Underrail

Underrail

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A Comprehensive Guide to Attributes, Skills and Feats
By Titansfury
An in depth guide to what each of the attributes are, what they do, and approximately how high you should raise them in order to make an optimized character and get the feats you want. This guide also goes into depth on what each of the skills do, and more importantly what you can get out of them by reaching certain "Milestones" in the skill. Finally, this guide will have an explanation of what each Feat does, what kind of builds they work well in and approximately what stage of the game you should be taking them in (and which feats you may want to have first before taking them).
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Attributes
There are 7 attributes in Underrail, those being Strength, Dexterity, Agility, Constitution, Perception, Will, and Intelligence. You have a total of 40 points to distribute into these attributes at the start of the game, and as you level up you'll have the chance to add an additional 6 points (and 2 more with a specific late game feat). At character creation, none of your attributes can be lower than 3 or higher than 10. You'll have a limited amount of points to spend on your attributes, and you will not be able to max all of them. Most Feats in the game have attribute requirements that need to be met in order to take the feat, so in order to make the most of your build you will have to plan out your attributes accordingly. In this section of the guide, I'll be going over each of the attributes individually and explaining what they do, as well as giving useful "Sweet Spots" to reach with the attribute in order to grab various Feats.
Strength
Strength increases your character's damage with melee weapons, increases your carrying capacity, and is needed as a requirement in order to use certain weapons or wear certain armors. If your build is primarily a Melee build, and you want to use heavy weapons like Sledgehammers, you will want to make your Strength as high as possible. For other builds, you'll want to pay attention to the Strength requirements of the gear you intend to use, and make sure you meet those requirements. For builds which won't use heavy weapons, armor or feats with Strength requirements, you can safely leave this stat at a very low value and spend your points elsewhere.

For characters who will be using heavier guns, or metal armor, you will need to meet certain Strength requirements in order to use them without penalties. I'll give the general summary here, but you can find detailed information about the scaling and requirements of various weapons and gear on the Wiki.

Metal Armor: requires 8 Str (9 with Tungsten Armor).
Metal armor provides a massive amount of damage reduction, and for a wide variety of damage types at once. Its main specialty is in % damage reduction, allowing you to eat high damage attacks and survive. If you craft it yourself, you can also give yourself various bonuses to melee combat when wearing it. Its armor penalty is very high, requiring you to plan around the lack of mobility you will have when wearing it.

Riot Armor: requires up to 6 Str (4 at the minimum).
Riot Armor is fairly balanced, granting extra damage reduction against guns and melee attacks, and some sets of Riot Armor come with a shield. The armor that has a shield has a higher Strength requirement, and you are unable to use weapons that are "Two Handed" when you have a shield (such as assault rifles, shotguns, sledgehammers, etc.). The only benefit of the shield is to give you a chance to reduce melee damage taken, so I often avoid Riot armor because of how restrictive it can be for your build.

Assault Rifles, Sniper Rifles, Shotguns, Swords, Spears: requires up to 7 Str (4 at the minimum).
A large variety of weapons come with Strength requirements, and they will vary depending on the specific weapon. Aside from melee weapons, no weapons gain any benefits from having your Strength higher than their requirement for use. No weapons have a requirement for Strength higher than 7, with the exception of Sledgehammers. And when you use a Sledgehammer, you'll want your Strength to be as high as possible to benefit from the bonus damage it gets from Strength.

There aren't really any Feats for Strength that are usable for any build, most of them only benefit builds that primarily focus on Strength and therefore you will obviously meet the requirements with your build. The one exception is the Full Auto feat, which is used for certain ranged weapons:

Full Auto (Requires 7 Strength):
This Feat increases the number of attacks you make when using the "Burst Fire" feature of Assault Rifles, SMG's and Shotguns. Some of these weapons have a lower Strength requirement to use them than the requirement to use this Feat. This Feat is very strong with those weapons, so pay attention to the Strength requirement of this Feat if you plan on using these weapons.
Dexterity
Dexterity is a powerful "Jack of all Trades" attribute with many different uses. It increases your Critical Chance with all Melee weapons, it reduces the AP cost of attacking with Light Weapons (Knives, Pistols, SMG's, Fists/Unarmed, and Throwing Knives) and provides a boost to your Melee and Throwing skills (alongside a few utility skills like Lockpicking, Pickpocketing and Traps). Certain powerful Feats that can be useful to basically any build have Dexterity requirements, and without investing at least a little bit into Dexterity thrown weapons such as Grenades will be very unreliable. If you are running a melee build or a stealth build that will also be high in Agility, and therefore using equipment without Strength requirements, Dexterity is a great stat to raise as high as possible. You'll be able to attack more often, with more accuracy and get juicy critical hits more often. For other characters, you'll likely only raise your Dexterity up to 7 at the most, as 7 is the highest requirement for any of the "Universal" Dexterity Feats:

Grenadier: (Requires 6 Dexterity)
This feat drastically reduces the cooldown on your grenades, letting you toss big area of effect damage more often. There are no character builds which don't benefit from having Grenades available as an extra (or perhaps their only) Area of Effect option, so being able to use them more often is great.

Trigger Happy: (Requires 6 Dexterity)
Do you hate it when your enemies act before you, run away from you and either crit you with their Aimed Shot, Stun you, or both? This feat gives you Initiative, lots of Initiative. You'll be much more likely to swing fights your way with this feat, and it is always valuable in any build.

Quick Tinkering: (Requires 7 Dexterity)
Traps are amazing, there are lots of enemies who are very susceptible to traps. You can lure them directly over a bear trap and immobilize them for 3 turns, or plant some traps in advance to be detonated later, either by an enemy stepping on them or by triggering them with one of your own grenades. Quick Tinkering lets you place traps even if you are in the middle of combat, allowing you to block doorways or narrow hallways, or to set up an explosive killbox to instantly kill a clump of enemies by pairing it with a grenade in the same turn for two explosions.

Escape Artist: (Requires 7 Dexterity)
Getting Immobilized sucks, you can't move at all and your Dodge and Evasion both get reduced to 0. You can get immobilized in a lot of different ways: Mutant Dogs or certain enemies can immobilize you with Acid, lots of human enemies can throw Nets at you, and traps can immobilize you. This Feat allows you to immediately break free from any immobilizing effect at no Action Point cost, and it's on a very short cooldown, so you'll get to use it very often. The only build that doesn't benefit from this is one who never moves, and just guns down the enemy from a fixed position.
Agility
Agility is a useful secondary stat for any build, and for most builds this is a very painful stat to have at a low value. Agility directly impacts the number of Movement points your character has available, which let you move around without sacrificing your Action Points in combat. With a lot of Movement Points, you can use Hit and Run tactics on enemies, preventing them from fighting back. Agility also affects your Stealth skill, as well as your Dodge and Evasion skills. This means Agility is one of your two "Defensive" attributes, the other one being Constitution. For builds that rely on Evasion and Dodge, you'll want a High agility score in order to use certain very powerful defensive feats (those will be covered later in the guide). Most other character builds will have you investing 5-7 points into Agility, even heavy armor builds with high armor penalities, in order to grab a few choice Feats:

Strafe (Requires 5 Agility):
For many ranged weapons, there is an accuracy penalty for your attacks if you shoot after moving in the turn. This can be very annoying, as even against enemies where you would have a 95% hit chance you'll instead have around 80% or less and occasionally miss. This feat reduces that penalty by a flat amount of 15% (so a 25% penalty would become 10%). For some weapons, this practically removes the entire penalty.

Sprint (Requires 6 Agility):
Sprint adds 30 Movement Points to your maximum amount for 2 turns, and ignores armor penalties. This allows your character to move very fast for a while and get into a good position, which is very powerful, especially for characters who are slow and would otherwise have to spend Action Points in order to move around. This increase to your maximum Movement Points even applies for other Feats that use it for the amount of movement they give, such as Fancy Footwork or Hit and Run. This feat is useful to almost everyone, the only characters who may not benefit from it are ones who already have a massive amount of Movement Points.

Hit and Run (Requires 7 Agility):
This feat gives you a large sum of Movement Points any time that you get a kill with your weapon (sorry, no psychic powers, traps or grenades) as long as you were below a certain amount. This feat works great for characters who have a limited number of movement points, but still want to move around a lot in a fight, and unlike Sprint it doesn't have a cooldown. You can even trigger it more than once in a turn if you plan for it. Unlike Sprint, you do need to have a certain amount of innate mobility to use it.
Constitution
Constitution is the "Catch All" defensive attribute. It directly raises your character's Maximum Hit Points, and gives a boost to your Fortitude score which will occasionally allow you to resist certain conditions that could Daze, Stun or Incapacitate you. Most of the Feats in Constitution directly impact your survivability by giving you damage reduction, more healing, or more health. All of these are useful on any build, though builds that rely on heavy armor tend to benefit from Constitution more as they get hit more often. Meanwhile, builds that rely on Evasion, Dodge, Stealth and Movement often need less Constitution, as their goal is to not get hit or not give the enemy a chance to attack. However, most builds will want at least 5 in their Constitution score in order to be able to survive receiving at least a little bit of damage, especially Psionic characters due to their 20% Maximum Hitpoint Penalty. There are a few Feats in Constitution that are powerful enough to make an entire build focused around them, rather than just supporting your other builds with a little extra tankyness:

Survival Instincts (Requires 9 Constitution):
This Feat has no skill requirement, and only needs the Con requirement to be taken. This allows you to take it right away, and boy is it strong. Whenever your Hit points are at or below 30% of your maximum, you gain 30% additional chance to Critically Hit on your Attacks, and even your Psionic Abilities can benefit from this. This means if your enemies get your HP low, you can hammer them with deadly attacks that are very likely to Critically Hit, and then heal yourself at the end of your turn after you have made all of your attacks (just remember to save enough action points to heal). If you're feeling really adventurous, you can even keep your hp at a low amount and start fights with the Crit buff and try to end the fight in the first round.

Last Stand (Requires 9 Constitution):
The Ultimate Tanking Feat, using this ability resets your Health to its Maximum amount at no Action Point cost, but will later drop your Hit Points to 1 when it expires. When a fight is going bad, this Feat can allow you to last that extra turn that you might need in order to kill the remaining enemies. Once you unlock Specializations at level 16 (more info about that later) you can increase the duration of this skill by 2 more turns, allowing you to have much more time to kill the enemies before your hp drops. When using this Feat, be very careful that you clear any poison effects you are under, and not to stand in any acid, fire or other effects that could damage you passively as these will kill you instantly once your hp reaches 1 from this Feat.

Thick Skull (Requires 10 Constitution):
With this Feat, any effect that would Stun you will only Daze you instead. Roleplay as Duke Nukem ("Balls of Steel joke here") as you laugh when enemies use Dirty Kick on you or attempt to Shock you, and instead of losing your whole turn (or several) you only lose a few action points. If you have enough Constitution to take this Feat, it is usually a Must Have. Stunning effects are often Game Over, and with this Feat you are instead barely affected by them.
Perception
Perception is the main stat for any character who wants to use Guns or Crossbows. In addition to increasing those 2 skills, Perception also gives you a bonus to your Detection stat, allowing you to spot hidden enemies and traps. It's also used to detect secret passages and hidden loot, which is a nice bonus, but not usually a reason to build for it. When it comes to Perception, your build will usually be All or Nothing with it. You'll either be raising it as high as you can to have lethal ranged attacks, or leaving it at 3 points in order to invest those points into more useful stats, as while Perception does increase your character's ability to Detect enemies, you usually need a lot of it in order to see any real benefits from it.

There are not really any Universal Feats for Perception. All of the best Feats that have Perception as a prerequisite require a very high Perception score, and only apply to weapons that benefit from having your Perception as High as possible. There are a few useful feats that have Perception requirements that you may want to grab even when using a build with the Versatility feat, which otherwise would not need the Perception stat at all:

Aimed Shot (Requires 6 Perception and 10 Guns/Crossbows):
The first feat you will likely take on any ranged character, and one of their most important ones in the early game. Its usefulness falls later in the game for character builds that focus on high Critical Hit Chance, but it is still valuable for being able to guarantee a Crit. Its cooldown is relatively low, so in longer fights it is possible to use more than once. It favors high Action Point cost weapons over low ones, since they hit harder when they Crit.

Ambush (Requires 6 Perception and 40 Stealth):
A powerful situational Feat. It only works when you are fighting on Maps which feature Dark areas, but it is relatively easy to use when you're in one of those Maps. The Crit bonus and Evasion reduction for enemies is absolutely lethal, and when this Feat is in effect you can use a Ranged Weapon effectively even without having a maxed Perception score.

Point Shot (Requires 6 Perception, 6 Dexterity and 25 Guns):
A great feat for shooting in close quarters, the accuracy penalty is much less noticeable against nearby enemies, and this feat has great synergy with Pistols, which reduce an enemy's Evasion score at close range. Its 1 turn cooldown means that you can make a lot of use of it in every combat.

Suppressive Fire (Requires 6 Perception and 10 Guns):
A decent feat with a low entry cost, its value isn't immediately apparent since the debuff is only useful for enemies that don't DIE when you use your burst attack on them, which is the goal. However, when used with SMG's the debuff is more likely to come into play, and the actual AP cost of using the Burst attack is much lower. SMG's benefit from Dexterity, and therefore are a good weapon choice for a Versatility build. When playing with Hit and Run tactics, you can cheaply spray a group of enemies with an SMG burst to apply the debuff and some damage, and then run away. The movement and AP penalties combined add up when enemies have to chase you, especially if there is a group of them.
Will
Will is "THE" Psionic attribute. It directly affects all 4 Psionic abilities, and has an impact on a couple of utility skills (Persuasion and Intimidation, though Intimidation will use Strength instead if that is higher). As a side benefit, Will raises your Resolve score, allowing you to more easily resist the powers of other Psionic characters. If you're planning to make a character who mainly uses Psionics to fight, you will want your Will Stat to be as high as possible. Each Psionic Discipline can be very valuable as a Supporting Tool for your builds as well, but most Psionic Feats do not actually have a Will requirement, instead only requiring you to have invested a certain amount of skill points. This means that when using Psionics to support your build, the amount you need to invest into Will is flexible: The more Will you have, the more reliable your Psionics will be, but there is no hard requirement. Aside from Psionics, there is one specific Feat that has a Will requirement to pay attention to, which is very useful for Dexterity based builds:

Ripper (Requires 10 Dexterity and 5 Will):
When you use Knives, Throwing Knives, or Swords this Feat makes your Crits hit way harder. Your Crit Damage will be multiplied by the % of the target's current missing HP, turning your Critical Hits into a powerful execution tool. While it doesn't add any damage if you Crit the enemy with your first hit, it adds a substantial amount of damage (nearly double) against low health targets. One noteworthy interaction here is with the Fatal Throw feat, which guarantees a Critical Hit with Throwing Knives against low health enemies and even refunds a lot of Action Points when it kills something. These two Feats together turn Throwing Knives into a tool that you can use for free kills.
Intelligence
Intelligence is the second "Jack of All Trades" stat, in that investing into it a bit can make any build more powerful. Intelligence boosts the most skills out of any attribute (All the Crafting skills, as well as Mercantile and Hacking), and is a necessary attribute for Psionic characters as it directly impacts the number of Psionic skills you can use at one time. Crafting is a very powerful (though complicated) mechanic in Underrail. Aside from a few Unique items, some of which are hard to get to, the best weapons and armor can all be acquired through crafting. If you know what you're doing, you can even acquire these powerful weapons and armors early on in your playthrough. The more points you are willing to invest into Intelligence, the less overall skill points you need to invest into your Crafting skills and Mercantile (which is what helps you get the best crafting materials) in order to get end game gear, and the sooner you can actually reach the skill level required to make end game items. Intelligence does not directly affect any combat stats, so you will generally want to decide on a target value for Intelligence and stay there rather than maximizing it as your main attribute. Even with a low intelligence score, you will eventually be able to craft almost any item, but there are many noteworthy Feats that can be useful to you that have Intelligence requirements. Most of them directly improve the power of certain types of items that you craft, and will be covered in the Feats section later in the guide. However, there are a few noteworthy ones that are useful even to characters who will never spend even a single skill point on Crafting Skills:

Versatility (Requires 5 Intelligence):
This feat takes a % of your highest skill value between Crossbows, Guns and Melee and sets the other two to that value if they were lower. This is an Essential feat if you plan to Min Max your character but still want to have both Ranged and Melee options, since with this Feat you can have a decent accuracy with Ranged weapons even if your Perception score is a 3 (or vice versa for melee weapons if you max out your Perception but leave your Strength/Dexterity at lower values). It also gives you these effects without requiring you to spend any more skill points, so you can save them for other skills. Once you unlock specializations, you can raise the % value of this Feat even higher, allowing for some relatively hilarious builds (Such as a Pure Strength/Melee character with a Sniper Rifle). This Feat also allows you to be very effective with Pistol weapons while maxing Dexterity, even if your Perception is very low.

Cheap Shots (Requires 5 Intelligence):
One of the best Feats for any Melee character, except for Sledgehammers. This feat directly increases the damage value of your Critical Hits, and gives every attack a chance to "Incapacitate" the target for 1 turn. This gives it some value as a CC tool (although an unreliable one). Unarmed attacks, fist weapons and knives attack lots of times in a turn and tend to crit often, making this feat a great option for them. Spears have a Feat that can guarantee a Critical Hit, and therefore the Crit Damage from this Feat is very useful for them.

Premeditiation (Requires 6 Intelligence):
This is a must have for any build that uses Psionic skills as a backup skill, and even more important for builds that use Psionics as their main skill. This skill completely eliminates the Action Point cost of the next Psionic skill you use, reduces its Psi cost to 50%, and even gives it a little extra range. This can allow you to use your most powerful Psi skills at any time, without having to think about how to fit them into your current turn. Its only flaw is that it has a cooldown, so you can't use it all the time.

Special Tactics (Requires 6 Intelligence, 50 Crossbows):
This feat allows Crossbow users to make a free attack at the start of every combat, which is especially useful for Stealth characters who rely on dealing as much damage as possible before enemies can react. Dumping your Intelligence stat means that you can't take this feat, so it has to be carefully considered if you want to use a Crossbow.
Skills (WIP)
There are a total of 23 skills in Underrail. Some of them are skills that are used only for combat, while others are primarily utilitarian in that they can help you get more loot, take different paths through a questline or help you get better equipment through crafting. You receive 120 skill points at character creation, and each time you level up you get 40 more skill points to invest, for a maximum total of 1280 skill points at the max level of 30 (W/ the DLC). The highest # of skill points you can spend on a single skill is equal to 10 + 5 * your character's level, therefore the limit at level 1 is 15, while the limit at level 30 is 160. You receive exactly enough skill points to raise 8 skills to their maximum value and keep them at their max each time you level up. Alternatively, you can maximize fewer than 8 skills and distribute the remaining points into multiple skills in order to meet the skill requirements for specific Feats, skill checks for Quests or for supporting skills that you don't need at their maximum to be useful.

In this guide, I will assume that you will be maxing out your main skills of choice, and therefore I will be focusing on the uses of each skill as an "Off-skill" that you don't max out and instead raise to specific levels in order to support your build.
Combat Skills
Guns:
The Guns skill determines which firearm weapons you are able to use, and the higher you raise this skill the more likely you are to hit the target with a Gun and the more damage you'll do. Most of the time, if you'll be using Guns at all you will be maxing this skill out. This skill scales off of your Perception attribute, but can be also used effectively with characters that have a high Strength or Dexterity score as long as they have the Versatility Feat and invest into melee.

Throwing:
The Throwing skill is a very versatile one, regardless of what build you end up making you will usually end up investing some of your skill points into this skill. The higher you raise this skill, the more likely you are to throw a Grenade exactly where you want it, and at high skill levels you can use Grenades accurately even at long ranges. There is a Grenade for practically every occasion and enemy type, and there are a few other items that can be used with the throwing skill as well, such as Nets. You can even make a build the deals damage only through the throwing skill by using Throwing Knives.

Crossbows:
Like the Guns skill, the Crossbows skill makes you more effective with your weapon. The higher the skill, the more accurate and damaging your Crossbow attacks will be. You will likely max this skill out if you are using it at all. This skill scales off of your Perception attribute, and while the Versatility feat can allow you to use Crossbows without a good Perception score, they don't benefit from Dexterity at all and don't have Strength requirements.

Melee:
The Melee skill allows you to effectively use melee weapons to Stab, Crush and Slice up any enemy that gets close to you. Melee weapons are cheap and effective, as long as your skill level is high enough. Like the Guns and Crossbows skills, character builds that will be using Melee will often max the skill. The Melee skill will scale off of the higher of your Strength or Dexterity attributes, giving some flexibility to how you use it. Heavier weapons favor Strength, as they gain damage bonuses from having a high Strength score which are separate from your skill level. Lighter weapons favor Dexterity, as their action point cost is decreased with a high Dexterity score. Spears and Swords are more complicated Melee Weapons, as they have moderate Strength, Dexterity or even Agility requirements for some of their Feats.

Evasion:
The Evasion skill is a defensive skill that reduces the chance that enemies will hit you with Ranged attacks. It also reduces the damage you take from Explosions, which can be a lifesaver. Evasion is reduced by the Armor Penalty of your armor, so it is most effective when wearing Light armor to avoid the penalty. Since Light armor does not provide much damage reduction, if you plan on using Evasion it is best to max it out at every level. Evasion scales with your Agility attribute.

Dodge:
The Dodge skill is a defensive skill that reduces the chance of being hit by Melee attacks. Unlike Evasion, the minimum hit chance of Melee attacks can go much lower, leading to enemies potentially missing all of their attacks against you in a turn if you have a very high Dodge score. Like Evasion, your Dodge score is reduced by the Armor Penalty of your armor, so for best results you need to wear Light armor, and thus you will want to max this skill out if you'll be using it at all. Dodge scales with your Agility attribute.

Stealth:
The Stealth skill provides an alternative way to approach combat, allowing you to enter areas and look around at what enemies are present before deciding how to attack. With a good Stealth score, you can get into the best position to start a fight and always win the Initative check by starting the combat yourself. Stealth also allows you to safely place traps before most fights, or even kill the enemies on a map a few at a time as long as you only use Silent weapons, or kill the enemies near you quickly enough to get away before the other enemies can get close to investigate the noise. Stealth is affected by Armor Penalty, and it scales with your Agility attribute. Unlike other skills, it's possible to gain a large bonus to your Stealth skill from your gear.

Traps:
The Traps skill allows you to place progressively more powerful traps down that can immobilize enemies, apply status effects to them, deal large amounts of damage, or some combination of all 3. The higher you raise your Traps skill, the better the traps you can use and the less likely enemies are to detect them. Traps pairs very well with Stealth, allowing you to set up for fights in advance. Raising this skill also helps you spot enemy traps, and if your skill is high enough you can even disarm their traps and take them to use for yourself. Your Traps skill scales with Dexterity, but you don't actually gain any additional damage from having a higher Traps skill, so there is a limit to how high you will generally want to raise it.
Psionic Skills
While Psionic skills are technically also combat skills, they are complicated enough to merit having their own section to explain them. Because of the "Innvervation" mechanic that you use to equip Psionic abilities, you are limited in the number of abilities you can have available at one time, and you are penalized for using abilities from multiple different Psionic Skills at the same time by having an increased cost to your "Psi" pool in order to cast your abilities. You'll have to carefully plan which Psionic Skills you want to raise in order to not waste any skill points. The Wiki has detailed information about how the different Psionic Abilities scale and where to find them, so in this guide I will instead be giving a general overview of how each Psionic Skill plays as a whole:

Thought Control:
The classic Telepath, inflicting debilitating effects directly on enemies' minds that can Incapacitate them, Frighten them, make them attack everyone around them in a Frenzied Rage, or just bypass their armor and shields to damage them directly. The effectiveness of all Thought Control skills lies in the fact that they Ignore damage resistance from Armor or shields, and can only be resisted by the enemy's Resolve stat. None of the abilities in this skill work on mechanical enemies, like sentry bots, so you will need to make sure you have other ways of dealing with those. This skill is very powerful when used by Stealthy characters, either as their main form of damage or as a source of Crowd Control abilities to keep your enemies from making noise as you kill them one by one. If you invest heavily into this Skill and raise your Will score very high, you gain access to one of the most powerful Feats in the game: "Locus of Control" which immediately breaks you out of multiple different types of CC and grants you immunity to them for a while, and which causes your next Thought Control skill to hit a large area instead of one target (though this ends the effect). This lets you silently dispose of entire groups of enemies with ease.

Psychokinesis:
This skill is a little weird, but has lots of unique abilities for tactical players. You can create barriers to block enemy movement or entirely close off groups of enemies from a fight (or to just create cover against a pesky enemy sniper while you kill other enemies). You can root a dangerous enemy in one place (which is guaranteed to apply for at least 1 turn) or Stun enemies with a highly damaging Telekinetic Punch. Unlike other Psychic skills, this skill has a few abilities that are strong against Robots. This skill has a unique synergy with melee characters that use Fist weapons or fight Unarmed, as it has an ability that you can get early in the game that adds a large amount of bonus damage to your Punches. This skill makes for a great supporting skill for most characters, even without a large investment and even with a low Will attribute, as the Barrier skill can be useful even with only a moderate investment to create cover for yourself, forcing ranged enemies to get closer.

Metathermics:
This skill is very powerful when used as your main skill, but lacks skills that are useful without heavy investment. The attacking abilities from this skill have excellent range and multiple different options for attacks that hit a large area. The abilities in this skill mainly deal cold or heat damage, and it has powerful Feats that you can use to make its abilities deal even more damage. The only ability from this skill that can be useful as a supporting tool for other skills is the ability to Freeze an enemy, which is guaranteed to work (as far as I know) and can have a decent duration.

Temporal Manipulation:
This skill is the ultimate support skill, there are no builds that would not benefit from grabbing a couple of abilities from this skill. There are 2 particular abilities that stand above the rest in this skill. Psycho Temporal Contraction gives you more Action Points and Movement Points for a while, with a chance to get a debuff at the end of the effect (it's generally better than using an Adrenaline Shot, and they can be used together). Stasis freezes you in place for a while and makes you immune to all damage and effects, you'll still have your cooldowns for your abilities decrease, but your status effects won't change. This can let you wait out an enemy's Adrenaline Shot or make them waste powerful abilites on you, or you can just use it to wait out cooldowns and let your enemies cluster up for a nice grenade toss. This ability can also be used on enemies to lock them in place while you deal with other enemies, and can technically extend the duration of certain skills by a turn, since most abilities expire at the end of your turn, but Stasis expires at the beginning of your turn and doesn't allow any of your other status effects to progress while it is active (Therefore, if you use Stasis at the end of a turn where you used an ability, that ability won't wear off and you will get another turn to use it when Stasis expires). It's possible to make a build which uses Temporal Manipulation as its main skill, and it plays drastically differently from other builds and is a very interesting one to play, as you will focus on setting up kills long in advance of when the enemy actually dies. ("You are already Dead!")
Utility Skills
Feats (WIP)
7 Comments
Mystic Magiflame Feb 19 @ 6:54pm 
I love you Plz finish! your work will be the basis for essays on UnderRail EVERYWHERE!!!!
Bastard Aug 20, 2023 @ 12:26am 
though
Bastard Aug 20, 2023 @ 12:26am 
I need feats thpigj
JohnMcHobo Aug 8, 2023 @ 5:44pm 
This guide hits a good "middle of the road" with useful infos for new players without drowning them. Very good.
Bastard Aug 3, 2023 @ 12:38am 
GOOD GUIDE!:steamthumbsup:
MagnetHand94 May 1, 2023 @ 8:27am 
Hope to see this updated more soon. Very helpful
DICKFLIP MC60 Jun 1, 2022 @ 1:43am 
Great guide. Read it head to toe for my 3 year restart