Skills
You gain 40 skill points every level, except at character creation where you have 120 points to spend. You cannot increase any given skill beyond its maximum for your current level, which is 10 + 5 per level. This means you can max 8 out of the 22 available skills each level, or split your skillpoints into more skills.
- Related base abilities
- Each skill is affected by one of your character's base ability scores, but the amount of points you may invest in any skill is not restricted by them. Every point in base ability above 4 increases the effective value of dependent skills by 10%, while every point below 4 decreases it by 8.5%.
- Skill synergies
- Some skills also benefit from others through skill synergy, increasing their effective skill level by a percentage of the synergistic skill. Synergies cannot boost skills beyond their maximum for your current level.
Offense
Offense skills, along with psi skills, define your character's primary means of attacking.
Guns
Includes all kinds of firearms and also all chemical/energy weapons. Crossbows have their own skill.
- Related Base Ability
Throwing
Throwing is a support skill, rather than a primary weapon skill you can rely on all the time.
- Related Base Ability
- No skill synergies
Crossbows
Crossbows can fire various special bolts and their low impact speed (compared to firearms and energy weapons) helps pierce energy shields.
- Related Base Ability
- No skill synergies
Melee
Includes all sorts of close combat weapons - unarmed, fist weapons, knives and sledgehammers.
- Related Base Ability
- No skill synergies
Defense
Defense skills are a part of your character's defensive abilities. They help you avoid some attacks and status effects completely. The chance to avoid attacks this way is capped at 65%.
They are related to agility.
Dodge
The trap avoidance is not yet implemented.[1]
- Related Base Ability
- Synergies
- Evasion 10%
Evasion
- Related Base Ability
- Synergies
- Dodge 10%
Subterfuge
Subterfuge skills are skillset of a thief and a spy. They allow you break & enter into various secured areas and steal from NPCs. Stealth also plays a large part in combat with feats such as Ambush and Cut-Throat.
Stealth
Allows you to enter Stealth Mode and successfully stay hidden.
- Related Base Ability
- No skill synergies
Hacking
Used to hack into computer terminals and open electronic locks with haxxors.
- Related Base Ability
- Synergies
- Electronics 10%
Lockpicking
Used to open mechanical locks with lockpicks.
- Related Base Ability
- Synergies
- Mechanics 10%
- Traps 10%
Pickpocketing
Used for the Pickpocket ability, stealing directly from someone's pockets. Stealth, lockpicking and hacking can be used to steal from (locked) containers.
- Related Base Ability
- No skill synergies
Traps
Allows you to both use traps as a weapon and spot/disarm enemy traps. See Traps for details.
- Related Base Ability
- Synergies
- Lockpicking 10%
- Mechanics 10%
Technology
Technology skills are the crafting skills of Underrail. They also have varying uses outside of item crafting.
All of them are related to intelligence.
Mechanics
Your ability to understand and repair mechanical devices. Used in most crafting recipes that use metal and mechanical components, including metal armors and firearms.
- Related Base Ability
- No skill synergies
Electronics
Your ability to understand and repair electronic devices. Used in crafting recipes that use electronic components.
- Related Base Ability
- No skill synergies
Chemistry
Used in crafting recipes related to chemistry, such as chemical weapons and explosives.
- Related Base Ability
- Synergies
- Biology 10%
Biology
For crafting medicine items and processing plants or animal remains into useful chemicals.
- Related Base Ability
- Synergies
- Chemistry 15%
Tailoring
Used to craft various lightweight armor items from leather and cloth.
- Related Base Ability
- No skill synergies
Psi
- See also: Psi abilities
Various psionic powers your character can learn during the game.
All of them are related to will.
Thought Control
Thought Control psi abilities deal with crowd control and other ways to affect the minds of organic targets.
- Related Base Ability
- Synergies
- Psychokinesis 10%
- Metathermics 10%
Psychokinesis
Psychokinesis psi abilities deal with melee enhancement, electricity damage and other electromagnetic manipulation.
- Related Base Ability
- Synergies
- Thought Control 10%
- Metathermics 10%
Metathermics
Metathermics psi abilities consist various ways to directly deal fire and cold damage to your enemies.
- Related Base Ability
- Synergies
- Thought Control 10%
- Psychokinesis 10%
Social
Social skills affect your dialogue options and the quality of deals you can make with the various traders and other NPCs found in Underrail.
Persuasion and intimidation are related to will, which also unlocks some dialogue options. Mercantile is related to intelligence.
Persuasion
Often used to resolve difficult situations with peaceful dialogue.
- Related Base Ability
- Synergies
- Mercantile 20%
Intimidation
The less friendly way to resolve situations by speech. Can be increased by wearing menacing looking gear like Bullet Strap Belts and Balaclavas.
- Related Base Ability
- Synergies
- Persuasion 10%
Mercantile
Not only good for trading with merchants, but also for negotiating better quest rewards. See Currency and Traders for more information.
- Related Base Ability
- Synergies
- Persuasion 20%