&gt;
* The northern exit leads to area '''Caves 24'''&lt;br /&gt;
* The southern stairs lead to [[Rathound King Lair]], area '''Labyrinth'''&lt;br /&gt;
* Has 1 respawning [[Mindshroom]]&lt;br /&gt;
* Has 1 respawning [[Red Dream Mushroom]]&lt;br /&gt;
* Has 3 respawning [[Lake Mushroom]]s&lt;br /&gt;
* The middle locker in the southern room contains a [[Warehouse Inventory List]] oddity, 2 XP&lt;br /&gt;
* Is trapped with many mines, all can be recovered with 91 [[Traps]] skill (possibly less):&lt;br /&gt;
** 4 [[Acid Blob Trap Mk III]]&lt;br /&gt;
** 9 [[Frag Mine Mk III]]&lt;br /&gt;
** 6 [[HE Mine Mk III]]&lt;br /&gt;
** 23 [[Bear Trap]]&lt;br /&gt;
* Can be fished in this area: nothing&lt;br /&gt;
&lt;br /&gt;
==== Caves 22 ====&lt;br /&gt;
* Has 1 respawning [[Lake Poppy]]&lt;br /&gt;
* Can be fished in this area: nothing&lt;br /&gt;
* Has no creatures/enemies&lt;br /&gt;
&lt;br /&gt;
==== Caves 23 ====&lt;br /&gt;
* Has no creatures/enemies&lt;br /&gt;
&lt;br /&gt;
==== Caves 24 ====&lt;br /&gt;
* The northern exit leads to area '''Caves 20'''&lt;br /&gt;
* The southern exit leads to area '''Caves 21, minefield'''&lt;br /&gt;
* Has 1 respawning [[Mindshroom]]&lt;br /&gt;
* Has 1 respawning [[Red Dream Mushroom]]&lt;br /&gt;
* In along the west wall is a pile of rubble containing an [[Obsidian Shard]] oddity, 1 XP&lt;br /&gt;
* Can be fished in this area: nothing&lt;br /&gt;
&lt;br /&gt;
==== Deep Caverns elevator ====&lt;br /&gt;
* Has 2 respawning [[Red Dream Mushroom]]s&lt;br /&gt;
* Has a barrel containing a [[Marked Card Deck]] oddity, 2 XP&lt;br /&gt;
* Has no creatures/enemies&lt;br /&gt;
* Has unpowered Elevator Controls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
cv-dv.png | Deep Caverns elevator&lt;br /&gt;
cv5.png   | Caves 5, east of Crossroad Caves&lt;br /&gt;
cv6.png   | Caves 6, east of Crossroad Watch&lt;br /&gt;
cv8.png   | Caves 8, west of Camp Hathor&lt;br /&gt;
cv9.png   | Caves 9, northeast of South Gate Outposts&lt;br /&gt;
cv19.png  | Caves 19, south of Camp Hathor&lt;br /&gt;
cv20.png  | Caves 20, south of Camp Hathor&lt;br /&gt;
cv21.png  | Caves 21, minefield&lt;br /&gt;
cv22.png  | Caves 22, new area in [[1.0.3]]&lt;br /&gt;
cv23.png  | Caves 23, new area in [[1.0.3]]&lt;br /&gt;
cv23 meatway.png  | [[Meatway]] under Caves 23&lt;br /&gt;
cv24.png  | Caves 24, new area in [[1.0.3]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Save Cliff's girlfriend]]: Cliff asks you to save Jenny from the [[Abandoned Building]] he barely escaped from.&lt;br /&gt;
* [[Mushroom Cove scavenger]]: potential quest, appearing only in playthroughs where the [[Water Treatment Facility]] [[random dungeons|random dungeon]] exists.&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>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:EP_Global_Map_UP.png&amp;diff=53924</id>
		<title>File:EP Global Map UP.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:EP_Global_Map_UP.png&amp;diff=53924"/>
		<updated>2023-11-11T11:42:58Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: == Summary ==
Category:Unofficial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Unofficial content]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:EP_Global_Map_LU.png&amp;diff=53923</id>
		<title>File:EP Global Map LU.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:EP_Global_Map_LU.png&amp;diff=53923"/>
		<updated>2023-11-11T11:42:42Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: == Summary ==
Category:Unofficial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Unofficial content]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Emergency_Phones&amp;diff=53922</id>
		<title>Emergency Phones</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Emergency_Phones&amp;diff=53922"/>
		<updated>2023-11-11T11:41:56Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} [[File:Emergency_phone.png]]&lt;br /&gt;
The '''emergency phones''' are various orange-colored phones scattered throughout the [[Lower Underrail]] and [[Upper Underrail]]. Initially they were meant for [[Biocorp]] metro users to report various incidents using the different buttons on the phone, with Red Cross for medical emergencies, Red Rathound for wildlife, Green Shield for humans, Yellow Wrench for mechanical issues (which would also dispatch robots), Red Exclamation Mark for hazards and Blue Exclamation Mark for an explanation of what emergency phones do. Hundreds of years of disuse as well as [[Phreak|the occasional tampering of a certain hacker]] have left the effects of their buttons unpredictable. Additionally, all emergency phones have a storage compartment that sometimes contains items, and may or may not be unlocked (and thus requiring [[Lockpicking]]).&lt;br /&gt;
==Upper Underrail==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=500px heights=250px&amp;gt;&lt;br /&gt;
EP Global Map UP.png | Upper Underrail [[Global Map]] with functional emergency phones&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several phones are unusable, but 4 are functional.&lt;br /&gt;
* One found near the entrance to the [[Emporion Shopping Mall]] leads to a room that notably contains [[Contact-Activated Capacitative Sheet|CACS]] in a locker (80 [[Lockpicking]] required) and [[Aegis]] in an unmarked trash pile.&lt;br /&gt;
* One found in [[Notus Living Block]] unlocks a door inside a bandit camp that cannot be reached without making the bandits hostile. It contains a [[High Voltage Penetrator Core]] required for Phreak's quest. There is also an unmarked [[Super Health Hypo]] on a shelf.&lt;br /&gt;
* One found at [[Nyx Station]] leads to a room that notably contains 2 [[EMP Grenade Mk II]]s and 2 [[EMP Grenade Mk III]]s.&lt;br /&gt;
* One found north-east near [[Gubbins]]' camp unlocks a door contains a [[Handmade Remote Controller]] required for Phreak's quest.&lt;br /&gt;
===Sounds and the [[Orange Box]]===&lt;br /&gt;
The majority of emergency phones in Upper Underrail were modified by Phreak in order to act as hideout entrances, and interacting with him will eventually net you the Orange Box, the device used to interact with them.&lt;br /&gt;
In order to trigger the entrance, the player has to repeat 3 randomized sequences in a row consisting of multiple button presses (roughly 5 to 9 different button presses), and failing to repeat a sequence will mean the player has to start from the beginning with a new sequence.&lt;br /&gt;
What sound plays when pressing each button is randomized in every playthrough.&lt;br /&gt;
Difficulty determines how many sound playbacks on average are unresponsive on the Orange Box (with 0-2 on Hard{{verify}} and 1-3 on Dominating).&lt;br /&gt;
Successfully activating 2 emergency phones will grant the player character the [[Fine Tuned]] feat.&lt;br /&gt;
===Solving the sound puzzles===&lt;br /&gt;
There are several ways to improve the odds of solving the sound puzzles.&lt;br /&gt;
* Recording the playback on your phone makes re-listening easier&lt;br /&gt;
* Sometimes it can be easier to listen all the sounds that the phone buttons produce before plugging the box. And write down into two colums marks on the buttons and your associations with each sound they produce when pressed.&lt;br /&gt;
* Having 12 effective [[Perception]] will offer dialogue that associates each sound to a number (irrespective of the dialogue choice numbers that represent the buttons) as well as tell the player the &amp;quot;number sequence&amp;quot; of the playback, making it easier to note down each sound and associate it to a button (such as &amp;quot;Red Rathound to 2&amp;quot;).&lt;br /&gt;
* Setting the game's speed to normal will increase the delay between each sound playback, making it easier to keep track of it.&lt;br /&gt;
* Muting the game's music and other noises allows a higher degree of concentration on the sound playback.&lt;br /&gt;
&lt;br /&gt;
==Lower Underrail==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=250px&amp;gt;&lt;br /&gt;
EP Global Map LU.png | Lower Underrail [[Global Map]] with functional emergency phones&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several of them can be interacted with for various unique interactions.&lt;br /&gt;
* One south of [[South Gate Station]] has an opened compartment containing a [[Black Cloth]] and some bullet casings.&lt;br /&gt;
* One east of [[Omega Station]] has a locked compartment containing 3 [[Barbed Throwing Net]]s (requires 45 [[Lockpicking]]).&lt;br /&gt;
* Pressing Yellow Wrench on one in the far east of the [[Omega Station]] entrance will summon a hostile [[Sentry Bot]] and unlock a nearby door. Its storage compartment also contains [[Blast Cloth]] and bullet casings.&lt;br /&gt;
* One north of GMS and past a bandit checkpoint can be repaired with [[Hacking]] or [[Electronics]].&lt;br /&gt;
** Pressing Red Cross will play back a conversation between [[Phreak]] and one of the Lunatics, who calls him &amp;quot;Phreaky&amp;quot;&lt;br /&gt;
** Pressing Yellow Wrench will summon a neutral [[Industrial Robot]] that is immediately hostile to the nearby [[Lunatics]]. It will also unlock a door.&lt;br /&gt;
* One north-west of [[SRO]] can be repaired with 100 [[Hacking]] or 85 [[Electronics]].&lt;br /&gt;
** Triggering the call signal will unlock a nearby door to a room containing the remains of a [[Sentry Bot]], a near-exact replica of an emergency phone and a Protectorate wanted poster for [[Phreak]].&lt;br /&gt;
* One further west from the aforementioned emergency phone had its buttons painted completely black.&lt;br /&gt;
** Pressing the fourth and sixth buttons will alert the [[Lurkers]] inside.&lt;br /&gt;
* Pressing Red Rathound on one found inside an Ironhead lair south-east of [[Foundry]] will lead to an angry response from [[Phreak]]; ''&amp;quot;There's no crunching happening, stop buzzing me!&amp;quot;''.&lt;br /&gt;
* One west of [[Foundry]] has a locked storage compartment containing an [[Electromagnetic Discharger]] (requires 70 [[Lockpicking]]).&lt;br /&gt;
* One east of [[Foundry]] has a locked storage compartment containing a [[Circular Wave Amplifier]] (requires 70 [[Lockpicking]]).&lt;br /&gt;
* One north-east of [[Omega Station]] has an opened compartment containing a [[Cigar]].&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Claymore&amp;diff=53921</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Claymore&amp;diff=53921"/>
		<updated>2023-11-11T11:31:42Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Claymore.png&lt;br /&gt;
| name         = Claymore&lt;br /&gt;
| type         = Melee Weapon&lt;br /&gt;
| description  = This large, beautiful, and masterfully balanced sword, despite its weight, is a perfect dancing partner for wading through scores of bewildered enemies. It seems to have been made from top-quality supersteel, with a finish so smooth you could use it as a mirror.&lt;br /&gt;
| damage       = 15-45 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 16 AP&lt;br /&gt;
| range        = Extended melee (1)&lt;br /&gt;
| critchance   = 4%&lt;br /&gt;
| critbonus    = 175%&lt;br /&gt;
| minstr       = 7&lt;br /&gt;
| capabilities = {{On hit|Carves up a living target for 3 turns, reducing its action points by 2 and increasing the chance the target will get critically hit by 3%. Stacks 5 times.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|10% chance to daze the target for 1 turn.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|5% chance to stun the living target for 1 turn.}}&lt;br /&gt;
| incurred     = Incurs 125% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 7% for every point in strength above 6.&lt;br /&gt;
| onequip      = &lt;br /&gt;
| specials     = {{ItemSpecial|Sweep|Perform a special melee attack that deals 70% of normal weapon damage to all enemies adjacent to you and puts living targets off balance for 2 turns if they are hit.}}&lt;br /&gt;
| durability   = 1320 / 1320 (mechanical)&lt;br /&gt;
| weight       = 5.50&lt;br /&gt;
| value        = 20000&lt;br /&gt;
| datafile     = Weapons\xpbl\captainscutlass.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Claymore''' is a unique [[Swords|sword]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A long and heavy sword, capable of attacking at a slightly extended range. Its strikes have a chance to daze and stun the target, and it can hit multiple opponents simultaneously with the [[Sweep]] special attack.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Wielded by [[MacLander]], an [[Ironheads|Ironhead]] bandit who can be found at an Ironhead checkpoint a short distance to the southeast of [[Foundry]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.5.0]] - 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:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Vehicle_parts&amp;diff=53797</id>
		<title>Vehicle parts</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Vehicle_parts&amp;diff=53797"/>
		<updated>2023-11-07T12:28:15Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vehicle parts''' are a class of items.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Vehicle parts are more expensive and considerably heavier than your average item. Their primary use is customizing player vehicles like [[Jet Skis]] of [[Underrail: Expedition]] expansion. [[Ray]] and [[Squeezer]]/[[Boulder]] are the only merchants who sell vehicle parts.&lt;br /&gt;
&lt;br /&gt;
'''Biocorp Armory''' (BArm), '''Biocorp Industries''' (BioIn) and '''XG''' are major manufacturers of vehicle parts. XG series parts are made in Hexagon.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
=== Engines ===&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Size !! Power !! Consumption !! Weight !! Value !! Net Power Gain !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Small Scrappy Engine}}&lt;br /&gt;
| Small || 200 || 125% || 50.00 || - || 150 || 0.8333&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Small Scrappy Engine}}&lt;br /&gt;
| Small || 200 || 125% || 50.00 || 1 500 || 150 || 0.8333&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Small Well-made Engine}}&lt;br /&gt;
| Small || 225 || 100% || 25.00 || 7 500 || 200 || 0.5000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Lightstep 250}}&lt;br /&gt;
| Small || 250 || 100% || 30.00 || 30 000 || 220 || 0.4545&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Grinder 350}}*&lt;br /&gt;
| Small || 350 || 140% || 45.00 || 60 000 || 305 || 0.4590&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken LEMCO Eco 250 Light}}&lt;br /&gt;
| Small || 250 || 80% || 25.00 || - || 225 || 0.3555&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Alpha 2.7}}&lt;br /&gt;
| Small || 270 || 110% || 35.00 || 60 000 || 235 || 0.4680&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Alpha 3.0}}&lt;br /&gt;
| Small || 300 || 120% || 40.00 || 90 000 || 260 || 0.4615&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Medium Scrappy Engine}}&lt;br /&gt;
| Medium || 250 || 125% || 55.00 || - || 195 || 0.6410&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Medium Scrappy Engine}}&lt;br /&gt;
| Medium || 250 ||  125%  || 55.00 || 2 250 || 195 || 0.6410&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Medium Well-made Engine}}&lt;br /&gt;
| Medium || 325 || 100% || 45.00 || 12 000 || 280 || 0.3571&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Beta 3.5}}&lt;br /&gt;
| Medium || 350 || 100% || 50.00 || 75 000 || 300 || 0.3333&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn Giant 375}}&lt;br /&gt;
| Medium || 375 || 110% || 55.00 || 105 000 || 320 || 0.3437&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Shifter 400}}&lt;br /&gt;
| Medium || 400 ||  120%  || 60.00 || 120 000 || 340 || 0.3529&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Grinder L450}}*&lt;br /&gt;
| Medium || 450 ||  140%  || 65.00 || 90 000 || 385 || 0.3636&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Large Scrappy Engine}}&lt;br /&gt;
| Large || 300 || 125% || 85.00 || - || 215 || 0.5813&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Large Scrappy Engine}}&lt;br /&gt;
| Large || 300 || 125% || 85.00 || 3 750 || 215 || 0.5813&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Hauler 450}}&lt;br /&gt;
| Large || 450 || 100% || 70.00 || 90 000 || 380 || 0.2631&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn Titan 500}}&lt;br /&gt;
| Large || 500 || 110% || 80.00 || 120 000 || 420 || 0.2619&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Hauler 550}}&lt;br /&gt;
| Large || 550 || 120% || 90.00 || 150 000 || 460 || 0.2608&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Hauler 600}}&lt;br /&gt;
| Large || 600 || 130% || 100.00 || 180 000 || 500 || 0.2600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Batteries ===&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Size !! Capacity !! Weight !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Scrappy Vehicle Battery 150}}&lt;br /&gt;
| Small || 150 || 25.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Scrappy Vehicle Battery 150}}&lt;br /&gt;
| Small || 150 || 25.00 || 1 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Scilon 250}}&lt;br /&gt;
| Small || 250 || 12.00 || 7 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Power 3.0}}&lt;br /&gt;
| Small || 300 || 15.00 || 15 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Scilon 350}}&lt;br /&gt;
| Small || 350 || 18.00 || 30 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Power 4.0}}&lt;br /&gt;
| Small || 400 || 20.00 || 15 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken LEMCO VB 450 Light}}&lt;br /&gt;
| Small || 450 || 10.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Scrappy Vehicle Battery 350}}&lt;br /&gt;
| Medium || 350 || 30.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Scrappy Vehicle Battery 350}}&lt;br /&gt;
| Medium || 350 || 30.00 || 1 800&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Current 550}}&lt;br /&gt;
| Medium || 550 || 22.00 || 22 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn M600}}&lt;br /&gt;
| Medium || 600 || 25.00 || 37 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Superpower 7.5}}&lt;br /&gt;
| Medium || 750 || 28.00 || 52 500&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Current 800}}&lt;br /&gt;
| Medium || 800 || 30.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Furnace 900}}*&lt;br /&gt;
| Medium || 900 || 32.00 || 36 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Broken Scrappy Vehicle Battery 600}}&lt;br /&gt;
| Large ||  600 || 42.00 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Scrappy Vehicle Battery 600}}&lt;br /&gt;
| Large ||  600 || 42.00 || 1 800&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn L900}}&lt;br /&gt;
| Large ||  900 || 35.00 || 45 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Solar 1000}}&lt;br /&gt;
| Large || 1000 || 40.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Solar 1250}}&lt;br /&gt;
| Large || 1250 || 45.00 || 75 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn L1500}}&lt;br /&gt;
| Large || 1500 || 50.00 || 90 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Nexus 1700}}*&lt;br /&gt;
| Large || 1700 || 58.00 || 51 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Jet Ski Suspensions ===&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Size !! Stability !! Weight !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Small Jet Shocks}}&lt;br /&gt;
| Small || +5% || 10.00 || 30 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Cloud}}&lt;br /&gt;
| Small || +10% || 5.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Storm Cloud}}&lt;br /&gt;
| Small || +12% || 7.00 || 90 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Medium Jet Shocks}}&lt;br /&gt;
| Medium || +14% || 14.00 || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|XG Mist}}&lt;br /&gt;
| Medium || +15% || 10.00 || 120 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Medium Jet Shocks SE}}&lt;br /&gt;
| Medium || +18% || 16.00 || 90 0000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn HDS 2}}&lt;br /&gt;
| Large || +22% || 18.00 || 90 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BArm Large Jet Shocks}}&lt;br /&gt;
| Large || +26% || 20.00 || 120 000&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|BioIn HDS 3}}&lt;br /&gt;
| Large || +30% || 22.00 || 150 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Note: broken parts as well as parts marked with &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; don't appear in [[Ray|Ray's]] store. &amp;lt;br&amp;gt;&lt;br /&gt;
Net Power Gain = Power - Weight &amp;lt;br&amp;gt;&lt;br /&gt;
Efficiency = Consumption / Net Power Gain (smaller numbers are better)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Vehicle parts navbox}}&lt;br /&gt;
[[Category:Items| Vehicle parts]]&lt;br /&gt;
[[Category:Vehicle parts| Vehicle parts]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Utility_Tower&amp;diff=53460</id>
		<title>Utility Tower</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Utility_Tower&amp;diff=53460"/>
		<updated>2023-11-03T14:59:07Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Utility Tower&lt;br /&gt;
| maptext = A soaring, abandoned, deep-frozen tower&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = utility tower.png&lt;br /&gt;
| music   = &lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Level 1&amp;lt;br&amp;gt;Level 2&lt;br /&gt;
| exits   = [[Eos Complex]]&lt;br /&gt;
| npcs    = none&lt;br /&gt;
| mapfile = dun_up_it1,dun_up_it2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Utility Tower''' is a location in [[Upper Underrail]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
It is accessible from the [[Eos Complex]] metro station in [[Upper Underrail]]. There's a ladder leading to it in the northwest storage room.&lt;br /&gt;
&lt;br /&gt;
== Zones ==&lt;br /&gt;
The Utility Tower is divided into various levels, each with its own segments from bottom to top.&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
* 2 segments.&lt;br /&gt;
* The Frigid Environment stack limit is 5{{Hard}}{{DOMINATING}}.&lt;br /&gt;
* The NE can be accessed with a 4 [[Agility]] passage, or by opening the door using the console in the room full of [[Coil Spider]]s.&lt;br /&gt;
** The path there is covered with [[Cryogas]]{{DOMINATING}}.&lt;br /&gt;
* The SE room:&lt;br /&gt;
** Is inhabited by several [[Coil Spider]]s and [[Greater Coil Spider]]s&lt;br /&gt;
** The console opens the door to the second level (by selecting the option &amp;quot;Access to H__ towwr&amp;quot;)&lt;br /&gt;
* There is a hidden (need [[Perception]]) ventilation shaft in the north room which leads to area '''Level 2'''&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
* 2 segments.&lt;br /&gt;
* The Frigid Environment stack limit of the '''1st segment''' is 5{{Hard}}/10{{DOMINATING}}.&lt;br /&gt;
* The Frigid Environment stack limit of the '''2nd segment''' is 10{{Hard}}/20{{DOMINATING}}.&lt;br /&gt;
* The south of the first segment contains a glitched console repeating various letters, with the only ones visible being &amp;quot;hypo&amp;quot;.&lt;br /&gt;
* The northern room of the first segment contains frozen Coil Spiders and a room with 3 [[Greater Fusion Cell]]s.&lt;br /&gt;
* The western room of the second segment contains frozen Death Stalkers and a trap door leading to Level 1.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
'''It is at this Level that ice starts blocking the path.'''&lt;br /&gt;
* 3 segments.&lt;br /&gt;
* The Frigid Environment stack limit of the '''1st segment''' is 10{{Hard}}/20{{DOMINATING}} .&lt;br /&gt;
* The Frigid Environment stack limit of the '''2nd segment''' is 20{{Hard}}/30{{DOMINATING}}.&lt;br /&gt;
* The Frigid Environment stack limit of the '''3rd segment''' and '''outside''' is 20{{Hard}}/40{{DOMINATING}}.&lt;br /&gt;
* The northern room of the first segment contains various rooms locked with valves. 1 (2 on Dominating) contains a frozen Ancient Rathound, blocking the way to a locker.&lt;br /&gt;
* The western room of the second segment contains frozen Death Stalkers.&lt;br /&gt;
* North of the 3rd segment there is a glitched console that repeats the words &amp;quot;thala, oth, thala, oth&amp;quot;.&lt;br /&gt;
* The way to Level 4 is through the west room, which leads through a tunnel leading to the outside of the Utility Tower, where it is '''wind-blasted'''.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
* 3 segments.&lt;br /&gt;
* The Frigid Environment stack limit of the '''outside''', '''2nd segment''' and '''3rd segment''' is 20{{Hard}}/45{{DOMINATING}}.&lt;br /&gt;
* The Frigid Environment stack limit of the '''1st segment''' is 5{{Hard}}{{DOMINATING}}. (Bug?)&lt;br /&gt;
* The northern room of the 2nd segment:&lt;br /&gt;
** Contains a room with 3 valves opening each room, which are blocked by ice.&lt;br /&gt;
** Is likely '''bugged''' as it is '''wind-blasted''' despite not being outside.&lt;br /&gt;
* The south-eastern section of the 3rd segment contains a breach in a boiler in which there is a [[Plasma Core]].&lt;br /&gt;
* South of the 3rd segment there is a glitched console that pulsates with tiny letters, mus and an upside-down 4. There is also a box near it that contains the [[Breathing Tank Regulator]] oddity.&lt;br /&gt;
* The western room of the 2nd segment contains various shelves and containers blocked by ice.&lt;br /&gt;
* The 2nd segment is where {{spoiler|Ghost Crawlers and Coil Spiders start appearing.}}&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
* '''Saving is disabled,''' however as you clear the ice in level 5, you can return to level 4 and save, maintaining your progress. This is especially useful for characters attempting the DOMINATING-exclusive boss at the top of the tower, as it means you won't have to clear the ice on the floors prior to the boss every time.&lt;br /&gt;
* 2 segments (3 on Dominating, conditional).&lt;br /&gt;
* The northern room of the 2nd segment:&lt;br /&gt;
** Contains valves which open rooms full of empty lockers.&lt;br /&gt;
*** There's a line on the floor connecting some of lockers. If you open them and only them then the last one gives you some items, most notably two doses of [[Regenerative Mixture]].&lt;br /&gt;
** Contains a vent shaft that leads to Level 1's vent.&lt;br /&gt;
*** It is one-way, the player will not be able to climb back up through it.&lt;br /&gt;
* South-west of the 2nd segment there is a fireplace that when lit will allow you to interact with a Frozen Corpse that will give the player the [[Warm Trapper Hat]].&lt;br /&gt;
* On Dominating the third segment will unlock, {{spoiler|containing Strange Ice that will initiate the boss battle with Demise}}.&lt;br /&gt;
** {{spoiler|After the dungeon boss is defeated a new restless corpse will appear near the elevator shaft that takes the player all the way down to the first level that contains the [[Antifreeze Protein Injector]] oddity}}.&lt;br /&gt;
&lt;br /&gt;
=== Boss Battle ===&lt;br /&gt;
'''The boss battle is only accessible on Dominating and if you have received an email at the start of the game mentioning &amp;quot;Ice T&amp;quot;, making it mutually exclusive with the [[Arena Masters]].'''&lt;br /&gt;
{{hiddensection|Spoilers|&lt;br /&gt;
* The final level contains a boss fight, a slow-moving apparition that shoots [[Cryokinesis|ice shards]] at the player and can inflict the [[Shattered Will]] debuff in melee. The boss is impossible to damage or incapacitate and in order to defeat it, the player must navigate a square room with no exits, approach 6 different restless corpses in each corner of the room and provide them with medical assistance by choosing the correct dialogue options. The task is made harder by the [[Cryogenic Barrier|ice]] that fills the room after each correct answer, time not stopping during the dialogue and the [[Shattered Will]] debuff that is inflicted when the player chooses a wrong answer. In addition, after each corpse is assisted the boss will deal incrementally more damage with its attacks. &lt;br /&gt;
* There are 8 restless corpses in total, 2 don't require medical assistance and must be left alone. A corpse can only be assisted after a text box has appeared over its head. Otherwise, the player will be given a dialogue box with no correct options. The order in which these text boxes appear seems to be random.&lt;br /&gt;
* The correct options are:&lt;br /&gt;
** Offer mildly warm non-alcoholic drinks only.&lt;br /&gt;
** Move it away slowly.&lt;br /&gt;
** Remove its wet clothes only.&lt;br /&gt;
** &amp;quot;Up to the north.&amp;quot;&lt;br /&gt;
** Heat up neck, chest and groin parts.&lt;br /&gt;
** Keep them upright and awake.&lt;br /&gt;
* Defeating the boss rewards the player with the [[Beyond Cold]] feat.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Enemies and other hazards ==&lt;br /&gt;
* There is a constant [[Frigid Environment]] debuff in that area, making you more vulnerable to cold.&lt;br /&gt;
** The maximum amount of stacks increases the higher you go, and you also lose [[Warmed Up]] stacks depending on difficulty and how high you are, eventually making it impossible to stack it on Dominating. It will also start adding up to 5 stacks of [[Chilled]] at about 20{{verify}} stacks.&lt;br /&gt;
** A lit fireplace will remove 10 stacks of Frigid Environment every turn.&lt;br /&gt;
** The [[Frigid Environment]] limit on Hard is '''20''', while on Dominating it's '''45'''.&lt;br /&gt;
** Fireplaces will extinguish faster the colder the area, depending on level{{verify}} or ambient [[Frigid Environment]]{{verify}}.&lt;br /&gt;
* All of the enemies above Level 1 are frozen and there's no need to fight them, but do take note that setting the fireplaces near them on fire will unfreeze them.&lt;br /&gt;
** [[Coil Spider]]s and [[Greater Coil Spider]]s.&lt;br /&gt;
** [[Death Stalker]]s.&lt;br /&gt;
** [[Industrial Robot]]s.&lt;br /&gt;
* Certain areas on the higher levels are '''wind-blasted''', and will deal a serious amount of cold damage every turn spent there, which can quickly become fatal when combined with Frigid Environment.&lt;br /&gt;
* Ice Barriers become more and more common, which will block the way forward and have to be destroyed to proceed.&lt;br /&gt;
* {{spoiler|Ghost Crawlers and Coil Spiders that inflict [[Shattered Will]] debuff}} (upper levels).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Thanks to its environment, The Utility Tower is a dangerous place and can become a death warrant to those, who come unprepared.&lt;br /&gt;
The entire area is full of [[Cryogas]] and [[Frigid Environment]] will both reduce the player's cold resistance and threshold as well as increase cold damage taken, causing the gas to deal exponentially more damage.&lt;br /&gt;
First of all you need to have ways to counter all the effects of cold, that you meet here. The list of the gear, that can help with that:&lt;br /&gt;
* Armor with high cold resistance/threshold:&lt;br /&gt;
** [[Leather Armor]] made of [[Infused Bison Leather]] (makes you immune to [[Chill]]) with [[Insulating Foam Padding]] (makes you immune to [[Frozen|Freeze]]) - definitely shines here and is a must for '''Dominating''' difficulty.&lt;br /&gt;
* Other options are (sorted by descending of effectiveness):&lt;br /&gt;
**  [[Leather Armor]] made of [[Bison Leather]] with [[Insulating Foam Padding]]&lt;br /&gt;
**  [[Leather Armor]] made of [[Infused Ancient Rathound Leather]]/[[Ancient Rathound Leather]] with [[Insulating Foam Padding]]&lt;br /&gt;
**  [[Lemurian Security Marine Armor]]&lt;br /&gt;
**  [[Protectorate Marine Armor]]&lt;br /&gt;
**  Any armor that uses [[Insulated Vest (component)|Insulated Vest]] in its blueprint.&lt;br /&gt;
* Headgear &lt;br /&gt;
** [[Balaclava]]&lt;br /&gt;
** [[Metal Helmet]] with [[Insulating Foam Padding]]&lt;br /&gt;
* Footwear&lt;br /&gt;
** [[Boots]] made of [[Infused Bison Leather]]/[[Bison Leather]] with [[Insulating Foam Padding]]&lt;br /&gt;
** [[Boots]] made of [[Infused Ancient Rathound Leather]]/[[Ancient Rathound Leather]] with [[Insulating Foam Padding]]&lt;br /&gt;
** [[Tabi Boots]] made of [[Infused Bison Leather]]/[[Bison Leather]]&lt;br /&gt;
** [[Tabi Boots]] made of [[Infused Ancient Rathound Leather]]/[[Ancient Rathound Leather]]&lt;br /&gt;
* Food items&lt;br /&gt;
** [[Canned Fish]] - reduces all cold damage taken by 15%&lt;br /&gt;
** Any other food, that increases [[Constitution]]. With [[Burrower Burger]] (+1 Con for 20 minutes) being the easiest obtainable.&lt;br /&gt;
* Other useful stuff&lt;br /&gt;
** Lots of [[Coal]] and a [[Lighter]] to light those bonfires scattered around. Especially for '''Dominating''' where the Utility Tower becomes significantly harder, as [[Frigid Environment]] will stack even higher and more abruptly, and [[Warmed Up]] becomes impossible to stack past a certain level.&lt;br /&gt;
You can find quite a lot of coal in The Utility Tower itself, but it just can appear to be not enough.&lt;br /&gt;
&lt;br /&gt;
Generally, characters with high [[Constitution]] and [[Conditioning]] will have an easier time getting through the Utility Tower because they will still block a percentage of the cold damage, as the resistance reduction only applies to armor.&lt;br /&gt;
&lt;br /&gt;
The ice barriers have a high amount of damage threshold, thus it is advised to carry a [[Sledgehammer]] due to its ability to ignore damage thresholds.&lt;br /&gt;
&lt;br /&gt;
The other radical mean of fighting off cold is using loads of [[Molotov Cocktail]]s together with some heat-protection gear. Just bear in mind, that this way you can unfreeze some unwanted enemies.&lt;br /&gt;
&lt;br /&gt;
== Map gallery==&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px&amp;gt;&lt;br /&gt;
dun_up_it1.png | Level 1&lt;br /&gt;
dun_up_it2.png | Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53444</id>
		<title>Version history/Underrail 1.2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53444"/>
		<updated>2023-11-03T11:51:57Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: 1.2.0.9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{Latest version&lt;br /&gt;
| stable            = 1.2.0.7&lt;br /&gt;
| stable-date       = 1 November 2023&lt;br /&gt;
| experimental      = 1.1.5.6&lt;br /&gt;
| experimental-date = 21 February 2022&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Version history and changelogs for Underrail 1.2.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 1.2.0 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 12 October 2023&lt;br /&gt;
| version     = 1.2.0.0&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = New seasonal events, tweaks, bugfixes&lt;br /&gt;
| changelog   =&lt;br /&gt;
*Features&lt;br /&gt;
**New seasonal events&lt;br /&gt;
&lt;br /&gt;
*Items&lt;br /&gt;
**Increased the cost of Hexogen&lt;br /&gt;
**Scopes, crossbow superstring, pneumatic reloader and laser sight are now stackable&lt;br /&gt;
**Praetorian heavy armor acid resistance changed to 0% / 5 (down from 20% / 10). This was a mistake, regular metal armors have minimal fixed acid resistance&lt;br /&gt;
**Praetorian heavy armor health bonused changed to 35 (up from 20)&lt;br /&gt;
**Reduced the mechanics required for a number of different gun barrels (7.62, 8.6, .44, 12.7)&lt;br /&gt;
**Increased durability of TT 3000 from 690 to 2220, and Balor's Hammer from 1770 to 3570&lt;br /&gt;
&lt;br /&gt;
*NPCs&lt;br /&gt;
**Rathound King and What now have custom combat taunts&lt;br /&gt;
**Doctor Merrick will now treat injured players&lt;br /&gt;
**Gorsky is now immune to fear&lt;br /&gt;
**[Expedition] Becket will now sell spears and offer them as a reward; also, he will now always buy some medical items per restock (was random before)&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Reduced the spread angle for assault rifle/SMG bursts&lt;br /&gt;
**Echoing Soliloquy persuasion buff will now work a lot more reliably on higher difficulties&lt;br /&gt;
**Tchortlings will now despawn (go back to their wretched holes) if the player returns to Hollow Earth zones without being affected by the Eye of Tchort debuff&lt;br /&gt;
**Protectorate Dreadnought's minigun now behaves like a proper minigun; also, the shoot rocket ability's AP cost has been reduced from 30 to 20, whereas cooldown has been increased from 2 to 3 turns&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Item macro stacking (1000 = 1k, 1000000 = 1m...) will now properly work with the new UI settings (was Classic-only)&lt;br /&gt;
**Fatal Throw should no longer provide any benefit when throwing acid vials&lt;br /&gt;
**Fixed the UI bug with certain vehicle slot background icons in some UI sizes&lt;br /&gt;
**Updated HARP rocket explosion to use the same sprites as High Explosive grenades, instead of the old one&lt;br /&gt;
**Commando will no longer trigger when destroying inanimate objects&lt;br /&gt;
**Certain special acid attack will now count towards &amp;quot;Acid Trip&amp;quot; achievement&lt;br /&gt;
**Fixed being able to tell Lt. Garren that a certain sneaky person is located somewhere despite the fact that he isn't&lt;br /&gt;
**Fixed Leo sometimes not leaving his hiding place properly and thus not being accessible for the rest of the playthrough&lt;br /&gt;
**Fixed Epione Lab cameras sometimes tracking the player despite them having been allowed access by the front guard&lt;br /&gt;
**Fixed Gorsky staying in Tanner's office even after certain events that should prevent their conversation from happening have taken place&lt;br /&gt;
**Fixed being able to pickpocket femurs from hunchback mutants&lt;br /&gt;
**Fixed certain Mushroom Root parts being selectable from outside of the actual sprite&lt;br /&gt;
**Fixed thrown oil barrels doing acid damage on direct impact&lt;br /&gt;
**Fixed being able to daze machines while under the influence of Scrapperac&lt;br /&gt;
**Fixed the game not acknowledging you had paid for the Wormhole access if you did so through a mercantile check&lt;br /&gt;
**Fixed Tchortling Sower Tentacles sometimes dropping their bio attack weapon items for the players to pick up&lt;br /&gt;
**Fixed SRO assault squad not returning to home base upon victory&lt;br /&gt;
**If the player manages to survive the electric shock and subsequently kill the other runners in the Gauntlet's final area, they will no longer be able to enter other lanes and go out of bounds&lt;br /&gt;
**Buying drapes for your house will now properly remove 300 charons from inventory (as stated in Jyles' dialog) instead of 350&lt;br /&gt;
**Death of reclined characters lke the wounded sec-trooper will no longer be displayed as destruction in the text feed&lt;br /&gt;
**[Expedition] Fixed not being able to disembark at a destroyed wall section in Port Ceto during certain events&lt;br /&gt;
**[Expedition] Updated Elemental Bolts feat description to include energy bolts. The text remains the same for the base game, as it does not feature this kind of bolts&lt;br /&gt;
**[Expedition] Fixed the camp defense quest note not being marked as completed in certain situations&lt;br /&gt;
**[Expedition] Fixed not always getting extra xp for doing the final pirate mission solo (and some other minor dialog inconsistencies)&lt;br /&gt;
**[Expedition] Fixed Ladelman not selling vehicle repair kits&lt;br /&gt;
**[Expedition] Fixed quests related to joining the expedition not always being marked as failed when the ship returns to the Black Sea without the player&lt;br /&gt;
**[Expedition] Fixed a broken electronics check when attempting to fix an Abandoned Waterways Facility console&lt;br /&gt;
**[Expedition] Fixed not getting a bonus for revealing a certain threat to the expedition&lt;br /&gt;
**[Expedition] Fixed behavioural issues with Ladelman and Doc Savage when they join the camp defenses at the beach&lt;br /&gt;
**[Expedition] Fixed a broken option to call for reinforcements during kidnapping negotiations&lt;br /&gt;
**[Expedition] Fixed the respawning jet ski in Abandoned Waterway Facility&lt;br /&gt;
**[Expedition] Fixed The Rig guard dogs engaging players riding jets skis (will occasionally growl at them only)&lt;br /&gt;
**[Expedition] Fixed junk jets taken from members of a few factions still displaying red/protected cursor&lt;br /&gt;
**[Expedition] Room 3 at The Rig will no longer display red/protected cursor even if Murky gave you its key&lt;br /&gt;
**[Expedition] A certain persuasion option will no longer break Todd's dialog&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.2.0.7 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 1 November 2023&lt;br /&gt;
| version     = 1.2.0.7&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = [[Underrail: Heavy Duty|Heavy Duty]] release&lt;br /&gt;
| changelog   = &lt;br /&gt;
TBD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.2.0.8 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 2 November 2023&lt;br /&gt;
| version     = 1.2.0.8&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = UI, bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*UI&lt;br /&gt;
**Added 3840x1600 resolution to video options&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the psi innervation window bugging out when you have more than 9 psi slots&lt;br /&gt;
**[Expedition] Certain special sewer blockade can now be properly cleared (was broken by a previous patch)&lt;br /&gt;
**[Heavy Duty] Fixed the Shell Shock status effect duration&lt;br /&gt;
**[Heavy Duty] Fixed Gunslinger disappearing in a specific instance if left near the railcar outside the Compound&lt;br /&gt;
**[Heavy Duty] Fixed the Warthog refurbishment text incorrectly stating that a muzzle brake is required alongside other components&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.2.0.9 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 3 November 2023&lt;br /&gt;
| version     = 1.2.0.9&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = Bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*Bugs&lt;br /&gt;
**[Heavy Duty] Fixed black screen issues when leaving for dark territory&lt;br /&gt;
**[Heavy Duty] Fixed Gunslinger still following the player in instances in which he shouldn't&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Older versions ==&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>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53355</id>
		<title>Version history/Underrail 1.2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53355"/>
		<updated>2023-11-02T15:02:17Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{Latest version&lt;br /&gt;
| stable            = 1.2.0.7&lt;br /&gt;
| stable-date       = 1 November 2023&lt;br /&gt;
| experimental      = 1.1.5.6&lt;br /&gt;
| experimental-date = 21 February 2022&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Version history and changelogs for Underrail 1.2.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 1.2.0 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 12 October 2023&lt;br /&gt;
| version     = 1.2.0.0&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = New seasonal events, tweaks, bugfixes&lt;br /&gt;
| changelog   =&lt;br /&gt;
*Features&lt;br /&gt;
**New seasonal events&lt;br /&gt;
&lt;br /&gt;
*Items&lt;br /&gt;
**Increased the cost of Hexogen&lt;br /&gt;
**Scopes, crossbow superstring, pneumatic reloader and laser sight are now stackable&lt;br /&gt;
**Praetorian heavy armor acid resistance changed to 0% / 5 (down from 20% / 10). This was a mistake, regular metal armors have minimal fixed acid resistance&lt;br /&gt;
**Praetorian heavy armor health bonused changed to 35 (up from 20)&lt;br /&gt;
**Reduced the mechanics required for a number of different gun barrels (7.62, 8.6, .44, 12.7)&lt;br /&gt;
**Increased durability of TT 3000 from 690 to 2220, and Balor's Hammer from 1770 to 3570&lt;br /&gt;
&lt;br /&gt;
*NPCs&lt;br /&gt;
**Rathound King and What now have custom combat taunts&lt;br /&gt;
**Doctor Merrick will now treat injured players&lt;br /&gt;
**Gorsky is now immune to fear&lt;br /&gt;
**[Expedition] Becket will now sell spears and offer them as a reward; also, he will now always buy some medical items per restock (was random before)&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Reduced the spread angle for assault rifle/SMG bursts&lt;br /&gt;
**Echoing Soliloquy persuasion buff will now work a lot more reliably on higher difficulties&lt;br /&gt;
**Tchortlings will now despawn (go back to their wretched holes) if the player returns to Hollow Earth zones without being affected by the Eye of Tchort debuff&lt;br /&gt;
**Protectorate Dreadnought's minigun now behaves like a proper minigun; also, the shoot rocket ability's AP cost has been reduced from 30 to 20, whereas cooldown has been increased from 2 to 3 turns&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Item macro stacking (1000 = 1k, 1000000 = 1m...) will now properly work with the new UI settings (was Classic-only)&lt;br /&gt;
**Fatal Throw should no longer provide any benefit when throwing acid vials&lt;br /&gt;
**Fixed the UI bug with certain vehicle slot background icons in some UI sizes&lt;br /&gt;
**Updated HARP rocket explosion to use the same sprites as High Explosive grenades, instead of the old one&lt;br /&gt;
**Commando will no longer trigger when destroying inanimate objects&lt;br /&gt;
**Certain special acid attack will now count towards &amp;quot;Acid Trip&amp;quot; achievement&lt;br /&gt;
**Fixed being able to tell Lt. Garren that a certain sneaky person is located somewhere despite the fact that he isn't&lt;br /&gt;
**Fixed Leo sometimes not leaving his hiding place properly and thus not being accessible for the rest of the playthrough&lt;br /&gt;
**Fixed Epione Lab cameras sometimes tracking the player despite them having been allowed access by the front guard&lt;br /&gt;
**Fixed Gorsky staying in Tanner's office even after certain events that should prevent their conversation from happening have taken place&lt;br /&gt;
**Fixed being able to pickpocket femurs from hunchback mutants&lt;br /&gt;
**Fixed certain Mushroom Root parts being selectable from outside of the actual sprite&lt;br /&gt;
**Fixed thrown oil barrels doing acid damage on direct impact&lt;br /&gt;
**Fixed being able to daze machines while under the influence of Scrapperac&lt;br /&gt;
**Fixed the game not acknowledging you had paid for the Wormhole access if you did so through a mercantile check&lt;br /&gt;
**Fixed Tchortling Sower Tentacles sometimes dropping their bio attack weapon items for the players to pick up&lt;br /&gt;
**Fixed SRO assault squad not returning to home base upon victory&lt;br /&gt;
**If the player manages to survive the electric shock and subsequently kill the other runners in the Gauntlet's final area, they will no longer be able to enter other lanes and go out of bounds&lt;br /&gt;
**Buying drapes for your house will now properly remove 300 charons from inventory (as stated in Jyles' dialog) instead of 350&lt;br /&gt;
**Death of reclined characters lke the wounded sec-trooper will no longer be displayed as destruction in the text feed&lt;br /&gt;
**[Expedition] Fixed not being able to disembark at a destroyed wall section in Port Ceto during certain events&lt;br /&gt;
**[Expedition] Updated Elemental Bolts feat description to include energy bolts. The text remains the same for the base game, as it does not feature this kind of bolts&lt;br /&gt;
**[Expedition] Fixed the camp defense quest note not being marked as completed in certain situations&lt;br /&gt;
**[Expedition] Fixed not always getting extra xp for doing the final pirate mission solo (and some other minor dialog inconsistencies)&lt;br /&gt;
**[Expedition] Fixed Ladelman not selling vehicle repair kits&lt;br /&gt;
**[Expedition] Fixed quests related to joining the expedition not always being marked as failed when the ship returns to the Black Sea without the player&lt;br /&gt;
**[Expedition] Fixed a broken electronics check when attempting to fix an Abandoned Waterways Facility console&lt;br /&gt;
**[Expedition] Fixed not getting a bonus for revealing a certain threat to the expedition&lt;br /&gt;
**[Expedition] Fixed behavioural issues with Ladelman and Doc Savage when they join the camp defenses at the beach&lt;br /&gt;
**[Expedition] Fixed a broken option to call for reinforcements during kidnapping negotiations&lt;br /&gt;
**[Expedition] Fixed the respawning jet ski in Abandoned Waterway Facility&lt;br /&gt;
**[Expedition] Fixed The Rig guard dogs engaging players riding jets skis (will occasionally growl at them only)&lt;br /&gt;
**[Expedition] Fixed junk jets taken from members of a few factions still displaying red/protected cursor&lt;br /&gt;
**[Expedition] Room 3 at The Rig will no longer display red/protected cursor even if Murky gave you its key&lt;br /&gt;
**[Expedition] A certain persuasion option will no longer break Todd's dialog&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.2.0.7 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 1 November 2023&lt;br /&gt;
| version     = 1.2.0.7&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = [[Underrail: Heavy Duty|Heavy Duty]] release&lt;br /&gt;
| changelog   = &lt;br /&gt;
TBD&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.2.0.8 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 2 November 2023&lt;br /&gt;
| version     = 1.2.0.8&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = UI, bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*UI&lt;br /&gt;
**Added 3840x1600 resolution to video options&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the psi innervation window bugging out when you have more than 9 psi slots&lt;br /&gt;
**[Expedition] Certain special sewer blockade can now be properly cleared (was broken by a previous patch)&lt;br /&gt;
**[Heavy Duty] Fixed the Shell Shock status effect duration&lt;br /&gt;
**[Heavy Duty] Fixed Gunslinger disappearing in a specific instance if left near the railcar outside the Compound&lt;br /&gt;
**[Heavy Duty] Fixed the Warthog refurbishment text incorrectly stating that a muzzle brake is required alongside other components&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Older versions ==&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>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53353</id>
		<title>Version history/Underrail 1.2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53353"/>
		<updated>2023-11-02T15:02:00Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{Latest version&lt;br /&gt;
| stable            = 1.2.0.7&lt;br /&gt;
| stable-date       = 1 November 2023&lt;br /&gt;
| experimental      = 1.1.5.6&lt;br /&gt;
| experimental-date = 21 February 2022&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Version history and changelogs for Underrail 1.2.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 1.2.0 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 12 October 2023&lt;br /&gt;
| version     = 1.2.0.0&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = New seasonal events, tweaks, bugfixes&lt;br /&gt;
| changelog   =&lt;br /&gt;
*Features&lt;br /&gt;
**New seasonal events&lt;br /&gt;
&lt;br /&gt;
*Items&lt;br /&gt;
**Increased the cost of Hexogen&lt;br /&gt;
**Scopes, crossbow superstring, pneumatic reloader and laser sight are now stackable&lt;br /&gt;
**Praetorian heavy armor acid resistance changed to 0% / 5 (down from 20% / 10). This was a mistake, regular metal armors have minimal fixed acid resistance&lt;br /&gt;
**Praetorian heavy armor health bonused changed to 35 (up from 20)&lt;br /&gt;
**Reduced the mechanics required for a number of different gun barrels (7.62, 8.6, .44, 12.7)&lt;br /&gt;
**Increased durability of TT 3000 from 690 to 2220, and Balor's Hammer from 1770 to 3570&lt;br /&gt;
&lt;br /&gt;
*NPCs&lt;br /&gt;
**Rathound King and What now have custom combat taunts&lt;br /&gt;
**Doctor Merrick will now treat injured players&lt;br /&gt;
**Gorsky is now immune to fear&lt;br /&gt;
**[Expedition] Becket will now sell spears and offer them as a reward; also, he will now always buy some medical items per restock (was random before)&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Reduced the spread angle for assault rifle/SMG bursts&lt;br /&gt;
**Echoing Soliloquy persuasion buff will now work a lot more reliably on higher difficulties&lt;br /&gt;
**Tchortlings will now despawn (go back to their wretched holes) if the player returns to Hollow Earth zones without being affected by the Eye of Tchort debuff&lt;br /&gt;
**Protectorate Dreadnought's minigun now behaves like a proper minigun; also, the shoot rocket ability's AP cost has been reduced from 30 to 20, whereas cooldown has been increased from 2 to 3 turns&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Item macro stacking (1000 = 1k, 1000000 = 1m...) will now properly work with the new UI settings (was Classic-only)&lt;br /&gt;
**Fatal Throw should no longer provide any benefit when throwing acid vials&lt;br /&gt;
**Fixed the UI bug with certain vehicle slot background icons in some UI sizes&lt;br /&gt;
**Updated HARP rocket explosion to use the same sprites as High Explosive grenades, instead of the old one&lt;br /&gt;
**Commando will no longer trigger when destroying inanimate objects&lt;br /&gt;
**Certain special acid attack will now count towards &amp;quot;Acid Trip&amp;quot; achievement&lt;br /&gt;
**Fixed being able to tell Lt. Garren that a certain sneaky person is located somewhere despite the fact that he isn't&lt;br /&gt;
**Fixed Leo sometimes not leaving his hiding place properly and thus not being accessible for the rest of the playthrough&lt;br /&gt;
**Fixed Epione Lab cameras sometimes tracking the player despite them having been allowed access by the front guard&lt;br /&gt;
**Fixed Gorsky staying in Tanner's office even after certain events that should prevent their conversation from happening have taken place&lt;br /&gt;
**Fixed being able to pickpocket femurs from hunchback mutants&lt;br /&gt;
**Fixed certain Mushroom Root parts being selectable from outside of the actual sprite&lt;br /&gt;
**Fixed thrown oil barrels doing acid damage on direct impact&lt;br /&gt;
**Fixed being able to daze machines while under the influence of Scrapperac&lt;br /&gt;
**Fixed the game not acknowledging you had paid for the Wormhole access if you did so through a mercantile check&lt;br /&gt;
**Fixed Tchortling Sower Tentacles sometimes dropping their bio attack weapon items for the players to pick up&lt;br /&gt;
**Fixed SRO assault squad not returning to home base upon victory&lt;br /&gt;
**If the player manages to survive the electric shock and subsequently kill the other runners in the Gauntlet's final area, they will no longer be able to enter other lanes and go out of bounds&lt;br /&gt;
**Buying drapes for your house will now properly remove 300 charons from inventory (as stated in Jyles' dialog) instead of 350&lt;br /&gt;
**Death of reclined characters lke the wounded sec-trooper will no longer be displayed as destruction in the text feed&lt;br /&gt;
**[Expedition] Fixed not being able to disembark at a destroyed wall section in Port Ceto during certain events&lt;br /&gt;
**[Expedition] Updated Elemental Bolts feat description to include energy bolts. The text remains the same for the base game, as it does not feature this kind of bolts&lt;br /&gt;
**[Expedition] Fixed the camp defense quest note not being marked as completed in certain situations&lt;br /&gt;
**[Expedition] Fixed not always getting extra xp for doing the final pirate mission solo (and some other minor dialog inconsistencies)&lt;br /&gt;
**[Expedition] Fixed Ladelman not selling vehicle repair kits&lt;br /&gt;
**[Expedition] Fixed quests related to joining the expedition not always being marked as failed when the ship returns to the Black Sea without the player&lt;br /&gt;
**[Expedition] Fixed a broken electronics check when attempting to fix an Abandoned Waterways Facility console&lt;br /&gt;
**[Expedition] Fixed not getting a bonus for revealing a certain threat to the expedition&lt;br /&gt;
**[Expedition] Fixed behavioural issues with Ladelman and Doc Savage when they join the camp defenses at the beach&lt;br /&gt;
**[Expedition] Fixed a broken option to call for reinforcements during kidnapping negotiations&lt;br /&gt;
**[Expedition] Fixed the respawning jet ski in Abandoned Waterway Facility&lt;br /&gt;
**[Expedition] Fixed The Rig guard dogs engaging players riding jets skis (will occasionally growl at them only)&lt;br /&gt;
**[Expedition] Fixed junk jets taken from members of a few factions still displaying red/protected cursor&lt;br /&gt;
**[Expedition] Room 3 at The Rig will no longer display red/protected cursor even if Murky gave you its key&lt;br /&gt;
**[Expedition] A certain persuasion option will no longer break Todd's dialog&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.2.0.7 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 2 November 2023&lt;br /&gt;
| version     = 1.2.0.7&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = [[Underrail: Heavy Duty|Heavy Duty]] release&lt;br /&gt;
| changelog   = &lt;br /&gt;
TBD&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.2.0.8 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 1 November 2023&lt;br /&gt;
| version     = 1.2.0.8&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = UI, bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*UI&lt;br /&gt;
**Added 3840x1600 resolution to video options&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the psi innervation window bugging out when you have more than 9 psi slots&lt;br /&gt;
**[Expedition] Certain special sewer blockade can now be properly cleared (was broken by a previous patch)&lt;br /&gt;
**[Heavy Duty] Fixed the Shell Shock status effect duration&lt;br /&gt;
**[Heavy Duty] Fixed Gunslinger disappearing in a specific instance if left near the railcar outside the Compound&lt;br /&gt;
**[Heavy Duty] Fixed the Warthog refurbishment text incorrectly stating that a muzzle brake is required alongside other components&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Older versions ==&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>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53352</id>
		<title>Version history/Underrail 1.2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Underrail_1.2&amp;diff=53352"/>
		<updated>2023-11-02T15:01:34Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: Hotfix 1.2.0.8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{Latest version&lt;br /&gt;
| stable            = 1.2.0.7&lt;br /&gt;
| stable-date       = 1 November 2023&lt;br /&gt;
| experimental      = 1.1.5.6&lt;br /&gt;
| experimental-date = 21 February 2022&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Version history and changelogs for Underrail 1.2.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 1.2.0 ==&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 12 October 2023&lt;br /&gt;
| version     = 1.2.0.0&lt;br /&gt;
| gogversion  =&lt;br /&gt;
| summary     = New seasonal events, tweaks, bugfixes&lt;br /&gt;
| changelog   =&lt;br /&gt;
*Features&lt;br /&gt;
**New seasonal events&lt;br /&gt;
&lt;br /&gt;
*Items&lt;br /&gt;
**Increased the cost of Hexogen&lt;br /&gt;
**Scopes, crossbow superstring, pneumatic reloader and laser sight are now stackable&lt;br /&gt;
**Praetorian heavy armor acid resistance changed to 0% / 5 (down from 20% / 10). This was a mistake, regular metal armors have minimal fixed acid resistance&lt;br /&gt;
**Praetorian heavy armor health bonused changed to 35 (up from 20)&lt;br /&gt;
**Reduced the mechanics required for a number of different gun barrels (7.62, 8.6, .44, 12.7)&lt;br /&gt;
**Increased durability of TT 3000 from 690 to 2220, and Balor's Hammer from 1770 to 3570&lt;br /&gt;
&lt;br /&gt;
*NPCs&lt;br /&gt;
**Rathound King and What now have custom combat taunts&lt;br /&gt;
**Doctor Merrick will now treat injured players&lt;br /&gt;
**Gorsky is now immune to fear&lt;br /&gt;
**[Expedition] Becket will now sell spears and offer them as a reward; also, he will now always buy some medical items per restock (was random before)&lt;br /&gt;
&lt;br /&gt;
*Tweaks&lt;br /&gt;
**Reduced the spread angle for assault rifle/SMG bursts&lt;br /&gt;
**Echoing Soliloquy persuasion buff will now work a lot more reliably on higher difficulties&lt;br /&gt;
**Tchortlings will now despawn (go back to their wretched holes) if the player returns to Hollow Earth zones without being affected by the Eye of Tchort debuff&lt;br /&gt;
**Protectorate Dreadnought's minigun now behaves like a proper minigun; also, the shoot rocket ability's AP cost has been reduced from 30 to 20, whereas cooldown has been increased from 2 to 3 turns&lt;br /&gt;
&lt;br /&gt;
*Bugs&lt;br /&gt;
**Item macro stacking (1000 = 1k, 1000000 = 1m...) will now properly work with the new UI settings (was Classic-only)&lt;br /&gt;
**Fatal Throw should no longer provide any benefit when throwing acid vials&lt;br /&gt;
**Fixed the UI bug with certain vehicle slot background icons in some UI sizes&lt;br /&gt;
**Updated HARP rocket explosion to use the same sprites as High Explosive grenades, instead of the old one&lt;br /&gt;
**Commando will no longer trigger when destroying inanimate objects&lt;br /&gt;
**Certain special acid attack will now count towards &amp;quot;Acid Trip&amp;quot; achievement&lt;br /&gt;
**Fixed being able to tell Lt. Garren that a certain sneaky person is located somewhere despite the fact that he isn't&lt;br /&gt;
**Fixed Leo sometimes not leaving his hiding place properly and thus not being accessible for the rest of the playthrough&lt;br /&gt;
**Fixed Epione Lab cameras sometimes tracking the player despite them having been allowed access by the front guard&lt;br /&gt;
**Fixed Gorsky staying in Tanner's office even after certain events that should prevent their conversation from happening have taken place&lt;br /&gt;
**Fixed being able to pickpocket femurs from hunchback mutants&lt;br /&gt;
**Fixed certain Mushroom Root parts being selectable from outside of the actual sprite&lt;br /&gt;
**Fixed thrown oil barrels doing acid damage on direct impact&lt;br /&gt;
**Fixed being able to daze machines while under the influence of Scrapperac&lt;br /&gt;
**Fixed the game not acknowledging you had paid for the Wormhole access if you did so through a mercantile check&lt;br /&gt;
**Fixed Tchortling Sower Tentacles sometimes dropping their bio attack weapon items for the players to pick up&lt;br /&gt;
**Fixed SRO assault squad not returning to home base upon victory&lt;br /&gt;
**If the player manages to survive the electric shock and subsequently kill the other runners in the Gauntlet's final area, they will no longer be able to enter other lanes and go out of bounds&lt;br /&gt;
**Buying drapes for your house will now properly remove 300 charons from inventory (as stated in Jyles' dialog) instead of 350&lt;br /&gt;
**Death of reclined characters lke the wounded sec-trooper will no longer be displayed as destruction in the text feed&lt;br /&gt;
**[Expedition] Fixed not being able to disembark at a destroyed wall section in Port Ceto during certain events&lt;br /&gt;
**[Expedition] Updated Elemental Bolts feat description to include energy bolts. The text remains the same for the base game, as it does not feature this kind of bolts&lt;br /&gt;
**[Expedition] Fixed the camp defense quest note not being marked as completed in certain situations&lt;br /&gt;
**[Expedition] Fixed not always getting extra xp for doing the final pirate mission solo (and some other minor dialog inconsistencies)&lt;br /&gt;
**[Expedition] Fixed Ladelman not selling vehicle repair kits&lt;br /&gt;
**[Expedition] Fixed quests related to joining the expedition not always being marked as failed when the ship returns to the Black Sea without the player&lt;br /&gt;
**[Expedition] Fixed a broken electronics check when attempting to fix an Abandoned Waterways Facility console&lt;br /&gt;
**[Expedition] Fixed not getting a bonus for revealing a certain threat to the expedition&lt;br /&gt;
**[Expedition] Fixed behavioural issues with Ladelman and Doc Savage when they join the camp defenses at the beach&lt;br /&gt;
**[Expedition] Fixed a broken option to call for reinforcements during kidnapping negotiations&lt;br /&gt;
**[Expedition] Fixed the respawning jet ski in Abandoned Waterway Facility&lt;br /&gt;
**[Expedition] Fixed The Rig guard dogs engaging players riding jets skis (will occasionally growl at them only)&lt;br /&gt;
**[Expedition] Fixed junk jets taken from members of a few factions still displaying red/protected cursor&lt;br /&gt;
**[Expedition] Room 3 at The Rig will no longer display red/protected cursor even if Murky gave you its key&lt;br /&gt;
**[Expedition] A certain persuasion option will no longer break Todd's dialog&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hotfix 1.2.0.7 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 1 November 2023&lt;br /&gt;
| version     = 1.2.0.7&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = [[Underrail: Heavy Duty|Heavy Duty]] release&lt;br /&gt;
| changelog   = &lt;br /&gt;
TBD&lt;br /&gt;
}}&lt;br /&gt;
=== Hotfix 1.2.0.8 ===&lt;br /&gt;
{{Version&lt;br /&gt;
| releasedate = 1 November 2023&lt;br /&gt;
| version     = 1.2.0.8&lt;br /&gt;
| gogversion  = &lt;br /&gt;
| summary     = UI, bugfixes&lt;br /&gt;
| changelog   = &lt;br /&gt;
*UI&lt;br /&gt;
**Added 3840x1600 resolution to video options&lt;br /&gt;
*Bugs&lt;br /&gt;
**Fixed the psi innervation window bugging out when you have more than 9 psi slots&lt;br /&gt;
**[Expedition] Certain special sewer blockade can now be properly cleared (was broken by a previous patch)&lt;br /&gt;
**[Heavy Duty] Fixed the Shell Shock status effect duration&lt;br /&gt;
**[Heavy Duty] Fixed Gunslinger disappearing in a specific instance if left near the railcar outside the Compound&lt;br /&gt;
**[Heavy Duty] Fixed the Warthog refurbishment text incorrectly stating that a muzzle brake is required alongside other components&lt;br /&gt;
**minor dialog/zone fixes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Older versions ==&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>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Scrutinous&amp;diff=53320</id>
		<title>Scrutinous</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Scrutinous&amp;diff=53320"/>
		<updated>2023-11-02T10:27:59Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scrutinous''' is a veteran feat.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Scrutinous icon.png&lt;br /&gt;
| name         = {{Veteran|Scrutinous}}&lt;br /&gt;
| description  = Increases critical chance of unarmed and weapon attacks by 7%.&lt;br /&gt;
| requirements = &lt;br /&gt;
* Level 26&lt;br /&gt;
* [[Perception]] 11&lt;br /&gt;
* [[Melee]], [[Guns]], [[Heavy Guns]]{{heavyduty-inline}} or [[Crossbows]] 120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases critical hit chance.&lt;br /&gt;
&lt;br /&gt;
{{Crit chance sources}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Perception feats]]&lt;br /&gt;
[[Category:Melee feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;br /&gt;
[[Category:Heavy Guns feats]]&lt;br /&gt;
[[Category:Crossbows feats]]&lt;br /&gt;
[[Category:Veteran feats]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Suppressive_Fire&amp;diff=53317</id>
		<title>Suppressive Fire</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Suppressive_Fire&amp;diff=53317"/>
		<updated>2023-11-02T10:25:58Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
'''Suppressive Fire''' is a feat.&lt;br /&gt;
&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Suppressive Fire_icon.png&lt;br /&gt;
| name         = Suppressive Fire&lt;br /&gt;
| description  = Enemies caught in your firearm burst attack cone (regardless of whether they've been shot) have their ranged chance to hit reduced by 10%, action points reduced by 5 and movement points reduced by 10 for 1 turn.&lt;br /&gt;
| requirements =&lt;br /&gt;
* [[Perception]] 6&lt;br /&gt;
* [[Guns]] or [[Heavy Guns]]{{heavyduty-inline}} 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It improves the [[Burst]] attack of SMGs and Assault Rifles by [[suppressed|suppressing]] all targets in the burst attack cone. In [[Underrail: Expedition]], it also works with shotguns.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Hit Chance&lt;br /&gt;
| max  = 5&lt;br /&gt;
| text = Further reduces target's ranged chance to hit by 2% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Action Points&lt;br /&gt;
| max  = 5&lt;br /&gt;
| text = Further reduces target's action points by 1 for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Movement Points&lt;br /&gt;
| max  = 5&lt;br /&gt;
| text = Further reduces target's movement points by 2 for each specialization point.'&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Underrail 1.0&lt;br /&gt;
* [[1.0.2.2]] - description updated&lt;br /&gt;
&lt;br /&gt;
Underrail Alpha&lt;br /&gt;
* [[0.1.11.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Perception feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;br /&gt;
[[Category:Heavy Guns feats]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Critical_Power&amp;diff=53314</id>
		<title>Critical Power</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Critical_Power&amp;diff=53314"/>
		<updated>2023-11-02T10:21:20Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Critical Power''' is a feat.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Critical Power_icon.png&lt;br /&gt;
| name         = Critical Power&lt;br /&gt;
| description  = For each 1% of weapon or unarmed attack critical damage bonus above 100%, you gain an additional 1% critical damage bonus.&lt;br /&gt;
| requirements = * [[Melee]], [[Guns]], [[Heavy Guns]]{{heavyduty-inline}} or [[Crossbows]] 75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This feat increases the damage of your weapon and unarmed critical hits.&lt;br /&gt;
&lt;br /&gt;
Does not benefit from the bonus provided by the [[Fragmented Chaos]] feat.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Critical Power&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Further increases the critical damage gain by 0.1% for each specialization point (per stated condition).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.2.0]] -  base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%)&lt;br /&gt;
* [[0.1.14.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Melee feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;br /&gt;
[[Category:Heavy Guns feats]]&lt;br /&gt;
[[Category:Crossbows feats]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Wireless_Charging_Aura&amp;diff=52591</id>
		<title>Wireless Charging Aura</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Wireless_Charging_Aura&amp;diff=52591"/>
		<updated>2023-05-06T12:55:29Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
| image       = Wireless Charging Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Wireless Charging Aura&lt;br /&gt;
| description = When activated it will transfer up to 10 energy at 80% efficiency from the source item to all other equipped items that require recharging, splitting the energy equally among them.&lt;br /&gt;
| apcost      = 10&lt;br /&gt;
| cooldown    = 2 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wireless Charging Aura''' is a special ability and a status granted by the [[Coretech Energizing Vest]].&lt;br /&gt;
&lt;br /&gt;
Each turn the vest will spend 10 of its own energy reserves to distribute a total of 8 among combat utilities and currently equiped items that can be charged, except itself. &lt;br /&gt;
&lt;br /&gt;
The less chargeable items are equipped at a time, more energy will be applied to them individually.&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Headlamp_Light&amp;diff=52590</id>
		<title>Headlamp Light</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Headlamp_Light&amp;diff=52590"/>
		<updated>2023-05-06T12:53:01Z</updated>

		<summary type="html">&lt;p&gt;RaptorMoses: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
| image       = Headlamp Light.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Headlamp Light&lt;br /&gt;
| description = When activated it will immediately dran X energy and additional X every turn to provide light in a radius of X&lt;br /&gt;
| apcost      = 10&lt;br /&gt;
| cooldown    = 2 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Headlamp Light''' is a special ability and a status granted by [[Metal Helmet]]'s with the optional [[Headlamp]] module installed into them.&lt;br /&gt;
&lt;br /&gt;
Energy consumpion and light radius is dependant of base crafting materials.&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>RaptorMoses</name></author>
	</entry>
</feed>