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Pick one and stat for it.
Psionics are stronger as primary, but swords on it would be completely meme-tier.
Primary swords + side of psionics form a more coherent hybrid (still not as strong as pure psi), but that's because psionics are a good "side" for practically any build.
Play on easy, I can't stress this enough.
10 Str, 5 Dex, 3 Agility, 3 Constitution, 3 Perception, 10 Will, 6 Intelligence.
Always level melee, and 1-2 schools of cave wizardary(unless you really know what your doing)
Level stealth, lockpicking, and hacking to 100. Level some crafting skills just have fun with it because it shouldn't be that hard on easy. I wouldn't go higher than easy because as said above Underrail really doesn't want you to branch out like that.
https://underrail.info/build/?AQoFAwMDCgYAAAAPAAAPDw8AAAAADw8ADwAPAAAAACvfvw
The only problem is you'll almost certainly need to cheat to get cyclop's to actually spawn.
Or you could just go temporal like everyone else I guess.
Maybe that sounds harsh but it's happened to a lot of people.
It's how the skill system works, if you don't have your stats high enough to give your skills bonus high enough your hit chance will decrease. You fight larger number and more defensive characters on the higher difficulties.
That would be enough to level stealth, lockpicking, and hacking to 100 to do most skill checks and be decent at stealthing around(you will be detected by some enemies).
You would pretty much have nothing left over to alot of crafting unless you really meta game exactly what you want at the endgame.
Worst case is that your spamming 50 bear traps every fight.
Metathermics has the aforementioned plasma beam, and cryokinetic orb to generate bleeds for taste for blood. Could probably go destab+beam+grenade to kill someone and then explode them too.
Psychokinesis has electrokinesis+imprint for stuns. TK punch will do nice damage with corporeal projection if he's strength swords, though its cooldown will be annoying.
Temporal is overpowered, don't need to explain why since everyone knows already.
Thought control probably isn't useful.
Swords are probably going to at least 5 int for expose weakness/cheap shots, so it's not a huge stretch to go to 6 and get premed. Being able to throw out a plasma/electrokinesis for no AP cost is cool.
- 7 STR for Decapitate feat (can save you a swing) plus most sword requirements.
- 6 DEX for Flurry / Cheap Shots feats, or 8 DEX for stronger melee (recommended).
- 6 AGI for Sprint feat, or 8 AGI for Uncanny Dodge feat plus decent Stealth/Dodge/Evasion.
- X CON to taste, depending on difficulty / playstyle. 3 CON plus Psi is a glass cannon.
- 3 PER, dump stat.
- 5 WIL for Ripper feat to boost sword crit damage. Also, a little TC skill boost.
- 6 INT for Premeditation / Cheap Shots feats, plus Psi slots and decent crafting.
Pump DEX for this build to lean into the improved crits from Ripper feat. High DEX will also help with boosting useful skills like Lockpicking and Traps (get a bit of Traps so you can at least spot them before you step on them).
Standard sword build with standouts:
- Lots of control via Frighten, Mental Breakdown, Enrage, etc.
- Defensive skills in Pseudo-Spatial Projection and Neurovisual Disruption.
- Offensive support in Bilocation with Premeditation feat.
- Bonus points for Psychosomatic Predation working well with swords.
Swords themselves can cover a few different bases. Shock and energy models are standard for dealing with targets with high mechanical resist. A few of the unique models let you cosplay as a highlander, a Jedi, or a Warhammer 40k space marine. Have fun with it.
Usual combat tactics apply and, as others have mentioned, will largely determine your success. Best of luck!
Thank you I was looking for something like this, I'll try it out soon