<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hypre</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=Hypre"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Special:Contributions/Hypre"/>
	<updated>2026-05-03T09:45:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mind_Cracker&amp;diff=57162</id>
		<title>Mind Cracker</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mind_Cracker&amp;diff=57162"/>
		<updated>2026-01-17T02:53:28Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Mind Cracker.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Mind Cracker&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = The head of this strange sledgehammer doesn't seem to be made from any type of metal, and it's filled with some kind of viscous glowing liquid. Staring at it for too long makes your head hurt.&lt;br /&gt;
| damage      = 50-70 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 22 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 8&lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= {{On hit|10% chance to stun the living target for 1 turn.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Burns 50 of the target's psi points.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|30% chance to apply psi inhibition to the target for 2 turns.}}&lt;br /&gt;
| incurred    = Ignores mechanical damage threshold when attacking organic targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 10% for every point in strength above 8.&lt;br /&gt;
| onequip     = {{color|red|Equip: Psi regeneration decreased by 50}}&amp;lt;br&amp;gt;{{color|red|Equip: Maximum psi points decreased by 20}}&amp;lt;br&amp;gt;{{color|red|Equip: Metathermics decreased by 50}}&amp;lt;br&amp;gt;{{color|red|Equip: Thought Control decreased by 50}}&amp;lt;br&amp;gt;{{color|red|Equip: Psychokinesis decreased by 50}}&amp;lt;br&amp;gt;{{color|red|Equip: Temporal Manipulation decreased by 50}}&lt;br /&gt;
| durability  = &lt;br /&gt;
| weight      = 20.00&lt;br /&gt;
| value       = 25000&lt;br /&gt;
| datafile    = Weapons\MindCracker.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mind Cracker''' is a unique [[Sledgehammer|sledgehammer]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A special anti-psionic sledgehammer. Unfortunately, it also weakens the wielder's psionic skills, psi points and psi regeneration.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Two zones north of [[Dude's House - Caves|Dude's cave home]], in the back of a foggy cave. Upon picking up the hammer, a large number of stealthed [[Azuridae]] will suddenly populate the rest of the cave, making leaving the cave with the hammer challenging.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value&lt;br /&gt;
* [[1.0.0.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Everard%27s_assignment&amp;diff=57160</id>
		<title>Everard's assignment</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Everard%27s_assignment&amp;diff=57160"/>
		<updated>2026-01-14T08:18:52Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Everard&amp;amp;#39;s assignment&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Foundry cell Everard.png&lt;br /&gt;
| location = [[Foundry]]&lt;br /&gt;
| givenby  = [[Jack Quicksilver]]&lt;br /&gt;
| rewards  = 3000 classic XP / 2 oddity XP&amp;lt;br&amp;gt;400 [[Stygian Coin]]&lt;br /&gt;
| related  = [[Meet Lenox Pierce]]&amp;lt;br&amp;gt;[[Meet Ohad Xander]]&amp;lt;br&amp;gt;[[Meet Azif]]&lt;br /&gt;
| previous = [[Find Abram in Core City]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After meeting with Abram in Core City, Jack Quicksilver has some tasks for you. This one involves liberating a captured assassin.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Jack wants you to go to Foundry and locate one of their cells. There, Everard will give you an assignment. The answer to the question, &amp;quot;Who goes there?&amp;quot; is &amp;quot;The neophyte.&amp;quot;&lt;br /&gt;
* Todor Sallywatch, one of Everard's men, was caught at a murder scene and is being held in Foundry prison. He is to be liberated before he reveals something about the cell. If not, then find another way to make sure he doesn't talk. &lt;br /&gt;
&lt;br /&gt;
== Walkthrough == &lt;br /&gt;
You will find Everard in the northwest part of Foundry, on top of one of the towers. Head there and get the mission details from him.&lt;br /&gt;
&lt;br /&gt;
The entrance to [[Foundry Prison]] is at the south end of southwest part of Foundry, right outside [[West]]'s electronics shop. You can try [[persuasion|persuading]] the prison warden, [[Delma]], to let you meet with Todor, break into the west storeroom and enter the jail area via ventilation shafts, or sneak into the jail area through the visiting room to talk with him. Note that if the cameras see you at all, you will leave evidence that can be removed with hacking skill at the console in the security room. Leaving any cell doors open will also cause a lockdown in the prison.&lt;br /&gt;
&lt;br /&gt;
There are several ways of handling this quest, although only one approach is considered optimal. You can:&lt;br /&gt;
&lt;br /&gt;
# Convince [[Chief|Chief Banner]] that Todor is innocent. You will need to:&lt;br /&gt;
#* Talk to Todor about the circumstances. There are a variety of methods by which to meet with Todor without angering the Foundry guards. &lt;br /&gt;
##* '''Sneaking in.''' With 35 effective [[lockpicking]] skill, you can gain access to the Storeroom. This room contains a ventilation system which will lead directly to the entrance to Todor’s cell, allowing the player to speak with him. If the player does not have sufficient lockpicking skills, you can [[pickpocketing|pickpocket]] the [[Storeroom key (Foundry)|Storeroom key]] from the [[Supervisor (Foundry)|Supervisor]]. However, the Supervisor is located in the controlled surveillance room that if you enter without permission, will anger the guards. If Chief Banner trusts you, you can persuade Delma (65 effective skill required) to give you access to this room temporarily, during which you can pickpocket the key. Alternatively, setting off a loud noise (such as a grenade) will cause the Supervisor to temporarily leave the surveillance room, allowing you to pickpocket him without having the necessary persuasion skill if you are quick.&lt;br /&gt;
##*'''Arrange a visit.''' You can convince Delma to let you meet with Todor in the visitor area by either passing a persuasion check (55 effective skill required), pretending to be Todor’s wife (female characters only) or by completing the [[Kill the Beast]] quest. &lt;br /&gt;
#* Find [[Abandoned Sniper Rifle (Foundry)|his sniper rifle]] on the rooftops in the same area as the prison just north of West's Shop.&lt;br /&gt;
#* Convince the Chief that he has no solid evidence against Todor. He will refuse to deal with the case unless he trusts you, which can be achieved by finishing the quests [[Foundry murders]] or [[Kill Balor]].&lt;br /&gt;
#* '''WARNING''': This is considered to be the only optimal way of finishing this quest, in regards to triggering follow up [[Meet Azif]] quest&lt;br /&gt;
# Jailbreak Todor out of the prison.&lt;br /&gt;
#* Behind the poster in the opposite cell of Todor's is an escape tunnel. At the end of this tunnel is a rock, which you can destroy with [[TNT Charge]] or a [[Jackhammer]] to open it up. It will lead to the area north of the eastern tracks of Foundry. Be aware that destroying the rock will put the prison under lockdown, meaning that the guards will be hostile to you and if you go around and enter the prison through the main entrance they will say that you are not allowed any longer in the prison due to ongoing investigations.&lt;br /&gt;
#* Be sure to erase any [[Zone Control#Security Camera Footage|security camera footage]] if you are caught on tape. Erasing the tapes requires 30 effective hacking, but with 80 effective hacking security camera recording can be disabled completely, while 60 base hacking gets rid of the turrets and their true-sight.&lt;br /&gt;
#* If you are seen, [[Zone Control#Leave no Witnesses|leave no witnesses]] to avoid future problems in Foundry.&lt;br /&gt;
# Kill Todor.&lt;br /&gt;
#* Can be done by sneaking into the cells or while meeting him. With 65 base persuasion you can talk him into suicide, provided you have brought a vial of [[Burrower Poison|Burrower]], [[Crawler Poison|Crawler]], [[Spirit Poison|Spirit]], [[Leper Poison|Leper]], [[Heartbreak Poison|Heartbreak]] or [[Blinding Poison|Blinding]] poison with you. The type of poison you offer makes no practical difference, but the better the poison, the more humane the effect is described to be. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once Todor is out or silenced, go inform [[Everard]] and head back to Jack Quicksilver in Core City for your monetary reward.&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57110</id>
		<title>Noxious Hideout</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57110"/>
		<updated>2026-01-05T12:09:13Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Noxious Hideout&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = &lt;br /&gt;
| music   = WarehouseHorror.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Lower Passages]]&lt;br /&gt;
| npcs    = none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Noxious Hideout''' (also known as the &amp;quot;Boost Lab&amp;quot;) is a location that is accessible through the [[Lower Passages]], either at A7 or B1. It is mutually exclusive with [[Booth]] and [[Coral]], meaning that if either of those NPCs have spawned in your game, the Noxious Hideout will not appear. It's primary feature is the creation of the [[Ability Booster]], a powerful drug that can permanently boost one of the seven [[base abilities]], although creating a version of the drug with no side effects can be challenging.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Noxious Hideout can be accessed through a ventilation shaft, although it will initially be blocked by destructible rubble that must be cleared. Once inside, an improvised power switch must be activated in order to access the rooms primary features, a laptop and a chemical workbench.&lt;br /&gt;
&lt;br /&gt;
The laptop contains recordings left by the original occupant of the hideout, alongside notes that can assist with the creation of the Ability Booster. It also contains a synthesis simulator program that serves as the primary method by which a player can attempt to determine a safe method to create the Ability Booster of their choosing.&lt;br /&gt;
&lt;br /&gt;
== Puzzle ==&lt;br /&gt;
&lt;br /&gt;
The solutions for each puzzle vary from save to save, as such there is no set method for which to safely generate an ability booster. However, there are rules to the synthesis that can assist with reaching the result of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Solution|&lt;br /&gt;
There are four parameters involved in the creation of the ability booster, '''temperature''', '''first purification method''', '''second purification method''' and '''reduction method'''. &lt;br /&gt;
&lt;br /&gt;
'''Temperature''' determines which base ability the final result will increase. A low temperature will result in a gas, which boosts either Will, Intelligence or Perception. A medium temperature will result in a liquid, which boosts Dexterity or Agility. A high temperature results in a solid, which boosts Constitution or Strength. Beyond that, you will need to conduct trial and error to determine which temperature specifically relates to the ability you want. Also, keep in mind that there is a specific temperature point for each ability that will result in the least side-effects.&lt;br /&gt;
&lt;br /&gt;
'''Reduction method''' is the next easiest step to determine. If your mixture is solid, use the dehydrator. If your mixture is a liquid, use the magnetic heater stirrer. If your mixture is a gas, use the vaporizer.&lt;br /&gt;
&lt;br /&gt;
'''Purification methods''' will likely require some experimentation. Try the various options until it returns a result that has lesser side-effects, that's your indicator that you've found the correct type of first purification method. From there, keep experimenting with the different variants of that type (for example, trying the different amounts of MHMPA solvent if one of them previously gave you a non-fatal response) until results improve.&lt;br /&gt;
&lt;br /&gt;
For optimal results, do not use the second purification method until you are confident on your first purification method and your temperature being correct. The side-effects should be of moderate strength if you have both temperature and first purification right. From there, you can move on to guessing the second purification method with the same method. Once you've found the correct option for all four variables, there should be no side-effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
&lt;br /&gt;
Once you are satisfied with the state of your simulation, you can use the chemical workbench to synthesize the ability booster. All the materials required to do so are located on the shelves right next to the computer, including the single-use item [[Booster Mixture]], the requirement of which prevents you from making further ability boosters.&lt;br /&gt;
&lt;br /&gt;
The final outcome of the ability booster will depend both on the side-effects recorded in your simulation and your effective [[Chemistry]] skill. Upon consuming your ability booster, you will always receive the permanent +1 ability boost, but depending on side-effects and Chemistry skill, you will also receive the potentially fatal [[Mutation Sickness]] side effect, or the beneficial [[Mutation Vigor]].&lt;br /&gt;
&lt;br /&gt;
If you are having difficulty getting a perfect result, keep in mind that the minor side-effects are generally survivable even without any assistance from your Chemistry skill. With the assistance of at least 50 Chemistry, you can survive moderate side-effects. 100 Chemistry is sufficient to survive severe effects.&lt;br /&gt;
&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Introduced.&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Booth&amp;diff=57109</id>
		<title>Booth</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Booth&amp;diff=57109"/>
		<updated>2026-01-05T11:57:21Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Booth&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = mutie_mghtatt_l.png&lt;br /&gt;
| background = sewer.png&lt;br /&gt;
| health     = 180&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Booth.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Merchant, Tattoo Artist&lt;br /&gt;
| location   = [[Core City Sewers]]&lt;br /&gt;
| loot       = &lt;br /&gt;
| quests     = &lt;br /&gt;
| dialogfile = dun_cc_stattoo_booth.udlg&lt;br /&gt;
| shopfile   = dun_cc_stattoo_booth.store&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Booth''' is a tattoo artist and merchant in [[Core City Sewers]]. He is mutually exclusive with [[Coral]] and the [[Noxious Hideout]], and will not appear in playthroughs where she appears.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Booth can be found at a randomized location in [[Core City Sewers]], including the entrance. He can tattoo the player once. He sells good quality [[Cave Hopper Leather]], [[Rathound Leather]], [[Siphoner Leather]] and sometimes also [[Greater Siphoner Leather]].  The character is a reference to the renowned tattoo artist [https://en.wikipedia.org/wiki/Paul_Booth_(tattoo_artist) Paul Booth].&lt;br /&gt;
&lt;br /&gt;
His room is full of artistic sketches that typically detail various events.&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
Booth trades hunting equipment and leather.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells = &lt;br /&gt;
* [[Blueprint: Bear Trap]]&lt;br /&gt;
* [[Blueprint: Throwing Knives]]&lt;br /&gt;
* [[Blueprint: Throwing Net]]&lt;br /&gt;
* [[:Category:Raw leathers|Leathers]]&lt;br /&gt;
&lt;br /&gt;
| cash =&lt;br /&gt;
* 200 [[Stygian Coins]]&lt;br /&gt;
&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Medicine|Medicines]]&lt;br /&gt;
* [[:Category:Foodstuffs|Foodstuffs]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tattoos available ===&lt;br /&gt;
&lt;br /&gt;
Tattoos grant varying bonuses. Some have prerequisites needed to unlock them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tattoo name !! Effect !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| SGS || +2 all skills || Available to all characters&lt;br /&gt;
|-&lt;br /&gt;
| Protectorate || +8% health || Ally with The [[Protectorate]]&lt;br /&gt;
|-&lt;br /&gt;
| Anarchy || +1% crit chance to weapon and unarmed attacks|| Ally with The [[Free Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| Coretech || +7 mechanics, electronics || Work for [[Coretech]]&lt;br /&gt;
|-&lt;br /&gt;
| Praetorian Security || -2% chance to get critically hit || Work for [[Praetorian Security]]&lt;br /&gt;
|-&lt;br /&gt;
| JKK || +15 Persuasion || Work for [[JKK]]&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort || +7 Chemistry, Biology || Admitted into the [[Institute of Tchort]]&lt;br /&gt;
|-&lt;br /&gt;
| The Pirate || +10% all combat skills while riding a jet ski || Work with the [[Grim Jetters|Pirates]]&lt;br /&gt;
|-&lt;br /&gt;
| Aegis Incorporated || +5 all offensive skills || Work for [[Aegis Incorporated]]&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Abomination}} || Natural regeneration starts at 70% health || Killed a certain [[Abomination|sewer-dweller]]&lt;br /&gt;
|-&lt;br /&gt;
| Black Crawler || +15% base Stealth skill || Exterminated [[Black Crawler]]&lt;br /&gt;
|-&lt;br /&gt;
| Jet Eater || +5 acid damage threshold || Slayed [[Jet Eater]]&lt;br /&gt;
|-&lt;br /&gt;
| Fatso || Food effects last 10 minutes longer || Slaughtered [[Fatso]]&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Tchort}} || +10% Resolve, -5% Detection || Obtained a certain cube&lt;br /&gt;
|-&lt;br /&gt;
| Balor's Eye || +10% Detection || Killed [[Balor]]&lt;br /&gt;
|-&lt;br /&gt;
| The Beast || +10% Weapon, Unarmed damage vs beasts || Melted [[The Beast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Magnar's Ghost}} || +10 Dodge, Evasion || Killed a certain [[Magnar|Savage King]]&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Shadowlith}} || +2 Psi regeneration || Destroyed a certain [[Shadowlith|object]] way downstairs&lt;br /&gt;
|-&lt;br /&gt;
| {{spoiler|Void Battle}} || +50 Resolve || Helped certain [[Cognator|commander]] win the war&lt;br /&gt;
|-&lt;br /&gt;
| Skulljacked || +2% crit chance with psi abilities while wearing armor suit with (unmodified) armor penalty of 50% or higher|| Inspected open cryochambers in [[The Compound]] or obtained [[Skulljack]] oddity&lt;br /&gt;
|-&lt;br /&gt;
| The Drifter || +2% move speed, +5 movement points when not in stealth || Let Booth decide for you&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Medicine/buyers]]&lt;br /&gt;
[[Category: Foodstuffs/buyers]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Coral&amp;diff=57108</id>
		<title>Coral</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Coral&amp;diff=57108"/>
		<updated>2026-01-05T11:56:58Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Coral&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = gyp_l.png&lt;br /&gt;
| background = default.png&lt;br /&gt;
| health     = 330&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Coral.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Wandering Merchant&lt;br /&gt;
| location   = [[South Gate Station]] &amp;lt;br&amp;gt; [[Junkyard]] &amp;lt;br&amp;gt; [[Camp Hathor]] &amp;lt;br&amp;gt; [[Core City]] &amp;lt;br&amp;gt; [[Rail Crossing]] &amp;lt;br&amp;gt; [[Hanging Rat]] &amp;lt;br&amp;gt; [[Hopperdrome]]&lt;br /&gt;
| loot       = &lt;br /&gt;
| quests     = &lt;br /&gt;
| abilities  = Immune to [[Fear]]&lt;br /&gt;
}}&lt;br /&gt;
'''Coral''' is a merchant that the player may encounter in a random event in various locations across the game. She is mutually exclusive with [[Booth]] and the [[Noxious Hideout]], and most notably sells [[Charm]]s.&lt;br /&gt;
&lt;br /&gt;
This event ends after 30 minutes.&lt;br /&gt;
&lt;br /&gt;
==Player Interactions==&lt;br /&gt;
The player may pay her for a palm reading, which will lead her to allude to your various base stats as well as your progression with the main story.&lt;br /&gt;
{{hiddensection|Curse|&lt;br /&gt;
If you call her methods false tricks she will curse you, which works at random real time intervals during which hit chance rolls can be rerolled into hit or miss. She will also refuse to enter dialogue afterwards. There is no known way to undo this, other than to reload to a previous save.}}&lt;br /&gt;
&lt;br /&gt;
=== Trader inventory ===&lt;br /&gt;
She trades in animal leather and hunting equipment.&lt;br /&gt;
&lt;br /&gt;
{{Store inventory&lt;br /&gt;
| sells = &lt;br /&gt;
* [[Cave Hopper Leather]]&lt;br /&gt;
* [[Pig Leather]]&lt;br /&gt;
| cash = 100 [[Stygian Coin]]s&lt;br /&gt;
| buys =&lt;br /&gt;
* [[:Category:Foodstuffs|Foodstuffs]]&lt;br /&gt;
* [[:Category:Plants and fungi|Plants and fungi]]&lt;br /&gt;
* [[:Category:Raw leathers|Raw leathers]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
{{Random events navbox|collapsed}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Foodstuffs/buyers]]&lt;br /&gt;
[[Category: Plants and fungi/buyers]]&lt;br /&gt;
[[Category: Raw leathers/buyers]]&lt;br /&gt;
[[Category:Random events]]&lt;br /&gt;
[[Category:Random event characters]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57107</id>
		<title>Noxious Hideout</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57107"/>
		<updated>2026-01-05T11:54:18Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Noxious Hideout&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = &lt;br /&gt;
| music   = WarehouseHorror.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Lower Passages]]&lt;br /&gt;
| npcs    = none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Noxious Hideout''' (also known as the &amp;quot;Boost Lab&amp;quot;) is a location that is accessible through the [[Lower Passages]], either at A7 or B1. It is mutually exclusive with [[Booth]] and [[Coral]], meaning that if either of those NPCs have spawned in your game, the Noxious Hideout will not appear. It's primary feature is the creation of the [[Ability Booster]], a powerful drug that can permanently boost one of the seven [[base abilities]], although creating a version of the drug with no side effects can be challenging.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Noxious Hideout can be accessed through a ventilation shaft, although it will initially be blocked by destructible rubble that must be cleared. Once inside, an improvised power switch must be activated in order to access the rooms primary features, a laptop and a chemical workbench.&lt;br /&gt;
&lt;br /&gt;
The laptop contains recordings left by the original occupant of the hideout, alongside notes that can assist with the creation of the Ability Booster. It also contains a synthesis simulator program that serves as the primary method by which a player can attempt to determine a safe method to create the Ability Booster of their choosing.&lt;br /&gt;
&lt;br /&gt;
== Puzzle ==&lt;br /&gt;
&lt;br /&gt;
The solutions for each puzzle vary from save to save, as such there is no set method for which to safely generate an ability booster. However, there are rules to the synthesis that can assist with reaching the result of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Solution|&lt;br /&gt;
There are four parameters involved in the creation of the ability booster, '''temperature''', '''first purification method''', '''second purification method''' and '''reduction method'''. &lt;br /&gt;
&lt;br /&gt;
'''Temperature''' determines which base attribute the final result will increase. A low temperature will result in a gas, which boosts either Will, Intelligence or Perception. A medium temperature will result in a liquid, which boosts Dexterity or Agility. A high temperature results in a solid, which boosts Constitution or Strength. Beyond that, you will need to conduct trial and error to determine which temperature specifically relates to the attribute you want. Also, keep in mind that there is a specific temperature point for each attribute that will result in the least side-effects.&lt;br /&gt;
&lt;br /&gt;
'''Reduction method''' is the next easiest step to determine. If your mixture is solid, use the dehydrator. If your mixture is a liquid, use the magnetic heater stirrer. If your mixture is a gas, use the vaporizer.&lt;br /&gt;
&lt;br /&gt;
'''Purification methods''' will likely require some experimentation. Try the various options until it returns a result that has lesser side-effects, that's your indicator that you've found the correct type of first purification method. From there, keep experimenting with the different variants of that type (for example, trying the different amounts of MHMPA solvent if one of them previously gave you a non-fatal response) until results improve.&lt;br /&gt;
&lt;br /&gt;
For optimal results, do not use the second purification method until you are confident on your first purification method and your temperature being correct, the side-effects should be of moderate strength if you have both temperature and first purification right. From there, you can move on to guessing the second purification method with the same method. Once you've found the correct option for all four variables, there should be no side-effects. &lt;br /&gt;
&lt;br /&gt;
If you are having difficulty getting a perfect result, keep in mind that the minor side-effects are generally survivable even without any assistance from your Chemistry skill (see Results below)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
&lt;br /&gt;
Once you are satisfied with the state of your simulation, you can use the chemical workbench to synthesize the ability booster. All the materials required to do so are located on the shelves right next to the computer, including the single-use item [[Booster Mixture]], the requirement of which prevents you from making further ability boosters.&lt;br /&gt;
&lt;br /&gt;
The final outcome of the ability booster will depend both on the side-effects recorded in your simulation and your effective chemistry skill. Upon consuming your ability booster, you will always receive the permanent +1 ability boost, but depending on side-effects and chemistry skill, you will also receive the potentially fatal [[Mutation Sickness]] side effect, or the beneficial [[Mutation Vigor]].&lt;br /&gt;
&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Introduced.&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57106</id>
		<title>Noxious Hideout</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Noxious_Hideout&amp;diff=57106"/>
		<updated>2026-01-05T11:49:21Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{Location Infobox | name    = Noxious Hideout | type    = Location | control = none | image   =  | music   = WarehouseHorror.ogg | world   = Lower Underrail | areas   =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Noxious Hideout&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = &lt;br /&gt;
| music   = WarehouseHorror.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Lower Passages]]&lt;br /&gt;
| npcs    = none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Noxious Hideout''' (also known as the &amp;quot;Boost Lab&amp;quot;) is a location that is accessible through the [[Lower Passages]], either at A7 or B1. It is mutually exclusive with [[Booth]] and [[Coral]], meaning that if either of those NPCs have spawned in your game, the Noxious Hideout will not appear. It's primary feature is the creation of the [[Ability Booster]], a powerful drug that can permanently boost one of the seven [[base abilities]], although creating a version of the drug with no side effects can be challenging.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Noxious Hideout can be accessed through a ventilation shaft, although it will initially be blocked by destructible rubble that must be cleared. Once inside, an improvised power switch must be activated in order to access the rooms primary features, a laptop and a chemical workbench.&lt;br /&gt;
&lt;br /&gt;
The laptop contains a recordings left by the original occupant of the hideout, alongside notes that can assist with the creation of the Ability Booster. It also contains a synthesis simulator program that serves as the primary method by which a player can attempt to determine a safe method to create the Ability Booster of their choosing.&lt;br /&gt;
&lt;br /&gt;
== Puzzle ==&lt;br /&gt;
&lt;br /&gt;
The solutions for each puzzle vary from save to save, as such there is no set method for which to safely generate an ability booster. However, there are rules to the synthesis that can assist with reaching the result of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Solution|&lt;br /&gt;
There are four parameters involved in the creation of the ability booster, '''temperature''', '''first purification method''', '''second purification method''' and '''reduction method'''. &lt;br /&gt;
&lt;br /&gt;
'''Temperature''' determines which base attribute the final result will increase. A low temperature will result in a gas, which boosts either Will, Intelligence or Perception. A medium temperature will result in a liquid, which boosts Dexterity or Agility. A high temperature results in a solid, which boosts Constitution or Strength. Beyond that, you will need to conduct trial and error to determine which temperature specifically relates to the attribute you want. Also, keep in mind that there is a specific temperature point for that attribute that will result in the least side-effects, so don't &lt;br /&gt;
&lt;br /&gt;
'''Reduction method''' is the next easiest step to determine. If your mixture is solid, use the dehydrator. If your mixture is a liquid, use the magnetic heater stirrer. If your mixture is a gas, use the vaporizer.&lt;br /&gt;
&lt;br /&gt;
'''Purification methods''' will likely require some experimentation. Try the various options until it returns a result that has lesser side-effects, that's your indicator that you've found the correct type of first purification method. From there, keep experimenting with the different variants of that type (for example, trying the different amounts of MHMPA solvent if one of them previously gave you a non-fatal response) until results improve.&lt;br /&gt;
&lt;br /&gt;
For optimal results, do not use the second purification method until you are confident on your first purification method and your temperature being correct, the side-effects should be of moderate strength if you have both temperature and first purification right. From there, you can move on to guessing the second purification method with the same method. Once you've found the correct option for all four variables, there should be no side-effects. &lt;br /&gt;
&lt;br /&gt;
If you are having difficulty getting a perfect result, keep in mind that the minor side-effects are generally survivable even without any assistance from your Chemistry skill (see Results below)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
&lt;br /&gt;
Once you are satisfied with the state of your simulation, you can use the chemical workbench to synthesize the ability booster. All the materials required to do so are located on the shelves right next to the computer, including the single-use item [[Booster Mixture]], the requirement of which prevents you from making further ability boosters.&lt;br /&gt;
&lt;br /&gt;
The final outcome of the ability booster will depend both on the side-effects recorded in your simulation and your effective chemistry skill. Upon consuming your ability booster, you will always receive the permanent +1 ability boost, but depending on side-effects and chemistry skill, you will also receive the potentially fatal [[Mutation Sickness]] side effect, or the beneficial [[Mutation Vigor]].&lt;br /&gt;
&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Introduced.&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Strength_Booster.png&amp;diff=57104</id>
		<title>File:Strength Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Strength_Booster.png&amp;diff=57104"/>
		<updated>2026-01-05T07:46:07Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/7&amp;diff=57103</id>
		<title>Template:Ability Booster/7</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/7&amp;diff=57103"/>
		<updated>2026-01-05T07:45:56Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Strength Booster.png | itemquality  = unique | name         = Strength Booster | type         = Medicine | description  = This pill contains a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Strength Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Strength Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This pill contains a mutagentic substance that should, in theory, improve one's strength. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Strength by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Constitution_Booster.png&amp;diff=57102</id>
		<title>File:Constitution Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Constitution_Booster.png&amp;diff=57102"/>
		<updated>2026-01-05T07:45:27Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/6&amp;diff=57101</id>
		<title>Template:Ability Booster/6</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/6&amp;diff=57101"/>
		<updated>2026-01-05T07:45:19Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Constitution Booster.png | itemquality  = unique | name         = Constitution Booster | type         = Medicine | description  = This pill con...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Constitution Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Constitution Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This pill contains a mutagentic substance that should, in theory, improve one's constitution. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Constitution by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Agility_Booster.png&amp;diff=57100</id>
		<title>File:Agility Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Agility_Booster.png&amp;diff=57100"/>
		<updated>2026-01-05T07:44:35Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/5&amp;diff=57099</id>
		<title>Template:Ability Booster/5</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/5&amp;diff=57099"/>
		<updated>2026-01-05T07:44:27Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Agility Booster.png | itemquality  = unique | name         = Agility Booster | type         = Medicine | description  = This syringe contains a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Agility Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Agility Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This syringe contains a mutagentic substance that should, in theory, improve one's agility. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Agility by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Dexterity_Booster.png&amp;diff=57098</id>
		<title>File:Dexterity Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Dexterity_Booster.png&amp;diff=57098"/>
		<updated>2026-01-05T07:43:55Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/4&amp;diff=57097</id>
		<title>Template:Ability Booster/4</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/4&amp;diff=57097"/>
		<updated>2026-01-05T07:43:45Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Dexterity Booster.png | itemquality  = unique | name         = Dexterity Booster | type         = Medicine | description  = This syringe contai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Dexterity Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Dexterity Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This syringe contains a mutagentic substance that should, in theory, improve one's dexterity. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Dexterity by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Perception_Booster.png&amp;diff=57096</id>
		<title>File:Perception Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Perception_Booster.png&amp;diff=57096"/>
		<updated>2026-01-05T07:43:04Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/3&amp;diff=57095</id>
		<title>Template:Ability Booster/3</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/3&amp;diff=57095"/>
		<updated>2026-01-05T07:42:50Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Perception Booster.png | itemquality  = unique | name         = Perception Booster | type         = Medicine | description  = This inhaler cont...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Perception Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Perception Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This inhaler contains a mutagentic substance that should, in theory, improve one's perception. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Perception by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Intelligence_Booster.png&amp;diff=57094</id>
		<title>File:Intelligence Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Intelligence_Booster.png&amp;diff=57094"/>
		<updated>2026-01-05T07:42:11Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/2&amp;diff=57093</id>
		<title>Template:Ability Booster/2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/2&amp;diff=57093"/>
		<updated>2026-01-05T07:42:00Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Intelligence Booster.png | itemquality  = unique | name         = Intelligence Booster | type         = Medicine | description  = This inhaler...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Intelligence Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Intelligence Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This inhaler contains a mutagentic substance that should, in theory, improve one's intelligence. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Intelligence by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ability_Booster&amp;diff=57092</id>
		<title>Ability Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ability_Booster&amp;diff=57092"/>
		<updated>2026-01-05T07:40:59Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Wil&lt;br /&gt;
| tab2 = Int&lt;br /&gt;
| tab3 = Per&lt;br /&gt;
| tab4 = Dex&lt;br /&gt;
| tab5 = Agi&lt;br /&gt;
| tab6 = Con&lt;br /&gt;
| tab7 = Str&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Ability Booster''' is a unique medicine created by the player at the [[Noxious Hideout]] that provides a one-time permanent boost to any of the seven [[base abilities]]. As the boost provided is permanent and irreversible, it can be used to satisfy requirements for [[feats]]. The actual name of the Ability Booster varies depending on what ability it is boosting (Will Booster, Agility Booster, etc).&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Alongside boosting the specific ability, the Ability Booster can also inflict upon the player [[Mutation Sickness]] or [[Mutation Vigor]] of various strengths, depending on the players success at solving the laboratory puzzle and their own effective [[Chemistry]] skill level.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
The Ability Booster can only be created at the Noxious Hideout.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Introduced.&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>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Will_Booster.png&amp;diff=57091</id>
		<title>File:Will Booster.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Will_Booster.png&amp;diff=57091"/>
		<updated>2026-01-05T07:40:12Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/1&amp;diff=57090</id>
		<title>Template:Ability Booster/1</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Ability_Booster/1&amp;diff=57090"/>
		<updated>2026-01-05T07:39:29Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | image        = Will Booster.png | itemquality  = unique | name         = Will Booster | type         = Medicine | description  = This inhaler contains a mutag...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Will Booster.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Will Booster&lt;br /&gt;
| type         = Medicine&lt;br /&gt;
| description  = This inhaler contains a mutagentic substance that should, in theory, improve one's will. There's only one way to find out whether it works.&lt;br /&gt;
| capabilities = Use: Permanently increases Will by 1.&amp;lt;br&amp;gt;(AP:10; Cooldown: 12 turns)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 5000&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ability_Booster&amp;diff=57089</id>
		<title>Ability Booster</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ability_Booster&amp;diff=57089"/>
		<updated>2026-01-05T07:35:42Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{tabbed infobox | tab1 = Will | tab2 = Intelligence | tab3 = Perception | tab4 = Dexterity | tab5 = Agility | tab6 = Constitution | tab7 = Strength }}  The '''Ability Booster...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Will&lt;br /&gt;
| tab2 = Intelligence&lt;br /&gt;
| tab3 = Perception&lt;br /&gt;
| tab4 = Dexterity&lt;br /&gt;
| tab5 = Agility&lt;br /&gt;
| tab6 = Constitution&lt;br /&gt;
| tab7 = Strength&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Ability Booster''' is a unique medicine created by the player at the [[Noxious Hideout]] that provides a one-time permanent boost to any of the seven [[base abilities]]. As the boost provided is permanent and irreversible, it can be used to satisfy requirements for [[feats]]. The actual name of the Ability Booster varies depending on what ability it is boosting (Will Booster, Agility Booster, etc).&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Alongside boosting the specific ability, the Ability Booster can also inflict upon the player [[Mutation Sickness]] or [[Mutation Vigor]] of various strengths, depending on the players success at solving the laboratory puzzle and their own effective [[Chemistry]] skill level.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
The Ability Booster can only be created at the Noxious Hideout.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Introduced.&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>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Knife_Handle&amp;diff=57088</id>
		<title>Knife Handle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Knife_Handle&amp;diff=57088"/>
		<updated>2026-01-05T06:06:38Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = items_components_handle1.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| type        = Component&lt;br /&gt;
| name        = Knife Handle&lt;br /&gt;
| description = This universal knife handle supports blades of all types and breadths.&lt;br /&gt;
| skillsreq   = &lt;br /&gt;
:Mechanics 10 &lt;br /&gt;
| weight      = 0.20&lt;br /&gt;
| value       = 100&lt;br /&gt;
| datafile    = Components\Weapons\KnifeHandle.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Knife Handle]] is a metal component used in all combat knives.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Combat Knife]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Metal components]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Firecracker_Cap&amp;diff=57082</id>
		<title>Firecracker Cap</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Firecracker_Cap&amp;diff=57082"/>
		<updated>2026-01-03T02:34:07Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| image        = Firecracker Cap.png&lt;br /&gt;
| name         = Firecracker Cap&lt;br /&gt;
| type         = Enhancement&lt;br /&gt;
| description  = A medium-sized explosive charge that can easily be activated on impact. Its shape allows it to be fitted on sledgehammer heads and other larger blunt weapons.&lt;br /&gt;
| capabilities = Use: Apply a special cap to a blunt melee weapon that causes an explosion that inflicts 50-100 heat and 50-100 mechanical damage to all targets in radius of 3. Additionally, the primary target's mechanical and heat damage resistance and threshold are reduced by 20% for 3 turns. Causes great durability damage to both weapon and the primary target's armor.&amp;lt;br&amp;gt; (AP: 20)&lt;br /&gt;
| limitations  = Cannot be used in combat&lt;br /&gt;
| weight       = 1.00&lt;br /&gt;
| value        = 400&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Firecracker Cap''' is a gear booster item. It can be applied to [[sledgehammers]] that are not fitted with an electroshock enhancement and [[crowbars]]. Its effect lasts for a single attack before needing to be reapplied.&lt;br /&gt;
&lt;br /&gt;
It afflicts the primary target with [[Blasted Armor]] on hit, alongside damaging all targets (including the player) within 3 squares of the primary target. It deals 750 durability damage to a sledgehammer when triggered, but none to crowbars as they do not have weapon durability.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sold as a special merchandise by [[Blaine]]&lt;br /&gt;
* Sold by [[Bobby]] in the [[Foundry]]&lt;br /&gt;
* Sold by [[Lost Vault Trader]]&lt;br /&gt;
* Sold by [[Dirty Tom]] in the [[Black Crawler camp]]&lt;br /&gt;
* Sold by [[Becket]] in the [[Free Drones Base]]&lt;br /&gt;
* Two in the box in the [[:File:Fom7.png|Foundry Mines]]&lt;br /&gt;
* Few in a crate in the ship wreckage in the [[Upper Caves]] misty river area north of Hecate caves entrance&lt;br /&gt;
* Two in a locker in [[Hephaestus Research]] inner facility&lt;br /&gt;
* Carried by [[Master Skull Smasher]]&lt;br /&gt;
* Carried by patrolling [[Pirate Domebanger]] in [[Port Crag]] west building upper floor{{expedition-inline}}&lt;br /&gt;
* One is carried by [[Wilkos]]{{heavyduty-inline}}&lt;br /&gt;
* Two found on a shelf in [[The Compound]] command headquarters (100 [[Hacking]] required){{heavyduty-inline}}&lt;br /&gt;
* Occasionally carried by enemies armed with sledgehammers such as [[Ironhead Berserker]]s&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.5.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
{{Status effect navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Enhancement]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=High_Resolution_Digital_Scope&amp;diff=57081</id>
		<title>High Resolution Digital Scope</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=High_Resolution_Digital_Scope&amp;diff=57081"/>
		<updated>2026-01-02T22:18:08Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = High Resolution Digital Scope.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = High Resolution Digital Scope&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = A digital scope providing high precision targeting.&lt;br /&gt;
| skillsreq   =&lt;br /&gt;
:Mechanics 55&lt;br /&gt;
:Electronics 45&lt;br /&gt;
| weight      = 0.35&lt;br /&gt;
| value       = 1650&lt;br /&gt;
| datafile    = Components\Weapons\HighResolutionDigitalScope.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''High Resolution Digital Scope''' is a firearm part and a type of scope. It can be mounted on rifles and crossbows.&lt;br /&gt;
&lt;br /&gt;
It provides '''+7%''' critical chance and '''+5%''' move and shoot precision penalty increase when mounted on assault rifles, '''+10%''' critical chance on crossbows and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Only one type of scope may be attached to a weapon.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Assault Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: Crossbow]] (optional)&lt;br /&gt;
* [[Blueprint: Sniper Rifle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Crossbow Enhancements]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:Sniper Rifle Enhancements]]&lt;br /&gt;
[[Category:Scopes]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Anatomically-Aware_Scope&amp;diff=57080</id>
		<title>Anatomically-Aware Scope</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Anatomically-Aware_Scope&amp;diff=57080"/>
		<updated>2026-01-02T21:48:54Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Anatomically-Aware Scope.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Anatomically-Aware Scope&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = This scope has an integrated computer which can recognize general anatomy of mammals and insectoids.&lt;br /&gt;
| skillsreq   =&lt;br /&gt;
:Mechanics 70&lt;br /&gt;
:Electronics 50&lt;br /&gt;
| weight      = 0.35&lt;br /&gt;
| value       = 2000&lt;br /&gt;
| datafile    = Components\Weapons\AnatomicallyAwareScope.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Anatomically-Aware Scope''' is a firearm part and a type of scope. It can be mounted on rifles and crossbows.&lt;br /&gt;
&lt;br /&gt;
It provides '''+35%''' critical damage bonus and '''+5%''' move and shoot precision penalty increase when mounted on assault rifles, '''50%''' critical damage bonus on crossbows and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Only one type of scope may be attached to a weapon.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: Assault Rifle]] (optional)&lt;br /&gt;
* [[Blueprint: Crossbow]] (optional)&lt;br /&gt;
* [[Blueprint: Sniper Rifle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Crossbow Enhancements]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:Sniper Rifle Enhancements]]&lt;br /&gt;
[[Category:Scopes]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Psycho-temporal_Acceleration&amp;diff=57079</id>
		<title>Psycho-temporal Acceleration</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Psycho-temporal_Acceleration&amp;diff=57079"/>
		<updated>2026-01-02T11:39:15Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
'''Psycho-temporal Acceleration''' is a feat.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Psychotemporal Acceleration icon.png&lt;br /&gt;
| name         = Psycho-temporal Acceleration&lt;br /&gt;
| description  = Increases action point modification of all psycho-temporal effects by 5 and increases their duration by 1 turn.&lt;br /&gt;
| requirements =&lt;br /&gt;
* [[Temporal Manipulation]] 45&lt;br /&gt;
* Psi Ability: [[Psycho-temporal Contraction]] or [[Psycho-temporal Dilation]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This feat affects the [[Psycho-temporal Dilation]] and [[Psycho-temporal Contraction]] psi abilities, increasing the amount of action points gained and drained respectively, while increasing their duration. &lt;br /&gt;
&lt;br /&gt;
Notably, it will also '''increase''' the duration and action point reduction of the Dilation that is occasionally applied to the player after their Contraction expires.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Psycho-temporal Acceleration: Action Points&lt;br /&gt;
| max  = 4&lt;br /&gt;
| text = Further increases action point modification by 0.5 for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Psi feats]]&lt;br /&gt;
[[Category:Temporal Manipulation feats]]&lt;br /&gt;
[[Category:Expedition feats]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Balaclava/3&amp;diff=57063</id>
		<title>Template:Balaclava/3</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Balaclava/3&amp;diff=57063"/>
		<updated>2025-12-30T01:24:32Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| image       = Kevlar Balaclava.png&lt;br /&gt;
| name        = Kevlar Balaclava&lt;br /&gt;
| type        = Headwear&lt;br /&gt;
| description = This is a three-hole balaclava made from kevlar cloth that enchances bullet stopping capabilities.&lt;br /&gt;
| res-mech    = 2&lt;br /&gt;
| res-cold    = 10%&lt;br /&gt;
| onequip     = Mechanical damage threshold increased by 200% against bullets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Equip: Intimidation increased by 5&lt;br /&gt;
| durability  = 690 / 690 (fabric)&lt;br /&gt;
| weight      = 1.00&lt;br /&gt;
| value       = 1750&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Balaclava&amp;diff=57062</id>
		<title>Balaclava</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Balaclava&amp;diff=57062"/>
		<updated>2025-12-30T01:23:49Z</updated>

		<summary type="html">&lt;p&gt;Hypre: standardised 50 qual, added blast kevlar infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Black &lt;br /&gt;
| tab2 = Aluminized &lt;br /&gt;
| tab3 = Kevlar &lt;br /&gt;
| tab4 = Blast&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
| tab7 =&lt;br /&gt;
| tab8 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Balaclavas''' are simple pieces of headwear that can be crafted from any kind of fabric. They come with a static +10% {{Cold}} resistance, +5 [[Intimidation]] and other effects depending on the fabric used. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Balaclava can be crafted with [[Blueprint: Balaclava]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
[[File:Balaclava.png]] '''Balaclava''' — Increases [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
[[File:Aluminized Balaclava.png]] '''Aluminized Balaclava''' — Increases {{heat}} damage resistance, decreases [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blast Balaclava.png]] '''Blast Balaclava''' — Reduces damage taken from explosions&lt;br /&gt;
&lt;br /&gt;
[[File:Kevlar Balaclava.png]] '''Kevlar Balaclava''' — +2 {{mechanical}} damage threshold, mechanical damage threshold increased by 200% against bullets&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:Headwear]]&lt;br /&gt;
[[Category:Balaclavas]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Balaclava/4&amp;diff=57061</id>
		<title>Template:Balaclava/4</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Balaclava/4&amp;diff=57061"/>
		<updated>2025-12-30T01:22:57Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Created page with &amp;quot;{{infobox item | itemquality = high | image       = Blast Balaclava.png | name        = Blast Balaclava | type        = Headwear | description = This is a three-hole balaclava...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| image       = Blast Balaclava.png&lt;br /&gt;
| name        = Blast Balaclava&lt;br /&gt;
| type        = Headwear&lt;br /&gt;
| description = This is a three-hole balaclava made from &amp;quot;blast cloth&amp;quot; which enhances protection from impacts of explosions.&lt;br /&gt;
| res-cold    = 10%&lt;br /&gt;
| onequip     = Equip: Damage taken from explosions reduced by 20%.&amp;lt;br&amp;gt;Equip: Intimidation increased by 5&lt;br /&gt;
| durability  = 690 / 690 (fabric)&lt;br /&gt;
| weight      = 1.00&lt;br /&gt;
| value       = 1500&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Hercules&amp;diff=57039</id>
		<title>Hercules</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Hercules&amp;diff=57039"/>
		<updated>2025-12-27T23:52:28Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| image       = Hercules.png&lt;br /&gt;
| name        = Hercules&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = It's got a label on it that reads &amp;quot;Hercules.&amp;quot;&lt;br /&gt;
| capabilities= Use: Increases strength, dexterity, agility, and constitution by 5 for 10 turns... but at what cost?&amp;lt;br/&amp;gt;(AP: 10)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 350&lt;br /&gt;
| datafile    = Plot\Hercules.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hercules''' is a powerful combat drug with nasty withdrawal effects. Sold by [[Daniel Arda]] in Core City. He will only sell you one dose, but an additional dose can be pickpocketed from him.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
This item causes the [[Herculean Might]] effect. It causes [[Herculean Withdrawal]] when it ends.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Hercules is not craftable.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* [[Arda's Gangsters]] random event: the four gangsters carry one dose each&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
{{Plotitem navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=57032</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=57032"/>
		<updated>2025-12-27T06:14:30Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Steel&lt;br /&gt;
| tab2 = Tungsten&lt;br /&gt;
| tab3 = TiChrome&lt;br /&gt;
| tab4 = Super Steel&lt;br /&gt;
| tab5 = Shock&lt;br /&gt;
| tab6 = Energy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dagger''' is a type of [[Knives|knife]]. {{Infobox quality note|100}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Daggers have higher critical chance and larger damage range than other combat knives, and the portion of their damage that penetrates the armor is increased by '''25%''' against organic targets.&lt;br /&gt;
&lt;br /&gt;
All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Dagger can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Base AP cost || Crit. chance || Crit. damage bonus || Energy Shield Bypass &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_steel.png]] || '''Steel Dagger''' || 12 AP || ''12%'' || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_tungsten.png]] || '''Tungsten Steel Dagger''' || 12 AP || 10% || ''135%'' || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_tichrome.png]] || '''TiChrome Dagger''' || ''11'' AP || 10% || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_supersteel.png]] || '''Super Steel Dagger''' || 12 AP || 11% || 115% || ''75%'' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_steel_shock.png]] '''Shock Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tungsten_shock.png]] '''Shock Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tichrome_shock.png]] '''Shock TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_supersteel_shock.png]] '''Shock Super Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy edge variants inflict a great amount of {{energy}} damage to the target on hit when powered, but also permanently lower {{mechanical}} damage by 10%. Energy damage is based on the quality of the energy edge emitter.&lt;br /&gt;
&lt;br /&gt;
Energy edge emitters are only available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Steel Dagger.png]] '''Energy Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Tungsten Steel Dagger.png]] '''Energy Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy TiChrome Dagger.png]] '''Energy TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Super Steel Dagger.png]] '''Energy Super Steel Dagger'''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
please don't remove. the primary purpose of this list is debugging itemlink template, which isn't terribly useful for wiki readers, so it's been commented out to improve page load times.&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Shock TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Super Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Super Steel Dagger}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=57031</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=57031"/>
		<updated>2025-12-27T06:13:46Z</updated>

		<summary type="html">&lt;p&gt;Hypre: steel dagger off by 1% also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Steel&lt;br /&gt;
| tab2 = Tungsten&lt;br /&gt;
| tab3 = TiChrome&lt;br /&gt;
| tab4 = Super Steel&lt;br /&gt;
| tab5 = Shock&lt;br /&gt;
| tab6 = Energy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dagger''' is a type of [[Knives|knife]]. {{Infobox quality note|100}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Daggers have higher critical chance and larger damage range than other combat knives, and the portion of their damage that penetrates the armor is increased by '''25%''' against organic targets.&lt;br /&gt;
&lt;br /&gt;
All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Dagger can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Base AP cost || Crit. chance || Crit. damage bonus || Energy Shield Bypass &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_steel.png]] || '''Steel Dagger''' || 12 AP || ''12%'' || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_tungsten.png]] || '''Tungsten Steel Dagger''' || 12 AP || 10% || ''135%'' || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_tichrome.png]] || '''TiChrome Dagger''' || ''11'' AP || 10% || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_supersteel.png]] || '''Super Steel Dagger''' || 12 AP || ''11%'' || 115% || ''75%'' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_steel_shock.png]] '''Shock Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tungsten_shock.png]] '''Shock Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tichrome_shock.png]] '''Shock TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_supersteel_shock.png]] '''Shock Super Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy edge variants inflict a great amount of {{energy}} damage to the target on hit when powered, but also permanently lower {{mechanical}} damage by 10%. Energy damage is based on the quality of the energy edge emitter.&lt;br /&gt;
&lt;br /&gt;
Energy edge emitters are only available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Steel Dagger.png]] '''Energy Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Tungsten Steel Dagger.png]] '''Energy Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy TiChrome Dagger.png]] '''Energy TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Super Steel Dagger.png]] '''Energy Super Steel Dagger'''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
please don't remove. the primary purpose of this list is debugging itemlink template, which isn't terribly useful for wiki readers, so it's been commented out to improve page load times.&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Shock TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Super Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Super Steel Dagger}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Combat_Knife&amp;diff=57030</id>
		<title>Combat Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Combat_Knife&amp;diff=57030"/>
		<updated>2025-12-27T06:10:40Z</updated>

		<summary type="html">&lt;p&gt;Hypre: the crit rate for steel daggers was 1% off&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = Steel&lt;br /&gt;
| tab2 = Tungsten&lt;br /&gt;
| tab3 = TiChrome&lt;br /&gt;
| tab4 = Super Steel&lt;br /&gt;
| tab5 = Shock&lt;br /&gt;
| tab6 = Energy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Combat Knife''' is a type of [[Knives|knife]]. {{Infobox quality note|100}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Combat Knife is the basic knife model. [[Dagger]]s have higher critical chance and strength damage bonus, while [[Serrated Knife|Serrated Knives]] have higher critical damage bonus and they cause bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Combat Knife can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Base AP cost || Crit. chance || Crit. damage bonus || Energy Shield Bypass&lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_combat_steel.png]] || '''Steel Combat knife''' || 12 AP || ''10%'' || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_combat_tungsten.png]] || '''Tungsten Steel Combat Knife''' || 12 AP || 8% || ''135%'' || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_combat_tichrome.png]] || '''TiChrome Combat Knife''' || ''11 AP'' || 8% || 115% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_combat_supersteel.png]] || '''Super Steel Combat Knife''' || 12 AP || 9% || 115% || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:Shock Steel Combat Knife.png]] '''Shock Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Shock Tungsten Steel Combat Knife.png]] '''Shock Tungsten Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Shock TiChrome Combat Knife.png]] '''Shock TiChrome Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Shock Super Steel Combat Knife.png]] '''Shock Super Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy edge variants inflict a great amount of {{energy}} damage to the target on hit when powered, but also permanently lower {{mechanical}} damage by 10%. Energy damage is based on the quality of the energy edge emitter.&lt;br /&gt;
&lt;br /&gt;
Energy edge emitters are only available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Steel Combat Knife.png]] '''Energy Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Tungsten Steel Combat Knife.png]] '''Energy Tungsten Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy TiChrome Combat Knife.png]] '''Energy TiChrome Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Super Steel Combat Knife.png]] '''Energy Super Steel Combat Knife'''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
please don't remove. the primary purpose of this list is debugging itemlink template, which isn't terribly useful for wiki readers, so it's been commented out to improve page load times.&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Tungsten Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock Tungsten Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|TiChrome Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock TiChrome Combat Knife}}&lt;br /&gt;
* {{Itemlink|Super Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock Super Steel Combat Knife}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Super_Steel_Crowbar&amp;diff=56937</id>
		<title>Super Steel Crowbar</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Super_Steel_Crowbar&amp;diff=56937"/>
		<updated>2025-12-23T22:54:06Z</updated>

		<summary type="html">&lt;p&gt;Hypre: adding hyperlinks back to the crowbar page for all crowbars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Super Steel Crowbar.png&lt;br /&gt;
| itemquality  = rarity&lt;br /&gt;
| name         = Super Steel Crowbar&lt;br /&gt;
| type         = Melee Weapon&lt;br /&gt;
| description  = It is unclear why would someone need a crowbar made out of the most expensive metal alloy, but here it is. Maybe it was just to prove a point.&lt;br /&gt;
| damage       = 15-25 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 18 AP&lt;br /&gt;
| range        = Melee&lt;br /&gt;
| critchance   = 15%&lt;br /&gt;
| critbonus    = 100%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| incurred     = Damage increased by 3% for every point in strength above 6.&lt;br /&gt;
| specials     = {{ItemSpecial|Force Ventilation Shaft|Forces open a ventilation shaft. It won't be able to close afterwards. This will require a certain amount of strength depending on the targeted ventilation shaft.}}&lt;br /&gt;
| weight       = 1.80&lt;br /&gt;
| value        = 3000&lt;br /&gt;
| datafile     = Weapons\SuperSteelCrowbar.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Super Steel Crowbar''' is a type of [[crowbar]].&lt;br /&gt;
&lt;br /&gt;
It grants the [[Force Ventilation Shaft]] ability which can be useful as a means of entering ventilation shafts without an [[Omni-Tool]]. Doing so requires an unspecified amount of [[strength]], depending on difficulty of the ventilation shaft. Ventilation shafts forced open with a crowbar cannot be closed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike most common weapons, crowbars are not craftable.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
* Found in the storeroom in [[The Compound]], Fusion Cannon lab area (requires 140 [[Hacking]]){{heavyduty-inline}}&lt;br /&gt;
* Very rarely sold by merchants that can sell crowbars or found as random loot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.17]] - added a static location&lt;br /&gt;
* [[1.2.0.15]] - introduced&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Tools navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Steel_Crowbar&amp;diff=56936</id>
		<title>Steel Crowbar</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Steel_Crowbar&amp;diff=56936"/>
		<updated>2025-12-23T22:53:37Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Crowbar icon.png&lt;br /&gt;
| itemquality  = normal&lt;br /&gt;
| name         = Steel Crowbar&lt;br /&gt;
| type         = Melee Weapon&lt;br /&gt;
| description  = This handy tool can also be used as a weapon in a pinch.&lt;br /&gt;
| damage       = 5-13 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 18 AP&lt;br /&gt;
| range        = Melee&lt;br /&gt;
| critchance   = 10%&lt;br /&gt;
| critbonus    = 100%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| incurred     = Damage increased by 3% for every point in strength above 6.&lt;br /&gt;
| specials     = {{ItemSpecial|Force Ventilation Shaft|Forces open a ventilation shaft. It won't be able to close afterwards. This will require a certain amount of strength depending on the targeted ventilation shaft.}}&lt;br /&gt;
| weight       = 2.50&lt;br /&gt;
| value        = 50&lt;br /&gt;
| datafile     = Weapons\SteelCrowbar.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel Crowbar''' is a type of [[crowbar]].&lt;br /&gt;
&lt;br /&gt;
It grants the [[Force Ventilation Shaft]] ability which can be useful as a means of entering ventilation shafts without an [[Omni-Tool]]. Doing so requires an unspecified amount of [[strength]], depending on difficulty of the ventilation shaft. Ventilation shafts forced open with a crowbar cannot be closed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike most common weapons, crowbars are not craftable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.2.2]] - changed the old clunky way of forcing ventilation shafts to gear special ability system&lt;br /&gt;
* [[0.1.4.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Tools navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=TiChrome_Crowbar&amp;diff=56935</id>
		<title>TiChrome Crowbar</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=TiChrome_Crowbar&amp;diff=56935"/>
		<updated>2025-12-23T22:52:37Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = TiChrome Crowbar.png&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| name         = TiChrome Crowbar&lt;br /&gt;
| type         = Melee Weapon&lt;br /&gt;
| description  = A fency crowbar made from titanium-chrome alloy.&lt;br /&gt;
| damage       = 10-18 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 16 AP&lt;br /&gt;
| range        = Melee&lt;br /&gt;
| critchance   = 12%&lt;br /&gt;
| critbonus    = 100%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| incurred     = Damage increased by 3% for every point in strength above 6.&lt;br /&gt;
| specials     = {{ItemSpecial|Force Ventilation Shaft|Forces open a ventilation shaft. It won't be able to close afterwards. This will require a certain amount of strength depending on the targeted ventilation shaft.}}&lt;br /&gt;
| weight       = 2.00&lt;br /&gt;
| value        = 1500&lt;br /&gt;
| datafile     = Weapons\TiChromeCrowbar.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''TiChrome Crowbar''' is a type of [[crowbar]].&lt;br /&gt;
&lt;br /&gt;
It grants the [[Force Ventilation Shaft]] ability which can be useful as a means of entering ventilation shafts without an [[Omni-Tool]]. Doing so requires an unspecified amount of [[strength]], depending on difficulty of the ventilation shaft. Ventilation shafts forced open with a crowbar cannot be closed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike most common weapons, crowbars are not craftable.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
* Sold by [[Leonie]] in [[Foundry]] after the [[Kill the Beast|mine is re-opened]]&lt;br /&gt;
* Randomly sold by merchants or found as random loot&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.15]] - introduced&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Tools navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Tungsten_Crowbar&amp;diff=56934</id>
		<title>Tungsten Crowbar</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Tungsten_Crowbar&amp;diff=56934"/>
		<updated>2025-12-23T22:52:28Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Tungsten Crowbar.png&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| name         = Tungsten Crowbar&lt;br /&gt;
| type         = Melee Weapon&lt;br /&gt;
| description  = A heavy crowbar made out of tungsten.&lt;br /&gt;
| damage       = 8-20 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 19 AP&lt;br /&gt;
| range        = Melee&lt;br /&gt;
| critchance   = 8%&lt;br /&gt;
| critbonus    = 115%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| minstr       = 4&lt;br /&gt;
| incurred     = Damage increased by 3% for every point in strength above 6.&lt;br /&gt;
| specials     = {{ItemSpecial|Force Ventilation Shaft|Forces open a ventilation shaft. It won't be able to close afterwards. This will require a certain amount of strength depending on the targeted ventilation shaft.}}&lt;br /&gt;
| weight       = 3.50&lt;br /&gt;
| value        = 1000&lt;br /&gt;
| datafile     = Weapons\TungstenCrowbar.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tungsten Crowbar''' is a type of [[crowbar]].&lt;br /&gt;
&lt;br /&gt;
It grants the [[Force Ventilation Shaft]] ability which can be useful as a means of entering ventilation shafts without an [[Omni-Tool]]. Doing so requires an unspecified amount of [[strength]], depending on difficulty of the ventilation shaft. Ventilation shafts forced open with a crowbar cannot be closed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike most common weapons, crowbars are not craftable.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
* Found on the shelves in [[Abandoned Warehouse]]&lt;br /&gt;
* Found on the shelves in NE [[Warehouse Block Beta]]&lt;br /&gt;
* Randomly sold by merchants or found as random loot&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.15]] - introduced&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Tools navbox|collapsed}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=High-Technicalities&amp;diff=56901</id>
		<title>High-Technicalities</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=High-Technicalities&amp;diff=56901"/>
		<updated>2025-12-23T06:36:57Z</updated>

		<summary type="html">&lt;p&gt;Hypre: new update allows for taking HT with melee skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''High-Technicalities''' is a feat.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = High-Technicalities icon.png&lt;br /&gt;
| name         = High-Technicalities &lt;br /&gt;
| description  = Increases damage done by energy weapons and attachments (those that deal electric and energy damage) by 8% for each intelligence point above 5.&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Intelligence]] 5&lt;br /&gt;
* [[Guns]] or [[Melee]] 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The effect stacks multiplicatively with other modifiers, such as the modifier from effective [[Guns|weapon skill]]. It uses effective Intelligence meaning consumables like [[Hypercerebrix]] will effect damage.&lt;br /&gt;
&lt;br /&gt;
Also affects [[Lemurian Spear]] and its [[Shoot Lemurian Spear]] ability. &amp;lt;br&amp;gt;&lt;br /&gt;
Also affects mounted energy weapons on jet skis.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = High-Technicalities&lt;br /&gt;
| max  = 5&lt;br /&gt;
| text = Further increases bonus damage by 0.4% for each point of intelligence above 5 per specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Now also effects melee weapon energy attachments&lt;br /&gt;
* [[1.2.0.16]] - All energy-based jet ski weapons now properly work with High-Technicalities feat&lt;br /&gt;
* [[1.0.3.6]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Intelligence feats]]&lt;br /&gt;
[[Category:Guns feats]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=56900</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=56900"/>
		<updated>2025-12-23T06:08:18Z</updated>

		<summary type="html">&lt;p&gt;Hypre: fixing hard difficulty hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article covers the basics of '''character creation''' in [[Underrail]].&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
[[File:tab0_rules.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Game Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! {{tooltip|Introduced in this version. Older versions use the bolded value.|Version}} !! Easy !! Normal !! Hard !! DOMINATING&lt;br /&gt;
|-&lt;br /&gt;
| Player character health modifier ||rowspan=&amp;quot;3&amp;quot;| [[0.1.10.0]] || 300% || '''150%''' ||colspan=&amp;quot;2&amp;quot;| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable power || 200% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable cooldown || 50% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 200%&lt;br /&gt;
|-&lt;br /&gt;
| NPC AI || [[1.0.1.8]] || '''Limited''' || Standard ||colspan=&amp;quot;2&amp;quot;| Full&lt;br /&gt;
|-&lt;br /&gt;
| {{Tooltip|Numbers and types of enemies, their equipment and other factors.|Combat encounters}} ||rowspan=&amp;quot;9&amp;quot;| [[1.3.0.15]] || Easier || '''Standard''' || Harder || Dominating!&lt;br /&gt;
|-&lt;br /&gt;
| {{tooltip|Only red transitions (loading screens), not blue ones.|Zone transition}} AP cost || '''0 AP''' || 25 AP ||colspan=&amp;quot;2&amp;quot;| 40 AP&lt;br /&gt;
|-&lt;br /&gt;
| {{tooltip|Does EMP affect all items in player character's inventory instead of only equipped items?|EMP affects inventory items}} ||colspan=&amp;quot;2&amp;quot;| '''No''' ||colspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{Tooltip|Can player character change armor suit while stealth mode is active or cooling down?|Armor changing in stealth}} ||colspan=&amp;quot;2&amp;quot;| '''Yes''' ||colspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 130%&lt;br /&gt;
|-&lt;br /&gt;
| NPC health modifier ||colspan=&amp;quot;2&amp;quot;| '''100%''' || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Bosses|Boss]] NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 200%&lt;br /&gt;
|-&lt;br /&gt;
| Boss NPC health modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 400%&lt;br /&gt;
|-&lt;br /&gt;
| NPC crit chance bonus ||colspan=&amp;quot;3&amp;quot;| None || +3%&lt;br /&gt;
|-&lt;br /&gt;
| Item sale value modifier || [[1.0.4]] || 150% || '''100%''' || 50% || 25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Experience System ===&lt;br /&gt;
{{main|Experience}}&lt;br /&gt;
&lt;br /&gt;
'''Oddity'''&lt;br /&gt;
: The Oddity XP System is an alternative experience system where most experience is gained from finding oddities.&lt;br /&gt;
: This mode is the way the game is meant to be played.&lt;br /&gt;
&lt;br /&gt;
'''Classic'''&lt;br /&gt;
: In the Classic XP System, experience is rewarded for quest completion, kills and skill usage.&lt;br /&gt;
: This mode is leftover from early development.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base tab ==&lt;br /&gt;
[[File:tab1_base.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
First of all, you must choose the ''gender'' and ''name'' of your character and choose a ''portrait''.&lt;br /&gt;
&lt;br /&gt;
=== Custom portraits ===&lt;br /&gt;
As of version alpha [[0.1.13.0]], Underrail supports custom player portraits.&lt;br /&gt;
&lt;br /&gt;
* Custom portraits go into your &amp;lt;code&amp;gt;Documents\My Games\Underrail\CustomPortraits\&amp;lt;/code&amp;gt; folder&lt;br /&gt;
* A custom portrait should have up to three files. The game will use the appropriate one depending on your interface settings.&lt;br /&gt;
** '''200x200''' PNG image with filename ending in &amp;lt;code&amp;gt;_h&amp;lt;/code&amp;gt; (underscore and lowercase H, huge, added in [[1.1.5.0]])&lt;br /&gt;
** '''100x100''' PNG image with filename ending in &amp;lt;code&amp;gt;_l&amp;lt;/code&amp;gt; (underscore and lowercase L, large)&lt;br /&gt;
** '''50x50''' PNG image with filename ending in &amp;lt;code&amp;gt;_s&amp;lt;/code&amp;gt; (underscore and lowercase S, small)&lt;br /&gt;
* Both 32-bit (transparency) and 24-bit PNGs work. Transparent portraits will have dynamic background in-game.&lt;br /&gt;
* All custom portraits will be available to both male and female characters&lt;br /&gt;
&lt;br /&gt;
Restart the game if you're not seeing your custom portraits in character creation.&lt;br /&gt;
&lt;br /&gt;
=== Base abilities ===&lt;br /&gt;
{{main|Base Abilities}}&lt;br /&gt;
&lt;br /&gt;
You have '''5''' points to spend on your base ability scores. All base abilities start at '''5'''. You can increase base ability scores to a maximum of 10, or decrease them to a minimum of '''3'''. You can increase base abilities above this limit on subsequent level-ups.&lt;br /&gt;
&lt;br /&gt;
After character creation, your character will gain a new base ability point every four levels until you reach level 24.&lt;br /&gt;
&lt;br /&gt;
=== Import ===&lt;br /&gt;
With this option, you may import any character you have previously exported ''(e.g. a character from an older version)'' and start a new game with that character. In addition to level and other stats, imported characters also retain all their items from previous games.&lt;br /&gt;
&lt;br /&gt;
Exported characters are stored in your &amp;lt;code&amp;gt;Documents\My Games\Underrail\Characters\&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== Skills tab ==&lt;br /&gt;
[[File:tab2_skills.png|right|300px]]&lt;br /&gt;
{{main|Skills}}&lt;br /&gt;
&lt;br /&gt;
You have a total of '''120''' skill points to spend on the various skills available. You may spend up to '''15''' points on any skill during character creation.&lt;br /&gt;
&lt;br /&gt;
You can click and hold to assign more than one point with a single click.&lt;br /&gt;
&lt;br /&gt;
After character creation, your character will gain 40 skill points every level.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Feats tab ==&lt;br /&gt;
[[File:tab3_feats.png|right|300px]]&lt;br /&gt;
{{main|Feats}}&lt;br /&gt;
&lt;br /&gt;
You must pick '''2''' feats. Your base abilities and skill levels dictate which feats are available.&lt;br /&gt;
&lt;br /&gt;
You can browse all feats with the '''Show all feats''' option.&lt;br /&gt;
&lt;br /&gt;
After character creation, your character will gain a new feat every two levels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
External resources for Underrail character planning.&lt;br /&gt;
&lt;br /&gt;
* [https://underrail.com/forums/index.php?board=12.0 Builds subforum at underrail.com]&lt;br /&gt;
* Character build theorycrafting tool at http://underrail.info/build/&lt;br /&gt;
&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>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Trident&amp;diff=56895</id>
		<title>Trident</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Trident&amp;diff=56895"/>
		<updated>2025-12-23T05:25:11Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| image       = Trident.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Trident&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A trident, masterfully forged from a super-steel-like alloy, with beautiful and elegant curves that lead astray the gazer from the wicked keenness of their edges.&lt;br /&gt;
| damage      = 30-75 (Mechanical)&lt;br /&gt;
:Mechanical: 10-25&lt;br /&gt;
:Mechanical: 10-25&lt;br /&gt;
:Mechanical: 10-25&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 20 AP&lt;br /&gt;
| range       = Extended Melee (2)&lt;br /&gt;
| precision   = +5%&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 10%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= {{On hit|Gains Spear Guard, which gives the attacker 50% chance to block up to 45 mechanical damage until the end of next turn. The amount blocked cannot exceed half the character's melee skill.}}&lt;br /&gt;
| incurred    = Ignores 25% (multiplicative) of mechanical damage resistance when attacking organic targets&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 8% for every point of strength above 7.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{color|#FF6400|Can apply up to 3 poison coatings at once.}}&lt;br /&gt;
| onequip     = &lt;br /&gt;
| durability  = 1500/1500 (mechanical) &lt;br /&gt;
| ammouses    = &lt;br /&gt;
| weight      = 7.00&lt;br /&gt;
| value       = 8500&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trident''' is a unique [[Spears|spear]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Unique spear with high critical chance, precision bonus and a unique effect that allows it to inflict up to 3 [[poison]] coatings at once. The poisons are inflicted simultaneously on hit and it can be coated with three poisons of the same type.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in a Cocoon Cluster in the spider infested caves under [[Hopper Island]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.14]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category: Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Proxy&amp;diff=56893</id>
		<title>Telekinetic Proxy</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Proxy&amp;diff=56893"/>
		<updated>2025-12-23T01:46:22Z</updated>

		<summary type="html">&lt;p&gt;Hypre: Put PK chain in the list of proxied abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
| image       = Telekinetic Proxy.png&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| name        = Telekinetic Proxy&lt;br /&gt;
| school      = Psychokinesis&lt;br /&gt;
| skillreq    = 55&lt;br /&gt;
| description = Moves the Telekinetic Proxy from its current location to the specified location, dealing 25-40 mechanical damage to everything in its path. If the proxy is not present, is too far away, or doesn't have a clear straight line path to the destination, a new one will be spawned.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Telekinetic Proxy will mimic your single target telekinetic psi abilities and effects if the target is within its radius. The proxy lasts 3 turns, but the timer refreshes with each move or mimic.&lt;br /&gt;
| apcost      = 10&lt;br /&gt;
| psicost     = 15&lt;br /&gt;
| range       = 10.0&lt;br /&gt;
| radius      = 3&lt;br /&gt;
| cooldown    = 1 turn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Telekinetic Proxy''' is a Psychokinesis psi ability added in version [[0.1.12.0]].&lt;br /&gt;
&lt;br /&gt;
The proxy mimics ''(strikes twice)'' [[Telekinetic Punch]]es, [[Implosion]], attacks made with [[Force Emission]] and damage transferred by [[Psychokinetic Chain]], as long as the target is within the proxy's radius. The proxy will not deal damage to you even if you are on its path when it moves. It cannot be placed on water.&lt;br /&gt;
&lt;br /&gt;
Its damage scales with your effective Psychokinesis skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! Damage&lt;br /&gt;
|-&lt;br /&gt;
|   0 || {{Mechanical|10-11}}&lt;br /&gt;
|-&lt;br /&gt;
|  55 || {{Mechanical|26-38}}&lt;br /&gt;
|-&lt;br /&gt;
| 100 || {{Mechanical|40-61}}&lt;br /&gt;
|-&lt;br /&gt;
| 150 || {{Mechanical|55-86}}&lt;br /&gt;
|-&lt;br /&gt;
| 200 || {{Mechanical|70-111}}&lt;br /&gt;
|-&lt;br /&gt;
| 250 || {{Mechanical|85-136}}&lt;br /&gt;
|-&lt;br /&gt;
| 300 || {{Mechanical|100-161}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Proxied abilities ==&lt;br /&gt;
* [[Force Emission]]&lt;br /&gt;
* [[Implosion]]&lt;br /&gt;
* [[Telekinetic Punch]]&lt;br /&gt;
* [[Psychokinetic Chain]]&lt;br /&gt;
&lt;br /&gt;
== Trainers ==&lt;br /&gt;
* [[Psionic Mentor: Telekinetic Proxy]]&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Corporeal Projection]] ''(damage increased by 5% for each point of strength above 5)''&lt;br /&gt;
* [[Telekinetic Undulation]] ''(moving the proxy has 50% chance to [[daze]] targets)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Psychokinetic_Chain&amp;diff=56892</id>
		<title>Psychokinetic Chain</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Psychokinetic_Chain&amp;diff=56892"/>
		<updated>2025-12-23T01:45:21Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
 | image         = Psychokinetic Chain.png‎‎&lt;br /&gt;
 | nature        = malicious&lt;br /&gt;
 | name          = Psychokinetic Chain&lt;br /&gt;
 | school        = Psychokinesis&lt;br /&gt;
 | skillreq      = 60&lt;br /&gt;
 | description   = Links up to 3 enemies into psychokinetic chain which transfers 32% of all mechanical and electrical damage down the chain to the next link as mechanical damage that bypasses energy shields. Maximum total damage transferred from link to link is 72. The chain lasts 3 turns or until broken.&lt;br /&gt;
 | apcost        = 10&lt;br /&gt;
 | psicost       = 25&lt;br /&gt;
 | range         = 6&lt;br /&gt;
 | cooldown      = 12 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Psychokinetic Chain''' is a [[Psychokinesis]] psi ability the player can learn from a Psionic Mentor. Damage transfer percentage and maximum damage dealt both scale with effective psychokinesis skill, with transfer percentage starting at 20% plus 0.2% per skill point up to maximum of 70% (NOTE: Currently bugged, capped at 50%) and maximum damage starting at 30 plus 0.7 per skill point.&lt;br /&gt;
&lt;br /&gt;
The amount of damage transferred is a percentage (scaling with your skill level, see table below) of the total damage dealt ''before'' accounting for the resistances of the main target. For example, if you deal 100 damage to a chained target, and they resist 20 of it and lose 80 health, the full 100 damage is calculated when transferring the damage down the chain. The transferred damage is then rolled against the resistances of the sub-targets. &lt;br /&gt;
&lt;br /&gt;
The number of links in the chain does not scale with skill level, but can be increased with [[ Psychokinetic Elasticity]]. Damage dealt to sub-targets can be doubled by placing a [[Telekinetic Proxy]] within range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! Transfer amount% !! Maximum damage transferred&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 32% || 72&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 40% || 100&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 48% || 128&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 50% || 156&lt;br /&gt;
|-&lt;br /&gt;
| 220 || 50%* || 184&lt;br /&gt;
|-&lt;br /&gt;
| 260 || 50%* || 212&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 50%* || 240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Bug: Despite patch [[1.3.0.15]] stating that the maximum transfer amount percentage was increased to 70%, it is currently capped at 50%.&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Psychokinetic Chain]]&lt;br /&gt;
&lt;br /&gt;
== Status Effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Psychokinetic Chain Link&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = psychokinetic Chain.png&lt;br /&gt;
| description = This character is linked into a psychokinetic chain so 32% of all direct mechanical and electrical damage taken will be transferred to the next link in the chain, up to maximum of 72 damage per single transfer.&lt;br /&gt;
| duration    = 3 turns&lt;br /&gt;
}}&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 70% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Psychokinetic_Chain&amp;diff=56891</id>
		<title>Psychokinetic Chain</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Psychokinetic_Chain&amp;diff=56891"/>
		<updated>2025-12-23T01:26:51Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
 | image         = Psychokinetic Chain.png‎‎&lt;br /&gt;
 | nature        = malicious&lt;br /&gt;
 | name          = Psychokinetic Chain&lt;br /&gt;
 | school        = Psychokinesis&lt;br /&gt;
 | skillreq      = 60&lt;br /&gt;
 | description   = Links up to 3 enemies into psychokinetic chain which transfers 32% of all mechanical and electrical damage down the chain to the next link as mechanical damage that bypasses energy shields. Maximum total damage transferred from link to link is 72. The chain lasts 3 turns or until broken.&lt;br /&gt;
 | apcost        = 10&lt;br /&gt;
 | psicost       = 25&lt;br /&gt;
 | range         = 6&lt;br /&gt;
 | cooldown      = 12 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Psychokinetic Chain''' is a [[Psychokinesis]] psi ability the player can learn from a Psionic Mentor. Damage transfer percentage and maximum damage dealt both scale with effective psychokinesis skill, with transfer percentage starting at 20% plus 0.2% per skill point up to maximum of 70% (NOTE: Currently bugged, capped at 50%) and maximum damage starting at 30 plus 0.7 per skill point.&lt;br /&gt;
&lt;br /&gt;
The amount of damage transferred is a percentage (scaling with your skill level, see table below) of the total damage dealt ''before'' accounting for the resistances of the main target. For example, if you deal 100 damage to a chained target, and they resist 20 of it and lose 80 health, the full 100 damage is calculated when transferring the damage down the chain. The transferred damage is then rolled against the resistances of the sub-targets. &lt;br /&gt;
&lt;br /&gt;
The number of links in the chain does not scale with skill level, but can be increased with [[ Psychokinetic Elasticity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! Transfer amount% !! Maximum damage transferred&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 32% || 72&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 40% || 100&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 48% || 128&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 50% || 156&lt;br /&gt;
|-&lt;br /&gt;
| 220 || 50%* || 184&lt;br /&gt;
|-&lt;br /&gt;
| 260 || 50%* || 212&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 50%* || 240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Bug: Despite patch [[1.3.0.15]] stating that the maximum transfer amount percentage was increased to 70%, it is currently capped at 50%.&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Psychokinetic Chain]]&lt;br /&gt;
&lt;br /&gt;
== Status Effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Psychokinetic Chain Link&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = psychokinetic Chain.png&lt;br /&gt;
| description = This character is linked into a psychokinetic chain so 32% of all direct mechanical and electrical damage taken will be transferred to the next link in the chain, up to maximum of 72 damage per single transfer.&lt;br /&gt;
| duration    = 3 turns&lt;br /&gt;
}}&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 70% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Psychokinetic_Chain&amp;diff=56890</id>
		<title>Psychokinetic Chain</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Psychokinetic_Chain&amp;diff=56890"/>
		<updated>2025-12-23T00:35:30Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability Infobox&lt;br /&gt;
 | image         = Psychokinetic Chain.png‎‎&lt;br /&gt;
 | nature        = malicious&lt;br /&gt;
 | name          = Psychokinetic Chain&lt;br /&gt;
 | school        = Psychokinesis&lt;br /&gt;
 | skillreq      = 60&lt;br /&gt;
 | description   = Links up to 3 enemies into psychokinetic chain which transfers 32% of all mechanical and electrical damage down the chain to the next link as mechanical damage that bypasses energy shields. Maximum total damage transferred from link to link is 72. The chain lasts 3 turns or until broken.&lt;br /&gt;
 | apcost        = 10&lt;br /&gt;
 | psicost       = 25&lt;br /&gt;
 | range         = 6&lt;br /&gt;
 | cooldown      = 12 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Psychokinetic Chain''' is a [[Psychokinesis]] psi ability the player can learn from a Psionic Mentor. Damage transfer percentage and maximum damage dealt both scale with effective psychokinesis skill, with transfer percentage starting at 20% plus 0.2% per skill point up to maximum of 70% (NOTE: Currently bugged, capped at 50%) and maximum damage starting at 30 plus 0.7 per skill point.&lt;br /&gt;
&lt;br /&gt;
The amount of damage transferred is a percentage (scaling with your skill level, see table below) of the total damage dealt ''before'' accounting for the resistances of the main target. For example, if you deal 100 damage to a chained target, and they resist 20 of it and lose 80 health, the full 100 damage is calculated when transferring the damage down the chain. The transferred damage is then rolled against the resistances of the sub-targets. As such, attacking the target with the highest damage resistance will result in a higher total amount of damage dealt to the group.&lt;br /&gt;
&lt;br /&gt;
The number of links in the chain does not scale with skill level, but can be increased with [[ Psychokinetic Elasticity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! Transfer amount% !! Maximum damage transferred&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 32% || 72&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 40% || 100&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 48% || 128&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 50% || 156&lt;br /&gt;
|-&lt;br /&gt;
| 220 || 50%* || 184&lt;br /&gt;
|-&lt;br /&gt;
| 260 || 50%* || 212&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 50%* || 240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Bug: Despite patch [[1.3.0.15]] stating that the maximum transfer amount percentage was increased to 70%, it is currently capped at 50%.&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Psychokinetic Chain]]&lt;br /&gt;
&lt;br /&gt;
== Status Effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Psychokinetic Chain Link&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = psychokinetic Chain.png&lt;br /&gt;
| description = This character is linked into a psychokinetic chain so 32% of all direct mechanical and electrical damage taken will be transferred to the next link in the chain, up to maximum of 72 damage per single transfer.&lt;br /&gt;
| duration    = 3 turns&lt;br /&gt;
}}&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 70% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Boarding_Up&amp;diff=56882</id>
		<title>Boarding Up</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Boarding_Up&amp;diff=56882"/>
		<updated>2025-12-22T07:21:09Z</updated>

		<summary type="html">&lt;p&gt;Hypre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
'''Boarding Up''' is a feat.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Boarding Up icon.png&lt;br /&gt;
| name         = Boarding Up&lt;br /&gt;
| description  = Landing a melee attack while wearing a riot shield increases the amount blocked by the riot shield by 20% for 3 turns. Stacks up to 5 times.&lt;br /&gt;
| requirements = * [[Melee]] 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Grants the Boarded Up status effect.&lt;br /&gt;
&lt;br /&gt;
{{Block mechanics}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Status effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| image       = Boarded Up.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Boarded Up&lt;br /&gt;
| description = Increases the amount blocked by a riot shield by 20%.&lt;br /&gt;
| duration    = 3 turns&lt;br /&gt;
| maxstacks   = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Boarding Up&lt;br /&gt;
| max  = 10&lt;br /&gt;
| text = Increases the block amount by additional 2% per stack for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Melee feats]]&lt;br /&gt;
[[Category:Expedition feats]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Knife&amp;diff=56216</id>
		<title>Serrated Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Knife&amp;diff=56216"/>
		<updated>2025-03-06T09:41:34Z</updated>

		<summary type="html">&lt;p&gt;Hypre: consistency with other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = TiChrome (Q50)&lt;br /&gt;
| tab2 = Steel Shock (Q42?)&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Serrated Knife''' is a type of [[Knives|knife]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Serrated Knives are similar to combat knives with slightly lower damage and slightly higher critical damage bonus, but they have a chance to cause [[Bleeding Wound]]s.&lt;br /&gt;
&lt;br /&gt;
All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Serrated Knife can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Base AP cost || Crit. chance || Crit. damage bonus || Energy Shield Bypass &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_serrated_steel.png]] || '''Serrated Steel Knife''' || 12 AP || ''10%'' || 130% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_serrated_tungsten.png]] || '''Serrated Tungsten Steel Knife''' || 12 AP || 8% || ''150%'' || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_serrated_tichrome.png]] || '''Serrated TiChrome Knife''' || ''11'' AP || 8% || 130% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_serrated_supersteel.png]] || '''Serrated Super Steel Knife''' || 12 AP || ''9%'' || 130% || ''75%'' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_steel_shock.png]] '''Shock Serrated Steel Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_tungsten_shock.png]] '''Shock Serrated Tungsten Steel Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_tichrome_shock.png]] '''Shock Serrated TiChrome Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_supersteel_shock.png]] '''Shock Serrated Super Steel Knife'''&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy edge variants inflict a great amount of {{energy}} damage to the target on hit when powered, but also permanently lower {{mechanical}} damage by 10%. Energy damage is based on the quality of the energy edge emitter.&lt;br /&gt;
&lt;br /&gt;
Energy edge emitters are only available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Steel Serrated Knife.png]] '''Energy Steel Serrated Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Tungsten Steel Serrated Knife.png]] '''Energy Tungsten Steel Serrated Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy TiChrome Serrated Knife.png]] '''Energy TiChrome Serrated Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Super Steel Serrated Knife.png]] '''Energy Super Steel Serrated Knife'''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
please don't remove. the primary purpose of this list is debugging itemlink template, which isn't terribly useful for wiki readers, so it's been commented out to improve page load times.&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Serrated Steel Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated Steel Knife}}&lt;br /&gt;
* {{Itemlink|Serrated Tungsten Steel Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated Tungsten Steel Knife}}&lt;br /&gt;
* {{Itemlink|Serrated TiChrome Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated TiChrome Knife}}&lt;br /&gt;
* {{Itemlink|Serrated Super Steel Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated Super Steel Knife}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=56215</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=56215"/>
		<updated>2025-03-06T09:39:36Z</updated>

		<summary type="html">&lt;p&gt;Hypre: consistency with other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = TiChrome (Q50)&lt;br /&gt;
| tab2 = Steel Shock (Q42?)&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dagger''' is a type of [[Knives|knife]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Daggers have higher critical chance and larger damage range than other combat knives, and the portion of their damage that penetrates the armor is increased by '''25%''' against organic targets.&lt;br /&gt;
&lt;br /&gt;
All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Dagger can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Base AP cost || Crit. chance || Crit. damage bonus || Energy Shield Bypass &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_steel.png]] || '''Steel Dagger''' || 12 AP || ''11%'' || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_tungsten.png]] || '''Tungsten Steel Dagger''' || 12 AP || 10% || ''135%'' || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_tichrome.png]] || '''TiChrome Dagger''' || ''11'' AP || 10% || 115% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[File:knife_dagger_supersteel.png]] || '''Super Steel Dagger''' || 12 AP || ''11%'' || 115% || ''75%'' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_steel_shock.png]] '''Shock Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tungsten_shock.png]] '''Shock Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tichrome_shock.png]] '''Shock TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_supersteel_shock.png]] '''Shock Super Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy edge variants inflict a great amount of {{energy}} damage to the target on hit when powered, but also permanently lower {{mechanical}} damage by 10%. Energy damage is based on the quality of the energy edge emitter.&lt;br /&gt;
&lt;br /&gt;
Energy edge emitters are only available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Steel Dagger.png]] '''Energy Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Tungsten Steel Dagger.png]] '''Energy Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy TiChrome Dagger.png]] '''Energy TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:Energy Super Steel Dagger.png]] '''Energy Super Steel Dagger'''&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
please don't remove. the primary purpose of this list is debugging itemlink template, which isn't terribly useful for wiki readers, so it's been commented out to improve page load times.&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Shock TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Super Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Super Steel Dagger}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Compound&amp;diff=56204</id>
		<title>The Compound</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Compound&amp;diff=56204"/>
		<updated>2025-02-23T22:42:24Z</updated>

		<summary type="html">&lt;p&gt;Hypre: describing safe passage to fusion cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = The Compound&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = Investigate the Compound.png&lt;br /&gt;
| music   = xphw_base.ogg&lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Tunnel&amp;lt;br&amp;gt;Outside&amp;lt;br&amp;gt;Entrance&amp;lt;br&amp;gt;Armory&amp;lt;br&amp;gt;Exoskeleton Assembler Lab&amp;lt;br&amp;gt;Fusion Cannon Lab&amp;lt;br&amp;gt;Cave Lab&amp;lt;br&amp;gt;Training Grounds&amp;lt;br&amp;gt;Medical Section 1Upper Passage 1&amp;lt;br&amp;gt;Damaged Assembler Lab&amp;lt;br&amp;gt;Upper Passage 2&amp;lt;br&amp;gt;Medical Section 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Command&lt;br /&gt;
| exits   = [[Dark Territory]]&lt;br /&gt;
| npcs    = [[Cognator]]&lt;br /&gt;
| mapfile = xphw_exobase_arm, xphw_exobase_com, xphw_exobase_ent, xphw_exobase_lab1, xphw_exobase_lab2, xphw_exobase_labu1, xphw_exobase_labu2, xphw_exobase_med1, xphw_exobase_med2, xphw_exobase_out, xphw_exobase_trg1, xphw_exobase_trg2, xphw_exobase_tun, xphw_exobase_up1, xphw_exobase_up2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Compound''' is a major location added by the [[Underrail: Heavy Duty]] expansion. It can be accessed by accepting [[Trip to North Underrail]] quest given by [[Buck Nimble]] in [[Upper Underrail]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''The Compound''', also known as '''Transregional Joint Research Compound''' or '''Oneiros Compound''' is an old [[Biocorp]]'s facility located in the [[Dark Territory]] between South Upper Underrail and North Upper Underrail. Abandoned for centuries, it is patrolled to this day by [[Exosoldiers]] - an army of identical telepathic clones.&lt;br /&gt;
&lt;br /&gt;
The location is regularly patrolled by the exosoldier squads which will attack the player on sight. Each patrol consists of randomly chosen exosoldiers accompanied by a [[Technomedic]], random tactical support bot and sometimes also an [[Intercessor]]. The number of exosoldiers is finite (80 on Easy and Normal, 95 on Hard and 110 on DOMINATING), however if player kills all normal exosoldiers, then the patrols will be replaced with squads of elite psionic commandos - [[Psychophract]]s (30 on Easy and Normal, 35 on Hard and 40 on DOMINATING). Exosoldiers sometimes also create barricades in the Compound, blocking the way and making moving around the facility more difficult.&lt;br /&gt;
===Tunnel===&lt;br /&gt;
* Ladder leads to a maintenance tunnel to the west side of the map with the Exosoldier ambush squad&lt;br /&gt;
** Door can be opened with 160 [[Lockpicking]]&lt;br /&gt;
** There is a bag behind the door that contains [[Super Steel Sheet]]&lt;br /&gt;
** Drop down ([[Agility]] 1) to reach the side with the Exosoldier ambush squad&lt;br /&gt;
** Drop down quietly ([[Agility]] 10)&lt;br /&gt;
* North exit leads to '''Outside'''&lt;br /&gt;
* South exit leads to [[Dark Territory]]&lt;br /&gt;
* West exit leads to '''Armory'''&lt;br /&gt;
&lt;br /&gt;
===Outside===&lt;br /&gt;
* There is a pile of batteries in the north, contains 14 [[Greater Fusion Cell]]s&lt;br /&gt;
* There are hidden metal plates behind the fence in NW corner (10 [[Perception]])&lt;br /&gt;
** Fence can be climbed over with 8 [[Agility]]&lt;br /&gt;
** Fence door can be unlocked with 90 [[Lockpicking]]&lt;br /&gt;
* There is a [[rift]] in the NW corner&lt;br /&gt;
* West exit and vent leads to '''Entrance'''&lt;br /&gt;
* South exit leads to '''Tunnel'''&lt;br /&gt;
===Entrance===&lt;br /&gt;
* Gate controls can be used with [[Restricted Access Keycard (The Compound)]] or hacked with 180 [[Hacking]] to raise the gates&lt;br /&gt;
* Northern stairs lead to the offices&lt;br /&gt;
** Hidden vent (14 [[Perception]]) leads to the blocked restroom. There is a medical locker with an [[Adrenaline Shot]] and [[Coagulation Shot]] in a medical locker there&lt;br /&gt;
** There is a hidden safe in the north-west office (12 [[Perception]]), can be opened with 120 [[Lockpicking]], contains around 100 charons and a [[Gold Ring]]&lt;br /&gt;
** Desk in the central-west office contains [[Inventory Report]] oddity and two [[Root Soda]]s&lt;br /&gt;
** Locked desk in the south-west office can be opened with 100 [[Lockpicking]] and contains [[Waist Pack]]&lt;br /&gt;
** Safe in SE corner contains [[Crystal Plaque]]&lt;br /&gt;
** South exit leads to Armory office&lt;br /&gt;
* East exit and vent leads to '''Outside'''&lt;br /&gt;
* South exit leads to '''Armory'''&lt;br /&gt;
* West exit behind the gates leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
===Armory===&lt;br /&gt;
* One of the shelves near the assembly line contains [[Rapid Reloader]]&lt;br /&gt;
* You can raise gate to the west with 18 [[Strength]]. If you are accompanied by the [[Gunslinger (Heavy Duty)|Gunslinger]], the check is reduced by the value of his strength (5 base)&lt;br /&gt;
** Shelf inside has [[100-round Ammo Belt]] and [[Machine Gun Technical Manuals, by Eugene Gatling]]&lt;br /&gt;
** Vent inside leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
* Gate controls in the south can be hacked to open the gate with 110 [[Hacking]]&lt;br /&gt;
* Southern stairs lead to the office&lt;br /&gt;
** Office is randomly unlocked from southern or northern side, the other side requires 120 [[Hacking]]&lt;br /&gt;
** There is a desk with [[Large Waist Pack]]&lt;br /&gt;
** Another desk has [[Restricted Access Keycard (The Compound)]]&lt;br /&gt;
** File cabinet has [[Inventory Report]] oddity&lt;br /&gt;
** North exit leads to Entrance offices&lt;br /&gt;
* West exit leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
* North exit leads to '''Entrance'''&lt;br /&gt;
* East exit leads to '''Tunnel'''&lt;br /&gt;
&lt;br /&gt;
===Exoskeleton Assembler Lab===&lt;br /&gt;
* Exoskeleton Assembler can be used to obtain either [[Combat Exoskeleton]], [[Technomedic Exoskeleton]], [[Intercessor Exoskeleton]] or [[Psychophract Exoskeleton]]&lt;br /&gt;
** Can be hacked with 120 [[Hacking]] to gain two more exoskeletons&lt;br /&gt;
* There is a desk with [[Blueprint: Plasma Grenade]]&lt;br /&gt;
* Locked desk can be opened with 100 [[Lockpicking]], contains a good quality [[Energy Edge Emitter]]&lt;br /&gt;
* There is a secret passage behind a computer rack to the north (15 [[Perception]]), leads to a box with 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 2 [[Plasma Grenade Mk III|Plasma Grenades Mk III]] and a [[Laser Pistol]]&lt;br /&gt;
* Western stairs up lead to '''Upper Passage 1'''&lt;br /&gt;
* Western stairs down lead to '''Fusion Cannon Lab'''&lt;br /&gt;
* West exit leads to '''Training Grounds'''&lt;br /&gt;
* SE exit leads to '''Armory'''&lt;br /&gt;
* NE exit leads to '''Entrance'''&lt;br /&gt;
===Training Grounds===&lt;br /&gt;
* You can interact with the console to summon multiple exosoldier patrols (without tactical bots)&lt;br /&gt;
** Exosoldiers here will follow your location even in [[stealth]]. Killing them all will unlock the west exit&lt;br /&gt;
* West exit leads to '''Upper Passage 2'''&lt;br /&gt;
* East exit leads to '''Armory'''&lt;br /&gt;
===Fusion Cannon Lab===&lt;br /&gt;
* There is a hidden [[Plasma Cell]] under a table in the south (9 [[Perception]] required)&lt;br /&gt;
* Shelf in the south has [[Inventory Report]] oddity&lt;br /&gt;
* Office in the SW corner has a pile of documents containing [[Nucleus Corporation Envelope]] oddity&lt;br /&gt;
* Safe in the office can be opened with 140 [[Lockpicking]], contains [[Cigar]] and a [[Gold Ring]]&lt;br /&gt;
* Console in the south can be used to lift lockdown from the main control room&lt;br /&gt;
* Locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Laser Emitter]]&lt;br /&gt;
* Other locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Plasma Discharger]]&lt;br /&gt;
* Storeroom near west exit can be opened with 140 [[Hacking]]. It has [[Fire Proximity Suit]], [[Work Coverall]], [[Super Steel Crowbar]] and [[Utility Belt]]&lt;br /&gt;
* Computer console in the main control room unlocks the chamber with [[Fusion Cannon]]&lt;br /&gt;
** The Fusion Cannon chamber contains a large amount of red beams that summon reinforcements when crossed. However a number of the beams flash on and off in regular intervals, allowing passage to the Fusion Canon without triggering the alarm if the player is careful.&lt;br /&gt;
* East exit leads to '''Exoskeleton Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Cave Lab'''&lt;br /&gt;
&lt;br /&gt;
===Cave Lab===&lt;br /&gt;
* One of the Psychoprath corpses has [[Severed Exoskeleton Gauntlet]] oddity&lt;br /&gt;
* You can raise gate to the south-west with 20 [[Strength]]. If you are accompanied by the [[Gunslinger (Heavy Duty)|Gunslinger]], the check is reduced by the value of his strength (5 base)&lt;br /&gt;
* Lake to the south has multiple increasing [[Agility]] checks:&lt;br /&gt;
** Agility 8: reach a [[Mindshroom]]&lt;br /&gt;
** Agility 10: reach a waterproof bag with high quality [[Polarizer]] and other electronic components&lt;br /&gt;
** Agility 14: reach another [[Mindshroom]] and a crate with high quality [[Blast Cloth]] and other military components&lt;br /&gt;
* East exit leads to '''Fusion Cannon Lab'''&lt;br /&gt;
* NW exit (unlockable from '''Damaged Assembler Lab''') leads to '''Damaged Assembler Lab'''&lt;br /&gt;
* SW exit (behind the gate) leads to '''Damaged Assembler Lab'''&lt;br /&gt;
===Upper Passage 1===&lt;br /&gt;
* North exit leads to '''Medical Section 1'''&lt;br /&gt;
* East exit leads to '''Exoskeleton Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Damaged Assembler Lab'''&lt;br /&gt;
===Medical Section 1===&lt;br /&gt;
* File cabinet in the SW room has [[Base Donors Chart]] oddity&lt;br /&gt;
* One locked freezer in the SW room has some [[Black Vitreous]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Second locked freezer in the SW room has some [[Morphine (component)|Morphine]] and [[Taurine]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Desk in the NW corner has [[Blueprint: Parafibrotic Regeneration Catalyst]] and two [[Parafibrotic Regeneration Catalyst]]s&lt;br /&gt;
* File cabinet north of the desk is one of the two possible locations of [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
* There is a hidden smaller box in the office that contains a vial of [[Aegis (medicine)|Aegis]] (12 [[Perception]] required)&lt;br /&gt;
* Locked storage room to the north can be opened with 130 [[Hacking]]&lt;br /&gt;
** It has a locked freezer that requires 130 [[Lockpicking]] and contains few vials of [[Corrosive Acid]]&lt;br /&gt;
* Vent connects to the storage room. There is [[Agility]] 13 check in the vent required to jump over to the other side&lt;br /&gt;
* South exit leads to '''Upper Passage 1'''&lt;br /&gt;
&lt;br /&gt;
===Damaged Assembler Lab===&lt;br /&gt;
* East stairs lead to '''Upper Passage 1'''&lt;br /&gt;
* West stairs down leads to '''Cave Lab'''&lt;br /&gt;
* West stairs up leads to '''Upper Passage 2'''&lt;br /&gt;
===Upper Passage 2===&lt;br /&gt;
* North exit leads to '''Medical Section 2'''&lt;br /&gt;
* East exit leads to '''Damaged Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Command'''&lt;br /&gt;
===Medical Section 2===&lt;br /&gt;
* Shelf in the NW room has [[Cryonic Nanocrystals]] oddity&lt;br /&gt;
* One locked freezer in the NW room has some [[Adrenaline]] and [[Unsaturated Psionic Catalyst]]s, requires 100 [[Lockpicking]]&lt;br /&gt;
* Second locked freezer in the NW room has some [[Statolith]]s and [[Gyromitrin]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Third locked freezer in the NW room has some [[Black Vitreous]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Desk in the office has [[Inventory Report]] oddity&lt;br /&gt;
* Locked box in the office can be unlocked with 120 [[Hacking]] and contains good quality [[Regenerative Vest (component)|Regenerative Vest]]&lt;br /&gt;
* There is a hidden [[Super Health Hypo]] under a desk to the east, requires 11 [[Perception]] to discover&lt;br /&gt;
* Desk in the presentation room contains a random [[Psionic Mentors|Psionic Mentor]] and is one of the two possible locations of [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
* South exit leads to '''Upper Passage 2'''&lt;br /&gt;
===Command===&lt;br /&gt;
* There is a hidden safe in the NW room, requires 14 [[Perception]] to discover and 140 [[Lockpicking]] to open, contains 3 [[Fusion Cell]]s, 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 4 [[Shock Bolt Mk II|Shock Bolts Mk II]] and a high quality [[Smart Module]]&lt;br /&gt;
* SW room can be unlocked with 100 [[Hacking]]&lt;br /&gt;
** There is a shelf with a good quality [[Minigun Frame: Terminator]] and some other random high quality firearm and mechanical parts&lt;br /&gt;
** There is a shelf with some ammo, grenades and two [[Firecracker Cap]]s&lt;br /&gt;
** There is a shelf with  [[Launcher Grenade Strap Belt]] and some grenade launcher components&lt;br /&gt;
* Cognator's medchamber can be unlocked with [[Cognator Medchamber Keycard (The Compound)]] or with 200 [[Hacking]]&lt;br /&gt;
** [[Cognator]] can be found here&lt;br /&gt;
** Med station contains [[Stopped Hourglass]]&lt;br /&gt;
** Medical locker contains [[Hypercerebrix]]&lt;br /&gt;
** Shelves contain some high quality psi headband parts and one random [[Psionic Mentors|Psionic Mentor]]&lt;br /&gt;
* East exit leads to '''Upper Passage 2'''&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
xphw_exobase_tun.png   | Tunnel&lt;br /&gt;
xphw_exobase_out.png   | Outside&lt;br /&gt;
xphw_exobase_ent.png   | Entrance&lt;br /&gt;
xphw_exobase_arm.png   | Armory&lt;br /&gt;
xphw_exobase_labu1.png   | Exoskeleton Assembler Lab&lt;br /&gt;
xphw_exobase_lab1.png   | Fusion Cannon Lab&lt;br /&gt;
xphw_exobase_lab2.png   | Cave Lab&lt;br /&gt;
xphw_exobase_trg1.png   | Training Grounds&lt;br /&gt;
xphw_exobase_med1.png   | Medical Section 1&lt;br /&gt;
xphw_exobase_med2.png   | Medical Section 2&lt;br /&gt;
xphw_exobase_up1.png   | Upper Passage 1&lt;br /&gt;
xphw_exobase_up2.png   | Upper Passage 2&lt;br /&gt;
xphw_exobase_labu2.png   | Damaged Assembler Lab&lt;br /&gt;
xphw_exobase_com.png   | Command&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Hypre</name></author>
	</entry>
</feed>