Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat. The game is set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states. A great cyberpunk CRPG, the build variety is awesome, and the story is sweet. What’s more, with a slow-burn plot, moody visuals and audio, crisp gameplay and a 100-150 hour story, Underrail is incredible value for money.
This guide cover how to make a very potent hybrid build using the new from experimental patch Versatility feat. This build beat the game on hard very easily, and I’m planning to try a dominating run with it to check is viability on the highest difficulty, but so far, I’m quite confident. This build is maybe not for new players, as crafting will be very important and thus require a good knowledge of the game and items to buy and look for.
You do not need strength nor for the crossbow or the chemical pistol.Dexterity – 7 (8)
You will want to reach 8 at level 12 or 16
You need dexterity for multiple reason :
Feats – Marksman (5), Cooked shot (5) and Quick Tinkering (7)
Skills – You’ll use traps and lockpick and it will help you spend less skills points
AP usage – Dexterity reduce the AP cost of your chemical pistol, and you need 8 for that very reason.
With an advanced catalyzing belt and 8 Dexterity, you reduce the AP cost of a shot to 18.
It means that even with the fatigued drawback from Adrenaline shots, you can still shoot twice in one turn. Once with your chemical pistol (18) and once with your pneumatic cyclon crossbow (17).
Also, with 7 Dexterity and the Advanced Catalyzing belt you’ll be able to cooked shot + shot your penumatic cyclon crossbow.
Agility – 7
You need agility multiple reason :
Feats – Surestep (5)
Movement – You will kite a lot, and abuse LOS with this build, so you need enough movement.
Skills – Evasion and Stealth would be usefull in this build, and will be your only defensive.
Note that with Agility and Dexterity at these level, you’ll get a decent initiative.
Constitution – 3
Mostly, you’ll be avoiding damage and you will be able to craft good energy shields anyway so … You won’t need constitution.
Perception – 10 (15)
Every point except one will be used on perception.
Perception is really important for a lot of reason :
Precision – You’ll be using versatility to get effective skill points in guns in order to use a chemical pistol, so you need a lot of perception to have a decent enough precision with it. Sometimes, you’ll be surprised with the CQC and move and shoot penalty of your crossbow, you will have more chances to hit with your pistol.
Damage – Your crossbow will be deadly with high perception
Feats – Aimed shot (6) and Deadly Snare (10)
Will – 3
You won’t be using psi power, so don’t bother with Will. And even if you do use it late game (I’ll come to this later), you’ll only use utility psi power that can not fail or do not do damage.
Intelligence – 7
You’ll craft a lot and need a lot of skill points, and you need at least 5 for a feat.
Skills – Crafting, Hacking and Mercantile will be usefull
Feats – Versatility (5) and maybe Premeditation (6).
It’s certainly possible to manage with a 5 or 6 intel character and use the extra point in agility for improve defense, stealth and movement. But I would not recomand it as it appear to me that you’ll be starving on points.
Guns – 35 : You need this to get cooked shot. Plan accordingly to have enough skills to spare when you’ll take the Feat.
Crossbow – Maximum : Put everything you can every level. Damage, precision with both crossbow and chemical pistol.
Melee – 0 : Not a melee build, but actually … With Versatility feat, you’ll have a good enough effective skill to be very effective with a knife early game. Use a knife for the first 4 level to kill things that reached close range, you’ll have better success than with your crossbow.
Throwing – 0 : You do not need any points in throwing, anyway your utility stot will be occupied with special bolts. Sometimes, maybe, you will use an EMP grenade that’s it. And with Surestep, you can throw caltrops at your feet, so you won’t need it either.Defense
Dodge – 0 : You won’t need anything, you’ll protect yourself against melee with another way.
Evasion – Every points left will go into evasion : Eventually, you’ll reach nearly the maximum amount in evasion, but you might won’t succed to do it early or mid game due to how much points you’ll put in Crafting.
Stealth – Put enough point : You won’t need to max out Stealth, but it will be handy to lay traps and prepare the battleground before a tough fight. Have a good enough stealth before DC, it will be annoying and ressource consuming otherwise. You’ll try to find good tabi boots and bataclava to boost your stealth, and even craft a device to help with furtivity.
Hacking – Not a Priority : Having hacking will help you to get more loot, you’ll have enough points to bring it to 130 before the end game.
Lockpicking – Put enough point : It helps in getting XP in the oddity system and unlock routes.
Pickpockets – 0 : You do not need any.
Traps – 25, 50, 70 : You will need 25 to get Quick Tinkering and 50 to get Deadly Snare. Then you can upgrade it until 70 to be able to detect every trap and disarm everything as well.
Mechanics – 90 : You’ll need mechanics to craft good crossbows. Check how much you need with the material you found and put accordingly. You’ll need around 90 to get the effective skill to build a 125 quality crossbow.
Electronics – 20, 50 then 110 : At first, you will only need 25 effective skill to be able to put the anatomicaly aware scope on your crossbow. Then 60 effective to build the Shock Bolt MK3 once you’ve found enough Plasma cell to craft a decent amount. Then, you’ll need at least 110 to be able to craft the best Energy shields, googles and cloaking device.
Chemestry – 90 : You’ll craft your first chemical pistol at Junkyard with Fixer to provide the stuff, make sure you have enough when you’ll reach there. Then, reach 90 to have enough to build top quality guns, incendary bolts and
Biology – 100 effective skill : Biology is great, but you can do without it early game and totally spend your points elsewhere. Great to build crawler poison caltrops (55 effective needed) or simply burrower poison caltrops, but you can also buy it in shops. BUT, you will need 100 effective skill at DC to get corrosive acid. so make sure you have enough points before going there.
Tailoring – 0 : The two best armors for this build are the CAU armor and it’s cooked shot bonus and overall good defenses and the Rathound king armor and it’s speed bonus perfect for kiting. No reason to put any point in tailoring. Just look for good tabi boots at merchants.
You won’t use psi, at least early and mid game.
Maybe, you can put 40 points in Psychokinesis to get Premeditation and have Force Field and Electrokinesis to help you. I’m sure it’s a valid option once you get a decent enough energy shield so that the loss of HP won’t bother you.
Persuasion, Intimidation – 0 : You do not have high will, so … It would be a waste to put points into these things. Maybe if you absolutely want some quest peacefull solution. I won’t recommand it.
Mercantile – 45 : I recommand to put points in Mercantile early on. You’ll be buying a lot, and you won’t have much money, especially early game. 45 is a good target, it will give you some special vendors. But yeah, it’s possible to go with 0 in mercantile.
1 – Versatility : It’s a core feat, you’ll need it to be able to have proper accuracy with your chemical pistol without puting any points in it
2 – Marksman : Special arrow are really powerfull, and you’ll be using it a lot, you do not want to spend more AP to use these ones.
4 – Quick Tinkering : It’s a great feat to use with bear traps, even with the nerf that increased its CD to 5. It will help you against melee early game. It’s also great to use in stealth to prepare the battlefield quickly and it synergise very well with Deadly Snare. You won’t need it that much end game, but it’s a free “attack” that cost no AP, it’s too good to pass on.
6 – Surestep : This choice may seem weird at first, and I really think that it is an underated feat. Surestep will protect you from both acid poodle from mutants and your acid gun, early game (That the crafting alternative can not do) and caltrops wich are underated as hell as well (And wearing metal boots will reduce your movement too much).
You’ll use calltrops to protect yourself from melee, prepare the battlefield before a tough fight, make powerfull ambushes in conjonction with bear traps.
Acid poodle and caltrops can stack on the same spot, making that spot deadly for enemies.
Also You should get this feat just before Depot A, making your task a lot easier. You’ll thank me later, trust me on this one.
8 – Cooked shot : It’s a core feat. Cooked shot is essential in this build for three main reason.
Firstly, it’s an AOE attack that will help in facing groups of targets and you’ll get a chance on each target to get Acidic Entanglement.
Secondly, as it is an AOE target, it can ignore the target evasion and though be able to shot something that otherwise would evade your shot. This is AWESOME
Thirdly, you can use it on the ground, even without target to lay acid over caltrops to make a deadly trap and even use the sound of the shots to lure enemies and get back into stealh before they arrive
10 – Bowyer : You’ll make better crossbow. +35% Critical dommage is a lot, especially after you’ll get Critical Power. And it work all the time, not like Sharpshooter.
12 – Quick Pockets / Opportunist / Premeditation :
First choice, here. Quick pockets will be great as you’ll be using an Advanced Catalysing Belt to reduce the AP cost of chemical pistol shot. But I realized that you can manage with only 2 utility slots. It will be a bit hard and require planning, but possible.
So if you think you can handle the situation with only 2 slots. Then, take Opportunist for extra damages, or put 40 points in Psychokinesis to get Force field and Electrokinesis and the Premeditation Feat for Extra Utility every 5 turn.
14 – Deadly Snare : It’s a CORE feat. Everything is build around this specific feat, and once you’ll get it, you’ll be … Deadly as the name suggest. It provide 100% critical strike on targets in bear traps AND Acidic Entanglement … That you will produce very often thanks to cooked shots and your chemical gun.
Once a target is snared by either way, use a special bolt on it to get an almot guaranteed kill.
Incendary Bolts (Or even the cheap serrated bolts that even sometimes work better as they have 100% to cause bleeding) are great to do very high damages. With luck, the target will be feared as well and will burn to death
Shock bolts are even stronger. Since it produce an AOE attack around the target, AOE attack that will be a critical. You can kill an entire group of enemies with a lucky MK3 shock bolt.
16 – Critical Power : Do I need to explain this one ? You just get Deadlier Snare with it and also better aimed shot, that will help sometimes.
18 – Elemental Bolts : Double the damage of your Shock and Incendary bolts (Also acid bolts that I never use). Well … You just got an Even Deadlier Snare than before. And sometimes, you’ll be happy to use your special bolts out of snare.*** Options feats ***
The build is nearly done at level 18 actually. Thus, giving options for the last 3 feats to be closer to your playstyle.
20, 22, 24 – There is multiples choice out there
*** Not so good feats ***
Here will be the feats that seems like a good idea, but are not really.
A – Weapons
Early Game Crossbow – Early game, you’ll be using an Anatomicaly aware Zephyr crossbow with a super string since it will give you the most damages and you won’t have the benefits from the Cyclon one.
Mid to End game Crossbow – You’ll need to craft a very good quality Anatomicaly Aware Pneumatic Cyclon Crossbow.
With bowyer, it’s a 185% critical strike damages, for decent damages since you’ll be using specials bolts. But Most importantly, it cost 17 AP to use it. That mean multiple things :
Firstly, you can shoot 4 times when under Adrenaline shots.
Secondly, if you have the advanced catalyzing belt, you can cooked shot then shoot your crossbow
Thirdly, even if fatigued, you can still shoot 2 times.
Acid Chemical Gun – You have to craft the best chemical gun as you can. But the most important component is the blob dispenser as it increase the chance to Entangle the target in acid. Giving you free critical strikes.
Acid is potent against a lot of enemies, and even on Mutants which resist acid, you can still entangle them with 0 damages.
Early game Fire Chemical Gun – As a secondary weapon, it’s good to have. Mainly early game. It will help against mutants, and some other monster like electric spider.
B – Armor
Head – Good quality batacla at first, then you’ll craft yourself a very good quality nightvision smart google to help against target in the darkness.
There is actually a bug and smart google does not seem to work with cooked shot, even though it should. But the Smart google will still help you with classic aimed shot and is really usefull just for this.
Shield – You’ll have to craft the best shield possible, it will be your main defense.
Armor – You will use two different unique armor.
The Rathound King armor, since it’s good for stealth, movement, protect from any kind of fears (Even the yell capacity that some melee enemies have)
The Chemical Assault Unit Armor, since it is really good overall and give you a bonus on cooked shot.
Belt – First, you’ll be using a Utility belt until you can get quick pockets.
You will have to find an advanced catalysing belt it can be hard to find.