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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=91.157.56.48</id>
	<title>Underrail Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=91.157.56.48"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Special:Contributions/91.157.56.48"/>
	<updated>2026-04-30T22:18:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Consumables&amp;diff=4606</id>
		<title>Consumables</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Consumables&amp;diff=4606"/>
		<updated>2013-10-06T07:05:35Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: /* Food */ junkyard surprise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Consumables]] include foods, medicines and other consumable items.&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
Food items provide your character with temporary buffs to [[base abilities]]. Food effects last {{color|white|5}} minutes.&lt;br /&gt;
&lt;br /&gt;
*[[Burrower Burger]] +2 Constitution&lt;br /&gt;
*[[Cave Hopper Steak]] +2 Agility&lt;br /&gt;
*[[Eel Sandwich]] +2 Dexterity&lt;br /&gt;
*[[Rathound Barbeque]] +1 Strength&lt;br /&gt;
*[[Junkyard Surprise]] +1/2 and -1/2 to random stats&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
Various medical items and drugs used for healing, restoring psi, curing poisons and temporarily enhancing combat performance.&lt;br /&gt;
&lt;br /&gt;
*[[Bandages]] - restores health (out of combat)&lt;br /&gt;
*[[Health Hypo]] - restores health&lt;br /&gt;
*[[Psi Booster]] - restores psi points&lt;br /&gt;
*[[Antidote]] - cures poisons&lt;br /&gt;
*[[Adrenaline Shot]] - increases combat performance&lt;br /&gt;
*[[Morphine Shot]] - increases damage resistance&lt;br /&gt;
&lt;br /&gt;
== Consumable ==&lt;br /&gt;
Other consumables.&lt;br /&gt;
&lt;br /&gt;
*[[Cave Hopper Meat]]&lt;br /&gt;
*[[Lake Mushroom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Controls&amp;diff=4605</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Controls&amp;diff=4605"/>
		<updated>2013-10-06T07:00:08Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of all keyboard controls in Underrail. The game ''can'' be played without any keyboard controls, using only mouse.&lt;br /&gt;
&lt;br /&gt;
These keybinds are currently not rebindable, but will be in the future.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
! Space&lt;br /&gt;
| End Turn&lt;br /&gt;
|-&lt;br /&gt;
! Enter&lt;br /&gt;
| Begin Combat&amp;lt;br&amp;gt;End Combat&lt;br /&gt;
|-&lt;br /&gt;
! Tab&lt;br /&gt;
| Highlight usables&lt;br /&gt;
|-&lt;br /&gt;
! Z&lt;br /&gt;
| Highlight usables (reverse order)&lt;br /&gt;
|-&lt;br /&gt;
! F&lt;br /&gt;
| Quick Invoker&lt;br /&gt;
|-&lt;br /&gt;
! F2&lt;br /&gt;
| Toggle UI&lt;br /&gt;
|-&lt;br /&gt;
! F5&lt;br /&gt;
| Quicksave&lt;br /&gt;
|-&lt;br /&gt;
! F9&lt;br /&gt;
| Quickload&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
! S&lt;br /&gt;
| Character Sheet&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
| Combat Stats&lt;br /&gt;
|-&lt;br /&gt;
! I&lt;br /&gt;
| Inventory&lt;br /&gt;
|-&lt;br /&gt;
! G&lt;br /&gt;
| Crafting&lt;br /&gt;
|-&lt;br /&gt;
! N&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
! F1&lt;br /&gt;
| Interface Help&lt;br /&gt;
|-&lt;br /&gt;
! Esc&lt;br /&gt;
| Close active window&amp;lt;br&amp;gt;Main Menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Action buttons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;125px&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
! 1 to 9&lt;br /&gt;
| Action Buttons 1 to 9&lt;br /&gt;
|-&lt;br /&gt;
! Shift+1 to Shift+9&lt;br /&gt;
| Action Buttons Shift+1 to Shift+9&lt;br /&gt;
|-&lt;br /&gt;
! Ctrl+1 to Ctrl+9&lt;br /&gt;
| Action Buttons Ctrl+1 to Ctrl+9&lt;br /&gt;
|-&lt;br /&gt;
! RightCtrl+L&lt;br /&gt;
| Lock Action Buttons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility slots ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;55px&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;270px&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
! Q&lt;br /&gt;
| Combat Utility Slot #1&lt;br /&gt;
|-&lt;br /&gt;
! W&lt;br /&gt;
| Combat Utility Slot #2&lt;br /&gt;
|-&lt;br /&gt;
! E&lt;br /&gt;
| Combat Utility Slot #3&lt;br /&gt;
|-&lt;br /&gt;
! R&lt;br /&gt;
| Combat Utility Slot #4&lt;br /&gt;
|-&lt;br /&gt;
! T&lt;br /&gt;
| Combat Utility Slot #5&lt;br /&gt;
|-&lt;br /&gt;
! Y&lt;br /&gt;
| Combat Utility Slot #6&lt;br /&gt;
|-&lt;br /&gt;
! Shift+Q&lt;br /&gt;
| Reload active weapon with Standard Rounds&lt;br /&gt;
|-&lt;br /&gt;
! Shift+W&lt;br /&gt;
| Reload active weapon with W2C Rounds&lt;br /&gt;
|-&lt;br /&gt;
! Shift+E&lt;br /&gt;
| Reload active weapon with JHP Rounds&lt;br /&gt;
|-&lt;br /&gt;
! Shift+Y&lt;br /&gt;
| Unload active weapon&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
[[Category:User Interface]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Auto-Turret&amp;diff=4604</id>
		<title>Auto-Turret</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Auto-Turret&amp;diff=4604"/>
		<updated>2013-10-06T06:52:41Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Auto-Turret&lt;br /&gt;
| type     = creature&lt;br /&gt;
| image    = &lt;br /&gt;
| roles    = Stationary defense&lt;br /&gt;
| location = [[South Gate Station]]&amp;lt;br&amp;gt;[[Junkyard - Docks]]&amp;lt;br&amp;gt;[[GMS compound level 3]]&amp;lt;br&amp;gt;[[Depot A]]&lt;br /&gt;
| loot     = Ammunition, Scraps&amp;lt;br&amp;gt;Firearm Barrels (rarely)&lt;br /&gt;
|&lt;br /&gt;
| abilities     = True-sight&amp;lt;br&amp;gt;Can reboot in [[Safe Mode]]&lt;br /&gt;
| range         = &amp;lt; 20&lt;br /&gt;
| health        = 230&lt;br /&gt;
| mechanical    = high&lt;br /&gt;
| heat          = high&lt;br /&gt;
| electricity   = 0% / 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Auto-Turret]]s are stationary defense guns that attack any threats within range according to their programming. They have true-sight, so stealth is useless against them.&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Sufficient [[Skills#Hacking|hacking]] skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.&lt;br /&gt;
&lt;br /&gt;
* Since they have rather high damage threshold, weapons that deal large amounts of damage at once work best for destroying them.&lt;br /&gt;
&lt;br /&gt;
* In combat, armor-piercing [[Ammo#W2C Rounds|W2C ammunition]] or EMP weaponry provides best results against auto-turrets.&lt;br /&gt;
&lt;br /&gt;
* Since they cannot move, a mobile character can safely take potshots at them, retreat behind a corner and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
* It is possible to completely outrange auto-turrets with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Sentry_Bot&amp;diff=4603</id>
		<title>Sentry Bot</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Sentry_Bot&amp;diff=4603"/>
		<updated>2013-10-06T06:50:08Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Sentry Bot&lt;br /&gt;
| type     = creature&lt;br /&gt;
| image    = &lt;br /&gt;
| roles    = Automated defense&lt;br /&gt;
| location = [[South Gate Station]]&amp;lt;br&amp;gt;[[GMS compound level 2]]&amp;lt;br&amp;gt;[[Lower Depot A]]&lt;br /&gt;
| loot     = Ammo, Metal/Electronic Scraps&amp;lt;br&amp;gt;Flashbangs (rarely)&amp;lt;br&amp;gt;Electroshock generators (rarely)&lt;br /&gt;
|&lt;br /&gt;
| abilities     = Throws [[Flashbang]]s&amp;lt;br&amp;gt;Can stun&amp;lt;br&amp;gt;Can detect and disarm mines&amp;lt;br&amp;gt;Can reboot in [[Safe Mode]]&lt;br /&gt;
| health        = 110&lt;br /&gt;
| shield        = 0&lt;br /&gt;
| mechanical    = high&lt;br /&gt;
| electricity   = 0% / 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most basic security robot model seen in ''Underrail''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Sentry Bot]]s, also known as '''wheeled bots''', are autonomous defense robots that patrol an area, respond to threats reported by security cameras and can roam around before returning to their patrol route. They will attack any perceived threats within their range.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
They are nasty combat encounters, usually patrolling in groups and they have nasty tricks such as melee-range stuns and flashbangs at their disposal, in addition to their guns. Even a single sentry bot can prove to be fatal, especially at lower levels. &lt;br /&gt;
&lt;br /&gt;
* Since they have rather high damage threshold, weapons that deal large amounts of damage at once (e.g. high-caliber guns or sledgehammers) work best for destroying them.&lt;br /&gt;
&lt;br /&gt;
* Armor-piercing [[Ammo#W2C Rounds|W2C ammunition]], EMP weaponry such as [[EMP Grenade]]s, [[Shock Bolt]]s or [[EMP Mine]]s placed within their path provide the best results against sentry bots.&lt;br /&gt;
&lt;br /&gt;
* JHP ammunition and weapons that incur extra resistance on target should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding ===&lt;br /&gt;
Sometimes sentry bots prove to be too much to be taken on in direct combat as a low-level character with poor equipment. They can be avoided either by [[stealth]]ing past them or finding alternative routes such as ventilation shafts or [[lockpicking]] locked doors.&lt;br /&gt;
&lt;br /&gt;
If all that fails, it is possible to lure them into a specific location by causing [[Security Camera|camera alarms]] and flanking the bots while they move in to investigate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Security_Camera&amp;diff=4602</id>
		<title>Security Camera</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Security_Camera&amp;diff=4602"/>
		<updated>2013-10-06T06:30:51Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Security Camera&lt;br /&gt;
| type     = creature&lt;br /&gt;
| image    = Security Camera.png&lt;br /&gt;
| roles    = Security monitoring&amp;lt;br&amp;gt;Automated alarm system&lt;br /&gt;
| location = Any installation with electronic security&lt;br /&gt;
| loot     = None&lt;br /&gt;
|&lt;br /&gt;
| abilities     = &lt;br /&gt;
| health        = 28&lt;br /&gt;
| mechanical    = some&lt;br /&gt;
| electricity   = 0% / 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Security Camera]]s are a common sight in the underground installations of ''Underrail''. Some of them are automated and can cause alarms without anyone watching them.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Optical cameras mounted on walls and connected to a security system. They have lights which change color with their mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Automated security cameras have three distinct operational modes:&lt;br /&gt;
&lt;br /&gt;
* {{color|green|Normal mode}} - They slowly rotate 180 degrees on their pivots, scanning for hostiles. Full rotation taking about ''15 seconds''. &lt;br /&gt;
* {{color|yellow|Possible sighting mode}} - After seeing a hostile, a camera tries to track its target and confirm the enemy sighting. This takes a few seconds. If the hostile doesn't quickly move out of the camera's field of view, the camera will confirm the enemy sighting;&lt;br /&gt;
* {{color|red|Alarm mode}} - The camera alerts nearby [[Sentry Bot]]s and possibly others to the initial sighting location and continues to track its target.&lt;br /&gt;
Cameras return to normal unalarmed state a few seconds after a sighting has passed from their view.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[Stealth Mode]] does not work very well against cameras, if at all. A [[Cloaking Device]] may help.&lt;br /&gt;
&lt;br /&gt;
Security cameras can be attacked and destroyed even before they manage to cause an alarm. All methods that work against mechanical enemies work well against cameras as well. They don't have much HP and will usually be destroyed in a couple of hits/shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, wherever there are multiple cameras, there will usually also be a security control room somewhere nearby. From a control room, the player can watch the cameras and sufficient [[Skills#Hacking|hacking]] skill may yield opportunities to disable them or hack into other security systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Other_statistics&amp;diff=4601</id>
		<title>Other statistics</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Other_statistics&amp;diff=4601"/>
		<updated>2013-10-06T06:07:40Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: /* Character level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of the various derived statistics in Underrail and some miscellanous information that wouldn't fit elsewhere.&lt;br /&gt;
&lt;br /&gt;
= Action and movement points =&lt;br /&gt;
* All characters have {{color|white|50 AP}}. They can be used for any action, including moving. Most actions consume AP, but there are exceptions, eg. [[Special Tactics]]&lt;br /&gt;
: Wearing armor without meeting its strength requirement will reduce your action points.[http://underrail.com/forums/index.php?topic=330.0]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Character base movement points equal {{color|white|30}} + extra {{color|white|3}} points for every point in agility above {{color|white|5}}. Movement Points can only be used for moving.&lt;br /&gt;
: Movement points are affected by [[agility]], [[encumberance]] and some [[feats]].&lt;br /&gt;
: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat and turn-based mode =&lt;br /&gt;
*If you initiate combat out of real-time mode, you will not get the first turn after your initial action.&lt;br /&gt;
::Thus, it is always better to move into turn-based mode first {{key|Enter}}, and then perform your actions to initiate combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is not known how combat sequence works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Character level =&lt;br /&gt;
The maximum level is currently 20, but cannot be attained in a single play-through of the alpha version. The maximum level for release version is planned  to be 30, but that might change.&lt;br /&gt;
&lt;br /&gt;
* Level does not directly affect the player character's stats, except health and psi points.&lt;br /&gt;
** You gain {{color|white|40}} skill points every level.&lt;br /&gt;
** You gain a feat every {{color|white|2}} levels.&lt;br /&gt;
** You gain a base ability point every {{color|white|4}} levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* NPCs have natural dodge and evasion bonus equal to their level.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience curve table&lt;br /&gt;
|- &lt;br /&gt;
! Level !! Exp to next level !! Cumulative exp&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 000 || 1 000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 000 || 3 000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 000 || 6 000&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 000 || 10 000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 000 || 15 000&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 000 || 21 000&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 000 || 28 000&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 8 000 || 36 000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 9 000 || 45 000&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 000 || 55 000&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 11 000 || 66 000&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 12 000 || 78 000&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 13 000 || 91 000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 14 000 || 105 000&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 15 000 || 120 000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 16 000 || 136 000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 17 000 || 153 000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 18 000 || 171 000&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 19 000 || 190 000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 000 || 210 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Status effects =&lt;br /&gt;
{{for|the main article|Status effects}}&lt;br /&gt;
Various buffs and debuffs can affect the player and enemies alike.&lt;br /&gt;
&lt;br /&gt;
Many enemies also have unique buffs or special attacks that cause debuffs unique to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat stats =&lt;br /&gt;
{{for|the main article|Combat stats}}&lt;br /&gt;
&lt;br /&gt;
All the stats listed in Combat Stats {{key|C}} menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Player character]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Combat_Stats&amp;diff=4600</id>
		<title>Combat Stats</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Combat_Stats&amp;diff=4600"/>
		<updated>2013-10-06T06:02:24Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of the combat stats as seen in the Combat Stats {{Key|C}} menu.&lt;br /&gt;
&lt;br /&gt;
= Combat stats: Base =&lt;br /&gt;
== State ==&lt;br /&gt;
[[File:Icon_state.png|right|link=]]&lt;br /&gt;
; Health&lt;br /&gt;
: Derived from Constitution and character level. Player character has {{color|white|35%}} bonus health.&lt;br /&gt;
&lt;br /&gt;
; Shield&lt;br /&gt;
: Your shield emitter's shield capacity. Not in-game yet.&lt;br /&gt;
&lt;br /&gt;
; Psi&lt;br /&gt;
: Derived from Will and character level.&lt;br /&gt;
&lt;br /&gt;
; Psi Cost&lt;br /&gt;
: Can be affected by traits.&lt;br /&gt;
&lt;br /&gt;
== Base abilities ==&lt;br /&gt;
[[File:Icon_base_abilities.png|right|link=]]&lt;br /&gt;
{{for|the main article|base abilities}}&lt;br /&gt;
Your effective base ability scores are also listed here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat stats: Defense =&lt;br /&gt;
== Defense ==&lt;br /&gt;
[[File:Icon_defense.png|right|link=]]&lt;br /&gt;
[[Status effects]] and attacks can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type. The chance to resist them this way is capped at {{color|white|65%}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Dodge, Evasion&lt;br /&gt;
: Derived from Dodge and Evasion skills. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
; Fortitude&lt;br /&gt;
: Chance to resist effects like poison. Derived from Constitution.&lt;br /&gt;
&lt;br /&gt;
; Resolve&lt;br /&gt;
: Reduces damage from effects like [[Neural Overload]]. Derived from Will.&lt;br /&gt;
&lt;br /&gt;
; Crit. chance&lt;br /&gt;
: Chance to be critically hit. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
; Encumberance&lt;br /&gt;
: Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at {{color|white|95%}}.[http://underrail.com/forums/index.php?topic=330.0] Derived from the armor pieces you're wearing. Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
[[File:Icon_resistances.png|right|link=]]&lt;br /&gt;
All characters have '''Damage Resistance''' and '''Damage Threshold''' for each damage type. Resistance is a percentage reduction, whilst threshold is a flat number reduction.&lt;br /&gt;
&lt;br /&gt;
Only the greater of the two reductions will be applied against any one attack, not both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The resistible damage types are&lt;br /&gt;
{{color|white|Mechanical}},&lt;br /&gt;
{{color|orangered|Heat}},&lt;br /&gt;
{{color|lightblue|Cold}},&lt;br /&gt;
{{color|yellow|Electricity}},&lt;br /&gt;
{{color|green|Acid}},&lt;br /&gt;
{{color|aqua|Energy}} and&lt;br /&gt;
{{color|lightgreen|Bio}}.&lt;br /&gt;
&lt;br /&gt;
The ''electric damage'' from [[Neural Overload]] is irresistible, but can be reduced by your Resolve. Mitigation for this is capped at {{color|white|~40%}}.&lt;br /&gt;
&lt;br /&gt;
Some psi abilities also deal irresistible ''mental damage''.&lt;br /&gt;
&lt;br /&gt;
== Shielding ==&lt;br /&gt;
[[File:Icon_shielding.png|right|link=]]&lt;br /&gt;
All damage sources have an '''Impact Speed''', which can be&lt;br /&gt;
{{color|teal|Very Low}} (melee weapons),&lt;br /&gt;
{{color|teal|Low}} (crossbows),&lt;br /&gt;
{{color|gray|Medium}} (low-powered firearms),&lt;br /&gt;
{{color|DarkSalmon|High}} (rifles) or&lt;br /&gt;
{{color|DarkSalmon|Very High}} (high-powered rifles, energy weapons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies.&lt;br /&gt;
:'''NOTE''': Shields are not yet in-game as of version 0.1.8.0.&lt;br /&gt;
&lt;br /&gt;
== Subterfuge ==&lt;br /&gt;
[[File:Icon_subterfuge.png|right|link=]]&lt;br /&gt;
; Stealth&lt;br /&gt;
: Derived from Stealth skill. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
; Detection&lt;br /&gt;
: Derived from Perception. Your chance to detect hidden doors and secret areas, stealthed enemies and also [[traps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat stats: Offense =&lt;br /&gt;
== Weapon ==&lt;br /&gt;
[[File:Icon_weapon.png|right|link=]]&lt;br /&gt;
; Damage&lt;br /&gt;
: Derived from active weapon. Affected by relevant weapon skill and [[strength]] bonus for melee weapons.&lt;br /&gt;
&lt;br /&gt;
; Action Points&lt;br /&gt;
: Derived from active weapon. Can be affected by feats and items such as [[Adrenaline Shot]].&lt;br /&gt;
&lt;br /&gt;
; Impact Speed&lt;br /&gt;
: Derived from active weapon.&lt;br /&gt;
&lt;br /&gt;
; Critical chance&lt;br /&gt;
: Derived from active weapon. Can be affected by feats, items and [[dexterity]] bonus for melee weapons.&lt;br /&gt;
&lt;br /&gt;
; Critical bonus&lt;br /&gt;
: Derived from active weapon. Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
; Range&lt;br /&gt;
: Derived from active weapon.&lt;br /&gt;
&lt;br /&gt;
; Optimal Range&lt;br /&gt;
: Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.&lt;br /&gt;
&lt;br /&gt;
== Metathermics ==&lt;br /&gt;
[[File:Icon_metathermics.png|right|link=]]&lt;br /&gt;
; Critical chance&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
; Critical bonus&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
== Psychokinesis ==&lt;br /&gt;
[[File:Icon_psychokinesis.png|right|link=]]&lt;br /&gt;
; Critical chance&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
; Critical bonus&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
== Thought Control ==&lt;br /&gt;
[[File:Icon_thought_control.png|right|link=]]&lt;br /&gt;
; Critical chance&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
; Critical bonus&lt;br /&gt;
: Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Player character]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Stalker&amp;diff=4562</id>
		<title>Stalker</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Stalker&amp;diff=4562"/>
		<updated>2013-10-05T23:50:37Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: expanded the article and unstubbed it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = {{PAGENAME}}&lt;br /&gt;
| type     = generic&lt;br /&gt;
| image    = &lt;br /&gt;
| roles    = Hostile low-level humans&lt;br /&gt;
| location = [[Lower Underrail tunnels]]&lt;br /&gt;
| loot     = Any gear they had, ammo, meds, stygian coins, other junk&lt;br /&gt;
|&lt;br /&gt;
| health   = 76-89&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Stalkers''' are some of the easiest low level humanoid enemies, and a good source of loot at low levels.&lt;br /&gt;
&lt;br /&gt;
They usually are equipped simple weapons such as low-caliber pistols, knives and basic sledgehammers. They may also have some ammo and useful medical items like health hypos, if you can kill them before they use all of those.&lt;br /&gt;
&lt;br /&gt;
Some stalkers reside in the [[Lower Underrail tunnels]] beneath Lower Underrail proper, just north of SGS station platform. They are usually alone, or in groups of two at most. They also respawn, making the tunnels worth checking once in a while when walking by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=High_Density_Foam_Padding&amp;diff=4551</id>
		<title>High Density Foam Padding</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=High_Density_Foam_Padding&amp;diff=4551"/>
		<updated>2013-10-05T22:20:51Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_foam_padding2.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = High Density Foam Padding&lt;br /&gt;
 | description   = This high density padding material can be used when creating a suit of leather armor to provide extra protection against melee weapons.&lt;br /&gt;
 | quality       = 45&lt;br /&gt;
 | skillsreq     = :Tailoring 45&lt;br /&gt;
 | value         = 1475&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Provides 25% increased mechanical damage resistance and threshold against melee attacks. Also increases encumberance.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Steel_Spikes&amp;diff=4550</id>
		<title>Steel Spikes</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Steel_Spikes&amp;diff=4550"/>
		<updated>2013-10-05T22:14:49Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_steel_spikes.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Steel spikes&lt;br /&gt;
 | description   = It's a set of steel spikes. They can be mounted on a metal armor suit.&lt;br /&gt;
 | quality       = 54&lt;br /&gt;
 | skillsreq     = :Mechanics 54&lt;br /&gt;
 | value         = 320&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adds extra damage in melee combat.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]] (optional)&lt;br /&gt;
* [[Blueprint: Metal Armor]] (optional)&lt;br /&gt;
* [[Blueprint: Combat Gloves]] (optional)&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tungsten_Steel_Spikes&amp;diff=4549</id>
		<title>Tungsten Steel Spikes</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tungsten_Steel_Spikes&amp;diff=4549"/>
		<updated>2013-10-05T22:14:38Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_tungsten_spikes.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Tungsten Steel Spikes&lt;br /&gt;
 | description   = It's a set of tunsten steel spikes. They can be mounted on a metal armor suit.&lt;br /&gt;
 | quality       = 49&lt;br /&gt;
 | skillsreq     = :Mechanics 49&lt;br /&gt;
 | value         = 408&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adds extra damage in melee combat.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]] (optional)&lt;br /&gt;
* [[Blueprint: Metal Armor]] (optional)&lt;br /&gt;
* [[Blueprint: Combat Gloves]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Tungsten_Steel_Blade&amp;diff=4548</id>
		<title>Serrated Tungsten Steel Blade</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Tungsten_Steel_Blade&amp;diff=4548"/>
		<updated>2013-10-05T22:14:16Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_tungsten_serrated.png&lt;br /&gt;
 | itemquality   = high&lt;br /&gt;
 | name          = Serrated Tungsten Steel Blade&lt;br /&gt;
 | quality       = 42&lt;br /&gt;
 | skillsreq     = :Mechanics 42&lt;br /&gt;
 | description   = It's a nasty looking serrated steel blade that can be mounted on a metal armor suit to inflict bleeding wounds.&lt;br /&gt;
 | value         = 359&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adds [[Bleeding Wound]] proc.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]] (optional)&lt;br /&gt;
* [[Blueprint: Metal Armor]] (optional)&lt;br /&gt;
* [[Blueprint: Combat Gloves]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Steel_Blade&amp;diff=4547</id>
		<title>Serrated Steel Blade</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Steel_Blade&amp;diff=4547"/>
		<updated>2013-10-05T22:14:01Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
| example       = yes&lt;br /&gt;
| image         = items_components_steel_serrated.png&lt;br /&gt;
| itemquality   = normal&lt;br /&gt;
| name          = Serrated Steel Blade&lt;br /&gt;
| quality       = 49&lt;br /&gt;
| skillsreq     = :Mechanics 49&lt;br /&gt;
| description   = It's a nasty looking serrated steel blade that can be mounted on a metal armor suit to inflict bleeding wounds.&lt;br /&gt;
| value         = 295&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adds [[Bleeding Wound]] proc.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]] (optional)&lt;br /&gt;
* [[Blueprint: Metal Armor]] (optional)&lt;br /&gt;
* [[Blueprint: Combat Gloves]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Electroshock_Generator&amp;diff=4546</id>
		<title>Electroshock Generator</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Electroshock_Generator&amp;diff=4546"/>
		<updated>2013-10-05T22:07:49Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = Electroshock Generator.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Electroshock Generator&lt;br /&gt;
 | description   = Can be attached to melee weapons during crafting to produce electrical damage on impact.&lt;br /&gt;
 | quality       = 32&lt;br /&gt;
 | skillsreq     = :Electronics 32&lt;br /&gt;
 | value         = 1140&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adds electricity damage to melee weapons when powered by batteries.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Sledgehammer]] (optional)&lt;br /&gt;
* [[Blueprint: Combat Gloves]] (optional)&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Leather&amp;diff=4545</id>
		<title>Cave Hopper Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Leather&amp;diff=4545"/>
		<updated>2013-10-05T22:06:09Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_leather2.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Cave Hopper Leather&lt;br /&gt;
 | quality       = 23&lt;br /&gt;
 | skillsreq     = :Tailoring 23&lt;br /&gt;
 | description   = Cave Hopper skin can be turned into a suit of leather armor, but it provides only meager protection.&lt;br /&gt;
 | value         = 99&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Loot drop from [[Cave Hopper]]s. The cheapest kind of leather available. Provides mechanical resistance/threshold when used in armors.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]]&lt;br /&gt;
* [[Blueprint: Combat Gloves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Rathound_Leather&amp;diff=4544</id>
		<title>Rathound Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Rathound_Leather&amp;diff=4544"/>
		<updated>2013-10-05T22:05:37Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_leather1.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Rathound Leather&lt;br /&gt;
 | quality       = 33&lt;br /&gt;
 | skillsreq     = :Tailoring 33&lt;br /&gt;
 | description   = Rathound skin can be turned into a suit of leather armor, but it provides only meager protection.&lt;br /&gt;
 | value         = 225&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Loot drop from all [[rathound]]s. Higher quality versions can be found on [[Rathound Alpha]]s. Provides mechanical and cold resistance/threshold when used in armors.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]]&lt;br /&gt;
* [[Blueprint: Combat Gloves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mutated_Dog_Leather&amp;diff=4543</id>
		<title>Mutated Dog Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mutated_Dog_Leather&amp;diff=4543"/>
		<updated>2013-10-05T22:05:20Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_leather3.png&lt;br /&gt;
 | itemquality   = high&lt;br /&gt;
 | name          = Mutated Dog Leather&lt;br /&gt;
 | quality       = 54&lt;br /&gt;
 | skillsreq     =&lt;br /&gt;
:Tailoring 54&lt;br /&gt;
:Chemistry 16&lt;br /&gt;
 | description   = This skin can be turned into a suit of acid resistant leather armor.&lt;br /&gt;
 | value         = 507&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Loot drop from [[Mutated Dog]]s. Provides mechanical and acid resistance/threshold when used in armors. Also increases [[intimidation]] and decreases persuasion.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]]&lt;br /&gt;
* [[Blueprint: Combat Gloves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Leather&amp;diff=4542</id>
		<title>Cave Hopper Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Leather&amp;diff=4542"/>
		<updated>2013-10-05T22:02:19Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_leather2.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Cave Hopper Leather&lt;br /&gt;
 | quality       = 23&lt;br /&gt;
 | skillsreq     = :Tailoring 23&lt;br /&gt;
 | description   = Cave Hopper skin can be turned into a suit of leather armor, but it provides only meager protection.&lt;br /&gt;
 | value         = 99&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Loot drop from [[Cave Hopper]]s. The cheapest kind of leather available.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Rathound_Leather&amp;diff=4541</id>
		<title>Rathound Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Rathound_Leather&amp;diff=4541"/>
		<updated>2013-10-05T21:58:38Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_leather1.png&lt;br /&gt;
 | itemquality   = normal&lt;br /&gt;
 | name          = Rathound Leather&lt;br /&gt;
 | quality       = 33&lt;br /&gt;
 | skillsreq     = :Tailoring 33&lt;br /&gt;
 | description   = Rathound skin can be turned into a suit of leather armor, but it provides only meager protection.&lt;br /&gt;
 | value         = 225&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Loot drop from all [[rathound]]s. Higher quality versions can be found on [[Rathound Alpha]]s. Provides mechanical and cold resistance/threshold.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mutated_Dog_Leather&amp;diff=4540</id>
		<title>Mutated Dog Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mutated_Dog_Leather&amp;diff=4540"/>
		<updated>2013-10-05T21:56:13Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox component&lt;br /&gt;
 | example       = yes&lt;br /&gt;
 | image         = items_components_leather3.png&lt;br /&gt;
 | itemquality   = high&lt;br /&gt;
 | name          = Mutated Dog Leather&lt;br /&gt;
 | quality       = 54&lt;br /&gt;
 | skillsreq     =&lt;br /&gt;
:Tailoring 54&lt;br /&gt;
:Chemistry 16&lt;br /&gt;
 | description   = This skin can be turned into a suit of acid resistant leather armor.&lt;br /&gt;
 | value         = 507&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Loot drop from [[Mutated Dog]]s. Provides mechanical and acid resistance/threshold. Also increases [[intimidation]] and decreases persuasion.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Boots]]&lt;br /&gt;
* [[Blueprint: Leather Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dog&amp;diff=4419</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dog&amp;diff=4419"/>
		<updated>2013-10-03T03:02:52Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = {{PAGENAME}}&lt;br /&gt;
| type     = creature&lt;br /&gt;
| image    = &lt;br /&gt;
| roles    = Domesticated hunting animal&lt;br /&gt;
| location = [[Junkyard]]&amp;lt;br&amp;gt;[[Depot A]]&lt;br /&gt;
| loot     = animal organs&lt;br /&gt;
|&lt;br /&gt;
| abilities     = Gains [[Pack Hunting]] in groups&amp;lt;br&amp;gt;Can [[tackle]]&lt;br /&gt;
| range         = Melee&lt;br /&gt;
| health        = 74&lt;br /&gt;
| movepoints    = Above normal&lt;br /&gt;
| mechanical    = 0% / 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Common [[dog]]s still live in the ''Underrail''. Commonly seen around Junkyard, and wild dogs are often seen accompanying Junkyard muties in [[Depot A]]. They bark and bite.&lt;br /&gt;
&lt;br /&gt;
They are pack animals and receive the [[Pack Hunting]] buff in groups.&lt;br /&gt;
&lt;br /&gt;
They can [[Tackle]] you, reducing your action/movement points and ranged accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Dogs are fairly weak with low hitpoints and no resistances, but one shouldn't underestimate their offensive capabilities, especially tackling.&lt;br /&gt;
&lt;br /&gt;
Tackle can stack multiple times, which makes dogs a dangerous enemy. So, dogs should always be eliminated before they have a chance to tackle you too heavily. They move very fast so kiting them is hard, but try to keep them at range for as long as possible. Once a dog catches you, it's probably too late to run, so concentrate on killing it before it can completely tackle you. A pack of dogs is even worse, since they also receive pack animal damage buff and all of their tackle debuffs stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Biotechnician%27s_Suit&amp;diff=4415</id>
		<title>Biotechnician's Suit</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Biotechnician%27s_Suit&amp;diff=4415"/>
		<updated>2013-10-03T02:04:52Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox armor&lt;br /&gt;
| image         = biosuit.png&lt;br /&gt;
| itemquality   = high&lt;br /&gt;
| name          = Biotechnician's Suit&lt;br /&gt;
| type          = Armor Suit&lt;br /&gt;
| description   = This suit offers moderate biohazard protection.&lt;br /&gt;
| resistances   = :{{color|lightgreen|Bio: 25% / 5}}&lt;br /&gt;
| value         = 750&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A special kind of armor suit that is not craftable.&lt;br /&gt;
&lt;br /&gt;
It actually provides no protection since it only resists bio damage, but the only bio damage currently in game is [[poison]], which bypasses armor. [http://underrail.com/forums/index.php?topic=539.msg2762#msg2762]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armor navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Armor Suit]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Scrappers&amp;diff=4414</id>
		<title>Scrappers</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Scrappers&amp;diff=4414"/>
		<updated>2013-10-03T01:55:42Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a list of all Scrapper characters|:Category:Scrappers}}&lt;br /&gt;
&lt;br /&gt;
A minor faction in [[Junkyard]]. Rival to [[Black Eels]] over the control of territory in Junkyard. [[Eddy]] is their leader.&lt;br /&gt;
&lt;br /&gt;
[[Scrappers]] are headquartered in [[Depot B]] and they control the only known route to '''Old Junkyard''', also known as [[Depot A]]. However, much of Old Junkyard is infested by acidic mutants and too dangerous for scavenging raids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on the player's actions, Scrappers may lose their position in Junkyard after a violent gang war against Black Eels and their allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Kill_Blaine&amp;diff=4413</id>
		<title>Kill Blaine</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Kill_Blaine&amp;diff=4413"/>
		<updated>2013-10-03T01:44:58Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = {{PAGENAME}}&lt;br /&gt;
| type     = unmarked&lt;br /&gt;
| image    = &lt;br /&gt;
| location = [[Junkyard - Depot B]]&amp;lt;br&amp;gt;[[Lower Underrail]] tunnels&lt;br /&gt;
| givenby  = [[Eddy]]&lt;br /&gt;
| rewards  = ? XP&amp;lt;br&amp;gt;1000 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Eddy in Depot B wants you to find and kill [[Blaine]] for a hefty reward.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you complete this quest before finishing [[Find Blaine]] quest, you cannot do the last quests for Black Eels!&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
= Walkthrough =&lt;br /&gt;
Blaine can be found in his shop if you've visited it before, during [[Find Blaine]] quest or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Black_Eels%27_route_to_Old_Junkyard&amp;diff=4412</id>
		<title>Black Eels' route to Old Junkyard</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Black_Eels%27_route_to_Old_Junkyard&amp;diff=4412"/>
		<updated>2013-10-03T01:44:02Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = {{PAGENAME}}&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = &lt;br /&gt;
| location = [[Wormhole tunnel]]&lt;br /&gt;
| givenby  = [[Eddy]]&lt;br /&gt;
| rewards  = 500 XP&amp;lt;br&amp;gt;200 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Find the mysterious disk]]&lt;br /&gt;
| next     = ?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Eddie needs to know how the Black Eels are sneaking into Depot A so he can close their route off.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you complete this quest, you cannot do the last quests for Black Eels!&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
* Eddy the scrapper boss wants you to find out how the Black Eels are sneaking into the Old Junkyard&lt;br /&gt;
&lt;br /&gt;
= Walkthrough =&lt;br /&gt;
You need to find the secret &amp;quot;wormhole&amp;quot; tunnel Black Eels are using to sneak into Depot A.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Retrieve_the_lost_cargo&amp;diff=4411</id>
		<title>Retrieve the lost cargo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Retrieve_the_lost_cargo&amp;diff=4411"/>
		<updated>2013-10-03T01:41:44Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: wrote a small walkthru&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = {{PAGENAME}}&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = &lt;br /&gt;
| location = [[Silent Isle]]&lt;br /&gt;
| givenby  = [[Dockmaster Silas]]&lt;br /&gt;
| rewards  = 3000 XP&amp;lt;br&amp;gt;[[The Wormhole Key (Junkyard)]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Collect Grover's debt]]&lt;br /&gt;
| next     = [[Find Blaine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After dealing with Grover's debt, Silas asks you to retrieve a lost cargo crate that is believed to be washed up in the shore of Silent Isle.&lt;br /&gt;
&lt;br /&gt;
After completing this mission, Silas finally tells you the secret of &amp;quot;the wormhole&amp;quot; that allows you to access Old Junkyard.&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
* Sail with captain Broderick to the island where he believe the lost cargo washed up and retrieve it for Dockmaster Silas&lt;br /&gt;
&lt;br /&gt;
= Walkthrough =&lt;br /&gt;
Talk to Broderick in the docks for a ferry to [[Silent Isle]]. The [[Lost Cargo]] is in the northern shore of the Isle.&lt;br /&gt;
&lt;br /&gt;
Getting to the northern shore might be a bit difficult, because you are under constant assault from unknown psionic powers (and the local wildlife). You can avoid the [[Strange Feeling]] debuff and subsequent Doppelgangers by staying in near light sources, be it mindshrooms, thrown flares or something else. The north cave is also a safe spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Burrower_Poison_Caltrops&amp;diff=4410</id>
		<title>Burrower Poison Caltrops</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Burrower_Poison_Caltrops&amp;diff=4410"/>
		<updated>2013-10-03T01:25:39Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image         = caltrops poison.png&lt;br /&gt;
| itemquality   = high&lt;br /&gt;
| name          = Burrower Poison Caltrops&lt;br /&gt;
| type          = Combat Utility&lt;br /&gt;
| description   = A caltrop is an antipersonnel weapon made up of two or more sharp nails or spines arranged in such a manner that one of them always points upward from a stable base. Caltrops can be deployed to injure and slow down enemies. These caltrops have also been tipped with burrower poison.&lt;br /&gt;
| greenstats    = Use: Deploy poison-tipped caltrops to the targeted area. Anyone who steps on a caltrop suffers 3-5 mechanical damage and loses 5 movement points (if target has no movement points, it loses action points instead) and is infected by burrower poison that deals 2 damage each turn for 5 turns. Stacks 5 times. Stepping on a caltrop cannot deal a fatal blow.&amp;lt;br&amp;gt;(AP: 20; Cooldown: 2 turns)&lt;br /&gt;
| value         = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Burrower Poison Caltrops]] are a nice area denial weapon and they cover a pretty large area. Most enemies are dumb enough to run straight into your caltrops, taking heavy damage in the process.&lt;br /&gt;
&lt;br /&gt;
Normal caltrops cannot kill enemies, but the [[poison]] from these usually finishes weaker enemies off after they've ran through your caltrops.&lt;br /&gt;
&lt;br /&gt;
Note that you can hurt yourself with your own caltrops.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
{{PAGENAME}} can be crafted with [[Blueprint: Caltrops]].&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Utilities navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Utilities]]&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Caltrops&amp;diff=4409</id>
		<title>Caltrops</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Caltrops&amp;diff=4409"/>
		<updated>2013-10-03T01:23:04Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image         = caltrops.png&lt;br /&gt;
| itemquality   = normal&lt;br /&gt;
| name          = Caltrops&lt;br /&gt;
| type          = Combat Utility&lt;br /&gt;
| description   = A caltrop is an antipersonnel weapon made up of two or more sharp nails or spines arranged in such a manner that one of them always points upward from a stable base. Caltrops can be deployed to injure and slow down enemies.&lt;br /&gt;
| greenstats    = Use: Deploy regular caltrops to the targeted area. Anyone who steps on a caltrop suffers 3-5 mechanical damage and loses 5 movement points (if target has no movement points, it loses action points instead). Stepping on a caltrop cannot deal a fatal blow.&amp;lt;br&amp;gt;(AP: 20; Cooldown: 2 turns)&lt;br /&gt;
| value         = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Caltrops]] are a nice area denial weapon and they cover a pretty large area. Most enemies are dumb enough to run straight into your caltrops, taking heavy damage in the process.&lt;br /&gt;
&lt;br /&gt;
Note that you can hurt yourself with your own caltrops.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
{{PAGENAME}} can be crafted with [[Blueprint: Caltrops]].&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Utilities navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Utilities]]&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Flashbang&amp;diff=4408</id>
		<title>Flashbang</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Flashbang&amp;diff=4408"/>
		<updated>2013-10-03T01:19:39Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: sentry bot note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image         = Items_explosives_flashbang.png&lt;br /&gt;
| itemquality   = normal&lt;br /&gt;
| name          = Flashbang&lt;br /&gt;
| type          = Grenade&lt;br /&gt;
| description   = These grenades are used to temporarily neutralize the combat effectiveness of enemies by disorienting their senses.&lt;br /&gt;
| greenstats    = Use: Incapacitates everyone caught in the blast for 2 turns unless they resist the effect. Incapacitated targets will also lose sight of you, allowing you to easily hide from them.&lt;br /&gt;
(AP: 15; Cooldown: 8 turns)&lt;br /&gt;
| value         = 150&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Incapacitated|Incapacitates]] enemies, giving you a breather in combat or allowing you to re-stealth easily.&lt;br /&gt;
&lt;br /&gt;
Used by [[Sentry Bot]]s. They also have a chance to drop 1-2 flashbangs as loot.&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Utilities navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Utilities]]&lt;br /&gt;
[[Category:Throwing]]&lt;br /&gt;
[[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Retake_the_outposts&amp;diff=4407</id>
		<title>Retake the outposts</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Retake_the_outposts&amp;diff=4407"/>
		<updated>2013-10-03T01:13:28Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: /* Walkthrough */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = {{PAGENAME}}&lt;br /&gt;
| type     = main&lt;br /&gt;
| image    = Outposts power generator.png&lt;br /&gt;
| location = [[South Gate Outposts]]&lt;br /&gt;
| givenby  = [[Hadrian Tanner]]&lt;br /&gt;
| rewards  = Retook all 5 outposts:&amp;lt;br&amp;gt;1000 XP&amp;lt;br&amp;gt;450 [[SGS Credits]]&lt;br /&gt;
&lt;br /&gt;
Retook only 3-4 outposts:&amp;lt;br&amp;gt;1000 XP&amp;lt;br&amp;gt;300 [[SGS Credits]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Introduction]]&lt;br /&gt;
| next     = [[Gorsky's task]]&amp;lt;br&amp;gt;[[Bret's task]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After your target practice session and medical check-up, [[Councilor Tanner]] gives you your first field mission for the South Gaters. Down in the caverns below South Gate Station, just a short way to the north, lies a series of five abandoned outposts constructed by [[Omega Station]]. You are to retake at least three of these outposts, preferably all five.&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
* Talk to Harold on the engineering level to find out how to reactivate the power generator in the outposts to the north&lt;br /&gt;
* Reactivate the power generator and retake the outposts in the cave tunnels to the north. There are total of five outposts, and you'll need to activate at least three of them &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Walkthrough =&lt;br /&gt;
Talk to Tanner to receive mission briefing (50 XP). Start by heading down to engineering level, where you will find [[Harold]], the SGS chief mechanic. He will fill you in on the details of the job (100 XP). You will need to activate their main power generator in one of the outposts and then restarting He will also hand you the [[Flux Controller]] needed to restart the main generator.&lt;br /&gt;
&lt;br /&gt;
Next, head down to level 9 and if you haven't already, talk to Malcom, the guard stationed there. He will issue you a red keycard that lets you access the south caves via the secure transition room.&lt;br /&gt;
&lt;br /&gt;
Once outside, head to the building just ahead, directly to east. This is Crossroad Watch. Old Jonas here will have some information for you regarding the outposts and you can also pick up a sidequest to [[Find Old Jonas's watch|find his watch]], which he lost while scavenging around the outposts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are finally ready to move to the outpost caverns. Exit the crossroad watch post and head north. You will get a message about rathounds lurking ahead. The whole outposts area is indeed infested with rathounds, but they shouldn't prove too dangerous. Just don't let them surround you. The chainlink fences and gates can be used against them, since they can't open gates. You can also head back to SGS medical level for free heals if you're too wounded to continue.&lt;br /&gt;
&lt;br /&gt;
The first area has two of the outposts, one of which is locked, but the lock can be picked. There's some junk to be scavenged in and around the outposts and characters with high perception may also find trapdoors leading to tunnel connecting these two outposts.&lt;br /&gt;
The main outpost with the power generator lies to west. Head there next and simply plug the flux controller in to reactive the generator so you can re-power the rest of the outposts. There's also another outpost in this area. If you managed to enter both the outposts in the last area, you can already reactivate the minimum of three outposts and head back to SGS, if you so wish.&lt;br /&gt;
Further to the northwest is another area with the fourth outpost in it. A hermit has taken residence in here and has to be dealt with.&lt;br /&gt;
The fifth and final outpost is far in the east. It's locked, but can be accessed via an underground tunnel, if you manage to detect its entrance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you're done with the outposts, make your way back to Tanner's office for your reward. If you killed the rathounds you encountered instead of sneaking past them, you should've found Jonas' watch as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Alpha&amp;diff=4296</id>
		<title>Version history/Alpha</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Alpha&amp;diff=4296"/>
		<updated>2013-09-28T18:51:27Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version history for ''[[Underrail]]'' releases. Complete changelogs derived from [http://www.underrail.com/index.php?option=com_content&amp;amp;view=category&amp;amp;layout=blog&amp;amp;id=43&amp;amp;Itemid=61 development logs].&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.9.0 (First Steam version) =&lt;br /&gt;
29 August 2013&lt;br /&gt;
&lt;br /&gt;
23 September 2013 (Steam date)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
&lt;br /&gt;
* Steam integration&lt;br /&gt;
** Achievements&lt;br /&gt;
&lt;br /&gt;
* Bugfixes&lt;br /&gt;
** TNT blueprint will no longer consume excess components&lt;br /&gt;
** Tungsten steel boots icons added&lt;br /&gt;
** New lens types will now be correctly generated with quality&lt;br /&gt;
** Crafting window will now remember what blueprint you had selected when you last closed it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though&lt;br /&gt;
* Did bunch of AI work, enemies can now do the following&lt;br /&gt;
** Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick&lt;br /&gt;
** Use &amp;quot;yell&amp;quot; special ability&lt;br /&gt;
** Use more drugs: adrenaline, morphine&lt;br /&gt;
** Throw grenades: frag, HE and flashbang&lt;br /&gt;
** Use more special bolts: acid, shock, incendiary&lt;br /&gt;
** Use offensive and utility psi abilities&lt;br /&gt;
** Kite their target (like psi beetles do)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* New item: Combat Gloves&lt;br /&gt;
&lt;br /&gt;
* Other minor changes:&lt;br /&gt;
** Added more lens types for goggles (+crit chance, +special attack damage, +detection)&lt;br /&gt;
** Damage from spikes and blades from boots and armor should now apply on special attacks&lt;br /&gt;
** Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)&lt;br /&gt;
** Changed the way shock sledgehammer is made, will now require a power core&lt;br /&gt;
** Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use&lt;br /&gt;
** Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties&lt;br /&gt;
** Fixed bunch of spelling errors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* New armor type: Riot Gear&lt;br /&gt;
* Lower Underrail mapping&lt;br /&gt;
&lt;br /&gt;
* Minor changes and bug fixes:&lt;br /&gt;
** Increased duration of thermodinamicity to 2 turns&lt;br /&gt;
** Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots&lt;br /&gt;
** Fixed spikes of doom bug&lt;br /&gt;
** It's no longer possible to refresh the duration of stun, fear and short-circuit effects&lt;br /&gt;
** Fixed the scaling of Bilocation psi ability&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added Psionic Headbands&lt;br /&gt;
* Lower Underrail mapping&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.8.0 =&lt;br /&gt;
07 May 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* New feats&lt;br /&gt;
** '''Heavy Punch''' - Unarmed attack that deals 200% for 250% AP&lt;br /&gt;
** '''Bone Breaker''' - Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.&lt;br /&gt;
** '''Cheap Shots''' - Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.&lt;br /&gt;
** '''Paranoia''' - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).&lt;br /&gt;
** '''Uncanny Dodge''' - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.&lt;br /&gt;
** '''Evasive Maneuvers''' - Converts all remaining movement points into twice the evasion for 2 turns.&lt;br /&gt;
** '''Grenadier''' - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.&lt;br /&gt;
** '''Three-Pointer''' - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.&lt;br /&gt;
** '''Trap Expert''' - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.&lt;br /&gt;
&lt;br /&gt;
* New psi abilities&lt;br /&gt;
** '''Pyrokinetic Stream''' (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.&lt;br /&gt;
** '''Electrokinesis''' (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.&lt;br /&gt;
** '''Bilocation''' (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.&lt;br /&gt;
** '''Mental Breakdown''' (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.&lt;br /&gt;
&lt;br /&gt;
* Changes&lt;br /&gt;
** Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.&lt;br /&gt;
** Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.&lt;br /&gt;
&lt;br /&gt;
* Fixes&lt;br /&gt;
** No longer possible to place the fishing rod on top of yourself&lt;br /&gt;
** Game will no longer crash when attempting to disarm triggered traps&lt;br /&gt;
** Game should work properly with windows on-screen keyboard now&lt;br /&gt;
** Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reworked feats&lt;br /&gt;
** Burglar - Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areas&lt;br /&gt;
** Nimble - Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbrance&lt;br /&gt;
** Ninja Looter - Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the target&lt;br /&gt;
** Conditioning - Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitution&lt;br /&gt;
** Opportunist - Upped the damage bonus agains slowed targets to 20% (up from 15%)&lt;br /&gt;
** Recklessness - Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)&lt;br /&gt;
** Yell - Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)&lt;br /&gt;
** Snipe - Increased the base damage bonus from 100% to 125%&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Fixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.&lt;br /&gt;
** Fixed the problems with Cliff's quest when he would die at inopportune times&lt;br /&gt;
&lt;br /&gt;
* Tweaks&lt;br /&gt;
** Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shots&lt;br /&gt;
** Melee weapons no longer degrade on missed attacks&lt;br /&gt;
** Reduced the cost of energy pistols&lt;br /&gt;
** Dexterity now increases critical chance of melee attacks by 1% for each point above 5&lt;br /&gt;
** Added &amp;quot;Already known&amp;quot; label to blueprints you... already know&lt;br /&gt;
** Added more items to the SGS commoners to be stolen!&lt;br /&gt;
** Reduced the pickpocketing cooldown to 5 seconds (down from 10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.7.0 =&lt;br /&gt;
22 March 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* General&lt;br /&gt;
** More quests added to Junkyard areas&lt;br /&gt;
** Two new mini dungeons added&lt;br /&gt;
&lt;br /&gt;
* Economy&lt;br /&gt;
** Toned down item degradation a bit&lt;br /&gt;
** Melee weapons no longer degrade faster than ranged weapons&lt;br /&gt;
** Reduced the base merchant price modifier from 425% to 350% to better suit the other changes to the economy; so basically everything will be a bit cheaper&lt;br /&gt;
&lt;br /&gt;
* Mechanics&lt;br /&gt;
** Caltrops have a chance to miss the targeted tile in the same way the granades do&lt;br /&gt;
&lt;br /&gt;
* Balance&lt;br /&gt;
** Change the mutants and mutated dog health up, down and all around; can't tell if it's more or less than what it used to be but it's balanced now I think&lt;br /&gt;
** NPC natural dodge/evasion changed to 1 per level&lt;br /&gt;
** Off-balanced, stunned, frozen and incapacitated enemies have their dodge and evasion reduced to zero&lt;br /&gt;
** Rooted enemies have their evasion reduced to zero&lt;br /&gt;
** Increased the damage of crippling strike and reduced the AP cost&lt;br /&gt;
** Critical crippling strike applies 2 stacks of the debuff&lt;br /&gt;
** Restored health modifier to all commoners to 100% (up from 50%/80%)&lt;br /&gt;
&lt;br /&gt;
* Fixes&lt;br /&gt;
** High-density foam padding price now scales with quality and quality is also made relevant in all its crafting recipes&lt;br /&gt;
** Fixed Telekinetic Punch to scale off of Psychokinesis instead of Metathermics&lt;br /&gt;
&lt;br /&gt;
* UI&lt;br /&gt;
** Disabled Trade button when nothing is set to be traded&lt;br /&gt;
** Turn-based combat path visualization should now work properly in all cases&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Economy&lt;br /&gt;
** Reduced the amount of loot significantly (mainly from dungeon areas and lightly guarded urban areas)&lt;br /&gt;
** Wheeled bots and turrets leave loot now (ammo, scraps and sometimes more valuable things)&lt;br /&gt;
** Reduce leather drop chances across the board&lt;br /&gt;
** Reduced the value multiplier for certain crafted items (e.g. leather armor) in relation to their components; purchasing components from vendors and crafting them into finished items and reselling them should not be profitable (this would either force me to reduce the amount of components the merchants have or to reduce the restocking frequency and I don't want to do either); finding components and crafting them into items before selling them is profitable&lt;br /&gt;
** Increased the cost of special bolts&lt;br /&gt;
** Item cost penalty based on durability changed from linear function to power function; meaning that lower less and less durability and item has, the faster its value drops&lt;br /&gt;
** Psi boosters now cost 5 mindshrooms to make&lt;br /&gt;
** Increased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo&lt;br /&gt;
&lt;br /&gt;
* Misc&lt;br /&gt;
** Added more mutated dogs to Old Junkyard because why not&lt;br /&gt;
** Player now leaves a corpse after dying instead of turning into a backpack&lt;br /&gt;
&lt;br /&gt;
* Balance&lt;br /&gt;
** Reduced the amount of skill points the player gets (-15 at the start, -5 per level)&lt;br /&gt;
** Added activation cost to night vision goggles&lt;br /&gt;
** Increased value of distance factor when calculating weapon to-hit chance&lt;br /&gt;
** Weapon precision penalties (melee, on move) will now correctly be deducted at the end of to-hit chance calculation (it's no longer possible to mitigate these penalties through skill)&lt;br /&gt;
** NPCs now have natural dodge and evasion bonus equal to twice their level (factor subject to change pending testing)&lt;br /&gt;
** Reduced damage of shock, incendiary and acid bolts across the board; they should still be good but won't 2-shot most things in the game anymore&lt;br /&gt;
** Precision bonus with special bolts removed from Marksman feat&lt;br /&gt;
** Increased Pyrokinesis cooldown to 3 turns (up from 2) and reduced damage slightly&lt;br /&gt;
** Premeditation now reduces the cost of your next psi ability by 50% instead of 100%&lt;br /&gt;
** Increased the health of Mutated humans and restored them their normal movement points (was too easy to kite them)&lt;br /&gt;
** Mutated human's AI tweaked to correctly use acid spray even when close to player if something is preventing them from engaging in melee&lt;br /&gt;
** Increased mutant dog health&lt;br /&gt;
** Resist chance calculations for everything (stun, entangle, etc) was previously bugged and couldn't drop below 20% no matter how powerful the attack/ability was and how bad the defense was. Also capped all resist chance at 65% (down from 80%), might change pending testing.&lt;br /&gt;
** Reduced Neural Overload the damage that can be mitigated through resolve. It's also capped at ~40%.&lt;br /&gt;
** Increased base psionic power of psi beetles and their synergy bonus; also their armor and health a bit (hopefully I get to watch them actually kill someone now)&lt;br /&gt;
** Added some acid resistance to wheeled bots and turrets&lt;br /&gt;
** Change trap detection mechanics to favor players investing in Traps skill in addition to having good perception; traps are also not revealed automatically if you beat the skill check but instead have a chance to be revealed every &amp;quot;tick&amp;quot; in real time / end of turn in turn-based mode; this will make traps a bit more dangerous than they are now for all characters&lt;br /&gt;
** Changed stealth detection indicator colors for NPCs again: slowly fading in-and-out silver eye again means true-seeing again, while slowly fading in-and-out red eye means &amp;quot;stealth too low to hide from this NPC&amp;quot;; should be more intutive this way. If you don't know what I'm talking about, check out the stealth changes I made a while back (http://underrail.com/forums/index.php?topic=128.0)&lt;br /&gt;
** You can no longer set traps, disarm traps, lockpick or hack in turn-based mode&lt;br /&gt;
&lt;br /&gt;
* UI&lt;br /&gt;
** When placing traps with AoE effect, their range will also be displayed; this should make it easier for players to prevent chaining their own traps and blowing themselves up Wile E. Coyote style.&lt;br /&gt;
** Toggling between all feats and only available ones should now correctly update the scroll bar&lt;br /&gt;
&lt;br /&gt;
* Bug fixes&lt;br /&gt;
** Fixed the bug that caused players to die during transition and return as vengeful undead if they transitioned in turn-based mode with a damage over time effect that is about to kill them&lt;br /&gt;
** Fixed lightning in some areas (GMS, Elwood's house)&lt;br /&gt;
** Killing someone in a single turn will now correctly propagate hostilities to their nearby friends&lt;br /&gt;
&lt;br /&gt;
* Added a couple of new areas, a couple of new quests and a mini-dungeon with burrowers in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* More changes to other mechanics&lt;br /&gt;
** Grenades and pyrokinesis will now deal their full damage near the center of the detonation and less and less damage the further you move from it. Something like this was already in place with frag grenade shrapnel (you'd get hit with more shrapnel the closer you are to the detonation), but now it affects all grenade damage&lt;br /&gt;
** Pyrokinesis has a chance to miss the targeted tile in the same way as grenade do; the targeting precision is derived from metathermics skill&lt;br /&gt;
** &amp;quot;Grenades&amp;quot; skill has been renamed to &amp;quot;Throwing&amp;quot;. It will now be used when calculating precision of all throwing actions (such as tossing flares and using throwing nets).&lt;br /&gt;
** Grenade cooldown no longer decreases with skill. A cooldown reduction feat will probably be introduced in the future.&lt;br /&gt;
** Grenade range no longer increases with skill.&lt;br /&gt;
** Throwing precision now increases with skill and decreases with throwing distance. The less precise you throw the farther the grenade will land from the targeted location (up to 3 tiles away).&lt;br /&gt;
&lt;br /&gt;
* Introduced item durability for weapons and armor pieces (helmet, torso armor and boots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.6.0 =&lt;br /&gt;
13 January 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* Added creature respawning. Creatures in most places will respawn every two hours. Some bandits will also respawn, but most of the human enemies in the current areas will not respawn (since it wouldn't make sense in the context of these areas).&lt;br /&gt;
* Merchants will now refresh their inventories every 90 minutes.&lt;br /&gt;
* Reduced the frequency of base stat point gain. Player character will now gain an extra base stat point every four levels, instead of every two.&lt;br /&gt;
* Fixed the problem with indirect kills not giving the player XP - all damage over time effects, ground effects and explosive barrels will now properly credit the player with XP.&lt;br /&gt;
* Experience gains are now calculated against character's &amp;quot;potential level&amp;quot; which takes into account all XP gained to that point even if you stayed off leveling up.&lt;br /&gt;
* Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics!&lt;br /&gt;
* Locked doors and containers will now display the difficulty rating on attempted use. Lockpicks and haxxors will display the max. lock difficulty they can handle in hands of the player character.&lt;br /&gt;
* SGS merchants will now accept stygian coins (charons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Changed the &amp;quot;Extract Toxin&amp;quot; blueprint into &amp;quot;Extract Humour&amp;quot;. It can now be used to extract various bodily fluids from organs of dead animals&lt;br /&gt;
* Creatures will now drop organs when killed. &lt;br /&gt;
* Added health hypo blueprint.&lt;br /&gt;
* Added adrenaline shot blueprint.&lt;br /&gt;
* Added chemical blob trap blueprint.&lt;br /&gt;
* Added acid bolts to chemical bolt blueprint.&lt;br /&gt;
* Added caltrops blueprint.&lt;br /&gt;
* Added plasma pistol.&lt;br /&gt;
* Added Morphine Shot.&lt;br /&gt;
* Added export/import character options&lt;br /&gt;
* Added an option to autosave on transitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Gameplay changes&lt;br /&gt;
** Changed the way the lockpicks and haxxors work.&lt;br /&gt;
** Lockpicks are now spent on successful lockpicking, so they work as a resource. They have distinct power levels and icons (+0, +5, +10) and are stackable.&lt;br /&gt;
** Haxxors work similarly like they did before, but also have distinct power levels and icons and require energy (batteries) to use.&lt;br /&gt;
* Added blueprint for chemical pistols.&lt;br /&gt;
* Added &amp;quot;Chemical Ammo&amp;quot; blueprint to accompany this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.5.0 =&lt;br /&gt;
06 December 2012&lt;br /&gt;
&lt;br /&gt;
Initial alpha funding release on [http://www.desura.com/games/underrail Desura] and [http://www.gamersgate.com/DD-UR/underrail-alpha GamersGate].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* Huge new urban zone consisting of 8 areas&lt;br /&gt;
* Big new 'dungeon' consisting of 6 areas (twice as much as the last one)&lt;br /&gt;
* A couple of 'mini-dungeons'&lt;br /&gt;
* New quests&lt;br /&gt;
* New feats&lt;br /&gt;
* Traps skill&lt;br /&gt;
* Some updated game mechanics&lt;br /&gt;
* Re-balanced economy&lt;br /&gt;
* Food&lt;br /&gt;
* More weapons and armors&lt;br /&gt;
* Updated crossbows (feats, special bolts, damage boost)&lt;br /&gt;
* Various other smaller stuff&lt;br /&gt;
&lt;br /&gt;
*Added some new weapons and armors&lt;br /&gt;
** One new model of each firearm type: pistol, SMG, assault and sniper rifle&lt;br /&gt;
** One new crossbow type&lt;br /&gt;
** Knives and sledgehammers made of tungsten steel&lt;br /&gt;
** Tungsteen steel armor&lt;br /&gt;
** Regenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors)&lt;br /&gt;
** Acid resistant leather armor (this will be useful in the upcoming dungeon)&lt;br /&gt;
&lt;br /&gt;
* New feats&lt;br /&gt;
** '''Pummel''' - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turns&lt;br /&gt;
** '''Crippling Strike''' - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times).&lt;br /&gt;
** '''Dirty Kick''' - Unarmed attack that deals damage and stuns the target for 1 turn (double that if the target is human male)&lt;br /&gt;
** '''Hit and Run''' - After you kill an enemy, your movement points are restored to 25 (or your maximum, whichever is lower)&lt;br /&gt;
** '''Yell''' - You attempt to reduce offensive skills (guns, corssbows, melee and grenades skills) of all surrounding enemies by 20% of your intimidation skill&lt;br /&gt;
** '''Shroomhead''' - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added food&lt;br /&gt;
* Game balance and mechanics&lt;br /&gt;
** Changed a bit how stealth works.&lt;br /&gt;
** Added a notification when you bump into other characters and fall out of stealth for that reason.&lt;br /&gt;
** Increased health scaling with levels, for both the player and non-player characters. &lt;br /&gt;
** Doubled the psi point pool as well as psi restoration from psi boosters.&lt;br /&gt;
** Significantly increased base damage multiplier of snipe ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Improved crossbow play&lt;br /&gt;
** Increased base damage of crossbows&lt;br /&gt;
** Added two multi-target special bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* New Skill: Traps&lt;br /&gt;
* Added zone control&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tweaks&lt;br /&gt;
** Buying prices are much higher than selling prices now so you won't be able to get rich quickly anymore; this also make mercantile more useful&lt;br /&gt;
** Ammunition and some other resources are more expensive and scarce now&lt;br /&gt;
** You cannot start combat immediately after transitioning into another area (5 second cooldown added); this should prevent most of the transition exploits&lt;br /&gt;
** Critical hits are better distinguished in the scrolling combat text&lt;br /&gt;
** Batteries now restore more energy, but are also more expensive&lt;br /&gt;
** When attacking a passive object in real time the attack will stop after a single hit (no more auto-attacking)&lt;br /&gt;
** Added more blueprints as static (non-random) merchant inventory&lt;br /&gt;
** Improved some quest text to be more specific (number of outposts, barracks location, shooting practice)&lt;br /&gt;
** Player movement speed slightly increased&lt;br /&gt;
** Grenade damage increased&lt;br /&gt;
** Flashbang duration increased to 2 turns&lt;br /&gt;
** Enemy remains are now visible through walls at all times (don't have to hold down TAB or Z); this should also prevent them from being stuck behind a door or other usables&lt;br /&gt;
** Added inventory sorting (merchant inventories are sorted now as well)&lt;br /&gt;
** Added more item filtering categories&lt;br /&gt;
** Items are unbound from action bar when they are all used up, dropped and such&lt;br /&gt;
** Help option will now blink until you open it (so many people missed it completely)&lt;br /&gt;
** Dragging items/ability off the action bar is made a bit less sensitive now so you shouldn't have that much trouble clicking abilities while the action is unlocked&lt;br /&gt;
** A number of abilities are automatically bound to your action bar at the start of the game&lt;br /&gt;
** When you mouse over an equippable item in your inventory it will highlight the slots in which the item can be equipped (this should help with the special bolts confusion among other things)&lt;br /&gt;
** You can double click items to equip them / put them into the trading window&lt;br /&gt;
** When mousing over an item you wish to purchase it will show the purchase value instead of the nominal value&lt;br /&gt;
** Only currency will be used during auto trading&lt;br /&gt;
** Auto trading will no longer try to trade currency for currency&lt;br /&gt;
&lt;br /&gt;
* Bug fixes&lt;br /&gt;
** Saves and user configuration are now stored in Documents\My Games\Underrail so the game will no longer require admin privileges to run&lt;br /&gt;
** Saving while transitioning out of SGS into the caves will no longer get you stuck between the two gates&lt;br /&gt;
** Killing the sentry near the Mushroom Cove will no longer mess up the factions&lt;br /&gt;
** Attacking SGS sentry bots will no longer mess up the faction and turn your own electroshock sledgehammer against you (it was dealing electrical damage on hit to you as well)&lt;br /&gt;
** You no longer remain in stealth after attacking a camera or other passive object&lt;br /&gt;
** Item duplication bug fixed&lt;br /&gt;
** Rathound Alphas should now properly use their Rend ability&lt;br /&gt;
** Lockpicking is no longer instant with Burglar feat, but this feat has been improved to reduce lockpicking and hacking times by 75% (up from 50%)&lt;br /&gt;
** You can now power up outposts in the caves after turning in the quests&lt;br /&gt;
** You can no longer acquire the Sprint ability without picking the feat&lt;br /&gt;
** Reloading from quick reload bar will now load up the weapon with as much ammo as you have regardless of how it's split in the inventory&lt;br /&gt;
** No more blue flashes on saving the game&lt;br /&gt;
** Removed &amp;quot;computer skill&amp;quot; references&lt;br /&gt;
** Path estimation in turn-based combat should now be drawn properly in all cases&lt;br /&gt;
** Minor AI bugs&lt;br /&gt;
** Other minor map bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.4 (Free alpha demo) =&lt;br /&gt;
23 August 2012&lt;br /&gt;
&lt;br /&gt;
Initial alpha release.&lt;br /&gt;
&lt;br /&gt;
Available as [http://www.indiedb.com/games/underrail/downloads/underrail-alpha-demo-v041 Free Alpha Demo].&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Alpha&amp;diff=4295</id>
		<title>Version history/Alpha</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Version_history/Alpha&amp;diff=4295"/>
		<updated>2013-09-28T18:49:23Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version history for ''[[Underrail]]'' releases. Complete changelogs derived from [http://www.underrail.com/index.php?option=com_content&amp;amp;view=category&amp;amp;layout=blog&amp;amp;id=43&amp;amp;Itemid=61 development logs].&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.9.0 (First Steam version) =&lt;br /&gt;
29 August 2013&lt;br /&gt;
&lt;br /&gt;
23 September 2013 (Steam date)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
&lt;br /&gt;
* Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though&lt;br /&gt;
* Did bunch of AI work, enemies can now do the following&lt;br /&gt;
** Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick&lt;br /&gt;
** Use &amp;quot;yell&amp;quot; special ability&lt;br /&gt;
** Use more drugs: adrenaline, morphine&lt;br /&gt;
** Throw grenades: frag, HE and flashbang&lt;br /&gt;
** Use more special bolts: acid, shock, incendiary&lt;br /&gt;
** Use offensive and utility psi abilities&lt;br /&gt;
** Kite their target (like psi beetles do)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* New item: Combat Gloves&lt;br /&gt;
&lt;br /&gt;
* Other minor changes:&lt;br /&gt;
** Added more lens types for goggles (+crit chance, +special attack damage, +detection)&lt;br /&gt;
** Damage from spikes and blades from boots and armor should now apply on special attacks&lt;br /&gt;
** Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)&lt;br /&gt;
** Changed the way shock sledgehammer is made, will now require a power core&lt;br /&gt;
** Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use&lt;br /&gt;
** Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties&lt;br /&gt;
** Fixed bunch of spelling errors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* New armor type: Riot Gear&lt;br /&gt;
* Lower Underrail mapping&lt;br /&gt;
&lt;br /&gt;
* Minor changes and bug fixes:&lt;br /&gt;
** Increased duration of thermodinamicity to 2 turns&lt;br /&gt;
** Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots&lt;br /&gt;
** Fixed spikes of doom bug&lt;br /&gt;
** It's no longer possible to refresh the duration of stun, fear and short-circuit effects&lt;br /&gt;
** Fixed the scaling of Bilocation psi ability&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added Psionic Headbands&lt;br /&gt;
* Lower Underrail mapping&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.8.0 =&lt;br /&gt;
07 May 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* New feats&lt;br /&gt;
** '''Heavy Punch''' - Unarmed attack that deals 200% for 250% AP&lt;br /&gt;
** '''Bone Breaker''' - Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.&lt;br /&gt;
** '''Cheap Shots''' - Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.&lt;br /&gt;
** '''Paranoia''' - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).&lt;br /&gt;
** '''Uncanny Dodge''' - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.&lt;br /&gt;
** '''Evasive Maneuvers''' - Converts all remaining movement points into twice the evasion for 2 turns.&lt;br /&gt;
** '''Grenadier''' - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.&lt;br /&gt;
** '''Three-Pointer''' - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.&lt;br /&gt;
** '''Trap Expert''' - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.&lt;br /&gt;
&lt;br /&gt;
* New psi abilities&lt;br /&gt;
** '''Pyrokinetic Stream''' (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.&lt;br /&gt;
** '''Electrokinesis''' (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.&lt;br /&gt;
** '''Bilocation''' (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.&lt;br /&gt;
** '''Mental Breakdown''' (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.&lt;br /&gt;
&lt;br /&gt;
* Changes&lt;br /&gt;
** Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.&lt;br /&gt;
** Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.&lt;br /&gt;
&lt;br /&gt;
* Fixes&lt;br /&gt;
** No longer possible to place the fishing rod on top of yourself&lt;br /&gt;
** Game will no longer crash when attempting to disarm triggered traps&lt;br /&gt;
** Game should work properly with windows on-screen keyboard now&lt;br /&gt;
** Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reworked feats&lt;br /&gt;
** Burglar - Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areas&lt;br /&gt;
** Nimble - Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbrance&lt;br /&gt;
** Ninja Looter - Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the target&lt;br /&gt;
** Conditioning - Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitution&lt;br /&gt;
** Opportunist - Upped the damage bonus agains slowed targets to 20% (up from 15%)&lt;br /&gt;
** Recklessness - Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)&lt;br /&gt;
** Yell - Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)&lt;br /&gt;
** Snipe - Increased the base damage bonus from 100% to 125%&lt;br /&gt;
&lt;br /&gt;
* Bugs&lt;br /&gt;
** Fixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.&lt;br /&gt;
** Fixed the problems with Cliff's quest when he would die at inopportune times&lt;br /&gt;
&lt;br /&gt;
* Tweaks&lt;br /&gt;
** Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shots&lt;br /&gt;
** Melee weapons no longer degrade on missed attacks&lt;br /&gt;
** Reduced the cost of energy pistols&lt;br /&gt;
** Dexterity now increases critical chance of melee attacks by 1% for each point above 5&lt;br /&gt;
** Added &amp;quot;Already known&amp;quot; label to blueprints you... already know&lt;br /&gt;
** Added more items to the SGS commoners to be stolen!&lt;br /&gt;
** Reduced the pickpocketing cooldown to 5 seconds (down from 10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.7.0 =&lt;br /&gt;
22 March 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* General&lt;br /&gt;
** More quests added to Junkyard areas&lt;br /&gt;
** Two new mini dungeons added&lt;br /&gt;
&lt;br /&gt;
* Economy&lt;br /&gt;
** Toned down item degradation a bit&lt;br /&gt;
** Melee weapons no longer degrade faster than ranged weapons&lt;br /&gt;
** Reduced the base merchant price modifier from 425% to 350% to better suit the other changes to the economy; so basically everything will be a bit cheaper&lt;br /&gt;
&lt;br /&gt;
* Mechanics&lt;br /&gt;
** Caltrops have a chance to miss the targeted tile in the same way the granades do&lt;br /&gt;
&lt;br /&gt;
* Balance&lt;br /&gt;
** Change the mutants and mutated dog health up, down and all around; can't tell if it's more or less than what it used to be but it's balanced now I think&lt;br /&gt;
** NPC natural dodge/evasion changed to 1 per level&lt;br /&gt;
** Off-balanced, stunned, frozen and incapacitated enemies have their dodge and evasion reduced to zero&lt;br /&gt;
** Rooted enemies have their evasion reduced to zero&lt;br /&gt;
** Increased the damage of crippling strike and reduced the AP cost&lt;br /&gt;
** Critical crippling strike applies 2 stacks of the debuff&lt;br /&gt;
** Restored health modifier to all commoners to 100% (up from 50%/80%)&lt;br /&gt;
&lt;br /&gt;
* Fixes&lt;br /&gt;
** High-density foam padding price now scales with quality and quality is also made relevant in all its crafting recipes&lt;br /&gt;
** Fixed Telekinetic Punch to scale off of Psychokinesis instead of Metathermics&lt;br /&gt;
&lt;br /&gt;
* UI&lt;br /&gt;
** Disabled Trade button when nothing is set to be traded&lt;br /&gt;
** Turn-based combat path visualization should now work properly in all cases&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Economy&lt;br /&gt;
** Reduced the amount of loot significantly (mainly from dungeon areas and lightly guarded urban areas)&lt;br /&gt;
** Wheeled bots and turrets leave loot now (ammo, scraps and sometimes more valuable things)&lt;br /&gt;
** Reduce leather drop chances across the board&lt;br /&gt;
** Reduced the value multiplier for certain crafted items (e.g. leather armor) in relation to their components; purchasing components from vendors and crafting them into finished items and reselling them should not be profitable (this would either force me to reduce the amount of components the merchants have or to reduce the restocking frequency and I don't want to do either); finding components and crafting them into items before selling them is profitable&lt;br /&gt;
** Increased the cost of special bolts&lt;br /&gt;
** Item cost penalty based on durability changed from linear function to power function; meaning that lower less and less durability and item has, the faster its value drops&lt;br /&gt;
** Psi boosters now cost 5 mindshrooms to make&lt;br /&gt;
** Increased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo&lt;br /&gt;
&lt;br /&gt;
* Misc&lt;br /&gt;
** Added more mutated dogs to Old Junkyard because why not&lt;br /&gt;
** Player now leaves a corpse after dying instead of turning into a backpack&lt;br /&gt;
&lt;br /&gt;
* Balance&lt;br /&gt;
** Reduced the amount of skill points the player gets (-15 at the start, -5 per level)&lt;br /&gt;
** Added activation cost to night vision goggles&lt;br /&gt;
** Increased value of distance factor when calculating weapon to-hit chance&lt;br /&gt;
** Weapon precision penalties (melee, on move) will now correctly be deducted at the end of to-hit chance calculation (it's no longer possible to mitigate these penalties through skill)&lt;br /&gt;
** NPCs now have natural dodge and evasion bonus equal to twice their level (factor subject to change pending testing)&lt;br /&gt;
** Reduced damage of shock, incendiary and acid bolts across the board; they should still be good but won't 2-shot most things in the game anymore&lt;br /&gt;
** Precision bonus with special bolts removed from Marksman feat&lt;br /&gt;
** Increased Pyrokinesis cooldown to 3 turns (up from 2) and reduced damage slightly&lt;br /&gt;
** Premeditation now reduces the cost of your next psi ability by 50% instead of 100%&lt;br /&gt;
** Increased the health of Mutated humans and restored them their normal movement points (was too easy to kite them)&lt;br /&gt;
** Mutated human's AI tweaked to correctly use acid spray even when close to player if something is preventing them from engaging in melee&lt;br /&gt;
** Increased mutant dog health&lt;br /&gt;
** Resist chance calculations for everything (stun, entangle, etc) was previously bugged and couldn't drop below 20% no matter how powerful the attack/ability was and how bad the defense was. Also capped all resist chance at 65% (down from 80%), might change pending testing.&lt;br /&gt;
** Reduced Neural Overload the damage that can be mitigated through resolve. It's also capped at ~40%.&lt;br /&gt;
** Increased base psionic power of psi beetles and their synergy bonus; also their armor and health a bit (hopefully I get to watch them actually kill someone now)&lt;br /&gt;
** Added some acid resistance to wheeled bots and turrets&lt;br /&gt;
** Change trap detection mechanics to favor players investing in Traps skill in addition to having good perception; traps are also not revealed automatically if you beat the skill check but instead have a chance to be revealed every &amp;quot;tick&amp;quot; in real time / end of turn in turn-based mode; this will make traps a bit more dangerous than they are now for all characters&lt;br /&gt;
** Changed stealth detection indicator colors for NPCs again: slowly fading in-and-out silver eye again means true-seeing again, while slowly fading in-and-out red eye means &amp;quot;stealth too low to hide from this NPC&amp;quot;; should be more intutive this way. If you don't know what I'm talking about, check out the stealth changes I made a while back (http://underrail.com/forums/index.php?topic=128.0)&lt;br /&gt;
** You can no longer set traps, disarm traps, lockpick or hack in turn-based mode&lt;br /&gt;
&lt;br /&gt;
* UI&lt;br /&gt;
** When placing traps with AoE effect, their range will also be displayed; this should make it easier for players to prevent chaining their own traps and blowing themselves up Wile E. Coyote style.&lt;br /&gt;
** Toggling between all feats and only available ones should now correctly update the scroll bar&lt;br /&gt;
&lt;br /&gt;
* Bug fixes&lt;br /&gt;
** Fixed the bug that caused players to die during transition and return as vengeful undead if they transitioned in turn-based mode with a damage over time effect that is about to kill them&lt;br /&gt;
** Fixed lightning in some areas (GMS, Elwood's house)&lt;br /&gt;
** Killing someone in a single turn will now correctly propagate hostilities to their nearby friends&lt;br /&gt;
&lt;br /&gt;
* Added a couple of new areas, a couple of new quests and a mini-dungeon with burrowers in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* More changes to other mechanics&lt;br /&gt;
** Grenades and pyrokinesis will now deal their full damage near the center of the detonation and less and less damage the further you move from it. Something like this was already in place with frag grenade shrapnel (you'd get hit with more shrapnel the closer you are to the detonation), but now it affects all grenade damage&lt;br /&gt;
** Pyrokinesis has a chance to miss the targeted tile in the same way as grenade do; the targeting precision is derived from metathermics skill&lt;br /&gt;
** &amp;quot;Grenades&amp;quot; skill has been renamed to &amp;quot;Throwing&amp;quot;. It will now be used when calculating precision of all throwing actions (such as tossing flares and using throwing nets).&lt;br /&gt;
** Grenade cooldown no longer decreases with skill. A cooldown reduction feat will probably be introduced in the future.&lt;br /&gt;
** Grenade range no longer increases with skill.&lt;br /&gt;
** Throwing precision now increases with skill and decreases with throwing distance. The less precise you throw the farther the grenade will land from the targeted location (up to 3 tiles away).&lt;br /&gt;
&lt;br /&gt;
* Introduced item durability for weapons and armor pieces (helmet, torso armor and boots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.6.0 =&lt;br /&gt;
13 January 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* Added creature respawning. Creatures in most places will respawn every two hours. Some bandits will also respawn, but most of the human enemies in the current areas will not respawn (since it wouldn't make sense in the context of these areas).&lt;br /&gt;
* Merchants will now refresh their inventories every 90 minutes.&lt;br /&gt;
* Reduced the frequency of base stat point gain. Player character will now gain an extra base stat point every four levels, instead of every two.&lt;br /&gt;
* Fixed the problem with indirect kills not giving the player XP - all damage over time effects, ground effects and explosive barrels will now properly credit the player with XP.&lt;br /&gt;
* Experience gains are now calculated against character's &amp;quot;potential level&amp;quot; which takes into account all XP gained to that point even if you stayed off leveling up.&lt;br /&gt;
* Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics!&lt;br /&gt;
* Locked doors and containers will now display the difficulty rating on attempted use. Lockpicks and haxxors will display the max. lock difficulty they can handle in hands of the player character.&lt;br /&gt;
* SGS merchants will now accept stygian coins (charons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Changed the &amp;quot;Extract Toxin&amp;quot; blueprint into &amp;quot;Extract Humour&amp;quot;. It can now be used to extract various bodily fluids from organs of dead animals&lt;br /&gt;
* Creatures will now drop organs when killed. &lt;br /&gt;
* Added health hypo blueprint.&lt;br /&gt;
* Added adrenaline shot blueprint.&lt;br /&gt;
* Added chemical blob trap blueprint.&lt;br /&gt;
* Added acid bolts to chemical bolt blueprint.&lt;br /&gt;
* Added caltrops blueprint.&lt;br /&gt;
* Added plasma pistol.&lt;br /&gt;
* Added Morphine Shot.&lt;br /&gt;
* Added export/import character options&lt;br /&gt;
* Added an option to autosave on transitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Gameplay changes&lt;br /&gt;
** Changed the way the lockpicks and haxxors work.&lt;br /&gt;
** Lockpicks are now spent on successful lockpicking, so they work as a resource. They have distinct power levels and icons (+0, +5, +10) and are stackable.&lt;br /&gt;
** Haxxors work similarly like they did before, but also have distinct power levels and icons and require energy (batteries) to use.&lt;br /&gt;
* Added blueprint for chemical pistols.&lt;br /&gt;
* Added &amp;quot;Chemical Ammo&amp;quot; blueprint to accompany this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.5.0 =&lt;br /&gt;
06 December 2012&lt;br /&gt;
&lt;br /&gt;
Initial alpha funding release on [http://www.desura.com/games/underrail Desura] and [http://www.gamersgate.com/DD-UR/underrail-alpha GamersGate].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Changelog:&lt;br /&gt;
* Huge new urban zone consisting of 8 areas&lt;br /&gt;
* Big new 'dungeon' consisting of 6 areas (twice as much as the last one)&lt;br /&gt;
* A couple of 'mini-dungeons'&lt;br /&gt;
* New quests&lt;br /&gt;
* New feats&lt;br /&gt;
* Traps skill&lt;br /&gt;
* Some updated game mechanics&lt;br /&gt;
* Re-balanced economy&lt;br /&gt;
* Food&lt;br /&gt;
* More weapons and armors&lt;br /&gt;
* Updated crossbows (feats, special bolts, damage boost)&lt;br /&gt;
* Various other smaller stuff&lt;br /&gt;
&lt;br /&gt;
*Added some new weapons and armors&lt;br /&gt;
** One new model of each firearm type: pistol, SMG, assault and sniper rifle&lt;br /&gt;
** One new crossbow type&lt;br /&gt;
** Knives and sledgehammers made of tungsten steel&lt;br /&gt;
** Tungsteen steel armor&lt;br /&gt;
** Regenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors)&lt;br /&gt;
** Acid resistant leather armor (this will be useful in the upcoming dungeon)&lt;br /&gt;
&lt;br /&gt;
* New feats&lt;br /&gt;
** '''Pummel''' - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turns&lt;br /&gt;
** '''Crippling Strike''' - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times).&lt;br /&gt;
** '''Dirty Kick''' - Unarmed attack that deals damage and stuns the target for 1 turn (double that if the target is human male)&lt;br /&gt;
** '''Hit and Run''' - After you kill an enemy, your movement points are restored to 25 (or your maximum, whichever is lower)&lt;br /&gt;
** '''Yell''' - You attempt to reduce offensive skills (guns, corssbows, melee and grenades skills) of all surrounding enemies by 20% of your intimidation skill&lt;br /&gt;
** '''Shroomhead''' - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added food&lt;br /&gt;
* Game balance and mechanics&lt;br /&gt;
** Changed a bit how stealth works.&lt;br /&gt;
** Added a notification when you bump into other characters and fall out of stealth for that reason.&lt;br /&gt;
** Increased health scaling with levels, for both the player and non-player characters. &lt;br /&gt;
** Doubled the psi point pool as well as psi restoration from psi boosters.&lt;br /&gt;
** Significantly increased base damage multiplier of snipe ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Improved crossbow play&lt;br /&gt;
** Increased base damage of crossbows&lt;br /&gt;
** Added two multi-target special bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* New Skill: Traps&lt;br /&gt;
* Added zone control&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tweaks&lt;br /&gt;
** Buying prices are much higher than selling prices now so you won't be able to get rich quickly anymore; this also make mercantile more useful&lt;br /&gt;
** Ammunition and some other resources are more expensive and scarce now&lt;br /&gt;
** You cannot start combat immediately after transitioning into another area (5 second cooldown added); this should prevent most of the transition exploits&lt;br /&gt;
** Critical hits are better distinguished in the scrolling combat text&lt;br /&gt;
** Batteries now restore more energy, but are also more expensive&lt;br /&gt;
** When attacking a passive object in real time the attack will stop after a single hit (no more auto-attacking)&lt;br /&gt;
** Added more blueprints as static (non-random) merchant inventory&lt;br /&gt;
** Improved some quest text to be more specific (number of outposts, barracks location, shooting practice)&lt;br /&gt;
** Player movement speed slightly increased&lt;br /&gt;
** Grenade damage increased&lt;br /&gt;
** Flashbang duration increased to 2 turns&lt;br /&gt;
** Enemy remains are now visible through walls at all times (don't have to hold down TAB or Z); this should also prevent them from being stuck behind a door or other usables&lt;br /&gt;
** Added inventory sorting (merchant inventories are sorted now as well)&lt;br /&gt;
** Added more item filtering categories&lt;br /&gt;
** Items are unbound from action bar when they are all used up, dropped and such&lt;br /&gt;
** Help option will now blink until you open it (so many people missed it completely)&lt;br /&gt;
** Dragging items/ability off the action bar is made a bit less sensitive now so you shouldn't have that much trouble clicking abilities while the action is unlocked&lt;br /&gt;
** A number of abilities are automatically bound to your action bar at the start of the game&lt;br /&gt;
** When you mouse over an equippable item in your inventory it will highlight the slots in which the item can be equipped (this should help with the special bolts confusion among other things)&lt;br /&gt;
** You can double click items to equip them / put them into the trading window&lt;br /&gt;
** When mousing over an item you wish to purchase it will show the purchase value instead of the nominal value&lt;br /&gt;
** Only currency will be used during auto trading&lt;br /&gt;
** Auto trading will no longer try to trade currency for currency&lt;br /&gt;
&lt;br /&gt;
* Bug fixes&lt;br /&gt;
** Saves and user configuration are now stored in Documents\My Games\Underrail so the game will no longer require admin privileges to run&lt;br /&gt;
** Saving while transitioning out of SGS into the caves will no longer get you stuck between the two gates&lt;br /&gt;
** Killing the sentry near the Mushroom Cove will no longer mess up the factions&lt;br /&gt;
** Attacking SGS sentry bots will no longer mess up the faction and turn your own electroshock sledgehammer against you (it was dealing electrical damage on hit to you as well)&lt;br /&gt;
** You no longer remain in stealth after attacking a camera or other passive object&lt;br /&gt;
** Item duplication bug fixed&lt;br /&gt;
** Rathound Alphas should now properly use their Rend ability&lt;br /&gt;
** Lockpicking is no longer instant with Burglar feat, but this feat has been improved to reduce lockpicking and hacking times by 75% (up from 50%)&lt;br /&gt;
** You can now power up outposts in the caves after turning in the quests&lt;br /&gt;
** You can no longer acquire the Sprint ability without picking the feat&lt;br /&gt;
** Reloading from quick reload bar will now load up the weapon with as much ammo as you have regardless of how it's split in the inventory&lt;br /&gt;
** No more blue flashes on saving the game&lt;br /&gt;
** Removed &amp;quot;computer skill&amp;quot; references&lt;br /&gt;
** Path estimation in turn-based combat should now be drawn properly in all cases&lt;br /&gt;
** Minor AI bugs&lt;br /&gt;
** Other minor map bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alpha 0.1.4 (Free alpha demo) =&lt;br /&gt;
23 August 2012&lt;br /&gt;
&lt;br /&gt;
Initial alpha release.&lt;br /&gt;
&lt;br /&gt;
Available as [http://www.indiedb.com/games/underrail/downloads/underrail-alpha-demo-v041 Free Alpha Demo].&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Meat&amp;diff=4294</id>
		<title>Cave Hopper Meat</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Meat&amp;diff=4294"/>
		<updated>2013-09-28T18:00:32Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality   = normal&lt;br /&gt;
| image         = &lt;br /&gt;
| name          = Cave Hopper Meat&lt;br /&gt;
| type          = Food&lt;br /&gt;
| description   = Cave hopper meat should not be consumed raw. It's much tastier in the form of a cooked meal.&lt;br /&gt;
| value         = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dropped by [[Cave Hopper]]s. Can probably be cooked into [[Cave Hopper Steak]]s somehow.&lt;br /&gt;
&lt;br /&gt;
[[Mordre]] also wants some raw cave hopper meat to use as eel baits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Antidote&amp;diff=4293</id>
		<title>Antidote</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Antidote&amp;diff=4293"/>
		<updated>2013-09-28T17:52:00Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality   = normal&lt;br /&gt;
| image         = &lt;br /&gt;
| name          = Antidote&lt;br /&gt;
| type          = Medicine&lt;br /&gt;
| description   = This is a powerful cocktail of great variety of antibodies that counteract a large spectrum of toxins.&lt;br /&gt;
| greenstats    = Use: Removes up to 3 stacks of poison.&amp;lt;br&amp;gt;(AP: 10)&lt;br /&gt;
| value         = 150&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Antidote]] is mainly used to cure [[Burrower]] poison, and it presumably works on other poisons as well. It would be a good idea to stack up on these before venturing into Burrower-infested areas. They have no cooldown so you can use them at any time your action points allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Health_Hypo&amp;diff=4292</id>
		<title>Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Health_Hypo&amp;diff=4292"/>
		<updated>2013-09-28T17:49:23Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality   = normal&lt;br /&gt;
| image         = items_medicine_health_hypo.png&lt;br /&gt;
| name          = Health Hypo&lt;br /&gt;
| type          = Medicine&lt;br /&gt;
| description   = A hypo filled with blood and enzymes that catalyze rapid regenerative process. Double check your blood type before use.&lt;br /&gt;
| greenstats    = Use: Instantly restores 80 health points.&amp;lt;br&amp;gt;(AP: 10, Cooldown: 6 turns)&lt;br /&gt;
| value         = 120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Health Hypo]]s, along with [[bandages]], are the main means of healing your character. It has a pretty long cooldown of 6 turns, so time your in-combat heals wisely. They heal up to 80 HP normally, 100 HP with [[Doctor (feat)|Doctor]] feat.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Health Hypo]]&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (99)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Morphine_Shot&amp;diff=4291</id>
		<title>Morphine Shot</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Morphine_Shot&amp;diff=4291"/>
		<updated>2013-09-28T17:42:31Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality   = high&lt;br /&gt;
| image         = items_medicine_morphine_shot.png&lt;br /&gt;
| name          = Morphine Shot&lt;br /&gt;
| type          = Medicine&lt;br /&gt;
| description   = Morphine is a potent opiate analgesic drug that is used to relieve severe pain.&lt;br /&gt;
| greenstats    = Use: Reduces damage taken from all sources by 50% for 3 turns. After the effect expires the character takes damage equal to 50% of their missing health.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 10 turns)&lt;br /&gt;
| value         = 1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Morphine Shot]] is a powerful and somewhat rare drug. It halves any damage you take for 3 turns, but has a dangerous downside: you take half of your missing health as damage when the [[Morphine]] buff ends. That means morphine will kill you if you have less than one third health left when it ends.&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (99)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Adrenaline_Shot&amp;diff=4290</id>
		<title>Adrenaline Shot</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Adrenaline_Shot&amp;diff=4290"/>
		<updated>2013-09-28T17:37:31Z</updated>

		<summary type="html">&lt;p&gt;91.157.56.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality   = high&lt;br /&gt;
| image         = items_medicine_adrenaline_shot.png&lt;br /&gt;
| name          = Adrenaline Shot&lt;br /&gt;
| type          = Medicine&lt;br /&gt;
| description   = Epinephrine, commonly known as adrenaline, is a hormone and neurotransmitter. It increases heart rate, contracts blood vessels, dilates air passages and participates in the fight-or-flight response of the sympathetic nervous system.&lt;br /&gt;
| greenstats    = Use: Increases action points by 20, dodge and evasion by 30% and strength by 2 for 3 turns, temporarily removing any fatigue. After the effect expires, the consumer will be worn out.&amp;lt;br&amp;gt;(Cooldown: 12 turns)&lt;br /&gt;
| value         = 300&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Adrenaline Shot]] gives you [[Adrenaline Rush]] buff, which increases AP, dodge/evasion and strength. Once adrenaline rush ends, you're left with [[Fatigue]] that decreases AP by 15 for 9 turns / 45 seconds. Using adrenaline also removes any previous fatigue debuff you have. Adrenaline is a pretty common drug and the 20 AP bonus for 3 turns is very nice for any tougher fights.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Adrenaline Shot]]&lt;br /&gt;
&lt;br /&gt;
== Other info ==&lt;br /&gt;
Stackable: Yes (99)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>91.157.56.48</name></author>
	</entry>
</feed>