Underrail

Underrail

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Murmur Jan 9, 2023 @ 10:24am
Advanced Psi guide for beginners and experienced players
I've been writing this for a while, not sure if many people even use this steam community page but i will link it here anyways. Enjoy,
https://stygiansoftware.com/forums/index.php?topic=8972.0
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Showing 1-15 of 45 comments
Qiox Jan 9, 2023 @ 10:53am 
The wording here could mislead someone who is not familiar with the game:

Psychosis, a prerequisite to Psionic Mania, Grants a guaranteed crit ability and a passive 15% crit chance increase (25% with spec) with the penalty of having every psi ability (excluding force emission) cost 20% more psi points (reduced to 15% with spec).

It could make them think it is Psychosis which grants a guaranteed crit ability. When it merely is a prerequisite for spending another Feat point on Psionic Mania, which is the ability that grants a guaranteed crit on your next psi ability used.

I would recommend:

Psychosis, a prerequisite to taking the feat Psionic mania, which is an ability that grants a guaranteed crit on your next psi ability used.

Or something like that.
Murmur Jan 9, 2023 @ 10:59am 
Originally posted by Qiox:
The wording here could mislead someone who is not familiar with the game:

Psychosis, a prerequisite to Psionic Mania, Grants a guaranteed crit ability and a passive 15% crit chance increase (25% with spec) with the penalty of having every psi ability (excluding force emission) cost 20% more psi points (reduced to 15% with spec).

It could make them think it is Psychosis which grants a guaranteed crit ability. When it merely is a prerequisite for spending another Feat point on Psionic Mania, which is the ability that grants a guaranteed crit on your next psi ability used.

I would recommend:

Psychosis, a prerequisite to taking the feat Psionic mania, which is an ability that grants a guaranteed crit on your next psi ability used.

Or something like that.

Good idea thanks
Qiox Jan 9, 2023 @ 11:03am 
Tranquility build section, Level 22-28 heading, paragraph 2:

"Increased Will is of course our first veteran feat, this will help us deal more damage will all our psi abilities in general. "

The lowercase, will, should be "with".


Seeing Core City written as Corecity triggers me lol. You can search that one :)


Psychosis build section, Level 22-28 heading, paragraph 2:
"Cerebral Trauma is once again to go-to feat for thought control optimized builds, "
Here, "to go-to" should be "the go-to".

Last edited by Qiox; Jan 9, 2023 @ 11:14am
Murmur Jan 9, 2023 @ 11:15am 
Originally posted by Qiox:
Tranquility build section, Level 22-28 heading, paragraph 2:

Increased Will is of course our first veteran feat, this will help us deal more damage will all our psi abilities in general.

The lowercase, will, should be "with".

Edit: Seeing Core City written as Corecity triggers me lol. You can search that one :)

Lmao alright changed both, keep em coming
Qiox Jan 9, 2023 @ 11:22am 
Nice guide. It will probably inspire my to play another Psi run. I don't run psi often, and when I do it is usually a Monk who goes punchy-punchy.

Maybe I will finally try a Thought Control build, since I've been hearing about how good they are for years.
Murmur Jan 10, 2023 @ 1:06am 
Originally posted by Qiox:
Nice guide. It will probably inspire my to play another Psi run. I don't run psi often, and when I do it is usually a Monk who goes punchy-punchy.

Maybe I will finally try a Thought Control build, since I've been hearing about how good they are for years.

Sounds good man lemme know how u get on.
Tamiore Jan 10, 2023 @ 4:35am 
A few points:

Even for tranquility builds, I'd absolutely list https://www.stygiansoftware.com/wiki/index.php?title=Hemopsychosis as one of the strongest feats. It's only a single point of CON above fast metabolism in terms of requirements, and it can effectively more than double your psi energy pool and psi energy regen while also bypassing reserves completely. And it works with tranquility just fine, because being able to use psi abilities without AP reduction from tranquility is waaay better than keeping the reduction active while running out of psi energy to actually use anything.


Agility above 6-7 (for blitz) is about as good as int above 8. 20 extra AP from blitz is nice, but so are extra psi slots and much higher skillpoint efficiency for all int-based skills.
Last edited by Tamiore; Jan 10, 2023 @ 4:35am
Murmur Jan 10, 2023 @ 7:08am 
Originally posted by Tamiore:
A few points:

Even for tranquility builds, I'd absolutely list https://www.stygiansoftware.com/wiki/index.php?title=Hemopsychosis as one of the strongest feats. It's only a single point of CON above fast metabolism in terms of requirements, and it can effectively more than double your psi energy pool and psi energy regen while also bypassing reserves completely. And it works with tranquillity just fine, because being able to use psi abilities without AP reduction from tranquillity is waaay better than keeping the reduction active while running out of psi energy to actually use anything.


Agility above 6-7 (for blitz) is about as good as int above 8. 20 extra AP from blitz is nice, but so are extra psi slots and much higher skillpoint efficiency for all int-based skills.

I agree with hemo being useful for tranq builds aswell, however i disagree that blitz could be traded for int. I never ever find the need for more slots than 8 int provides and i think its very overkill if you do a little planning. I will probably include a hemo with tranq build in the future so thanks for the feedback. much appreciated
Tamiore Jan 10, 2023 @ 11:20am 
Originally posted by fabsolutely tanfastic:
Originally posted by Tamiore:
A few points:

Even for tranquility builds, I'd absolutely list https://www.stygiansoftware.com/wiki/index.php?title=Hemopsychosis as one of the strongest feats. It's only a single point of CON above fast metabolism in terms of requirements, and it can effectively more than double your psi energy pool and psi energy regen while also bypassing reserves completely. And it works with tranquillity just fine, because being able to use psi abilities without AP reduction from tranquillity is waaay better than keeping the reduction active while running out of psi energy to actually use anything.


Agility above 6-7 (for blitz) is about as good as int above 8. 20 extra AP from blitz is nice, but so are extra psi slots and much higher skillpoint efficiency for all int-based skills.

I agree with hemo being useful for tranq builds aswell, however i disagree that blitz could be traded for int. I never ever find the need for more slots than 8 int provides and i think its very overkill if you do a little planning. I will probably include a hemo with tranq build in the future so thanks for the feedback. much appreciated
Are we talking any tranquility build or strictly dual-school TM + TC?
At any rate, what ARE your six powers? Because I can almost guarantee each extra psi slot will give you a power that can either kill or shut down an extra enemy. Which can easily be more practical than extra 20 AP once in a blue moon.
Last edited by Tamiore; Jan 10, 2023 @ 11:25am
Murmur Jan 10, 2023 @ 12:20pm 
Originally posted by Tamiore:
Originally posted by fabsolutely tanfastic:

I agree with hemo being useful for tranq builds aswell, however i disagree that blitz could be traded for int. I never ever find the need for more slots than 8 int provides and i think its very overkill if you do a little planning. I will probably include a hemo with tranq build in the future so thanks for the feedback. much appreciated
Are we talking any tranquility build or strictly dual-school TM + TC?
At any rate, what ARE your six powers? Because I can almost guarantee each extra psi slot will give you a power that can either kill or shut down an extra enemy. Which can easily be more practical than extra 20 AP once in a blue moon.

20 ap is 10x better than a useless ability, when it comes to TC TM its stasis, contraction, NO, Mental breakdown, LTI and a spare for whatever , I have never needed above that even on quad psi. In my 13 builds of full psi ive never felt the need to have more than 8 int.
Murmur Jan 10, 2023 @ 12:32pm 
Originally posted by Tamiore:
Originally posted by fabsolutely tanfastic:

I agree with hemo being useful for tranq builds aswell, however i disagree that blitz could be traded for int. I never ever find the need for more slots than 8 int provides and i think its very overkill if you do a little planning. I will probably include a hemo with tranq build in the future so thanks for the feedback. much appreciated
Are we talking any tranquility build or strictly dual-school TM + TC?
At any rate, what ARE your six powers? Because I can almost guarantee each extra psi slot will give you a power that can either kill or shut down an extra enemy. Which can easily be more practical than extra 20 AP once in a blue moon.


having an extra spell does not translate into extra damage since u will be spamming ur main spells anways
Tamiore Jan 10, 2023 @ 2:10pm 
Originally posted by fabsolutely tanfastic:
Originally posted by Tamiore:
Are we talking any tranquility build or strictly dual-school TM + TC?
At any rate, what ARE your six powers? Because I can almost guarantee each extra psi slot will give you a power that can either kill or shut down an extra enemy. Which can easily be more practical than extra 20 AP once in a blue moon.

20 ap is 10x better than a useless ability, when it comes to TC TM its stasis, contraction, NO, Mental breakdown, LTI and a spare for whatever , I have never needed above that even on quad psi. In my 13 builds of full psi ive never felt the need to have more than 8 int.
I've never felt the need for blitz on my 12 int tranquility builds, so "never feeling the need" for something is hardly an objective argument.
In practical terms it's not obvious if 20 AP will provide more of a benefit than enraging someone for 4 turns or frightening for 8 turns or entropically recurring 200% of a juicy crit.
Last edited by Tamiore; Jan 10, 2023 @ 2:16pm
Tamiore Jan 10, 2023 @ 2:16pm 
Originally posted by fabsolutely tanfastic:
Originally posted by Tamiore:
Are we talking any tranquility build or strictly dual-school TM + TC?
At any rate, what ARE your six powers? Because I can almost guarantee each extra psi slot will give you a power that can either kill or shut down an extra enemy. Which can easily be more practical than extra 20 AP once in a blue moon.


having an extra spell does not translate into extra damage since u will be spamming ur main spells anways

You know this is straight up false as well as I do.
For example Implosion + Entropic Recurrence on a target with lots of HP can deal waaay more damage for a fraction of a cost of spamming basic attacks.
Last edited by Tamiore; Jan 10, 2023 @ 2:17pm
Zeem Jan 10, 2023 @ 11:14pm 
Originally posted by Tamiore:
Originally posted by fabsolutely tanfastic:


having an extra spell does not translate into extra damage since u will be spamming ur main spells anways

You know this is straight up false as well as I do.
For example Implosion + Entropic Recurrence on a target with lots of HP can deal waaay more damage for a fraction of a cost of spamming basic attacks.
You can do a lot more damage to the target with properly buffed regular attacks over the same three turns it takes for Recurrence to do its job.
Tamiore Jan 11, 2023 @ 12:18am 
Originally posted by Zeem:
Originally posted by Tamiore:

You know this is straight up false as well as I do.
For example Implosion + Entropic Recurrence on a target with lots of HP can deal waaay more damage for a fraction of a cost of spamming basic attacks.
You can do a lot more damage to the target with properly buffed regular attacks over the same three turns it takes for Recurrence to do its job.
If you have no other targets to worry about for 3 turns, you've already won regardless of blitz or extra psi slots.
In fact, in this situation you've won by a landslide with nothing but contraction, stasis and temporal distortion.

At any rate, we are comparing specifically 20 AP from blitz with two extra psi slots from +4 int. And I can practically guarantee you that with majority of actually difficult combat encounters of the game the mileage you'd get out of two extra slots is very competitive with 20 AP.
Last edited by Tamiore; Jan 11, 2023 @ 12:19am
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Date Posted: Jan 9, 2023 @ 10:24am
Posts: 45