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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Raven</id>
	<title>Underrail Wiki - User contributions [en]</title>
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	<updated>2026-09-14T12:33:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Grounding&amp;diff=57346</id>
		<title>Telekinetic Grounding</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Telekinetic_Grounding&amp;diff=57346"/>
		<updated>2026-09-08T18:54:01Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Telekinetic Grounding''' is a psi ability and a status effect.&lt;br /&gt;
&lt;br /&gt;
== Psi Ability ==&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
 | image         = Psychokinetic Grounding.png ‎&lt;br /&gt;
 | nature        = malicious&lt;br /&gt;
 | name          = Telekinetic Grounding&lt;br /&gt;
 | school        = Psychokinesis&lt;br /&gt;
 | skillreq      = 30&lt;br /&gt;
 | description   = Immobilizes target for up to 5 turns. This ability cannot be resisted, but the victim has a chance to free itself at the end of every turn. This chance starts small but increases steadily as the telekinetic chains weaken over time. Also, the higher your strength, the easier it is to free yourself.&lt;br /&gt;
 | apcost        = 15&lt;br /&gt;
 | psicost       = 20&lt;br /&gt;
 | range         = 6&lt;br /&gt;
 | cooldown      = 8 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Psychokinetic Grounding is a [[Psychokinesis]] psi ability the player can learn from a Psionic Mentor.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Telekinetic Grounding]]&lt;br /&gt;
&lt;br /&gt;
== Status Effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Telekinetic Grounding&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Psychokinetic Grounding.png&lt;br /&gt;
| description = This character is immobilized for now by telekinetic force, but may manage to break free.&lt;br /&gt;
| duration    = 5 turns&lt;br /&gt;
}}&lt;br /&gt;
&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Opportunist&amp;diff=57345</id>
		<title>Opportunist</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Opportunist&amp;diff=57345"/>
		<updated>2026-09-05T22:43:05Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Opportunist''' is a feat.&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Tabbed infobox&lt;br /&gt;
| tab1 = Base game&lt;br /&gt;
| tab2 = Heavy Duty&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prerequisite to [[Execute]] feat. See [[status effects]] for a list of control effects and slows. It does not works with [[Grenade Launchers]] or [[Rocket Launchers]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Disabled Target&lt;br /&gt;
| max  = 3&lt;br /&gt;
| text = Further increases damage against rooted, stunned and incapacitated targets by 3% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
{{Specialization&lt;br /&gt;
| name = Slowed Target&lt;br /&gt;
| max  = 3&lt;br /&gt;
| text = Further increases damage against slowed targets by 3% for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Underrail Beta&lt;br /&gt;
* [[0.2.0.1]] - Bonuses changed to 25%/15% (down from 35%/20%)&lt;br /&gt;
&lt;br /&gt;
Underrail Alpha&lt;br /&gt;
* [[0.1.14.0]] - description clarified&lt;br /&gt;
* [[0.1.8.0]] - Upped the damage bonus agains slowed targets to 20% (up from 15%) &lt;br /&gt;
* [[0.1.4.0]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Two-headed_Mutant&amp;diff=57344</id>
		<title>Two-headed Mutant</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Two-headed_Mutant&amp;diff=57344"/>
		<updated>2026-09-04T20:44:21Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Two-headed Mutant&lt;br /&gt;
| type       = creature&lt;br /&gt;
| portrait   = Mutated_human_twoheaded_l.png&lt;br /&gt;
| background = Shacks.png&lt;br /&gt;
| health     = 500&lt;br /&gt;
| image      = Two-headed_Mutant.png&lt;br /&gt;
| roles      = Mutagen experiment&lt;br /&gt;
| location   = [[Old Junkyard]] ([[Depot A north]]){{Hard}}{{DOMINATING}}&lt;br /&gt;
| loot       = [[Acid Cyclopean Eye]]&amp;lt;br&amp;gt;[[Mutant Acid Gland]]&lt;br /&gt;
| abilities  = Bleeds acid&amp;lt;br&amp;gt;Immune to [[fear]]&amp;lt;br&amp;gt;Inflicts [[Bleeding Wound]]s&amp;lt;br&amp;gt;Inflicts [[daze]]&amp;lt;br&amp;gt;[[Acid Spray]]&amp;lt;br&amp;gt;[[Yell]]&lt;br /&gt;
|&lt;br /&gt;
| initiative   = 15&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| damage       = {{Mechanical|72-108|number only}}&lt;br /&gt;
| detection    = 86&lt;br /&gt;
| range        = Melee&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength     = 20&lt;br /&gt;
| dexterity    = 7&lt;br /&gt;
| agility      = 3&lt;br /&gt;
| constitution = 14&lt;br /&gt;
| perception   = 3&lt;br /&gt;
| will         = 5&lt;br /&gt;
| intelligence = 2&lt;br /&gt;
|&lt;br /&gt;
| mechanical   = 0% / 0&lt;br /&gt;
| heat         = 0% / 0&lt;br /&gt;
| cold         = 0% / 0&lt;br /&gt;
| electricity  = 0% / 0&lt;br /&gt;
| acid         = 100%&lt;br /&gt;
| energy       = 0% / 0&lt;br /&gt;
| bio          = 100%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Mutant}}&lt;br /&gt;
The '''Two-headed Mutant''' is a unique mutant that can be very rarely encountered exclusively in [[Old Junkyard]] as part of a random event on Expert difficulty and above. It is the sole source of the [[Acid Cyclopean Eye]] oddity.&lt;br /&gt;
&lt;br /&gt;
This event ends after 20 minutes. It can reappear again in future if not killed{{verify|whenever it dying or not matters}}.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Beyond its unusual appearance, the two-headed mutant is in most ways similar to its single-headed brothers. It can intimidate with [[Yell]] and use the [[Acid Spray]] special attack, fully resists {{acid}} and {{bio}} damage but nothing else, and uses its claws to fight in melee combat. However it shares the same great physical strength [[Hunchback Mutant|hunchback]] mutants also have, and so their every hit deals {{mechanical|72-108|prefix}} damage, with a chance to inflict a [[Bleeding Wound|bleeding wound]] that deals 50% of that damage over 3 turns, or to leave the target [[Daze|dazed]] for one turn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Two-headed_Junkyard_mutant.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
{{Random events navbox|collapsed}}&lt;br /&gt;
[[Category: Humanoids]]&lt;br /&gt;
[[Category: Mutants]]&lt;br /&gt;
[[Category: Random events]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=ZC_99&amp;diff=57343</id>
		<title>ZC 99</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=ZC_99&amp;diff=57343"/>
		<updated>2026-09-02T13:18:34Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tabbed infobox&lt;br /&gt;
| tab1 = ZC 99&lt;br /&gt;
| tab2 = Refurbished ZC 99&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''ZC 99''' is a unique [[Pistols|pistol]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
An unremarkable 9mm pistol with a slightly increased magazine capacity. Note that despite increasing special unarmed attacks damage it does not affect [[Dirty Kick]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
It can be found in [[Drop Zone]]. From the area where [[Jon the Beautiful]] is go two times east. The weapon is in a desk in the house in the north-east (the same house where [[Find Bogdan|Bogdan]] is hiding).&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
&lt;br /&gt;
== Refurbishment ==&lt;br /&gt;
The weapon can be refurbished by [[Myles]] in [[Rail Crossing]] for '''500''' {{charon}} using {{Itemlink|Pistol Frame: Falchion}} (Quality '''110''' or higher) and {{Itemlink|Rapid Reloader}}. Cost can be reduced to '''300''' {{charon}} by bringing him [[Pistol and Submachine Gun Technical Manuals, by Hugo Thompson]] or [[Old World Firearms, by Mikhail Browning]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
This gun is a reference to Zastava Arms [[wikipedia:Zastava CZ 99|CZ 99]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.5.0]] - Improved stats, added refurbished version&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:Guns]]&lt;br /&gt;
[[Category:Pistols]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Tab0_rules.png&amp;diff=57342</id>
		<title>File:Tab0 rules.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Tab0_rules.png&amp;diff=57342"/>
		<updated>2026-08-31T10:50:38Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated|reason=Difficulty screen has been changed to have new difficulty names and icons}}&lt;br /&gt;
[[Category:Screenshots]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57341</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57341"/>
		<updated>2026-08-31T10:47:16Z</updated>

		<summary type="html">&lt;p&gt;Raven: typo, build tool link&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}} !! {{tooltip|Easy on older versions|Beginner}} !! {{tooltip|Normal on older versions|Veteran}} !! {{tooltip|Hard on older versions|Expert}} !! DOMINATING !! {{tooltip|Custom difficulty, see below for more information|Mutant}} &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% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable power || 200% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 50% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable cooldown || 50% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 200% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC AI || [[1.0.1.8]] || '''Limited''' || Standard ||colspan=&amp;quot;2&amp;quot;| Full || Variable&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! || Variable&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 || Variable&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 || Variable&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 || Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 130% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC health modifier ||colspan=&amp;quot;1&amp;quot;| '''50%''' || 100% || 150% || 200% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Bosses|Boss]] NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 200% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Boss NPC health modifier ||colspan=&amp;quot;1&amp;quot;| '''50%''' || 100% || 100% || 400% ||Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC crit chance bonus ||colspan=&amp;quot;3&amp;quot;| None || +3% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Item sale value modifier || [[1.0.4]] || 150% || '''100%''' || 50% || 25% || Variable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Custom Difficulty ===&lt;br /&gt;
As of version [[1.3.1.0]] Mutant difficulty was added allowing to customize many gameplay features such as carry capacity, player and NPC max health and more. By default it uses Veteran preset.&lt;br /&gt;
&lt;br /&gt;
* Encounter Difficulty is used when determining the amount and type of enemies, their AI, certain mechanics like EMP affecting inventory items and difficulty-dependant encounters like [[Arena Masters]].&lt;br /&gt;
* Puzzle Difficulty is used when determining the difficulty of special puzzles found in the game like [[Note Cipher Puzzle]].&lt;br /&gt;
* Maximum Level determines maximum level player can achieve.&lt;br /&gt;
* Player Health Modifier determines maximum player health.&lt;br /&gt;
* NPC Health Modifier determines max health of non-boss NPCs.&lt;br /&gt;
* Boss Health Modifier determines max health of [[:Category:Bosses|boss]] NPCs.&lt;br /&gt;
* Healing Modifier determines base amount of healing consumables like [[Health Hypo]] provide.&lt;br /&gt;
* Player Healing CD determines cooldown of healing consumables with cooldown like Health Hypo.&lt;br /&gt;
* NPC Skill Modifier modifies effective skill of non-boss NPCs.&lt;br /&gt;
* Boss Skill Modifier modifies effective skill of boss NPCs.&lt;br /&gt;
* NPC Crit. Chance Bonus adds additional critical chance to weapons, psi abilities and unarmed attacks of all NPCs.&lt;br /&gt;
* Zone Transition AP determines action point cost required to transition between zones while in combat.&lt;br /&gt;
* Sold Items Value Mod determines the value of items player sells to merchants.&lt;br /&gt;
* Merchant Purchasing Power determines amount of items merchants are willing to buy from player and amount of money they have.&lt;br /&gt;
* Carry Capacity Modifier modifies base carry capacity as well as amount of carry capacity gained from [[Strength]]. It has no effect on carry capacity granted by items like [[Lifting Belt]] or consumables like [[Pentapus Barbecue]]. &lt;br /&gt;
* Item Degradation Rate modifies durability loss of weapons and armor during their normal use.&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 https://cannedbean29.github.io/UnderrailBuilderRemake/&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57340</id>
		<title>Pistols</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57340"/>
		<updated>2026-08-23T12:07:55Z</updated>

		<summary type="html">&lt;p&gt;Raven: /* Pistol feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pistols''' are [[weapons]]. They use the [[Guns]] skill, but do not have minimum skill requirement associated with them. Firearm pistols come in 5mm, 7.62mm, 9mm and .44 calibers. There are also chemical and energy pistols.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Low caliber models can be [[Noise|silenced]]&lt;br /&gt;
* Ignores up to 40% [[Evasion]] at close range: 40% up to 0.5 tile away from enemy, dropping linearly to 0% at 3 tiles away&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* Low range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Hawker}} — mediocre damage spread&lt;br /&gt;
* {{Itemlink|Hammerer}} — high damage spread, bonus to critical damage&lt;br /&gt;
* {{Itemlink|Neo Luger}} — low damage spread, bonus to precision, low critical damage&lt;br /&gt;
* {{Itemlink|Falchion}} (crafting only) — highest critical chance&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Bieretta 99}}&lt;br /&gt;
* {{Itemlink|Glück 17}}&lt;br /&gt;
* {{Itemlink|TT 3000}}&lt;br /&gt;
* {{Itemlink|W&amp;amp;S .44 Magnum}}&lt;br /&gt;
* {{Itemlink|Wasteland Hawk}}&lt;br /&gt;
* {{Itemlink|ZC 99}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
Chemical pistols deal less damage than firearms of comparable quality, but pierce energy shields easily and deal special damage types and have additional on-hit effects.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Acid Blob Pistol}} — deals acid damage, can entangle targets&lt;br /&gt;
* {{Itemlink|Cryoliquid Blob Pistol}} (crafting only) — deals cold damage, chills targets, can freeze targets&lt;br /&gt;
* {{Itemlink|Incendiary Blob Pistol}} (crafting only) — deals heat damage, can set targets on fire&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|XAL-001 Pistol}} — prototype improved acid pistol&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
Energy pistols deal less damage than firearms of comparable quality and cannot pierce energy shields easily, but deal special damage types.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Laser Pistol}} — deals energy damage&lt;br /&gt;
* {{Itemlink|Plasma Pistol}} — deals energy/heat damage, high critical damage bonus&lt;br /&gt;
* {{Itemlink|Electroshock Pistol}} (crafting only) — deals electricity damage, hits multiple targets, stuns primary target&lt;br /&gt;
&lt;br /&gt;
;Rare&lt;br /&gt;
* {{Itemlink|Lemurian Blaster}} — lemurian plasma pistol suited for use on a jetski{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Phase Gun}} — deals extra damage to energy shields&lt;br /&gt;
* {{Itemlink|Sonocaster}} — special directed-sound weapon{{expedition-inline|Expedition}}&lt;br /&gt;
* {{Itemlink|The Stunner}} — partially bypasses enemy's shield, polarizes on hit and has a chance to immobilize target{{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! || 5mm || 7.62mm || 9mm || .44in || chemical || energy&lt;br /&gt;
|-&lt;br /&gt;
! Bieretta 99&lt;br /&gt;
| 13 ||  - ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hawker&lt;br /&gt;
| 16 || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Neo Luger&lt;br /&gt;
| 16 ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! TT 3000&lt;br /&gt;
|  - || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Glück 17&lt;br /&gt;
|  - ||  - || 21 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! ZC 99&lt;br /&gt;
|  - ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Falchion&lt;br /&gt;
|  - || 20 || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
|  - || 20 || 25 || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! W&amp;amp;S .44 Magnum&lt;br /&gt;
|  - ||  - ||  - || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Wasteland Hawk&lt;br /&gt;
|  - ||  - ||  - || 35 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! XAL-001 Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 16 || -&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Blob Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 25 || -&lt;br /&gt;
|-&lt;br /&gt;
! Laser Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 15&lt;br /&gt;
|-&lt;br /&gt;
! Sonocaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 20&lt;br /&gt;
|-&lt;br /&gt;
! Electroshock Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 30&lt;br /&gt;
|-&lt;br /&gt;
! Lemurian Blaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Phase Gun&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Plasma Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 40&lt;br /&gt;
|-&lt;br /&gt;
! The Stunner{{heavyduty-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that [[Dexterity]] affects pistol AP cost and craftable pistols may include a [[Rapid Reloader]].&lt;br /&gt;
&lt;br /&gt;
== Pistol feats ==&lt;br /&gt;
* [[Aimed Shot]]&lt;br /&gt;
* [[Execute]]&lt;br /&gt;
* [[Kneecap Shot]]&lt;br /&gt;
* [[Point Shot]]&lt;br /&gt;
* [[Sharpshooter]]&lt;br /&gt;
* [[Steadfast Aim]]&lt;br /&gt;
* [[Gunslinger (feat)|Gunslinger]] (firearm pistols)&lt;br /&gt;
* [[Rapid Fire]] (firearm pistols)&lt;br /&gt;
* [[Gun-Fu]] (firearm pistols)&lt;br /&gt;
* [[Bullet Time]] (firearm pistols)&lt;br /&gt;
* [[Practical Physicist]] (energy pistols)&lt;br /&gt;
* [[Power Management]] (energy pistols)&lt;br /&gt;
* [[High-Technicalities]] (energy pistols)&lt;br /&gt;
* [[Mad Chemist]] (chemical pistols)&lt;br /&gt;
* [[Cooked Shot]] (chemical pistols)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Guns| Pistols]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57339</id>
		<title>Pistols</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57339"/>
		<updated>2026-08-23T12:06:55Z</updated>

		<summary type="html">&lt;p&gt;Raven: /* Pistol feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pistols''' are [[weapons]]. They use the [[Guns]] skill, but do not have minimum skill requirement associated with them. Firearm pistols come in 5mm, 7.62mm, 9mm and .44 calibers. There are also chemical and energy pistols.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Low caliber models can be [[Noise|silenced]]&lt;br /&gt;
* Ignores up to 40% [[Evasion]] at close range: 40% up to 0.5 tile away from enemy, dropping linearly to 0% at 3 tiles away&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* Low range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Hawker}} — mediocre damage spread&lt;br /&gt;
* {{Itemlink|Hammerer}} — high damage spread, bonus to critical damage&lt;br /&gt;
* {{Itemlink|Neo Luger}} — low damage spread, bonus to precision, low critical damage&lt;br /&gt;
* {{Itemlink|Falchion}} (crafting only) — highest critical chance&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Bieretta 99}}&lt;br /&gt;
* {{Itemlink|Glück 17}}&lt;br /&gt;
* {{Itemlink|TT 3000}}&lt;br /&gt;
* {{Itemlink|W&amp;amp;S .44 Magnum}}&lt;br /&gt;
* {{Itemlink|Wasteland Hawk}}&lt;br /&gt;
* {{Itemlink|ZC 99}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
Chemical pistols deal less damage than firearms of comparable quality, but pierce energy shields easily and deal special damage types and have additional on-hit effects.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Acid Blob Pistol}} — deals acid damage, can entangle targets&lt;br /&gt;
* {{Itemlink|Cryoliquid Blob Pistol}} (crafting only) — deals cold damage, chills targets, can freeze targets&lt;br /&gt;
* {{Itemlink|Incendiary Blob Pistol}} (crafting only) — deals heat damage, can set targets on fire&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|XAL-001 Pistol}} — prototype improved acid pistol&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
Energy pistols deal less damage than firearms of comparable quality and cannot pierce energy shields easily, but deal special damage types.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Laser Pistol}} — deals energy damage&lt;br /&gt;
* {{Itemlink|Plasma Pistol}} — deals energy/heat damage, high critical damage bonus&lt;br /&gt;
* {{Itemlink|Electroshock Pistol}} (crafting only) — deals electricity damage, hits multiple targets, stuns primary target&lt;br /&gt;
&lt;br /&gt;
;Rare&lt;br /&gt;
* {{Itemlink|Lemurian Blaster}} — lemurian plasma pistol suited for use on a jetski{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Phase Gun}} — deals extra damage to energy shields&lt;br /&gt;
* {{Itemlink|Sonocaster}} — special directed-sound weapon{{expedition-inline|Expedition}}&lt;br /&gt;
* {{Itemlink|The Stunner}} — partially bypasses enemy's shield, polarizes on hit and has a chance to immobilize target{{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! || 5mm || 7.62mm || 9mm || .44in || chemical || energy&lt;br /&gt;
|-&lt;br /&gt;
! Bieretta 99&lt;br /&gt;
| 13 ||  - ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hawker&lt;br /&gt;
| 16 || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Neo Luger&lt;br /&gt;
| 16 ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! TT 3000&lt;br /&gt;
|  - || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Glück 17&lt;br /&gt;
|  - ||  - || 21 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! ZC 99&lt;br /&gt;
|  - ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Falchion&lt;br /&gt;
|  - || 20 || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
|  - || 20 || 25 || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! W&amp;amp;S .44 Magnum&lt;br /&gt;
|  - ||  - ||  - || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Wasteland Hawk&lt;br /&gt;
|  - ||  - ||  - || 35 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! XAL-001 Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 16 || -&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Blob Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 25 || -&lt;br /&gt;
|-&lt;br /&gt;
! Laser Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 15&lt;br /&gt;
|-&lt;br /&gt;
! Sonocaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 20&lt;br /&gt;
|-&lt;br /&gt;
! Electroshock Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 30&lt;br /&gt;
|-&lt;br /&gt;
! Lemurian Blaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Phase Gun&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Plasma Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 40&lt;br /&gt;
|-&lt;br /&gt;
! The Stunner{{heavyduty-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that [[Dexterity]] affects pistol AP cost and craftable pistols may include a [[Rapid Reloader]].&lt;br /&gt;
&lt;br /&gt;
== Pistol feats ==&lt;br /&gt;
* [[Aimed Shot]]&lt;br /&gt;
* [[Execute]]&lt;br /&gt;
* [[Kneecap Shot]]&lt;br /&gt;
* [[Point Shot]]&lt;br /&gt;
* [[Sharpshooter]]&lt;br /&gt;
* [[Steadfast Aim]]&lt;br /&gt;
* [[Gunslinger (feat)|Gunslinger]] (firearm pistols)&lt;br /&gt;
* [[Rapid Fire]] (firearm pistols)&lt;br /&gt;
* [[Gun-Fu]] (firearm pistols)&lt;br /&gt;
* [[Bullet Time]] (firearm pistols)&lt;br /&gt;
* [[High-Technicalities]] (energy pistols)&lt;br /&gt;
* [[Mad Chemist]] (chemical pistols)&lt;br /&gt;
* [[Cooked Shot]] (chemical pistols)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Guns| Pistols]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crimson_Meadow_Horticulture_Center&amp;diff=57338</id>
		<title>Crimson Meadow Horticulture Center</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crimson_Meadow_Horticulture_Center&amp;diff=57338"/>
		<updated>2026-08-02T07:40:10Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{expedition}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = Crimson Meadow Horticulture Center&lt;br /&gt;
| type    = Dungeon&lt;br /&gt;
| control = none&lt;br /&gt;
| maptext = It's overgrown with some sort of reddish weed.&lt;br /&gt;
| image   = CrimsonMeadowHorticulturalEntrance.png&lt;br /&gt;
| music   = &lt;br /&gt;
| world   = [[Black Sea]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Black Sea]]&lt;br /&gt;
| npcs    = &lt;br /&gt;
| mapfile = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Crimson Meadow Horticulture Center''' is an abandoned Lemurian facility that has been infested by [[Locust]]s, located north-east of the expedition camp ([[H7]]).&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The facility extends to G8, H8, H7, H6, I7 and I6. Player can skip majority of the obstacle by parking their [[Jet Skis]] on H7 and passed 8 [[Agility]] check, otherwise player can enter the facility from southern part of H6 or nothern part of H8. Player can also jump down to the southern part of the map with 5 Agility, do keep in mind that player requires 8 Agility to jump back up. It can also be bypassed with 10 [[Strength]]. Before attempting to going into this area, player is recommended to wear high Biological resistance gear. [[Chemical Assault Unit Armor]] paired with [[Biohazard Boots]] are often enough to reduce all {{Damagetype|Bio}} damage. It's also recommended to bring few stacks of [[TNT Charge]] to destroy Hives. Destroyed hive won't respawn Locust in case player decides to return back to the facility.&lt;br /&gt;
&lt;br /&gt;
=== Exterior ===&lt;br /&gt;
&lt;br /&gt;
==== H6 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* The underground passage leads to H7&lt;br /&gt;
&lt;br /&gt;
==== H7 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s and on DOMINATING difficulty also [[Sea Wyrm]]s &lt;br /&gt;
* Interior Facility can be accessed by passing 8 [[Agility]] check or going through underground tunnels&lt;br /&gt;
* 10 [[Strength]] to push debris aside and clear the way to H6&lt;br /&gt;
&lt;br /&gt;
==== H8 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s&lt;br /&gt;
* The underground passage leads to H7&lt;br /&gt;
* Crate in the building to the west contains [[Biotechnician's Suit]] and [[Biohazard Boots]] (100 effective [[Lockpicking]] required)&lt;br /&gt;
&lt;br /&gt;
==== I6 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s&lt;br /&gt;
* [[Agility]] 11 required to get to the other side&lt;br /&gt;
* Desk in the ruined building contains [[Fold-M 7 (Nexus of Technology)/text1|Fold-M 7 (Crimson Meadow Horticulture Center)]]&lt;br /&gt;
&lt;br /&gt;
==== I7 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s&lt;br /&gt;
* There is a pile with [[Rose Nautilus]] oddity, 1XP&lt;br /&gt;
&lt;br /&gt;
=== Interior ===&lt;br /&gt;
==== Inner Cultivation Area ====&lt;br /&gt;
* There are many [[Hive]]s in this area&lt;br /&gt;
* Computer Console in the NE corner can be used to turn on ventilation units (requires Level 4 clearance level or [[Hacking]] 60)&lt;br /&gt;
* Once powered up, you can throw 3 [[Pesticide Gas Grenade]]s to the ventilation unit to spread the pesticide&lt;br /&gt;
* Interacting with dead scientist body in the NE corner wil cause [[Locust Spawn]] to come out of the corpse&lt;br /&gt;
* Cabinet near closest Hive contains [[Ikebana]] oddity, 1 XP&lt;br /&gt;
* Desk near closest Hive contains [[Blueprint: Gas Grenade]]&lt;br /&gt;
* Elevator in the middle leads to Cryostorage Block 1&lt;br /&gt;
* NW cultivation area has a dead body with a [[Doctor's Pouch]], [[Gas Mask]] and [[Irongut]] (can be accessed through vents or by opening the gate with 100 [[Hacking]])&lt;br /&gt;
* Control Panel in the south can be only interacted after destroying thick vines with a [[Pesticide Gas Grenade]] found in Cryostorage Block 1&lt;br /&gt;
* Desk in the SW corner contains [[Psionic Mentor: Precognition]] and [[Blueprint: Third Eye]]&lt;br /&gt;
* Cabinet in the SW corner contains [[Very Old Cheese Wheel]] oddity, 1 XP&lt;br /&gt;
* Strongman Statue in the SW corner holds [[Fold-M 7 (Nexus of Technology)/text1|Fold-M 7 (Crimson Meadow Horticulture Center)]]&lt;br /&gt;
* In the sand in the southernmost corner are hidden some crabs&lt;br /&gt;
* Desk in the SE corner contains [[Strider in Amber]] oddity, 3 XP&lt;br /&gt;
* Computer Console in the SE corner contains locations of more Lemurian facilities&lt;br /&gt;
==== Cryostorage Block 1 ====&lt;br /&gt;
* North entrance leads to Cryostorage Block 1a&lt;br /&gt;
* South entrance leads to Cryostorage Block 1b&lt;br /&gt;
* West entrance leads to Cryostorage Block 1c&lt;br /&gt;
* There is a [[Hermit Crab]] hidden inside a crate&lt;br /&gt;
==== Cryostorage Block 1a (north) ====&lt;br /&gt;
* Inhabited by crabs&lt;br /&gt;
* NW room:&lt;br /&gt;
** Accessible through vents or by destroying the thick vines with a [[Pesticide Gas Grenade]]&lt;br /&gt;
** Cabinet contains [[Miss Maiden Toy]] oddity, 1 XP&lt;br /&gt;
** Computer console can be used to toggle cooling in cryovault 1a inner and side chambers&lt;br /&gt;
* One of the cabinets in the side chamber contains [[Ikebana]] oddity, 1 XP&lt;br /&gt;
* In the inner chamber are [[Hive]]s and has a container with [[Deep Sea Water Globe]] oddity, 1 XP&lt;br /&gt;
==== Cryostorage Block 1b (south) ====&lt;br /&gt;
* Filled with [[cryogas]] and some inactive [[Strongman|Strongmen]] which will become powered up once you enter the storage&lt;br /&gt;
* Locked storage (100 [[Lockpicking]] required) contains some [[Pesticide]]&lt;br /&gt;
* [[Cryovault 1c Keycard (Crimson Meadow Horticulture Center)]] found in Cryovault 1b.&lt;br /&gt;
* There is a barrel in the north with [[Very Old Cheese Wheel]] oddity, 1XP&lt;br /&gt;
* Hacking (80 effective skill) door to the south allows to avoid Strongmen&lt;br /&gt;
* There is a desk in the south with [[Cone Snail Pen]] oddity, 1XP&lt;br /&gt;
* Another desk in the south contains [[Cryovault 1c Keycard (Crimson Meadow Horticulture Center)]]&lt;br /&gt;
* Another desk in the south contains [[Super-Strongman Toy]] oddity, 1 XP and [[Psionic Mentor: Cryogenic Barrier]]&lt;br /&gt;
* Locked box in the south (90 [[Hacking]]) contains two [[Cryogas Grenade]]s and two [[Starter Mixture]]s&lt;br /&gt;
==== Cryostorage Block 1c (west) ====&lt;br /&gt;
* Dead scientist body contains [[Garden of Evan Creation Kit Manual]] oddity, 2 XP&lt;br /&gt;
* Electronic gates can be opened with 100 [[Hacking]] or keycard found in cryovault 1b&lt;br /&gt;
* Hidden ventilation shaft that can be detected with 11 [[Perception]] allows to bypass the gate&lt;br /&gt;
* Behind the gates:&lt;br /&gt;
** There are some [[Giant Creeper]]s and [[Giant Weaver]]s&lt;br /&gt;
** Cabinet in the middle area contains [[Pesticide]], some chemical components and [[Ikebana]] oddity, 1 XP (requires destroying thick vines with Pesticide Grenade)&lt;br /&gt;
** Locked box (80 [[Hacking]]) in the middle area contains [[Blueprint: Chemical Ammo]], [[Blueprint: Chemical Blob Trap]] and [[Blueprint: Chemical Bolt]]&lt;br /&gt;
** Cabinets in the northern area contain various chemical components, including [[Pesticide]], [[Starter Mixture]]s and some [[Pesticide Gas Grenade]]s&lt;br /&gt;
** Locked box (80 [[Hacking]]) contains [[Gas Mask]] and [[Catalyzing Belt]]&lt;br /&gt;
** Cocoon in the NW corner contains [[Very Old Cheese Wheel]] oddity, 1XP&lt;br /&gt;
&lt;br /&gt;
== Notable Loot ==&lt;br /&gt;
=== Oddities ===&lt;br /&gt;
* [[Ikebana]]&lt;br /&gt;
* [[Very Old Cheese Wheel]]&lt;br /&gt;
* [[Garden of Evan Creation Kit Manual]]&lt;br /&gt;
* [[Strider in Amber]]&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
[[Investigate Crimson Meadow Horticulture Center]]&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox|collapsed}}&lt;br /&gt;
{{Locations/Expedition navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crimson_Meadow_Horticulture_Center&amp;diff=57337</id>
		<title>Crimson Meadow Horticulture Center</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crimson_Meadow_Horticulture_Center&amp;diff=57337"/>
		<updated>2026-08-01T22:10:37Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{expedition}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = Crimson Meadow Horticulture Center&lt;br /&gt;
| type    = Dungeon&lt;br /&gt;
| control = none&lt;br /&gt;
| maptext = It's overgrown with some sort of reddish weed.&lt;br /&gt;
| image   = CrimsonMeadowHorticulturalEntrance.png&lt;br /&gt;
| music   = &lt;br /&gt;
| world   = [[Black Sea]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Black Sea]]&lt;br /&gt;
| npcs    = &lt;br /&gt;
| mapfile = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Crimson Meadow Horticulture Center''' is an abandoned Lemurian facility that has been infested by [[Locust]]s, located north-east of the expedition camp ([[H7]]).&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The facility extends to G8, H8, H7, H6, I7 and I6. Player can skip majority of the obstacle by parking their [[Jet Skis]] on H7 and passed 8 [[Agility]] check, otherwise player can enter the facility from southern part of H6 or nothern part of H8. Player can also jump down to the southern part of the map with 5 Agility, do keep in mind that player requires 8 Agility to jump back up. It can also be bypassed with 10 [[Strength]]. Before attempting to going into this area, player is recommended to wear high Biological resistance gear. [[Chemical Assault Unit Armor]] paired with [[Biohazard Boots]] are often enough to reduce all {{Damagetype|Bio}} damage. It's also recommended to bring few stacks of [[TNT Charge]] to destroy Hives. Destroyed hive won't respawn Locust in case player decides to return back to the facility.&lt;br /&gt;
&lt;br /&gt;
=== Exterior ===&lt;br /&gt;
&lt;br /&gt;
==== H6 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* The underground passage leads to H7&lt;br /&gt;
&lt;br /&gt;
==== H7 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s and on DOMINATING difficulty also [[Sea Wyrm]]s &lt;br /&gt;
* Interior Facility can be accessed by passing 8 [[Agility]] check or going through underground tunnels&lt;br /&gt;
* 10 [[Strength]] to push debris aside and clear the way to H6&lt;br /&gt;
&lt;br /&gt;
==== H8 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s&lt;br /&gt;
* The underground passage leads to H7&lt;br /&gt;
* Crate in the building to the west contains [[Biotechnician's Suit]] and [[Biohazard Boots]] (100 effective [[Lockpicking]] required)&lt;br /&gt;
&lt;br /&gt;
==== I6 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s&lt;br /&gt;
* [[Agility]] 11 required to get to the other side&lt;br /&gt;
* Desk in the ruined building contains [[Fold-M 7 (Nexus of Technology)/text1|Fold-M 7 (Crimson Meadow Horticulture Center)]]&lt;br /&gt;
&lt;br /&gt;
==== I7 ====&lt;br /&gt;
* Inhabited by [[Hive]]s&lt;br /&gt;
* Waters in this area are inhabited by [[Heartbreaker]]s&lt;br /&gt;
* There is a pile with [[Rose Nautilus]] oddity, 1XP&lt;br /&gt;
&lt;br /&gt;
=== Interior ===&lt;br /&gt;
==== Inner Cultivation Area ====&lt;br /&gt;
* There are many [[Hive]]s in this area&lt;br /&gt;
* Computer Console in the NE corner can be used to turn on ventilation units (requires Level 4 clearance level or [[Hacking]] 60)&lt;br /&gt;
* Once powered up, you can throw 3 [[Pesticide Gas Grenade]]s to the ventilation unit to spread the pesticide&lt;br /&gt;
* Interacting with dead scientist body in the NE corner wil cause [[Locust Spawn]] to come out of the corpse&lt;br /&gt;
* Cabinet near closest Hive contains [[Ikebana]] oddity, 1 XP&lt;br /&gt;
* Desk near closest Hive contains [[Blueprint: Gas Grenade]]&lt;br /&gt;
* Elevator in the middle leads to Cryostorage Block 1&lt;br /&gt;
* NW cultivation area has a dead body with a [[Doctor's Pouch]], [[Gas Mask]] and [[Irongut]] (can be accessed through vents or by opening the gate with 100 [[Hacking]])&lt;br /&gt;
* Control Panel in the south can be only interacted after destroying thick vines with a [[Pesticide Gas Grenade]] found in Cryostorage Block 1&lt;br /&gt;
* Desk in the SW corner contains [[Psionic Mentor: Precognition]] and [[Blueprint: Third Eye]]&lt;br /&gt;
* Cabinet in the SW corner contains [[Very Old Cheese Wheel]] oddity, 1 XP&lt;br /&gt;
* Strongman Statue in the SW corner holds [[Fold-M 7 (Nexus of Technology)/text1|Fold-M 7 (Crimson Meadow Horticulture Center)]]&lt;br /&gt;
* In the sand in the southernmost corner are hidden some crabs&lt;br /&gt;
* Desk in the SE corner contains [[Strider in Amber]] oddity, 3 XP&lt;br /&gt;
* Computer Console in the SE corner contains locations of more Lemurian facilities&lt;br /&gt;
==== Cryostorage Block 1 ====&lt;br /&gt;
* North entrance leads to Cryostorage Block 1a&lt;br /&gt;
* South entrance leads to Cryostorage Block 1b&lt;br /&gt;
* West entrance leads to Cryostorage Block 1c&lt;br /&gt;
* There is a [[Hermit Crab]] hidden inside a crate&lt;br /&gt;
==== Cryostorage Block 1a (north) ====&lt;br /&gt;
* Inhabited by crabs&lt;br /&gt;
* NW room:&lt;br /&gt;
** Accessible through vents or by destroying the thick vines with a [[Pesticide Gas Grenade]]&lt;br /&gt;
** Cabinet contains [[Miss Maiden Toy]] oddity, 1 XP&lt;br /&gt;
** Computer console can be used to toggle cooling in cryovault 1a inner and side chambers&lt;br /&gt;
* One of the cabinets in the side chamber contains [[Ikebana]] oddity, 1 XP&lt;br /&gt;
* In the inner chamber are [[Hive]]s and has a container with [[Deep Sea Water Globe]] oddity, 1 XP&lt;br /&gt;
==== Cryostorage Block 1b (south) ====&lt;br /&gt;
* Filled with [[cryogas]] and some inactive [[Strongman|Strongmen]] which will become powered up once you open the storage&lt;br /&gt;
* Locked storage (100 [[Lockpicking]] required) contains some [[Pesticide]]&lt;br /&gt;
* [[Cryovault 1c Keycard (Crimson Meadow Horticulture Center)]] found in Cryovault 1b.&lt;br /&gt;
* There is a barrel in the north with [[Very Old Cheese Wheel]] oddity, 1XP&lt;br /&gt;
* Hacking (80 effective skill) door to the south allows to avoid Strongmen&lt;br /&gt;
* There is a desk in the south with [[Cone Snail Pen]] oddity, 1XP&lt;br /&gt;
* Another desk in the south contains [[Cryovault 1c Keycard (Crimson Meadow Horticulture Center)]]&lt;br /&gt;
* Another desk in the south contains [[Super-Strongman Toy]] oddity, 1 XP and [[Psionic Mentor: Cryogenic Barrier]]&lt;br /&gt;
* Locked box in the south (90 [[Hacking]]) contains two [[Cryogas Grenade]]s and two [[Starter Mixture]]s&lt;br /&gt;
==== Cryostorage Block 1c (west) ====&lt;br /&gt;
* Dead scientist body contains [[Garden of Evan Creation Kit Manual]] oddity, 2 XP&lt;br /&gt;
* Electronic gates can be opened with 100 [[Hacking]] or keycard found in cryovault 1b&lt;br /&gt;
* Hidden ventilation shaft that can be detected with 11 [[Perception]] allows to bypass the gate&lt;br /&gt;
* Behind the gates:&lt;br /&gt;
** There are some [[Giant Creeper]]s and [[Giant Weaver]]s&lt;br /&gt;
** Cabinet in the middle area contains [[Pesticide]], some chemical components and [[Ikebana]] oddity, 1 XP (requires destroying thick vines with Pesticide Grenade)&lt;br /&gt;
** Locked box (80 [[Hacking]]) in the middle area contains [[Blueprint: Chemical Ammo]], [[Blueprint: Chemical Blob Trap]] and [[Blueprint: Chemical Bolt]]&lt;br /&gt;
** Cabinets in the northern area contain various chemical components, including [[Pesticide]], [[Starter Mixture]]s and some [[Pesticide Gas Grenade]]s&lt;br /&gt;
** Locked box (80 [[Hacking]]) contains [[Gas Mask]] and [[Catalyzing Belt]]&lt;br /&gt;
** Cocoon in the NW corner contains [[Very Old Cheese Wheel]] oddity, 1XP&lt;br /&gt;
&lt;br /&gt;
== Notable Loot ==&lt;br /&gt;
=== Oddities ===&lt;br /&gt;
* [[Ikebana]]&lt;br /&gt;
* [[Very Old Cheese Wheel]]&lt;br /&gt;
* [[Garden of Evan Creation Kit Manual]]&lt;br /&gt;
* [[Strider in Amber]]&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
[[Investigate Crimson Meadow Horticulture Center]]&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox|collapsed}}&lt;br /&gt;
{{Locations/Expedition navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Doppelganger&amp;diff=57336</id>
		<title>Doppelganger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Doppelganger&amp;diff=57336"/>
		<updated>2026-07-29T14:52:17Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Doppelganger&lt;br /&gt;
| type     = creature&lt;br /&gt;
| image    = Doppelganger.png&lt;br /&gt;
| roles    = [[Psionic Apparition]]&amp;lt;br/&amp;gt;[[Bilocation]] summon&lt;br /&gt;
| location = [[Silent Isle]]&amp;lt;br/&amp;gt;[[Tithonus Laboratory]]&lt;br /&gt;
| loot     = &lt;br /&gt;
| level    = 10&lt;br /&gt;
| health   = 40&lt;br /&gt;
| abilities   = [[True-Sight]]&amp;lt;br&amp;gt;Deals irresistible mental damage&amp;lt;br&amp;gt;Impervious to physical damage&amp;lt;br&amp;gt;Disappears after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|combat stats:&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| range        = Melee&lt;br /&gt;
|&lt;br /&gt;
|resists:&lt;br /&gt;
| mechanical  = immune&lt;br /&gt;
| heat        = immune&lt;br /&gt;
| cold        = immune&lt;br /&gt;
| electricity = immune&lt;br /&gt;
| acid        = immune&lt;br /&gt;
| energy      = immune&lt;br /&gt;
| bio         = immune&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Doppelgangers''' are hazy psionic apparitions that superficially resemble a [[Cloaking Device|cloaked]] copy of their target.&lt;br /&gt;
&lt;br /&gt;
== Silent Isle ==&lt;br /&gt;
Doppelgangers are first encountered on Silent Isle, after being hit by a [[Strange Feeling]] a few times. They cannot be damaged by any conventional means, only by mental psionic damage. However, they disappear after ''5 turns''.&lt;br /&gt;
&lt;br /&gt;
== Bilocation ==&lt;br /&gt;
The player can also summon doppelgangers of human enemies with [[Bilocation]] psionic ability, which powerful mind controllers may learn from the [[Mysterious Pillars (Silent Isle)|Mysterious Pillars]] in Silent Isle (requires 7 will and [[Psi Empathy]]).&lt;br /&gt;
&lt;br /&gt;
High level enemy thought controllers such as [[Lunatic Psychopath]]s can also summon doppelgangers of the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are otherwise very similar to their Silent Isle counterparts, but their damage increases with the player's effective [[Thought Control]] skill.&lt;br /&gt;
&lt;br /&gt;
== Jookhela ==&lt;br /&gt;
Players working for Praetorian Security will encounter a unique [[Ancient Rathound]] with psionic abilities named [[Jookhela]] when sent to investigate the [[Sewers generator]]. Among other abilities, Jookhela has access to a unique version of Bilocation which allows it to create psionic duplicates of itself, instead of the player. These duplicates, besides looking like Ancient Rathound silhouettes rather than humanoid silhouettes, deal more damage and have more health than normal Doppelgangers.  &lt;br /&gt;
&lt;br /&gt;
== Tithonus Laboratory ==&lt;br /&gt;
Another type of Doppelganger is encountered much later in the game, within the Tithonus Laboratory. It is implied that these ones are actually the disembodied consciousnesses of several test subjects kept in suspended animation as part of a [[Biocorp]] experiment involving fragments of the [[Mysterious Pillars (Deep Caverns)]] found past the [[Labyrinth]]. &lt;br /&gt;
&lt;br /&gt;
Unlike other Doppelgangers, these ones aimlessly wander the facility after the suspension cells are turned off, will attack the player if they are detected, and each has a name corresponding to their counterparts in the suspension cells. Although they can be &amp;quot;killed&amp;quot; the same way as ordinary Doppelgangers can, they will endlessly re-spawn until the cells holding their physical bodies are disabled outside of combat.&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Doppelgangers have low health, but they resist almost all forms of damage, and can only be directly harmed with [[Neural Overload]] or another Doppelganger summoned with [[Bilocation]]. They have [[True-Sight]], thus cannot be affected by [[Neurovisual Disruption]]. They are immune to most status effects, but not to fear from [[Frighten]] or [[Brutality]], and can be incapacitated with [[Mental Breakdown]]. &lt;br /&gt;
&lt;br /&gt;
Technically they can be intimidated with [[Yell]] or [[Shell Shock]], but since they don't rely on offensive skills this won't have any benefit{{verify}}. [[Enrage]] works on them, but it is similarly useless, since Doppelgangers don't change targets.&lt;br /&gt;
&lt;br /&gt;
Although [[Locus of Control]] gives immunity against [[Bilocation]], it does not protect against the mental damage of already existing Doppelgangers. [[Resolve]] reduces damage received from Doppelgangers.&lt;br /&gt;
&lt;br /&gt;
Even though the damage they deal targets the mind and so bypasses shields and armors, it can be reduced by electric damage reduction like from [[Morphine]]. The attacks themselves are delivered through normal melee attacks and can be [[dodge]]d and [[Uncanny Dodge]] also works against them. &lt;br /&gt;
&lt;br /&gt;
The hit chance of a doppelganger might depend on either the [[Melee]] skill of the victim or the caster's [[Thought Control]] value.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Humanoids]]&lt;br /&gt;
[[Category: Psi]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mutagen_Puzzle&amp;diff=57335</id>
		<title>Mutagen Puzzle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mutagen_Puzzle&amp;diff=57335"/>
		<updated>2026-07-14T15:58:26Z</updated>

		<summary type="html">&lt;p&gt;Raven: site is no longer functional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Mutagen Puzzle&lt;br /&gt;
| type     = unmarked&lt;br /&gt;
| image    = Mutagen Combinator.png&lt;br /&gt;
| location = [[Deep Caverns]]&lt;br /&gt;
| givenby  = N/A&lt;br /&gt;
| rewards  = Destroys 4 of Tchort's tentacles&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = [[Destroy Tchort]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Optional puzzle that allows you to considerably weaken Tchort.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
The solution for this puzzle is different for each playthrough. You need to use the '''Mutagen Combinator''' in [[Mutagen Tanks B]] to recreate [[Mutagen Reagent Exitus-1|Exitus-1]] sequence by combining other mutagen reagents and then combine it into a compound and inject it into the mutagen tanks below, all this you can do with the Mutagen Combiner.&lt;br /&gt;
&lt;br /&gt;
Every mutagen reagent consists of &amp;quot;mutagen atoms&amp;quot; which can be positive or negative. To recreate Exitus-1 you have to add the reagents to the sequence which have same positive atoms and you have to add them in the correct order as Exitus-1. Atoms which shouldn't be in the sequence can be removed by reagents which have the negative atom. You can use the same reagent multiple times and when a reagent has an atom which is already in the sequence it won't add to it. See below for an example.&lt;br /&gt;
&lt;br /&gt;
=== Puzzle hint locations ===&lt;br /&gt;
* Use the '''Mutagen Scanner''' in one of the [[Hollow Earth]] laboratories to learn the sequences of mutagen reagents.&lt;br /&gt;
* The computer &amp;quot;log #111251 - M.Brawin&amp;quot; in E. Mali's computer at [[Caerus Residential Block]] explaining the basics of mutagenics.&lt;br /&gt;
* The terminal above the Mutagen Combinator in [[Mutagen Tanks B]] contains the log [[Exitus 1 and 2 - Dr. David Gerhoff]] which explains the role of Exitus reagents and why you cannot just use the Exitus-1 you found to weaken Tchort. Another log at the same terminal contains a list of all mutagen reagents.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' all these locations must be powered from [[Arke Power Station]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' {{key|Ctrl}} + {{key|C}} copies current dialog to clipboard in [[1.0.4]] and newer game versions. Useful for getting your mutagen scan results outside the game in plain text format.&lt;br /&gt;
&lt;br /&gt;
=== List of mutagen reagents ===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Reagent !! Location&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Exitus-1}} || Mutagen Tanks A, deepest underground mutagen tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-2}} || Mutagen Tanks A, in locker south of Tchort's gate&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-3}} || Caerus Residential, Maria Hope's room&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Echo-4}} || Hollow Earth, north of Caerus, third building to your right&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Helicon-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Helicon-2}} || Caerus Residential, Maria Hope's room&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Helicon-3}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Io-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Io-2}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Io-3}} || Caerus Residential, Maria Hope's room&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Ovid-1}} || Mutagen Tanks B, mutagen storage near combinator&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Ovid-2}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Ovid-3}} || Mutagen Tanks A, in locker south of Tchort's gate&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Solis-1}} || Hollow Earth, north of Caerus, third building to your right&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Mutagen Reagent Solis-2}} || Hollow Earth, building south of Cytosine Outpost entrance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may not need all reagents to synthesize Exitus-1. Exitus-1 itself is necessary so its sequence can be scanned.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Let's assume the Exitus-1 reagent consists of the following sequence of mutagen atoms: '''GG WQ GP L7 H2 S2 AZ AX CS CN AP W1'''.&lt;br /&gt;
And here are all the mutagen reagents which are used to recreate the sequence (not all reagents are listed because only these are needed in this example):&lt;br /&gt;
&lt;br /&gt;
 Echo-1: '''AA S2 AZ VM H2 -AP -AX -BL'''&lt;br /&gt;
 Io-1: '''GP S2 GG AP W1 -DW -PQ'''&lt;br /&gt;
 Io-2: '''L7 H2 WQ AX -CS -W1'''&lt;br /&gt;
 Io-3: '''GG WQ GP AX -VM -AA'''&lt;br /&gt;
 Solis-2: '''CS CN GP AP WQ AX'''&lt;br /&gt;
&lt;br /&gt;
Left is the reagent added to the sequence, right is the new sequence. In the beginning your sequence is empty.&lt;br /&gt;
&lt;br /&gt;
 Io-3    → '''GG WQ GP AX''' (the negative atoms are not present because you are creating a mutagen '''compound''' which only has positive atoms)&lt;br /&gt;
 Io-2    → '''GG WQ GP AX L7 H2''' (WQ and AX are not added to the end because they are already present in the sequence)&lt;br /&gt;
 Io-1    → '''GG WQ GP AX L7 H2 S2 AP W1'''&lt;br /&gt;
 Echo-1  → '''GG WQ GP L7 H2 S2 W1 AA AZ VM''' (AX and AP are gone because Echo-1 has them as negative atoms)&lt;br /&gt;
 Io-2    → '''GG WQ GP L7 H2 S2 AA AZ VM AX'''&lt;br /&gt;
 Io-3    → '''GG WQ GP L7 H2 S2 AZ AX'''&lt;br /&gt;
 Solis-2 → '''GG WQ GP L7 H2 S2 AZ AX CS CN AP'''&lt;br /&gt;
 Io-1    → '''GG WQ GP L7 H2 S2 AZ AX CS CN AP W1'''&lt;br /&gt;
&lt;br /&gt;
And that is the same sequence Exitus-1 has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Beast_of_Burden&amp;diff=57328</id>
		<title>Beast of Burden</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Beast_of_Burden&amp;diff=57328"/>
		<updated>2026-06-19T15:28:48Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heavyduty}}&lt;br /&gt;
'''Beast of Burden''' is a feat.&lt;br /&gt;
&lt;br /&gt;
{{Carry capacity sources}}&lt;br /&gt;
&lt;br /&gt;
== Feat ==&lt;br /&gt;
{{Feat Infobox&lt;br /&gt;
| image        = Beast_of_Burden_icon.png&lt;br /&gt;
| name         = Beast of Burden&lt;br /&gt;
| description  = Increases carry capacity by 150.&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Strength]] 10&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 = Beast of Burden&lt;br /&gt;
| max  = 5&lt;br /&gt;
| text = Further increases carry capacity by 15 for each specialization point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - feat introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Feats navbox}}&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Strength feats]]&lt;br /&gt;
[[Category:Heavy Duty feats]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Carry_capacity_sources&amp;diff=57327</id>
		<title>Template:Carry capacity sources</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Carry_capacity_sources&amp;diff=57327"/>
		<updated>2026-06-19T15:28:17Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Carry capacity sources&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Carry capacity  !! Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Pack Rathound]] || +50 || Feat &lt;br /&gt;
|-&lt;br /&gt;
| [[Pack Rathound]] || +5 to +50 || Specialization&lt;br /&gt;
|-&lt;br /&gt;
| [[Beast of Burden]] || +150 || Feat &lt;br /&gt;
|-&lt;br /&gt;
| [[Beast of Burden]] || +15 to +75 || Specialization&lt;br /&gt;
|-&lt;br /&gt;
| [[Waist Pack]] || +25 || Belt&lt;br /&gt;
|-&lt;br /&gt;
| [[Lifting Belt]] || +30 || Belt&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Waist Pack]] || +50 || Belt&lt;br /&gt;
|-&lt;br /&gt;
| [[Pentapus Barbecue]] || +25 || Food&lt;br /&gt;
|-&lt;br /&gt;
| [[Outwork]] || +30 || Food&lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Pig Leather Boots]] || +30 || Boots&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Leather&amp;diff=57326</id>
		<title>Cave Hopper Leather</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Cave_Hopper_Leather&amp;diff=57326"/>
		<updated>2026-06-03T15:19:58Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = items_components_leather2.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = Cave Hopper Leather&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = Cave Hopper skin can be turned into a suit of leather armor, but it provides only meager protection.&lt;br /&gt;
| quality     = 1 - 30&lt;br /&gt;
| skillsreq   = :Tailoring 80%&lt;br /&gt;
| weight      = 5.00&lt;br /&gt;
| value       = 30 + 3 * quality&lt;br /&gt;
| datafile    = Components\Leather\CaveHopperLeather.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cave Hopper Leather''' is a type of raw leather. It's the cheapest kind of leather available. It goes roughly up to quality 30.&lt;br /&gt;
&lt;br /&gt;
It provides meager {{mechanical}} resistance/threshold when used in armors and +1 [[Agility]].&lt;br /&gt;
&lt;br /&gt;
{{Quality table&lt;br /&gt;
| name = Resistance scaling (Leather&amp;amp;nbsp;Armor)&lt;br /&gt;
| min_quality = 1&lt;br /&gt;
| max_quality = 100&lt;br /&gt;
| col_resist1 = {{Mechanical}}&lt;br /&gt;
| base_DR1    = 10&lt;br /&gt;
| base_DT1    = 1&lt;br /&gt;
| quality_DR1 = 0.1&lt;br /&gt;
| quality_DT1 = 0.06&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
{{ComponentGroup|UsesLeather}}&lt;br /&gt;
* [[Blueprint: Infused Leather]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Loot drop from [[Cave Hopper]]s.&lt;br /&gt;
* A high quality hopper leather is hidden in the bones at [[:File:cv3.png|cave hopper cemetery]], south of Mushroom Cove (up to 71 quality).&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
* [[0.1.10.0]] - Armor made out of hopper leather now provides +1 Agility&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:Raw leathers]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Knife_Thrower%27s_Glove&amp;diff=57325</id>
		<title>Knife Thrower's Glove</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Knife_Thrower%27s_Glove&amp;diff=57325"/>
		<updated>2026-06-02T08:32:38Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Knife Thrower's Glove.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Knife Thrower's Glove&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A pair of special leather gloves used for professional knife throwing&lt;br /&gt;
| damage      = 4-9 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 12 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = {{color|red|-10%}}&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = &lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 80% of target's energy shield.&lt;br /&gt;
| incurred    = Incurs 140% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 5% for every point in strength above 5.&lt;br /&gt;
| onequip     = Equip: Action point cost of Throwing Knife reduced by 3&amp;lt;br&amp;gt;Equip: Throwing knife precision increased by 5% (additive)&lt;br /&gt;
| durability  = 420/420 (mechanical)&lt;br /&gt;
| weight      = 0.10&lt;br /&gt;
| value       = 200&lt;br /&gt;
| datafile    = Weapons\knifethrowergloves.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Knife Thrower's Glove''' is an uncommon [[Combat Gloves|combat glove]] variant.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A special leather combat glove that reduces [[Throwing Knife]] and [[Shock Shuriken]] AP cost and increases accuracy.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
* [[Merchants|Hunting suppliers]]&lt;br /&gt;
* Sold by [[Fredd]]&lt;br /&gt;
* Sold by [[Blaine]]&lt;br /&gt;
* Rarely appear as [[random loot]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.3.0]] - introduced&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;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Note_Cipher_Puzzle&amp;diff=57312</id>
		<title>Note Cipher Puzzle</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Note_Cipher_Puzzle&amp;diff=57312"/>
		<updated>2026-04-12T13:24:37Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Note Cipher Puzzle&lt;br /&gt;
| type     = unmarked&lt;br /&gt;
| image    = &lt;br /&gt;
| location = [[Nexus of Technology]]&lt;br /&gt;
| givenby  = N/A&lt;br /&gt;
| rewards  = [[Sonocaster]] unique pistol &amp;lt;br&amp;gt; [[Lemurian Note Sheet]] 5 XP oddity&amp;lt;br&amp;gt;[[Super Steel Refining Data]]&amp;lt;br&amp;gt;high quality [[Super Steel Plates]]&amp;lt;br&amp;gt;[[Naga Protector Diagnostic and Configuration Tool (Black Sea)]]&lt;br /&gt;
| related  = &amp;lt;!-- link to faction-independent nexus quest goes here --&amp;gt;&lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Optional puzzle that gives you access to Nexus Tech Vault containing [[Sonocaster]] pistol, [[Lemurian Note Sheet]] oddity, [[Super Steel Refining Data]], high quality [[Super Steel Plates]], [[Naga Protector Diagnostic and Configuration Tool (Black Sea)]] and some tech loot.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
Like the [[Mutagen Puzzle]], this is a major puzzle that usually requires out-of-game efforts to solve. It is a music-themed cryptography puzzle where you have to break a musical note cipher. You will get both the ciphertext and its decryption keys, so the objective of the puzzle is to read the instructions and implement a decipher.&lt;br /&gt;
&lt;br /&gt;
The solution for this puzzle is different for each playthrough, but the same decipher will work for any given ciphertext and its keys. The puzzle also changes with difficulty.&lt;br /&gt;
* '''Beginner:''' A separate encrypted line which contains the tech vault keycode digits, alongside random titles of lemurian compositions that can be used to test your solution before decrypting the numerical code.&lt;br /&gt;
* '''Veteran:''' The encrypted keycode line is removed. Instead, it is randomly inserted into the lemurian compositions. Keycode digits may appear as text ''(e.g. six instead of 6)''.&lt;br /&gt;
* '''Expert:''' Punctuation, spaces and the like are ditched. Instead, all symbols are in groups of five. Roughly 7% of characters are corrupted, appearing as an asterisk.&lt;br /&gt;
* '''DOMINATING:''' Same as hard. Corruption frequency might be higher.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Puzzle hint locations ===&lt;br /&gt;
&lt;br /&gt;
* Nexus of Technology, administration and IT floor, Mickey Johnson's computer&lt;br /&gt;
** '''Theory:Bits_and_Pieces_for_Unschooled_People.odc:''' Explanation of the puzzle's music theory theme&lt;br /&gt;
** '''New challenge Mail:''' Mickey's ciphertext&lt;br /&gt;
&lt;br /&gt;
* Nexus of Technology, security technology floor, Allan McLane's computer&lt;br /&gt;
** '''Musical_Cipher_Keys.odc:''' Mickey's cipherkeys&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Use {{key|Ctrl}} + {{key|C}} to copy current dialog to clipboard. Allows easily exporting Mickey's ciphertext and keys from the game in plain text format.&lt;br /&gt;
&lt;br /&gt;
=== Random puzzle text ===&lt;br /&gt;
&lt;br /&gt;
These are the random titles of Lemurian compositions used in the puzzle, before any added corruption or tech vault keypad digits. If your own deciphering solution is not forming any sensible text, these might help pinpoint the error without relying on solvers written by others.&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Lemurian composition titles|&lt;br /&gt;
* Hydrothermal Genesis&lt;br /&gt;
* Ode to the Sun&lt;br /&gt;
* Of Annihilated Past and Future&lt;br /&gt;
* Abyssal Horrors&lt;br /&gt;
* Servant Dance&lt;br /&gt;
* Lemuria - A Hymn to New Beginnings&lt;br /&gt;
* Mail from a World Gone by&lt;br /&gt;
* Cultivating Light in Darkness&lt;br /&gt;
* Claustrophilic Destiny&lt;br /&gt;
* Polychromatic Waterscapes&lt;br /&gt;
* Dreams of Asphyxiation&lt;br /&gt;
* Crimson Meadow Ballet&lt;br /&gt;
* The Towering Stars&lt;br /&gt;
* The Rite of Spring Tide&lt;br /&gt;
* Prismatic Soot&lt;br /&gt;
* March of the Protectors&lt;br /&gt;
* Linda the Handmaiden&lt;br /&gt;
* Strongman Etude&lt;br /&gt;
* Electrolin Concerto&lt;br /&gt;
* Marriage of a Subislander&lt;br /&gt;
* Genetic Intervention&lt;br /&gt;
* Omnipresent Pressure&lt;br /&gt;
* Celestial Nostalgia&lt;br /&gt;
* Restless Waves Caprice&lt;br /&gt;
* Citadel of Death&lt;br /&gt;
* Coral Fantasy&lt;br /&gt;
* The Barber of Subisle&lt;br /&gt;
* Rime of the Security Marine&lt;br /&gt;
* The Rhythm of Extinction&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Solution ===&lt;br /&gt;
The cipher in this puzzle is essentially a substitution cipher. The symbols in the original text are substituted with different symbols (musical notes in this case) using a table, said table being the key to the cipher. Having this key and an encrypted text (ciphertext) on hand, we can perform inverse substitution to recieve the original text. The actual puzzle in this case is in figuring out what is the ciphertext and what is the key while the instructions are not well worded and kind of backwards.&lt;br /&gt;
&lt;br /&gt;
=== Example (DOMINATING difficulty) ===&lt;br /&gt;
&lt;br /&gt;
Mickey's text:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''A#D#AC#BF BCDB FC#D#'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD#A#BA#D# A#A#A#D BC#D#A#C# BGAGC#D# '''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''GbEFGGA D#A#D#FB EGAD#A# A#CAD#'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''C#GbABA# DEBFB BA#G'''&lt;br /&gt;
&lt;br /&gt;
Mickey's interval key: '''major seventh, perfect fourth, minor sixth.'''&lt;br /&gt;
&lt;br /&gt;
Mickey's octave keys: &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Key 1: 3607478377243744'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Key ?: 360747744771838474377444'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Key ?: 36077747747477277477874'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Key ?: 3604773424377371'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First let's build the key. The rows in this substitution table represent octaves while the columns are notes in them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  !!   C    !! C# / Db !! D !! D# / Eb !! E !! F !! F# / Gb !! G !! G# / Ab !! A !! A# / Bb !! B&lt;br /&gt;
|-&lt;br /&gt;
| '''0''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''1''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''2''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''3''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''4''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''5''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''6''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''7''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''8''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''9''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Step 1 ====&lt;br /&gt;
The first three numbers in every octave key are the octave numbers (rows in our table) where the symbols of the alphabet are originally placed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In this case, they are '''3''', '''6''', '''0'''. Fill the octaves in order: '''A-L''' in row '''3'''; '''M-X''' in row '''6'''; '''Y-Z''' and '''0-9''' in row '''0''':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  !!   C    !! C# !! D !! D# !! E !! F !! F# !! G !! G# !! A !! A# !! B&lt;br /&gt;
|-&lt;br /&gt;
| '''0''' || Y || Z || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''2''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || A || B || C || D || E || F || G || H || I || J || K || L&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''5''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || M || N || O || P || Q || R || S || T || U || V || W || X&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''8''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''9''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Step 2 ==== &lt;br /&gt;
Next, every one of these three rows needs to be offset by a certain number we get from the Mickey's interval key.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Translate the intervals to numbers using the table found on Mickey's computer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
major seventh = '''11'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
perfect fourth = '''5'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
minor sixth = '''8'''&lt;br /&gt;
&lt;br /&gt;
==== Step 3 ====&lt;br /&gt;
Move the letters in the cells to the right according to these numbers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A-L needs to be offset by '''11''' positions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  !!   C    !! C# !! D !! D# !! E !! F !! F# !! G !! G# !! A !! A# !! B&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || A &lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || B || C || D || E || F || G || H || I || J || K || L ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
M-N needs to be offset by '''11 + 5 = 16''' which means an entire row (octave) and then another 16 - 12 = 4 positions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  !!   C    !! C# !! D !! D# !! E !! F !! F# !! G !! G# !! A !! A# !! B&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''7''' ||  ||  ||  ||  || M || N || O || P || Q || R || S || T&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || U || V || W || X ||  ||  ||  ||  ||  ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Y-9 needs to be offset by '''11 + 8 = 19''', once again more than an entire row&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  !!   C    !! C# !! D !! D# !! E !! F !! F# !! G !! G# !! A !! A# !! B&lt;br /&gt;
|-&lt;br /&gt;
| '''0''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''1''' ||  ||  ||  ||  ||  ||  ||  || Y || Z || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || 3 || 4 || 5 || 6 || 7 || 8 || 9 ||  ||  ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This gives us our key. I omitted any empty rows as they don't matter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  !!   C    !! C# !! D !! D# !! E !! F !! F# !! G !! G# !! A !! A# !! B&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' ||  ||  ||  ||  ||  ||  ||  || Y || Z || 0 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || 3 || 4 || 5 || 6 || 7 || 8 || 9 ||  ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || A &lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || B || C || D || E || F || G || H || I || J || K || L ||&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' ||  ||  ||  ||  || M || N || O || P || Q || R || S || T&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || U || V || W || X ||  ||  ||  ||  ||  ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Step 4 ====&lt;br /&gt;
The puzzle is half done now. Let's figure out what the actual ciphertext is. It is split in two parts; the notes (columns) are in the text on the Mickey's computer, the octaves (rows) are in his octave keys down on the Allan's computer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each of the octave keys (minus the first three of its numbers we used in step 1) corresponds to a line in Mickey's text.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Take the first line and add the octave numbers from the first octave key to the notes. I removed the spaces as they are randomly placed, at least on DOMINATING.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|A#||	D#||	A||	C#||	B||	F||	B||	C||	D||	B||	F||	C#||	D#&lt;br /&gt;
|-&lt;br /&gt;
|7||	4||	7||	8||	3||	7||	7||	2||	4||	3||	7||	4||	4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Step 5 ==== &lt;br /&gt;
Perform the inverse substitution to read the original text&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The numbers are the octaves (rows) in our key table while the notes are the columns. Thus '''A#''' in the '''7'''th octave translates to '''S''', '''D#''' in the '''4'''th octave translates to '''E''' etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The first line is therefore: servant'''3'''dance. That '''3''' sticks out as the first digit of our code.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeating steps 4 and 5 for the remaining lines, we get:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
servant'''3'''dance&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
restless'''1'''wavescaprice &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
omnipresent'''7'''pressure&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
coral'''5'''fantasy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And the code, '''3175'''. Yours might turn out less easily readable.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
Guides&lt;br /&gt;
&lt;br /&gt;
* https://steamcommunity.com/sharedfiles/filedetails/?id=1814351290 — The Utter Pipeworker's Guide to the Musical Cipher&lt;br /&gt;
&lt;br /&gt;
Solving tools&lt;br /&gt;
&lt;br /&gt;
* https://underrail.com/forums/index.php?topic=4197.0 — Underrail Expedition Music Decipher by hilfazer (offline executable)&lt;br /&gt;
* https://shibatora.github.io/underrailmusicpuzzlesolver/ — Underrail Expedition Music Puzzle Solver (hosted online, [https://github.com/shibatora/underrailmusicpuzzlesolver source code])&lt;br /&gt;
* https://poligon.hekko24.pl/underrail/ — Underrail Expedition music puzzle help tool by @MZ (hosted online)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions/Expedition navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fire&amp;diff=57310</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fire&amp;diff=57310"/>
		<updated>2026-04-08T13:59:45Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fire.jpg|thumb|400px|Fire burning in [[Foundry]] metalworks.]]&lt;br /&gt;
&lt;br /&gt;
'''Fire''' is an environmental hazard. Burning ground is very dangerous as it deals both flat and percentage of max health damage so you cannot ignore it even on high levels. The intensity of the flames depends on the power of the fire source and multiple sources of fire can stack.&lt;br /&gt;
&lt;br /&gt;
{{Ground fire}}&lt;br /&gt;
&lt;br /&gt;
Fire was added in version alpha [[0.1.13.0]] and first introduced in [http://underrail.com/forums/index.php?topic=1062.0 Dev Log #34] before it.&lt;br /&gt;
&lt;br /&gt;
== Sources of environmental fire ==&lt;br /&gt;
* [[Molotov Cocktail]]&lt;br /&gt;
* [[Magnesium Grenade]]&lt;br /&gt;
* [[Napalm Grenade]]&lt;br /&gt;
* [[25mm Incendiary Grenade]]{{heavyduty-inline}}&lt;br /&gt;
* [[66mm Incendiary Rocket]]{{heavyduty-inline}}&lt;br /&gt;
* [[Exothermic Aura]]&lt;br /&gt;
&lt;br /&gt;
== Heat resistant armor ==&lt;br /&gt;
* [[Aluminized Cloth]], also provides immunity to [[burning]] on armor suits.&lt;br /&gt;
* Any [[Metal Armor]]&lt;br /&gt;
* [[Siphoner Leather]] and [[Infused Siphoner Leather]]&lt;br /&gt;
* [[Greater Siphoner Leather]]{{expedition-inline}} and [[Infused Greater Siphoner Leather]]{{expedition-inline}}&lt;br /&gt;
* [[Burrower Carapace]]&lt;br /&gt;
* [[Infused Ancient Rathound Leather]]&lt;br /&gt;
* [[Fire Proximity Suit]], also provides immunity to [[burning]].&lt;br /&gt;
* [[Blast Suit]]&lt;br /&gt;
* [[Praetorian Chestguard]]&lt;br /&gt;
* [[Praetorian Peacekeeper]] and [[Praetorian Caped Peacekeeper]]&lt;br /&gt;
* [[Warm Trapper Hat]]&lt;br /&gt;
* [[Gray Soldier Armor]]{{expedition-inline}}&lt;br /&gt;
* [[Gray Officer Armor]]{{expedition-inline}}&lt;br /&gt;
* [[Combat Exoskeleton]]{{heavyduty-inline}}&lt;br /&gt;
* [[Technomedic Exoskeleton]]{{heavyduty-inline}}&lt;br /&gt;
* [[Intercessor Exoskeleton]]{{heavyduty-inline}}&lt;br /&gt;
* [[Psychophract Exoskeleton]]{{heavyduty-inline}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Traps navbox}}&lt;br /&gt;
[[Category:Environmental hazards]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Warmed_Up&amp;diff=57309</id>
		<title>Warmed Up</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Warmed_Up&amp;diff=57309"/>
		<updated>2026-04-08T13:58:28Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Warmed Up&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Warmed_Up.png&lt;br /&gt;
| description = Cold damage resistance increased by X% and damage threshold increased by X. Immune to chill and freezing. Movement speed increased by 20% and movement points by 5 while not in stealth. All healing effects increased by 15%.&lt;br /&gt;
| duration    = 8 turns (40 seconds)&lt;br /&gt;
| maxstacks   = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A buff that helps mitigate cold damage and its effects becoming more effective with more stacks. Warmed Up stacks are gained when standing near source of warmth like active campfire or burning barrels. Stacks are gradually lost over 2 turns (10 seconds) or when hit with attack that inflicts [[Chilled]] such as [[Cryokinesis]]. At 3 stacks it grants immunity to Chilled and [[Frozen]], increases movement speed by 20% and grants 5 movement points. At 4 stacks it additionally increases healing effeciency by 15%.&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category: Status effects]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Warmed_Up&amp;diff=57308</id>
		<title>Warmed Up</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Warmed_Up&amp;diff=57308"/>
		<updated>2026-04-08T13:57:06Z</updated>

		<summary type="html">&lt;p&gt;Raven: removed from environmental hazard category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Warmed Up&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Warmed_Up.png&lt;br /&gt;
| description = Cold damage resistance increased by X% and damage threshold increased by X. Immune to chill and freezing. Movement speed increased by 20% and movement points by 5 while not in stealth. All healing effects increased by 15%.&lt;br /&gt;
| duration    = 8 turns (40 seconds)&lt;br /&gt;
| maxstacks   = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A buff that helps mitigate cold damage and its effects, becoming more effective with more stacks. Warmed Up stacks are gained when standing near source of warmth like active campfire or burning barrels. Stacks are gradually lost over 2 turns (10 seconds) or when hit with attack that inflicts [[Chilled]] such as [[Cryokinesis]]. At 3 stacks it grants immunity to Chilled and [[Frozen]], increases movement speed by 20% and grants 5 movement points. At 4 stacks it additionally increases healing effeciency by 15%.&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category: Status effects]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Status_effect_navbox&amp;diff=57307</id>
		<title>Template:Status effect navbox</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Status_effect_navbox&amp;diff=57307"/>
		<updated>2026-04-07T18:07:23Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name   = Status effect navbox&lt;br /&gt;
|title  = [[Status effects]]&lt;br /&gt;
|image  = [[File:Strange Feeling.png|link=]]&lt;br /&gt;
|state  = {{#switch:{{{1}}}|collapsed=mw-collapsible mw-collapsed|#default=}}&lt;br /&gt;
&lt;br /&gt;
|group1  = General&lt;br /&gt;
|list1   = [[In Combat]] • [[Focused]] • [[Regenerating]] • [[Level Up]] — [[Damaged Armor]] • [[Degraded Weapon]] • [[Lightly Encumbered|Encumbered]]&lt;br /&gt;
&lt;br /&gt;
|group2  = Stun&lt;br /&gt;
|list2   = [[Stunned]](→[[Stunned#Immunity|Second Wind]]) • [[Short Circuited]](→[[Short Circuited#Immunity|Safe Mode]])&lt;br /&gt;
&lt;br /&gt;
|group3  = Incapacitation&lt;br /&gt;
|list3   = [[Incapacitated]] • [[Frozen]] • [[Mental Breakdown]]&lt;br /&gt;
&lt;br /&gt;
|group4  = Daze&lt;br /&gt;
|list4   = [[Dazed]]&lt;br /&gt;
&lt;br /&gt;
|group5  = Fear&lt;br /&gt;
|list5   = [[Fear]](→[[Fear#Immunity|Aphobia]]) • [[Intimidated]]&lt;br /&gt;
&lt;br /&gt;
|group6  = Mind control&lt;br /&gt;
|list6   = [[Rage]]&lt;br /&gt;
&lt;br /&gt;
|group7  = Immobilization&lt;br /&gt;
|list7   = [[Acidic Entanglement]]s • [[Entangled]] • [[Immobilized]] • [[Trapped]] • [[Webbed]]&lt;br /&gt;
&lt;br /&gt;
|group8  = Slow&lt;br /&gt;
|list8   = [[Chilled]] • [[Knee Wound]] • [[Tackled]] • [[Suppressed]] — [[Stealth Mode]] • [[Lightly Encumbered|Encumbered]]&lt;br /&gt;
&lt;br /&gt;
|group9  = Dismantle&lt;br /&gt;
|list9   = [[Exposed Weakness]]&lt;br /&gt;
&lt;br /&gt;
|group10 = Unbalance&lt;br /&gt;
|list10  = [[Off-balance]]&lt;br /&gt;
&lt;br /&gt;
|group11 = Consumables&lt;br /&gt;
|list11  = [[Agility Boost]] • [[Adrenaline Rush]](→[[Fatigue]]) • [[Bullheadness]] • [[Focus Boost]] • [[Herculean Might]](→[[Herculean Withdrawal]]) • [[In Motion]](→[[Out of Motion]]) • [[Irongut]] • [[Morphine (status effect)|Morphine]] • [[Nervosomnifer]] • [[Pain Suppression]] • [[Psionic Trance]] • [[Regeneration]] • [[Smoking]] • [[Supersoldier Drug]] • [[Mutation Vigor]](↔[[Mutation Sickness]])&lt;br /&gt;
&lt;br /&gt;
|group12 = Food&lt;br /&gt;
|list12  = [[Burrower Burger]] • [[Cave Hopper Steak]] • [[Eel Sandwich]] • [[Junkyard Surprise]] • [[Mushroom Brew]] • [[Rathound Barbeque]] • [[Bacon and Cheese Sandwich]] • [[Canned Fish]] • [[Canned Meat]] • [[Canned Mushrooms]] • [[Canned Stew]] • [[Cooked Burrower Egg]] • [[Core Chips]] • [[Fried Siphoner Tongue]] • [[Hardcore Chips]] • [[Mushroom Salad]] • [[Pentapus Barbeque]] • [[Pickled Mindshrooms]] • [[Psi Beetle Brain Soup]] • [[Root Soda]] • [[Stuffed Bat]] • [[Under Pie]] • [[Mystery Candy]] — [[Bison Milk]]{{expedition-inline}} • [[Buttery Steamed Clams]]{{expedition-inline}} • [[Canned Czernina]]{{expedition-inline}} • [[Coffee]]{{expedition-inline}} • [[Crab Sandwich]]{{expedition-inline}} • [[Kzozel]]{{expedition-inline}} • [[Kzozel Yantar]]{{expedition-inline}} • [[Mutie Stew]]{{expedition-inline}} • [[Sea Serpent Fillet]]{{expedition-inline}} — [[Absence]] • [[All-in]] • [[Bloody Oligarch]] • [[Boolean]] • [[Cave Tear]] • [[Clean Deal]] • [[Ice of Spades]] • [[Jetdrag]] • [[Laylow]] • [[Mindshroom Martini]] • [[Outwork]] • [[Scrapperac]] • [[Slackjaw (cocktail)|Slackjaw]] • [[Slampipe]] • [[Sleight of the Night]] • [[Stalagdrop]] • [[White Dude]]&lt;br /&gt;
&lt;br /&gt;
|group13 = Misc. beneficial&lt;br /&gt;
|list13  = [[Battle Trance]] • [[Blindsiding]] • [[Charged]] • [[Combo]] • [[Cryo-Shield|Cryo-shield]] • [[Evasive Maneuvers]] • [[Exothermic Aura]] • [[Force Emission]] • [[Gun Rush]] • [[Infusion]]s • [[Last Stand]] • [[Locus of Control]] • [[Night Vision]] • [[Pack Hunting]] • [[Personal Cloaking Field]] • [[Premeditation]] • [[Pseudo-spatial Projection]] • [[Psionic Apparition]] • [[Psionic Synergy]] • [[Quick Tinkering]] • [[Shield Recharging]] • [[Sprint]] • [[Special Tactics]] • [[Taste for Blood]] • [[Thermodynamicity]] • [[Uncanny Dodge]] • [[Empowered Invocation]] • [[Wireless Charging Aura]] • [[Warmed Up]]&lt;br /&gt;
&lt;br /&gt;
|group14 = Misc. malicious&lt;br /&gt;
|list14  = [[Anticoagulation]] • [[Blasted Armor]] • [[Bleeding Wound]] • [[Blurred Vision]] • [[Broken Rib]] • [[Burning]] • [[Chemhaze]] • [[Chemical Destabilization]]s • [[Concentrated Fire]] • [[Contaminated]] • [[Contaminated Wound]] • [[Corroded]] • [[Creeping Dread]] • [[Crippled]] • [[Demoralized]] • [[Disruptive Field]] • [[Eye of Tchort (effect)|Eye of Tchort]] • [[Frigid Environment]] • [[Hyperallergenic (status effect)|Hyperallergenic]] • [[Hypothermia]] • [[Infected Wound]] • [[Inhibited]] • [[Mental Subversion]] • [[Mind Fog]] • [[Mutating]] • [[Neurovisual Disruption]] • [[Poison]]s • [[Psychostatic Electricity]] • [[Spore Infection]] • [[Strange Feeling]] • [[Shattered Will]] • [[Thermodynamic Destabilization]]&lt;br /&gt;
&lt;br /&gt;
|group15 = Expedition&lt;br /&gt;
| list15 = [[Spear Guard]] • [[Carved Up]] • [[Polarized]] • [[Electroshock Aura]] — [[Hemopsychosis]] • [[Riposte]] • [[Pellet Mayhem]] — [[Temporal Distortion]] • [[Entropic Recurrence]] • [[Psycho-temporal Dilation]] • [[Psycho-temporal Contraction]] • [[Temporary Rewind]] • [[Precognition]] • [[Stasis]] — [[Heavy Intoxication]] • [[Submerged]] • [[Parasitic Infestation]] • [[Slowed (Sticky Oil)]] • [[Slowed (Web)]] • [[Sore Hands]] • [[Void Rot]] — [[Second Sight]] • [[Psionic Acceleration]] • [[Intelligence Boost]] • [[Initiative Boost]] • [[Third Eye (effect)|Third Eye]] • [[Marsh Trance]] • [[Vitality Surge]](→[[Vitality Drain]]) • [[Psi Regeneration]] • [[Restless Spirits]] • [[Dark Presence]] • [[Rusting]] • [[Cerebral Acidization]]&lt;br /&gt;
&lt;br /&gt;
|group16 = Heavy Duty&lt;br /&gt;
| list16 = [[Bullet Trance]] • [[Burst Wind Up]] • [[Demolition Man|Demolition Rage]] • [[Gunner's High]] • [[Shell Shock|Shell Shocked]] — [[Sensorimotor Command]] • [[Sensorimotor Command Disruption]] • [[Sensorimotor Reinforcer]] — [[Laser Designator]] • [[Laser Designated Target]] • [[Laser Cooling Anti-projectile System]] — [[Mental Apparition]] • [[Negative Void Affliction]] • [[Positive Void Affliction]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Warmed_Up&amp;diff=57306</id>
		<title>Warmed Up</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Warmed_Up&amp;diff=57306"/>
		<updated>2026-04-07T18:06:08Z</updated>

		<summary type="html">&lt;p&gt;Raven: Created page with &amp;quot;{{Status Effect Infobox | name        = Warmed Up | nature      = beneficial | image       = Warmed_Up.png | description = Cold damage resistance increased by X% and damage th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Warmed Up&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Warmed_Up.png&lt;br /&gt;
| description = Cold damage resistance increased by X% and damage threshold increased by X. Immune to chill and freezing. Movement speed increased by 20% and movement points by 5 while not in stealth. All healing effects increased by 15%.&lt;br /&gt;
| duration    = 8 turns (40 seconds)&lt;br /&gt;
| maxstacks   = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A stacking buff that helps mitigate cold damage and effects with effects becoming stronger with more stacks. You gain Warmed Up stacks when standing near source of warmth like active campfire or burning barrels. Stacks are gradually lost over 2 turns/10 seconds or when hit with attack that inflicts [[Chilled]] such as [[Cryokinesis]]. At 3 stacks it grants immunity to Chilled and [[Frozen]], increases movement speed by 20% and grants 5 movement points. At 4 stacks it additionally increases healing effeciency by 15%.&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category: Status effects]]&lt;br /&gt;
[[Category: Environmental hazards]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Minigun&amp;diff=57305</id>
		<title>Blueprint: Minigun</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Minigun&amp;diff=57305"/>
		<updated>2026-04-06T14:32:40Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| image        = Blueprint: Minigun.png&lt;br /&gt;
| name         = Blueprint: Minigun&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a minigun.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 6000&lt;br /&gt;
| description2 = Minigun is a powerful automatic-fire high-caliber weapon that has an incredible rate of fire once it reaches its full rotating speed. However, this comes at the cost of wide bullet spread and lower accuracy at long range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It requires a lot of strength to operate properly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It can be created from frame, barrel, and motor parts. The caliber is determined by the barrel, and can be either .44 or 12.7mm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The type of motor used will determine the dynamics of the weapon's barrel rotation and hence the firing rate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It will also require an ammo belt. Heavier ammo belts will make the weapon require more strength from the user. A secondary ammo belt can be attached as an extension, but the additional weight can potentially make the weapon even harder to wield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A number of optional components can also be added to further enhance the weapon.&lt;br /&gt;
| component1   = Minigun Frame&lt;br /&gt;
| component2   = Motor&lt;br /&gt;
| component3   = Barrel (x6)&lt;br /&gt;
| component4   = Ammo Belt 1&lt;br /&gt;
| optional1    = Ammo Belt 2&lt;br /&gt;
| optional2    = Minigun Enhancement&lt;br /&gt;
| diffmod1     = &lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces all types of craftable [[Miniguns]]. The [[Strength]] requirement of crafted weapon is dependant on its ammo capacity.&lt;br /&gt;
&lt;br /&gt;
The higher capacity belt is used to determine its strength requirement. Inverting the order of belts used in crafting does not affect the outcome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Name || Additional Strength required || Additional Strength required with another belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:50-round Ammo Belt.png]] || '''50-round Ammo Belt''' || None || +1 with 50 or 65 belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:65-round Ammo Belt.png]] || '''65-round Ammo Belt''' || None || +1 with 50 or 65 belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:80-round Ammo Belt.png]] || '''80-round Ammo Belt''' || +1 || +1 with another 80 belt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:100-round Ammo Belt.png]] || '''100-round Ammo Belt''' || +2 || +1 with 80 belt, +2 with another 100 belt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Mechanics]] (skill level needed depends on component quality)&lt;br /&gt;
* [[Electronics]] (20 or 50)&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; .44 Frames&lt;br /&gt;
* {{Itemlink|Minigun Frame: Barbarian}}&lt;br /&gt;
* {{Itemlink|Minigun Frame: Destroyer}}&lt;br /&gt;
&lt;br /&gt;
; 12.7mm Frames&lt;br /&gt;
* {{Itemlink|Minigun Frame: Predator}}&lt;br /&gt;
* {{Itemlink|Minigun Frame: Terminator}}&lt;br /&gt;
&lt;br /&gt;
; Motor&lt;br /&gt;
* {{Itemlink|Minigun Motor: Jumpstarter}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Jumpstarter Mk II}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Slow Starter}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Slow Starter Mk II}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Long Game}}&lt;br /&gt;
* {{Itemlink|Minigun Motor: Long Game Mk II}}&lt;br /&gt;
&lt;br /&gt;
; Barrel (x6)&lt;br /&gt;
* {{Itemlink|.44 Firearm Barrel}}&lt;br /&gt;
* {{Itemlink|12.7mm Firearm Barrel}}&lt;br /&gt;
&lt;br /&gt;
; Ammo Belt 1&lt;br /&gt;
* {{Itemlink|50-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|65-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|80-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|100-round Ammo Belt}}&lt;br /&gt;
&lt;br /&gt;
; Ammo Belt 2 (optional)&lt;br /&gt;
* {{Itemlink|50-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|65-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|80-round Ammo Belt}}&lt;br /&gt;
* {{Itemlink|100-round Ammo Belt}}&lt;br /&gt;
&lt;br /&gt;
; Minigun Enhancements (optional)&lt;br /&gt;
* {{Itemlink|Ergonomic Handle‎}} (+3% precision, spread angle reduced by 3, -5% move and shoot precision penalty)&lt;br /&gt;
* {{Itemlink|Rifle Bipod}} (Burst precision penalty reduced to 0%, spread angle reduced by 3, +5 base AP cost, +5% move and shoot precision penalty +5% close quarters precision penalty)&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Gun Nut]] (+15% upper damage range)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sold by [[Fraser]] in [[Fort Apogee]]&lt;br /&gt;
* Sold by [[Constantine]] in {{spoiler|[[Oculus]]}}&lt;br /&gt;
* Sometimes sold by [[Lost Vault Trader]]&lt;br /&gt;
* Sold by [[Oskar]] in [[Core City]]&lt;br /&gt;
* Sold by [[Ladelman]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Grenade Launcher]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=84mm_DRL&amp;diff=57293</id>
		<title>84mm DRL</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=84mm_DRL&amp;diff=57293"/>
		<updated>2026-03-31T15:44:40Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
The '''84mm DRL''' is a common single-use [[Rocket Launchers|rocket launcher]].&lt;br /&gt;
&lt;br /&gt;
{{infobox item&lt;br /&gt;
| image       = 84mm DRL.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = 84mm DRL&lt;br /&gt;
| type        = Rocket Launcher&lt;br /&gt;
| description = It's an easy-to-use disposable rocket launcher loaded with a sinlge unguided 84mm rocket.&lt;br /&gt;
| damage      = 80-130 (Mechanical)&lt;br /&gt;
| impactspeed = Very High&lt;br /&gt;
| ap          = 30 AP&lt;br /&gt;
| range       = 14 (optimal: 8)&lt;br /&gt;
| precision   = {{color|red|-5%}}&lt;br /&gt;
| cqprec.     = -30%&lt;br /&gt;
| moveprec.   = -15%&lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| ammotype    = 84mm rockets&lt;br /&gt;
| magcap      = 1&lt;br /&gt;
| reloadcost  = 200%&lt;br /&gt;
| incurred    = &lt;br /&gt;
| capabilities = {{color|#FF6400|Back Blast: Deals 25% of nominal damage as heat damage to everything in the tile immediately behind the user. If the tile is blocked by an obstacle, the damage is dealt to the user.}}&lt;br /&gt;
| ammouses    =&lt;br /&gt;
| specials    = {{ItemSpecial|Attack Ground (Rocket Launcher)|Fire at the targeted spot on the ground with the currently equipped weapon.}}&lt;br /&gt;
| durability  = 690 / 690 (mechanical)&lt;br /&gt;
| limitations = {{color|#FF6400|Cannot be repaired, unloaded or reloaded.}}&lt;br /&gt;
| weight      = 15.00&lt;br /&gt;
| value       = 5000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
It always comes pre-loaded with [[84mm High-Explosive Rocket]] and breaks upon use.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
* Randomly sold by [[Merchants|firearm suppliers]].&lt;br /&gt;
* Commonly sold by [[Becket]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] (Heavy Duty) - 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:Guns]]&lt;br /&gt;
[[Category:Rocket Launchers]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Jumping_Bean&amp;diff=57289</id>
		<title>Jumping Bean</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Jumping_Bean&amp;diff=57289"/>
		<updated>2026-03-28T00:22:16Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| image       = pill2.png&lt;br /&gt;
| name        = Jumping Bean&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = Not actually a bean. When consumed makes you feel light and agile.&lt;br /&gt;
| capabilities= Use: Increases dodge and evasion by 25%. Also increases movement points by 10 while not in stealth.&amp;lt;br&amp;gt;(AP: 10)&lt;br /&gt;
| weight      = 0.01&lt;br /&gt;
| value       = 100&lt;br /&gt;
| datafile    = Consumables\Medicine\JumpingBean.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Jumping Bean''' pill is a craftable medicine. It can be also occasionally found on dead enemies or in the pockets of other characters, but not on shops.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
This item causes the [[Agility Boost]] effect.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Jumping Bean]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consumables navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Consumables]]&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Bullhead&amp;diff=57288</id>
		<title>Bullhead</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Bullhead&amp;diff=57288"/>
		<updated>2026-03-28T00:21:29Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| image       = Bullhead.png&lt;br /&gt;
| name        = Bullhead&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = A preventative medication that stabilizes neural pathways and improves concentration, allowing you to handle physical and psychological stress better.&lt;br /&gt;
| capabilities= Use: Grants stun, daze, and incapacitation immunity for 3 turns.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 6 turns)&lt;br /&gt;
| weight      = 0.01&lt;br /&gt;
| value       = 400&lt;br /&gt;
| datafile    = Consumables\Medicine\Bullhead.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bullhead''' pill is a craftable medicine. &lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
This medicine causes the [[Bullheadness]] effect.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Bullhead]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* One has a chance to appear in a footlocker in [[Lower Passages]] in area accesible only in [[Camera problems]] quest random dungeon&lt;br /&gt;
* [[Animal's Gang]] random event: one pill carried by [[The Animal]]&lt;br /&gt;
* One carried by [[MacLander]]{{expedition-inline}}&lt;br /&gt;
* One carried by [[Knuckles]]{{expedition-inline}}&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Bullheadness&amp;diff=57287</id>
		<title>Bullheadness</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Bullheadness&amp;diff=57287"/>
		<updated>2026-03-28T00:20:43Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Bullheadness&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| image       = Bullheadness.png&lt;br /&gt;
| description = Immune to stun, daze, and incapacitation&lt;br /&gt;
| duration    = 3 turns (15 seconds)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Bullheadness''' is the effect of the [[Bullhead]] pill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Bullhead&amp;diff=57286</id>
		<title>Bullhead</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Bullhead&amp;diff=57286"/>
		<updated>2026-03-28T00:20:16Z</updated>

		<summary type="html">&lt;p&gt;Raven: when did this happen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality = rarity&lt;br /&gt;
| image       = Bullhead.png&lt;br /&gt;
| name        = Bullhead&lt;br /&gt;
| type        = Medicine&lt;br /&gt;
| description = A preventative medication that stabilizes neural pathways and improves concentration, allowing you to handle physical and psychological stress better.&lt;br /&gt;
| capabilities= Use: Grants stun, daze, and incapacitation immunity for 3 turns.&amp;lt;br&amp;gt;(AP: 10; Cooldown: 6 turns)&lt;br /&gt;
| weight      = 0.02&lt;br /&gt;
| value       = 400&lt;br /&gt;
| datafile    = Consumables\Medicine\Bullhead.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bullhead''' pill is a craftable medicine. &lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
This medicine causes the [[Bullheadness]] effect.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
This item can be crafted with [[Blueprint: Bullhead]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* One has a chance to appear in a footlocker in [[Lower Passages]] in area accesible only in [[Camera problems]] quest random dungeon&lt;br /&gt;
* [[Animal's Gang]] random event: one pill carried by [[The Animal]]&lt;br /&gt;
* One carried by [[MacLander]]{{expedition-inline}}&lt;br /&gt;
* One carried by [[Knuckles]]{{expedition-inline}}&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Shock_Turret&amp;diff=57283</id>
		<title>Shock Turret</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Shock_Turret&amp;diff=57283"/>
		<updated>2026-03-26T00:23:07Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Shock Turret&lt;br /&gt;
| type       = generic&lt;br /&gt;
| portrait   = elt_l.png&lt;br /&gt;
| background = Circuits.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 470&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = &lt;br /&gt;
| image      = Shock Turret.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = IRIS defense&lt;br /&gt;
| location   = [[Arke Power Station]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = &lt;br /&gt;
| abilities  = [[True-sight]]&amp;lt;br&amp;gt;Immune to [[burning]]&amp;lt;br&amp;gt;Immune to [[Frozen|freeze]]&lt;br /&gt;
|&lt;br /&gt;
|Combat stats section:&lt;br /&gt;
| damage        = {{Electricity|50-100|number only}}&lt;br /&gt;
| range         = 12&lt;br /&gt;
| actionpoints  = 50&lt;br /&gt;
| movepoints    = &lt;br /&gt;
| detection     = &lt;br /&gt;
| initiative    = 10&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 10&lt;br /&gt;
| dexterity     = 4&lt;br /&gt;
| agility       = 1&lt;br /&gt;
| constitution  = 10&lt;br /&gt;
| perception    = 10&lt;br /&gt;
| will          = 1&lt;br /&gt;
| intelligence  = 5&lt;br /&gt;
|&lt;br /&gt;
|Resistances section:&lt;br /&gt;
| mechanical    = 50% / 20&lt;br /&gt;
| heat          = 80% / 50&lt;br /&gt;
| cold          = 90% / 100&lt;br /&gt;
| electricity   = 100%&lt;br /&gt;
| acid          = 25% / 15&lt;br /&gt;
| energy        = 0% / 0&lt;br /&gt;
| bio           = 100%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shock Turret''' is a special type of turret found only in the [[Arke Power Station]] Core, serving as the final line of defense for the AI [[IRIS]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Shock turrets deal {{electricity|50-100|prefix}} damage with each attack. They are unusual in that they are the only type of automaton to fully resist {{electricity}} damage, leaving {{energy}} the only damage type they don't resist at all. Despite their resistance to electricity, they can still be [[Short Circuited]] with [[EMP Grenade]]s.&lt;br /&gt;
&lt;br /&gt;
Their biggest weakness is that they are surrounded by walls from all sides, so as long as you can deal damage from a distance or be able to hide behind a wall at the end of your turn, they shouldn't pose much threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Automatons]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ludenlof_Coin_Pouch&amp;diff=57279</id>
		<title>Ludenlof Coin Pouch</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ludenlof_Coin_Pouch&amp;diff=57279"/>
		<updated>2026-03-15T17:09:38Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Ludenlof Coin Pouch.png&lt;br /&gt;
| name         = Ludenlof Coin pouch&lt;br /&gt;
| type         = Misc.&lt;br /&gt;
| description  = A luxurious coin pouch stamped with the name &amp;quot;Ludenlof&amp;quot;. Its drawstring is made from a high-quality super steel fiber. As it's partially sown into the pouch, it can only be removed at the expense of ruining the pouch.&lt;br /&gt;
| capabilities = Use: Remove drawstring. Ruins the pouch (10 AP)&lt;br /&gt;
| limitations  = Cannot be used in combat.&lt;br /&gt;
| weight       = 0.03&lt;br /&gt;
| value        = 15000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ludenlof Coin pouch''' is a luxury item. [[Super Steel Fiber]] can be extracted from it but it will destroy the pouch in the process. The range of its quality is 109-134.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Found on the corpse of [[Matriuss Ludenlof]]. It can be also obtained by completing his quest and passing a [[Persuasion]] check or [[pickpocket]]ing it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.1.4.1]] - introduced{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Currency navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Luxury]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57278</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57278"/>
		<updated>2026-03-13T00:38:36Z</updated>

		<summary type="html">&lt;p&gt;Raven: &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}} !! {{tooltip|Easy on older versions|Beginner}} !! {{tooltip|Normal on older versions|Veteran}} !! {{tooltip|Hard on older versions|Expert}} !! DOMINATING !! {{tooltip|Custom difficulty, see below for more information|Mutant}} &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% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable power || 200% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 50% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable cooldown || 50% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 200% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC AI || [[1.0.1.8]] || '''Limited''' || Standard ||colspan=&amp;quot;2&amp;quot;| Full || Variable&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! || Variable&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 || Variable&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 || Variable&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 || Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 130% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC health modifier ||colspan=&amp;quot;1&amp;quot;| '''50%''' || 100% || 150% || 200% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Bosses|Boss]] NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 200% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Boss NPC health modifier ||colspan=&amp;quot;1&amp;quot;| '''50%''' || 100% || 100% || 400% ||Variable&lt;br /&gt;
|-&lt;br /&gt;
| NPC crit chance bonus ||colspan=&amp;quot;3&amp;quot;| None || +3% || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Item sale value modifier || [[1.0.4]] || 150% || '''100%''' || 50% || 25% || Variable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Custom Difficulty ===&lt;br /&gt;
As of version [[1.3.1.0]] Mutant difficulty was added allowing to customize many gameplay features such as carry capacity, player and NPC max health and more. By default it uses Veteran preset.&lt;br /&gt;
&lt;br /&gt;
* Encounter Difficulty is used when determining the amount and type of enemies, their AI, certain mechanics like EMP effecting inventory items and difficulty-dependant encounters like [[Arena Masters]].&lt;br /&gt;
* Puzzle Difficulty is used when determining the difficulty of special puzzles found in the game like [[Note Cipher Puzzle]].&lt;br /&gt;
* Maximum Level determines maximum level player can achieve.&lt;br /&gt;
* Player Health Modifier determines maximum player health.&lt;br /&gt;
* NPC Health Modifier determines max health of non-boss NPCs.&lt;br /&gt;
* Boss Health Modifier determines max health of [[:Category:Bosses|boss]] NPCs.&lt;br /&gt;
* Healing Modifier determines base amount of healing consumables like [[Health Hypo]] provide.&lt;br /&gt;
* Player Healing CD determines cooldown of healing consumables with cooldown like Health Hypo.&lt;br /&gt;
* NPC Skill Modifier modifies effective skill of non-boss NPCs.&lt;br /&gt;
* Boss Skill Modifier modifies effective skill of boss NPCs.&lt;br /&gt;
* NPC Crit. Chance Bonus adds additional critical chance to weapons, psi abilities and unarmed attacks of all NPCs.&lt;br /&gt;
* Zone Transition AP determines action point cost required to transition between zones while in combat.&lt;br /&gt;
* Sold Items Value Mod determines the value of items player sells to merchants.&lt;br /&gt;
* Merchant Purchasing Power determines amount of items merchants are willing to buy from player and amount of money they have.&lt;br /&gt;
* Carry Capacity Modifier modifies base carry capacity as well as amount of carry capacity gained from [[Strength]]. It has no effect on carry capacity granted by items like [[Lifting Belt]] or consumables like [[Pentapus Barbecue]]. &lt;br /&gt;
* Item Degradation Rate modifies durability loss of weapons and armor during their normal use.&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=SMGs&amp;diff=57269</id>
		<title>SMGs</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=SMGs&amp;diff=57269"/>
		<updated>2026-03-02T20:12:11Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''SMGs''' are [[weapons]]. They use the [[Guns]] skill. They come in 5mm, 7.62mm and 8.6mm calibers.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
* Low caliber models can be [[Noise|silenced]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Jaguar}} — low AP cost, low critical chance&lt;br /&gt;
* {{Itemlink|Steel Cat}} — high critical damage bonus&lt;br /&gt;
* {{Itemlink|Jackrabbit}} — increased burst precision, low range&lt;br /&gt;
* {{Itemlink|Impala}} (crafting only) — high critical chance&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|K&amp;amp;H MP6}} — relatively low AP cost, bonus to precision and burst precision, the only 9mm SMG&lt;br /&gt;
* {{Itemlink|Mini-Izu}}&lt;br /&gt;
* {{Itemlink|NF R90}}&lt;br /&gt;
* {{Itemlink|Syg MPX}}&lt;br /&gt;
* {{Itemlink|Tommy Gun}} — fairly high AP cost, significant penalties to both precision and burst precision, high magazine capacity, the only .44 caliber SMG&lt;br /&gt;
* {{Itemlink|RRCh-42}}{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! || 5mm || 7.62mm || 8.6mm || 9mm || .44in&lt;br /&gt;
|-&lt;br /&gt;
! Mini-Izu&lt;br /&gt;
|  9 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! RRCh-42{{expedition-inline}}&lt;br /&gt;
|  - || 10 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Jaguar&lt;br /&gt;
| 10 || 12 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Jackrabbit&lt;br /&gt;
| 11 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! NF R90&lt;br /&gt;
| 11 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Impala&lt;br /&gt;
| 11 || 13 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Steel Cat&lt;br /&gt;
|  - || 13 || 16 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Syg MPX&lt;br /&gt;
|  - ||  - || 16 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! K&amp;amp;H MP6&lt;br /&gt;
|  - ||  - ||  - || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
! Tommy Gun&lt;br /&gt;
|  - ||  - ||  - ||  - || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that [[Dexterity]] affects SMG AP cost and craftable SMGs may include a [[Rapid Reloader]].&lt;br /&gt;
&lt;br /&gt;
== SMG feats ==&lt;br /&gt;
* [[Aimed Shot]]&lt;br /&gt;
* [[Commando]]&lt;br /&gt;
* [[Full-Auto]]&lt;br /&gt;
* [[Kneecap Shot]]&lt;br /&gt;
* [[Point Shot]]&lt;br /&gt;
* [[Rapid Fire]]&lt;br /&gt;
* [[Spec Ops]]&lt;br /&gt;
* [[Suppressive Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Guns| SMGs]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57268</id>
		<title>Pistols</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57268"/>
		<updated>2026-03-02T20:11:28Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pistols''' are [[weapons]]. They use the [[Guns]] skill, but do not have minimum skill requirement associated with them. Firearm pistols come in 5mm, 7.62mm, 9mm and .44 calibers. There are also chemical and energy pistols.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Low caliber models can be [[Noise|silenced]]&lt;br /&gt;
* Ignores up to 40% [[Evasion]] at close range: 40% up to 0.5 tile away from enemy, dropping linearly to 0% at 3 tiles away&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* Low range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Hawker}} — mediocre damage spread&lt;br /&gt;
* {{Itemlink|Hammerer}} — high damage spread, bonus to critical damage&lt;br /&gt;
* {{Itemlink|Neo Luger}} — low damage spread, bonus to precision, low critical damage&lt;br /&gt;
* {{Itemlink|Falchion}} (crafting only) — highest critical chance&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Bieretta 99}}&lt;br /&gt;
* {{Itemlink|Glück 17}}&lt;br /&gt;
* {{Itemlink|TT 3000}}&lt;br /&gt;
* {{Itemlink|W&amp;amp;S .44 Magnum}}&lt;br /&gt;
* {{Itemlink|Wasteland Hawk}}&lt;br /&gt;
* {{Itemlink|ZC 99}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
Chemical pistols deal less damage than firearms of comparable quality, but pierce energy shields easily and deal special damage types and have additional on-hit effects.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Acid Blob Pistol}} — deals acid damage, can entangle targets&lt;br /&gt;
* {{Itemlink|Cryoliquid Blob Pistol}} (crafting only) — deals cold damage, chills targets, can freeze targets&lt;br /&gt;
* {{Itemlink|Incendiary Blob Pistol}} (crafting only) — deals heat damage, can set targets on fire&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|XAL-001 Pistol}} — prototype improved acid pistol&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
Energy pistols deal less damage than firearms of comparable quality and cannot pierce energy shields easily, but deal special damage types.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Laser Pistol}} — deals energy damage&lt;br /&gt;
* {{Itemlink|Plasma Pistol}} — deals energy/heat damage, high critical damage bonus&lt;br /&gt;
* {{Itemlink|Electroshock Pistol}} (crafting only) — deals electricity damage, hits multiple targets, stuns primary target&lt;br /&gt;
&lt;br /&gt;
;Rare&lt;br /&gt;
* {{Itemlink|Lemurian Blaster}} — lemurian plasma pistol suited for use on a jetski{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Phase Gun}} — deals extra damage to energy shields&lt;br /&gt;
* {{Itemlink|Sonocaster}} — special directed-sound weapon{{expedition-inline|Expedition}}&lt;br /&gt;
* {{Itemlink|The Stunner}} — partially bypasses enemy's shield, polarizes on hit and has a chance to immobilize target{{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! || 5mm || 7.62mm || 9mm || .44in || chemical || energy&lt;br /&gt;
|-&lt;br /&gt;
! Bieretta 99&lt;br /&gt;
| 13 ||  - ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hawker&lt;br /&gt;
| 16 || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Neo Luger&lt;br /&gt;
| 16 ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! TT 3000&lt;br /&gt;
|  - || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Glück 17&lt;br /&gt;
|  - ||  - || 21 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! ZC 99&lt;br /&gt;
|  - ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Falchion&lt;br /&gt;
|  - || 20 || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
|  - || 20 || 25 || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! W&amp;amp;S .44 Magnum&lt;br /&gt;
|  - ||  - ||  - || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Wasteland Hawk&lt;br /&gt;
|  - ||  - ||  - || 35 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! XAL-001 Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 16 || -&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Blob Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 25 || -&lt;br /&gt;
|-&lt;br /&gt;
! Laser Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 15&lt;br /&gt;
|-&lt;br /&gt;
! Sonocaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 20&lt;br /&gt;
|-&lt;br /&gt;
! Electroshock Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 30&lt;br /&gt;
|-&lt;br /&gt;
! Lemurian Blaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Phase Gun&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Plasma Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 40&lt;br /&gt;
|-&lt;br /&gt;
! The Stunner{{heavyduty-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that [[Dexterity]] affects pistol AP cost and craftable pistols may include a [[Rapid Reloader]].&lt;br /&gt;
&lt;br /&gt;
== Pistol feats ==&lt;br /&gt;
* [[Aimed Shot]]&lt;br /&gt;
* [[Execute]]&lt;br /&gt;
* [[Kneecap Shot]]&lt;br /&gt;
* [[Point Shot]]&lt;br /&gt;
* [[Sharpshooter]]&lt;br /&gt;
* [[Steadfast Aim]]&lt;br /&gt;
* [[Gunslinger (feat)|Gunslinger]] (firearm pistols)&lt;br /&gt;
* [[Rapid Fire]] (firearm pistols)&lt;br /&gt;
* [[Gun-Fu]] (firearm pistols)&lt;br /&gt;
* [[Bullet Time]] (firearm pistols)&lt;br /&gt;
* [[High-Technicalities]] (energy pistols)&lt;br /&gt;
* [[Cooked Shot]] (chemical pistols)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Guns| Pistols]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57267</id>
		<title>Pistols</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=57267"/>
		<updated>2026-03-02T20:09:56Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pistols''' are [[weapons]]. They use the [[Guns]] skill, but do not have minimum skill requirement associated with them. Firearm pistols come in 5mm, 7.62mm, 9mm and .44 calibers. There are also chemical and energy pistols.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Guns for more detail|skill}})&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Low caliber models can be [[Noise|silenced]]&lt;br /&gt;
* Ignores up to 40% [[Evasion]] at close range: 40% up to 0.5 tile away from enemy, dropping linearly to 0% at 3 tiles away&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Low range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Hawker}} — mediocre damage spread&lt;br /&gt;
* {{Itemlink|Hammerer}} — high damage spread, bonus to critical damage&lt;br /&gt;
* {{Itemlink|Neo Luger}} — low damage spread, bonus to precision, low critical damage&lt;br /&gt;
* {{Itemlink|Falchion}} (crafting only) — highest critical chance&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Bieretta 99}}&lt;br /&gt;
* {{Itemlink|Glück 17}}&lt;br /&gt;
* {{Itemlink|TT 3000}}&lt;br /&gt;
* {{Itemlink|W&amp;amp;S .44 Magnum}}&lt;br /&gt;
* {{Itemlink|Wasteland Hawk}}&lt;br /&gt;
* {{Itemlink|ZC 99}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
Chemical pistols deal less damage than firearms of comparable quality, but pierce energy shields easily and deal special damage types and have additional on-hit effects.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Acid Blob Pistol}} — deals acid damage, can entangle targets&lt;br /&gt;
* {{Itemlink|Cryoliquid Blob Pistol}} (crafting only) — deals cold damage, chills targets, can freeze targets&lt;br /&gt;
* {{Itemlink|Incendiary Blob Pistol}} (crafting only) — deals heat damage, can set targets on fire&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|XAL-001 Pistol}} — prototype improved acid pistol&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
Energy pistols deal less damage than firearms of comparable quality and cannot pierce energy shields easily, but deal special damage types.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* {{Itemlink|Laser Pistol}} — deals energy damage&lt;br /&gt;
* {{Itemlink|Plasma Pistol}} — deals energy/heat damage, high critical damage bonus&lt;br /&gt;
* {{Itemlink|Electroshock Pistol}} (crafting only) — deals electricity damage, hits multiple targets, stuns primary target&lt;br /&gt;
&lt;br /&gt;
;Rare&lt;br /&gt;
* {{Itemlink|Lemurian Blaster}} — lemurian plasma pistol suited for use on a jetski{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* {{Itemlink|Phase Gun}} — deals extra damage to energy shields&lt;br /&gt;
* {{Itemlink|Sonocaster}} — special directed-sound weapon{{expedition-inline|Expedition}}&lt;br /&gt;
* {{Itemlink|The Stunner}} — partially bypasses enemy's shield, polarizes on hit and has a chance to immobilize target{{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost table ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! || 5mm || 7.62mm || 9mm || .44in || chemical || energy&lt;br /&gt;
|-&lt;br /&gt;
! Bieretta 99&lt;br /&gt;
| 13 ||  - ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hawker&lt;br /&gt;
| 16 || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Neo Luger&lt;br /&gt;
| 16 ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! TT 3000&lt;br /&gt;
|  - || 20 ||  - ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Glück 17&lt;br /&gt;
|  - ||  - || 21 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! ZC 99&lt;br /&gt;
|  - ||  - || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Falchion&lt;br /&gt;
|  - || 20 || 25 ||  - ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
|  - || 20 || 25 || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! W&amp;amp;S .44 Magnum&lt;br /&gt;
|  - ||  - ||  - || 32 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! Wasteland Hawk&lt;br /&gt;
|  - ||  - ||  - || 35 ||  - || -&lt;br /&gt;
|-&lt;br /&gt;
! XAL-001 Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 16 || -&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Blob Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - || 25 || -&lt;br /&gt;
|-&lt;br /&gt;
! Laser Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 15&lt;br /&gt;
|-&lt;br /&gt;
! Sonocaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 20&lt;br /&gt;
|-&lt;br /&gt;
! Electroshock Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 30&lt;br /&gt;
|-&lt;br /&gt;
! Lemurian Blaster{{expedition-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Phase Gun&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 35&lt;br /&gt;
|-&lt;br /&gt;
! Plasma Pistol&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 40&lt;br /&gt;
|-&lt;br /&gt;
! The Stunner{{heavyduty-inline}}&lt;br /&gt;
|  - ||  - ||  - ||  - ||  - || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that [[Dexterity]] affects pistol AP cost and craftable pistols may include a [[Rapid Reloader]].&lt;br /&gt;
&lt;br /&gt;
== Pistol feats ==&lt;br /&gt;
* [[Aimed Shot]]&lt;br /&gt;
* [[Execute]]&lt;br /&gt;
* [[Kneecap Shot]]&lt;br /&gt;
* [[Point Shot]]&lt;br /&gt;
* [[Sharpshooter]]&lt;br /&gt;
* [[Steadfast Aim]]&lt;br /&gt;
* [[Gunslinger (feat)|Gunslinger]] (firearm pistols)&lt;br /&gt;
* [[Rapid Fire]] (firearm pistols)&lt;br /&gt;
* [[Gun-Fu]] (firearm pistols)&lt;br /&gt;
* [[Bullet Time]] (firearm pistols)&lt;br /&gt;
* [[High-Technicalities]] (energy pistols)&lt;br /&gt;
* [[Cooked Shot]] (chemical pistols)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Guns| Pistols]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Knives&amp;diff=57266</id>
		<title>Knives</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Knives&amp;diff=57266"/>
		<updated>2026-03-02T20:07:29Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Knives''' are [[weapons]]. They use the [[Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Melee for more detail|skill}})&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
'''Craftable'''&lt;br /&gt;
* {{Itemlink|Combat Knife}}&lt;br /&gt;
* {{Itemlink|Serrated Knife}}&lt;br /&gt;
* {{Itemlink|Dagger}}&lt;br /&gt;
&lt;br /&gt;
'''Unique'''&lt;br /&gt;
* {{Itemlink|Kohlmeier's Lucky Knife}}&lt;br /&gt;
* {{Itemlink|Jackknife}}&lt;br /&gt;
* {{Itemlink|Kukri}}&lt;br /&gt;
* {{Itemlink|Butcher's Cleaver}}&lt;br /&gt;
* {{Itemlink|Dehumanizer}}&lt;br /&gt;
* {{Itemlink|Bone Handle Knife}}&lt;br /&gt;
* {{Itemlink|Wicked Hook}}&lt;br /&gt;
* {{Itemlink|Rust Maker (knife)|Rust Maker (Dagger)}}{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
'''Other'''&lt;br /&gt;
* {{Itemlink|Shiv}}&lt;br /&gt;
* {{Itemlink|Boning Knife}}&lt;br /&gt;
* {{Itemlink|Sørmirbæren Knife}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Sørmirbæren Skærder Knife}}{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
== Knife feats ==&lt;br /&gt;
Does not include general-purpose melee feats.&lt;br /&gt;
* [[Crippling Strike]]&lt;br /&gt;
* [[Parry]]{{expedition-inline}}&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Cut-Throat]]&lt;br /&gt;
* [[Eviscerate]]&lt;br /&gt;
* [[Hunter (feat)|Hunter]]&lt;br /&gt;
* [[Jet 'n' Jab]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* {{Itemlink|Tabi Boots}} decreases AP cost of melee attacks&lt;br /&gt;
* {{Itemlink|Metal Armor}} can be enhanced with spikes and blades to aid in melee combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Melee Weapons| Knives]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crowbars&amp;diff=57265</id>
		<title>Crowbars</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crowbars&amp;diff=57265"/>
		<updated>2026-03-02T20:06:55Z</updated>

		<summary type="html">&lt;p&gt;Raven: were categorized as sledgehammers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crowbars''' are [[weapons]] that got expanded in [[1.2.0.15]]. They use the [[Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Low damage&lt;br /&gt;
* Not craftable&lt;br /&gt;
* Virtually indestructible&lt;br /&gt;
* Common crowbars can use [[Force Ventilation Shaft]] ability&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
'''Common'''&lt;br /&gt;
* {{Itemlink|Steel Crowbar}}&lt;br /&gt;
* {{Itemlink|Tungsten Crowbar}}&lt;br /&gt;
* {{Itemlink|TiChrome Crowbar}}&lt;br /&gt;
* {{Itemlink|Super Steel Crowbar}}&lt;br /&gt;
&lt;br /&gt;
'''Unique'''&lt;br /&gt;
* {{Itemlink|Rolling Pin}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Firebrand}}&lt;br /&gt;
&lt;br /&gt;
== Crowbar feats ==&lt;br /&gt;
Does not include general-purpose melee feats.&lt;br /&gt;
* [[Sap]]&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* {{Itemlink|Tabi Boots}} decreases AP cost of melee attacks&lt;br /&gt;
* {{Itemlink|Metal Armor}} can be enhanced with spikes and blades to aid in melee combat&lt;br /&gt;
* {{Itemlink|Firecracker Cap}} can be applied to crowbar for area of effect and anti-armor capability&lt;br /&gt;
* {{Itemlink|Contact-Activated Capacitative Sheet}} can be applied to crowbar to deal energy damage&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.15]] - introduced three new crowbars and a crowbar exclusive feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Melee Weapons| Crowbars]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fist_weapons&amp;diff=57264</id>
		<title>Fist weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fist_weapons&amp;diff=57264"/>
		<updated>2026-03-02T20:03:45Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fist weapons''' are [[weapons]]. They use the [[Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and it has lower damage scaling from {{tooltip|0.5% per point, see Melee for more details|skill}})&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
'''Craftable'''&lt;br /&gt;
* {{Itemlink|Combat Gloves}}&lt;br /&gt;
&lt;br /&gt;
'''Unique'''&lt;br /&gt;
* {{Itemlink|Spiked Chrome Brass Knuckles}}&lt;br /&gt;
* {{Itemlink|Power Fist}}&lt;br /&gt;
* {{Itemlink|Ripper's Glove}}&lt;br /&gt;
* {{Itemlink|The Claw}}&lt;br /&gt;
* {{Itemlink|Remote Control Energizer Glove}}&lt;br /&gt;
&lt;br /&gt;
'''Other'''&lt;br /&gt;
* {{Itemlink|Brass Knuckles}}&lt;br /&gt;
* {{Itemlink|Boxing Gloves}}&lt;br /&gt;
* {{Itemlink|Knife Thrower's Glove}}&lt;br /&gt;
&lt;br /&gt;
== Fist weapon feats ==&lt;br /&gt;
Does not include general-purpose melee feats.&lt;br /&gt;
* [[Combo]]&lt;br /&gt;
* [[Crippling Strike]] ''(also works with knives)''&lt;br /&gt;
* [[Deflection]]&lt;br /&gt;
* [[Dirty Kick]]&lt;br /&gt;
* [[Heavy Punch]]&lt;br /&gt;
* [[Lightning Punches]]&lt;br /&gt;
* [[Wrestling]]&lt;br /&gt;
* [[Jet 'n' Jab]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* {{Itemlink|Tabi Boots}} decreases AP cost of melee attacks&lt;br /&gt;
* {{Itemlink|Metal Armor}} and {{Itemlink|Boots}} can be enhanced with spikes and blades to aid in melee or unarmed combat&lt;br /&gt;
* {{Itemlink|Infused Rathound Leather Boots}} increase critical chance of unarmed and fist weapons&lt;br /&gt;
* {{Itemlink|Infused Ancient Rathound Leather Boots}} increase critical damage bonus of unarmed and fist weapons&lt;br /&gt;
* {{Itemlink|Infused Sea Wyrm Scales}} shoes aid in unarmed combat&lt;br /&gt;
* {{Itemlink|Contact-Activated Capacitative Sheet}} can be applied to gloves to deal energy damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Melee Weapons| Fist weapons]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Fist_weapons&amp;diff=57263</id>
		<title>Fist weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fist_weapons&amp;diff=57263"/>
		<updated>2026-03-02T20:02:04Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fist weapons''' are [[weapons]]. They use the [[Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Light weapon (dexterity reduces AP cost and lower damage scaling from {{tooltip|0.5% per point, see Melee for more detail|skill}})&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
'''Craftable'''&lt;br /&gt;
* {{Itemlink|Combat Gloves}}&lt;br /&gt;
&lt;br /&gt;
'''Unique'''&lt;br /&gt;
* {{Itemlink|Spiked Chrome Brass Knuckles}}&lt;br /&gt;
* {{Itemlink|Power Fist}}&lt;br /&gt;
* {{Itemlink|Ripper's Glove}}&lt;br /&gt;
* {{Itemlink|The Claw}}&lt;br /&gt;
* {{Itemlink|Remote Control Energizer Glove}}&lt;br /&gt;
&lt;br /&gt;
'''Other'''&lt;br /&gt;
* {{Itemlink|Brass Knuckles}}&lt;br /&gt;
* {{Itemlink|Boxing Gloves}}&lt;br /&gt;
* {{Itemlink|Knife Thrower's Glove}}&lt;br /&gt;
&lt;br /&gt;
== Fist weapon feats ==&lt;br /&gt;
Does not include general-purpose melee feats.&lt;br /&gt;
* [[Combo]]&lt;br /&gt;
* [[Crippling Strike]] ''(also works with knives)''&lt;br /&gt;
* [[Deflection]]&lt;br /&gt;
* [[Dirty Kick]]&lt;br /&gt;
* [[Heavy Punch]]&lt;br /&gt;
* [[Lightning Punches]]&lt;br /&gt;
* [[Wrestling]]&lt;br /&gt;
* [[Jet 'n' Jab]]{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* {{Itemlink|Tabi Boots}} decreases AP cost of melee attacks&lt;br /&gt;
* {{Itemlink|Metal Armor}} and {{Itemlink|Boots}} can be enhanced with spikes and blades to aid in melee or unarmed combat&lt;br /&gt;
* {{Itemlink|Infused Rathound Leather Boots}} increase critical chance of unarmed and fist weapons&lt;br /&gt;
* {{Itemlink|Infused Ancient Rathound Leather Boots}} increase critical damage bonus of unarmed and fist weapons&lt;br /&gt;
* {{Itemlink|Infused Sea Wyrm Scales}} shoes aid in unarmed combat&lt;br /&gt;
* {{Itemlink|Contact-Activated Capacitative Sheet}} can be applied to gloves to deal energy damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Melee Weapons| Fist weapons]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crowbars&amp;diff=57262</id>
		<title>Crowbars</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crowbars&amp;diff=57262"/>
		<updated>2026-03-02T19:57:09Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crowbars''' are [[weapons]] that got expanded in [[1.2.0.15]]. They use the [[Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
* Low damage&lt;br /&gt;
* Not craftable&lt;br /&gt;
* Virtually indestructible&lt;br /&gt;
* Common crowbars can use [[Force Ventilation Shaft]] ability&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
'''Common'''&lt;br /&gt;
* {{Itemlink|Steel Crowbar}}&lt;br /&gt;
* {{Itemlink|Tungsten Crowbar}}&lt;br /&gt;
* {{Itemlink|TiChrome Crowbar}}&lt;br /&gt;
* {{Itemlink|Super Steel Crowbar}}&lt;br /&gt;
&lt;br /&gt;
'''Unique'''&lt;br /&gt;
* {{Itemlink|Rolling Pin}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Firebrand}}&lt;br /&gt;
&lt;br /&gt;
== Crowbar feats ==&lt;br /&gt;
Does not include general-purpose melee feats.&lt;br /&gt;
* [[Sap]]&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
* {{Itemlink|Tabi Boots}} decreases AP cost of melee attacks&lt;br /&gt;
* {{Itemlink|Metal Armor}} can be enhanced with spikes and blades to aid in melee combat&lt;br /&gt;
* {{Itemlink|Firecracker Cap}} can be applied to crowbar for area of effect and anti-armor capability&lt;br /&gt;
* {{Itemlink|Contact-Activated Capacitative Sheet}} can be applied to crowbar to deal energy damage&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.15]] - introduced three new crowbars and a crowbar exclusive feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Melee Weapons| Sledgehammers]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Contact-Activated_Capacitative_Sheet&amp;diff=57260</id>
		<title>Contact-Activated Capacitative Sheet</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Contact-Activated_Capacitative_Sheet&amp;diff=57260"/>
		<updated>2026-03-02T19:52:32Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| itemquality  = rare&lt;br /&gt;
| image        = Contact-Activated Capacitative Sheet.png&lt;br /&gt;
| name         = Contact-Activated Capacitative Sheet&lt;br /&gt;
| type         = Enhancement&lt;br /&gt;
| description  = A handmade thin layer of contact reactive capacitors. Upon touch, the batteries discharge all of their stored energy on to the surface.&lt;br /&gt;
| capabilities = Use: Apply to a blunt melee weapon to make it deal anywhere between 10-20 energy and 36-72 energy damage depending on the weapon's weight. This damage is applied twice with each hit, for a total of 5 hits.&amp;lt;br&amp;gt;(AP: 20)&lt;br /&gt;
| limitations  = Cannot be used in combat&lt;br /&gt;
| weight       = 0.10&lt;br /&gt;
| value        = 500&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Contact-Activated Capacitative Sheet''' is a gear booster item, used to temporarily increase blunt melee weapon damage. Does not work with bladed or spiked weapons.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
* Given as a reward for quest and sold by [[Phreak]] if his attitude to you is friendly enough&lt;br /&gt;
* One is found in his abandoned hideout near the entrance to the [[Emporion Shopping Mall]] inside a locker (80 [[Lockpicking]] required)&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=File:Contact-Activated_Capacitative_Sheet.png&amp;diff=57258</id>
		<title>File:Contact-Activated Capacitative Sheet.png</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=File:Contact-Activated_Capacitative_Sheet.png&amp;diff=57258"/>
		<updated>2026-03-02T19:52:06Z</updated>

		<summary type="html">&lt;p&gt;Raven: Raven moved page File:CACS.png to File:Contact-Activated Capacitative Sheet.png: No icon when linking item on pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Reflex_Sight&amp;diff=57246</id>
		<title>Reflex Sight</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Reflex_Sight&amp;diff=57246"/>
		<updated>2026-02-26T19:21:18Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Reflex Sight.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = Reflex Sight&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = This non-magnifying reflector sight can be mounted on assault rifles and crossbows to provide faster target acquisition.&lt;br /&gt;
| skillsreq   =&lt;br /&gt;
:Mechanics 35&lt;br /&gt;
| weight      = 0.35&lt;br /&gt;
| value       = 1500&lt;br /&gt;
| datafile    = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Reflex Sight''' is a firearm part and a type of scope. It can be mounted on assault rifles and crossbows.&lt;br /&gt;
&lt;br /&gt;
It provides '''+3%''' precision bonus, '''+1%''' critical chance bonus and '''-2%''' move and shoot precision penalty reduction bonus when mounted on assault rifles and '''+5%''' precision bonus, '''+2%''' critical chance bonus and '''-2%''' move and shoot precision penalty reduction bonus when mounted on crossbows.&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;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Assault Rifle Enhancements]]&lt;br /&gt;
[[Category:Crossbow Enhancements]]&lt;br /&gt;
[[Category:Scopes]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Poison&amp;diff=57238</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Poison&amp;diff=57238"/>
		<updated>2026-02-25T13:46:25Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
'''Poisoning''' is caused by the attacks of poisonous creatures and man-made poisonous weaponry such as throwing knives, crossbow bolts, caltrops and bear traps. Version [[1.1.5.0]] also introduced ability to coat bladed and spiked melee weapons with poison.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
If the attack (usually {{mechanical}} attack) delivering poison does not penetrate armor (deals no damage), no poison will be applied. But once a poison is delivered inside an organic target, it bypasses the {{bio}} resistance and threshold of worn armor, but not the target's innate bio damage modifier.&lt;br /&gt;
&lt;br /&gt;
[[Irongut]] pills and other sources of untyped or biological damage reduction will reduce damage of poisons. Up to 3 stacks of any poison can be removed with a single dose of [[Antidote]]. It removes poisons in random order.&lt;br /&gt;
&lt;br /&gt;
When a new stack of poison is applied, the duration of all stacks is refreshed. The [[Hypertoxicity]] feat doubles the damage done by poisons you apply.&lt;br /&gt;
&lt;br /&gt;
== Overview of poisons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Crafting source&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Availability&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Max.&amp;lt;br&amp;gt;Stacks&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Duration&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Effect&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| End effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Bear Trap]] !! [[Blueprint: Chemical Bolt|Chemical Bolt]] !! [[Throwing Knife]] !! [[Caltrops]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Black Dragon Poison}}&lt;br /&gt;
| {{Itemlink|Black Dragon}} fish&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|maroon|☒}}&lt;br /&gt;
| 1&lt;br /&gt;
| 1 turn&lt;br /&gt;
| Psi inhibition&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Burrower Poison}}&lt;br /&gt;
| {{Itemlink|Burrower Poison Gland}}&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}}&lt;br /&gt;
| 5&lt;br /&gt;
| 5 turns or less&lt;br /&gt;
| Deal 7 {{Bio}} damage&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Cave Ear Poison}}&lt;br /&gt;
| {{Itemlink|Cave Ear}} mushroom&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}}&lt;br /&gt;
| 1&lt;br /&gt;
| 3 turns or less&lt;br /&gt;
| +50% {{Bio}} damage taken, -5 [[Perception]]&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Crawler Poison}}&lt;br /&gt;
| {{Itemlink|Crawler Stinger}}&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}}&lt;br /&gt;
| 1&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Deal 5 {{Bio}} damage, potentially [[Hyperallergenic (status effect)|Hyperallergenic]]&lt;br /&gt;
| [[Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Spirit Poison}}&lt;br /&gt;
| {{Itemlink|Spirit Mushroom}}&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|maroon|☒}}&lt;br /&gt;
| 1&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Deal 15 {{Bio}} damage, -65% [[Resolve]]&lt;br /&gt;
| Summon [[Doppelganger]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Blinding Poison}}{{expedition-inline}}&lt;br /&gt;
| {{Itemlink|Giant Creeper Poison Gland}}{{expedition-inline}}&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}}&lt;br /&gt;
| 8&lt;br /&gt;
| 3 turns&lt;br /&gt;
| Deal 7 {{Bio}} damage, -1 [[Perception]]&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Leper Poison}}{{expedition-inline}}&lt;br /&gt;
| {{Itemlink|Leper Serpent Poison Gland}}{{expedition-inline}}&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|maroon|☒}}&lt;br /&gt;
| 6&lt;br /&gt;
| 3 turns&lt;br /&gt;
| Deal 8 {{Bio}} damage, +10% {{Mechanical}} damage taken&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Heartbreak Poison}}{{expedition-inline}}&lt;br /&gt;
| {{Itemlink|Heartbreaker Serpent Poison Gland}}{{expedition-inline}}&lt;br /&gt;
| {{color|green|☑}} || {{color|green|☑}} || {{color|green|☑}} || {{color|maroon|☒}}&lt;br /&gt;
| 5&lt;br /&gt;
| 5 turns&lt;br /&gt;
| Deal 3 {{Bio}} damage&lt;br /&gt;
| Cardiac arrest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Black Dragon Poison ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Black Dragon)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison (Black Dragon).png&lt;br /&gt;
| description = Affected by poison which prevents psi ability invocation and psi point regeneration.&lt;br /&gt;
| duration    = 1 turn&lt;br /&gt;
| maxstacks   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon Poison]] can be extracted from [[Black Dragon]]s with [[Blueprint: Extract Humour]].&lt;br /&gt;
&lt;br /&gt;
It acts as a psi inhibitor, preventing the use of psi abilities and halting psi regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Black Dragon Poison Bear Trap]]&lt;br /&gt;
* [[Black Dragon Poison Bolt]]&lt;br /&gt;
* [[Black Dragon Poison Throwing Knife]]&lt;br /&gt;
* [[Faceless Gaunt]] attacks&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Burrower Poison ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Burrower)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character is afflicted by burrower poison, suffering 7 bio damage every turn.&lt;br /&gt;
| duration    = up to 5 turns&lt;br /&gt;
| maxstacks   = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Burrower Poison]] can be extracted from [[Burrower Poison Gland]]s with [[Blueprint: Extract Humour]].&lt;br /&gt;
&lt;br /&gt;
Burrower poison can stack multiple times, potentially leading to large amounts of unmitigable bio damage per turn, even on otherwise heavily armored targets. Damage varies depending on source.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Burrower]] spine attack&lt;br /&gt;
* [[Burrower Poison Bear Trap]]&lt;br /&gt;
* [[Burrower Poison Bolt]]&lt;br /&gt;
* [[Burrower Poison Caltrops]]&lt;br /&gt;
* [[Burrower Poison Throwing Knife]]&lt;br /&gt;
* [[Faceless Gaunt]] attacks&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Cave Ear Poison ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Cave Ear)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character is afflicted by cave ear poison. All biological damage received increased by 50% and perception reduced by 5.&lt;br /&gt;
| duration    = up to 5 turns&lt;br /&gt;
| maxstacks   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Cave Ear Poison]] can be processed from [[Cave Ear]] mushrooms with [[Blueprint: Process Plant or Fungus]].&lt;br /&gt;
&lt;br /&gt;
It increases all bio damage taken, including those from other poisons by 50% and the perception loss can cause up to 33% reduction in ranged skill.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Cave Ear Poison Bear Trap]]&lt;br /&gt;
* [[Cave Ear Poison Bolt]]&lt;br /&gt;
* [[Cave Ear Poison Caltrops]]&lt;br /&gt;
* [[Cave Ear Poison Throwing Knife]]&lt;br /&gt;
* [[Faceless Gaunt]] attacks&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Crawler Poison ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Crawler)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character is afflicted by crawler poison that deals 5 damage each turn for 2 turns. If the poison is not removed before it expires it will stun the victim for 2 turns.&lt;br /&gt;
| duration    = 2 turns&lt;br /&gt;
| maxstacks   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Crawler Poison]] can be extracted from [[Crawler Stinger]]s with [[Blueprint: Extract Humour]].&lt;br /&gt;
&lt;br /&gt;
Crawler poison acts as a delayed 2-turn [[Stun]] if its victim cannot remove it with [[Antidote]]s.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Crawler]] sting attack&lt;br /&gt;
* [[Crawler Poison Bear Trap]]&lt;br /&gt;
* [[Crawler Poison Bolt]]&lt;br /&gt;
* [[Crawler Poison Caltrops]]&lt;br /&gt;
* [[Crawler Poison Throwing Knife]]&lt;br /&gt;
* [[Faceless Gaunt]] attacks&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Spirit Poison ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Spirit)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character if afflicted by spirit poison, suffering 15 bio damage every turn and having its resolve reduced by 65%. If the poison is not removed before it expires it will summon a psionic doppelganger of the victim if it's human.&lt;br /&gt;
| duration    = 2 turns&lt;br /&gt;
| maxstacks   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Spirit Poison]] can be processed from [[Spirit Mushroom]]s with [[Blueprint: Process Plant or Fungus]].&lt;br /&gt;
&lt;br /&gt;
It deals bio damage, reduces resolve and summons a doppelganger if its human victim cannot remove it with [[Antidote]]s.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Spirit Poison Bear Trap]]&lt;br /&gt;
* [[Spirit Poison Bolt]]&lt;br /&gt;
* [[Spirit Poison Throwing Knife]]&lt;br /&gt;
* [[Faceless Gaunt]] attacks&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Blinding Poison (Expedition) ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Blinding)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character is afflicted by blinding poison, suffering 7 bio damage every turn. Their perception is also decreased by 1.&lt;br /&gt;
| duration    = 3 turns&lt;br /&gt;
| maxstacks   = 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Blinding Poison]] can be extracted from [[Giant Creeper Poison Gland]]s with [[Blueprint: Extract Humour]].&lt;br /&gt;
&lt;br /&gt;
Blinding poison deals the same amount of damage as burrower poison, but does not last as long. However, it also reduces perception and can stack up to 8 times.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Giant Creeper]] attacks&lt;br /&gt;
* [[Blinding Poison Bear Trap]]&lt;br /&gt;
* [[Blinding Poison Bolt]]&lt;br /&gt;
* [[Blinding Poison Caltrops]]&lt;br /&gt;
* [[Blinding Poison Throwing Knife]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Leper Poison (Expedition) ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Leper)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character is afflicted by leper poison, suffering 8 bio damage every turn and receiving 10% more mechanical damage from all sources.&lt;br /&gt;
| duration    = 3 turns&lt;br /&gt;
| maxstacks   = 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Leper Poison]] can be extracted from [[Leper Serpent Poison Gland]]s with [[Blueprint: Extract Humour]].&lt;br /&gt;
&lt;br /&gt;
Leper poison deals bio damage and potentially increases the target mechanical damage modifier taken by up to 60%.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Leper Serpent]] attacks&lt;br /&gt;
* [[Leper Poison Bear Trap]]&lt;br /&gt;
* [[Leper Poison Bolt]]&lt;br /&gt;
* [[Leper Poison Throwing Knife]]&lt;br /&gt;
* [[Høddurform]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Heartbreak Poison (Expedition) ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| name        = Poison (Heartbreak)&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Poison.png&lt;br /&gt;
| description = This character is afflicted by heartbreak poison, suffering 3 bio damage every turn. It the poison is not removed, it will deal additional 30 bio damage on expiration.&lt;br /&gt;
| duration    = 5 turns&lt;br /&gt;
| maxstacks   = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Heartbreak Poison]] can be extracted from [[Heartbreaker Serpent Poison Gland]]s with [[Blueprint: Extract Humour]].&lt;br /&gt;
&lt;br /&gt;
Heartbreak poison deals relatively weak bio damage, but causes a cardiac arrest when it ends. The damage of cardiac arrest quickly increases with stacks of heartbreak poison (15, 45, 90, 150, 225). New stacks do not reset the duration.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
* [[Heartbreaker]] attacks&lt;br /&gt;
* [[Heartbreak Poison Bear Trap]]&lt;br /&gt;
* [[Heartbreak Poison Bolt]]&lt;br /&gt;
* [[Heartbreak Poison Throwing Knife]]&lt;br /&gt;
* [[Høddurform]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Status effect navbox}}&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Damage_modifier_sources&amp;diff=57237</id>
		<title>Template:Damage modifier sources</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Damage_modifier_sources&amp;diff=57237"/>
		<updated>2026-02-25T13:41:10Z</updated>

		<summary type="html">&lt;p&gt;Raven: added cave ear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Damage modifier sources&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Damage modifier !! Damage/attack type(s) !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Evasion]] || -0% to -85% || Area of effect attacks || Skill || &lt;br /&gt;
|-&lt;br /&gt;
| [[Stuntman]]{{expedition-inline}} || -20% || Area of effect attacks || Feat || additive to evasion, still capped at -85%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Cold]]{{expedition-inline}} || -30% || {{Cold}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Heat]]{{expedition-inline}} || -30% || {{Heat}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Acid]]{{expedition-inline}} || -30% || {{Acid}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Tempered: Electricity]]{{expedition-inline}} || -30% || {{Electricity}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| [[Conditioning]] || -10% to -25% || {{Mechanical}}, {{Heat}}, {{Cold}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Conditioning || -5% || {{Mechanical}}, {{Heat}}, {{Cold}} || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Parafibrotic Regenerative Injection]]{{heavyduty-inline}} || -15% || {{Mechanical}}, {{Heat}} || Special ability || special ability granted from the Technomedic Exoskeleton&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Metal]]{{heavyduty-inline}} || -7% to -20% || {{Mechanical}} || Feat || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Metal{{heavyduty-inline}} || Varies || {{Mechanical}} || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Stoicism]] || -0% to -24% || All || Feat || 1% per 4% health missing&lt;br /&gt;
|-&lt;br /&gt;
| Stoicism || -0% to -12% || All || Specialization || &lt;br /&gt;
|-&lt;br /&gt;
| [[Beyond Cold]] || -15% and -40% || {{Mechanical}} and {{Cold}} || Feat || activated when [[Chilled]] or [[Frozen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Balaclava]] || Varies || Explosions || Headwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Armor]] || -5% || {{Mechanical}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Armor]] || Varies || {{Heat}}, {{Cold}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Leper Serpent Leather Armor]]{{expedition-inline}} || Varies || {{Bio}} || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nanocomposite Plate]] armors || Varies || Critical Hits || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Cloth|Blast Overcoat]] armors || Varies || Explosions || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Gray Spec Ops Armor]]{{expedition-inline}} || -20% || Explosions || Armor Suit || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Suit]] || -85% || Explosions || Armor Suit ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lifting Belt]] || -5% || {{Mechanical}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bioinvestigative Belt]] || -10% || {{Bio}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemoinvestigative Belt]] || -5% || {{Heat}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Electroinvestigative Belt]] || -15% || {{Energy}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sea Serpent Slaying Sash]]{{expedition-inline}} || -15% || {{Bio}} || Belt || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Rathound Leather Tabi Boots]] || -5% || {{Mechanical}} || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Infused Ancient Rathound Leather Tabi Boots]] || -5% || {{Mechanical}} || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Tabi Boots]] || Varies || Explosions || Footwear || &lt;br /&gt;
|-&lt;br /&gt;
| [[Nervosomnifer]] || -60% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Morphine Shot]] || -50% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Aegis (medicine)]] || -15% || All || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Irongut]] || -75% || {{Bio}} || Drug || &lt;br /&gt;
|-&lt;br /&gt;
| [[Laylow]] || -10% || {{bio}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Mushrooms]] || -15% || {{bio}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Fish]] || -15% || {{cold}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Meat]] || -5% || {{mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Stew]] || -8% || {{heat}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Canned Czernina]]{{expedition-inline}} || -15% || {{heat}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Burrower Egg]] || -35% || Poison || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sea Serpent Fillet]]{{expedition-inline}} || -20% || Poison || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mutie Stew]]{{expedition-inline}} || -35% || {{Acid}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Kzozel]]{{expedition-inline}} || -10% || {{Mechanical}} || Food || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Kzozel Yantar]]{{expedition-inline}} || -15% || {{Mechanical}} || Food || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mushroom Brew]] || -10% || {{Mechanical}} || Food ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave Ear Poison]] || +50% || {{Bio}} || Poison ||&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Leper Poison]]{{expedition-inline}} || +10% to +60% || {{Mechanical}} || Poison || Max 6 stacks, 10% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Acid]] || +25% to +50% || {{Acid}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Heat]] || +25% to +50% || {{Heat}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical Destabilization: Cold]] || +25% to +50% || {{Cold}} || Status effect || Max 2 stacks, 25% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Infected Wound]] || +10% to +30% || All || Status effect || Max 3 stacks, 10% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Infected Wound]] with [[Vile Weaponry|Vile Weaponry: Damage]] specialization || +15% to +45% || All || Status effect || Max 3 stacks, 15% per stack&lt;br /&gt;
|-&lt;br /&gt;
| [[Contaminated]] || +5% to +100% || All || Status effect || Max 20 stacks, 5% per stack&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Claymore&amp;diff=57235</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Claymore&amp;diff=57235"/>
		<updated>2026-02-22T21:44:34Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Infobox item&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| image        = Claymore.png&lt;br /&gt;
| name         = Claymore&lt;br /&gt;
| type         = Melee Weapon (two-handed)&lt;br /&gt;
| description  = This large, beautiful, and masterfully balanced sword, despite its weight, is a perfect dancing partner for wading through scores of bewildered enemies. It seems to have been made from top-quality supersteel, with a finish so smooth you could use it as a mirror.&lt;br /&gt;
| damage       = 15-45 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 16 AP&lt;br /&gt;
| range        = Extended melee (1)&lt;br /&gt;
| critchance   = 4%&lt;br /&gt;
| critbonus    = 175%&lt;br /&gt;
| minstr       = 7&lt;br /&gt;
| capabilities = {{color|#FF6400|Requires both hands to wield.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Carves up a living target for 3 turns, reducing its action points by 2 and increasing the chance the target will get critically hit by 3%. Stacks 5 times.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|10% chance to daze the target for 1 turn.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|5% chance to stun the living target for 1 turn.}}&lt;br /&gt;
| incurred     = Incurs 125% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 7% for every point in strength above 6.&lt;br /&gt;
| onequip      = &lt;br /&gt;
| specials     = {{ItemSpecial|Sweep|Perform a special melee attack that deals 70% of normal weapon damage to all enemies adjacent to you and puts living targets off balance for 2 turns if they are hit.}}&lt;br /&gt;
| durability   = 1320 / 1320 (mechanical)&lt;br /&gt;
| weight       = 5.50&lt;br /&gt;
| value        = 20000&lt;br /&gt;
| datafile     = Weapons\xpbl\captainscutlass.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Claymore''' is a unique [[Swords|sword]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A long and heavy sword, capable of attacking at a slightly extended range. Its strikes have a chance to daze and stun the target, and it can hit multiple opponents simultaneously with the [[Sweep]] special attack. Unlike other swords Claymore requires both hands to be used.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Wielded by [[MacLander]], an [[Ironheads|Ironhead]] bandit who can be found at an Ironhead checkpoint a short distance to the southeast of [[Foundry]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - is now a two-handed weapon&lt;br /&gt;
* [[1.1.5.0]] - 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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Power_Fist&amp;diff=57234</id>
		<title>Power Fist</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Power_Fist&amp;diff=57234"/>
		<updated>2026-02-22T21:43:08Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Power Fist.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Power Fist&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A high tech combat glove equipped with both electroshock emitters and a pneumatic hammer.&lt;br /&gt;
| damage      = 14-21 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 16 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 80% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Every fourth hit deals additional 200% damage and incapacitates the target for up to 3 turns. Costs 9 energy.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Inflicts 18-35 electricity damage to the primary target and 9-18 electricity damage to all nearby enemies. Costs 7 energy.}}&lt;br /&gt;
| incurred    = Incurs 140% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 10% for every point in strength above 5.&lt;br /&gt;
| onequip     = Equip: Strength increased by 1&lt;br /&gt;
| energy      = 150 / 150&lt;br /&gt;
| durability  = 2040 / 2040 (mechanical)&lt;br /&gt;
| weight      = 2.50&lt;br /&gt;
| value       = 25000&lt;br /&gt;
| datafile    = Weapons\PowerFist.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Power Fist''' is a unique [[Combat Gloves|combat glove]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A special combat glove that combines shock and pneumatic gloves. It also has a +1 [[Strength]] bonus, which can be useful even for characters that don't intend to use it as a weapon, but its only granted when being actively held.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in [[Hecate Research Outpost]].&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value, reduced damage and quality of electroshock emitters &amp;amp; pneumatic hammer&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Spiked_Chrome_Brass_Knuckles&amp;diff=57233</id>
		<title>Spiked Chrome Brass Knuckles</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Spiked_Chrome_Brass_Knuckles&amp;diff=57233"/>
		<updated>2026-02-22T21:42:21Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Spiked Chromed Brass Knuckles.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Spiked Chrome Brass Knuckles&lt;br /&gt;
| type         = Melee Weapon&lt;br /&gt;
| description  = More pain for them, more bling for you.&lt;br /&gt;
| damage       = 7-14 (Mechanical)&lt;br /&gt;
| impactspeed  = Very Low&lt;br /&gt;
| ap           = 13 AP&lt;br /&gt;
| range        = Melee&lt;br /&gt;
| critchance   = 8%&lt;br /&gt;
| critbonus    = 100%&lt;br /&gt;
| capabilities = Bypasses 80% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|5% chance to daze the target for 1 turn.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|25% chance to inflict a bleeding wound that deals additional 100% damage over 3 turns.}}&lt;br /&gt;
| incurred     = Incurs 140% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 10% for every point in strength above 5.&lt;br /&gt;
| durability   = 1050 / 1050 (mechanical)&lt;br /&gt;
| weight       = 0.20&lt;br /&gt;
| value        = 500&lt;br /&gt;
| datafile     = Weapons\SpikedChromeBrassKnuckles.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Spiked Chrome Brass Knuckles''' is a unique fist weapon carried by rich [[Duff]].&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Power_Fist&amp;diff=57231</id>
		<title>Power Fist</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Power_Fist&amp;diff=57231"/>
		<updated>2026-02-22T21:36:11Z</updated>

		<summary type="html">&lt;p&gt;Raven: doesn't gains more damage from str than any other weapon anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Power Fist.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Power Fist&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A high tech combat glove equipped with both electroshock emitters and a pneumatic hammer.&lt;br /&gt;
| damage      = 14-21 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 16 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 80% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Every fourth hit deals additional 200% damage and incapacitates the target for up to 3 turns. Costs 9 energy.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Inflicts 18-35 electricity damage to the primary target and 9-18 electricity damage to all nearby enemies. Costs 7 energy.}}&lt;br /&gt;
| incurred    = Incurs 140% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 10% for every point in strength above 7.&lt;br /&gt;
| onequip     = Equip: Strength increased by 1&lt;br /&gt;
| energy      = 150 / 150&lt;br /&gt;
| durability  = 2040 / 2040 (mechanical)&lt;br /&gt;
| weight      = 2.50&lt;br /&gt;
| value       = 25000&lt;br /&gt;
| datafile    = Weapons\PowerFist.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Power Fist''' is a unique [[Combat Gloves|combat glove]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A special combat glove that combines shock and pneumatic gloves. It also has a +1 [[Strength]] bonus, which can be useful even for characters that don't intend to use it as a weapon, but its only granted when being actively held.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in [[Hecate Research Outpost]].&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value, reduced damage and quality of electroshock emitters &amp;amp; pneumatic hammer&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Power_Fist&amp;diff=57230</id>
		<title>Power Fist</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Power_Fist&amp;diff=57230"/>
		<updated>2026-02-22T21:32:36Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = Power Fist.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = Power Fist&lt;br /&gt;
| type        = Melee Weapon&lt;br /&gt;
| description = A high tech combat glove equipped with both electroshock emitters and a pneumatic hammer.&lt;br /&gt;
| damage      = 14-21 (Mechanical)&lt;br /&gt;
| impactspeed = Very Low&lt;br /&gt;
| ap          = 16 AP&lt;br /&gt;
| range       = Melee&lt;br /&gt;
| precision   = &lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = &lt;br /&gt;
| magcap      = &lt;br /&gt;
| capabilities= Bypasses 80% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Every fourth hit deals additional 200% damage and incapacitates the target for up to 3 turns. Costs 9 energy.}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{On hit|Inflicts 18-35 electricity damage to the primary target and 9-18 electricity damage to all nearby enemies. Costs 7 energy.}}&lt;br /&gt;
| incurred    = Incurs 140% of mechanical damage resistance and threshold.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Damage increased by 10% for every point in strength above 7.&lt;br /&gt;
| onequip     = Equip: Strength increased by 1&lt;br /&gt;
| energy      = 150 / 150&lt;br /&gt;
| durability  = 2040 / 2040 (mechanical)&lt;br /&gt;
| weight      = 2.50&lt;br /&gt;
| value       = 25000&lt;br /&gt;
| datafile    = Weapons\PowerFist.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Power Fist''' is a unique [[Combat Gloves|combat glove]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A special combat glove that combines shock and pneumatic gloves. The Power Fist gains more bonus damage from [[Strength]] than any other melee weapon. It also has a +1 Strength bonus, which can be useful even for characters that don't intend to use it as a weapon, but its only granted when being actively held.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in [[Hecate Research Outpost]].&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value, reduced damage and quality of electroshock emitters &amp;amp; pneumatic hammer&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>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Cryogenic_Barrier&amp;diff=57227</id>
		<title>Cryogenic Barrier</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Cryogenic_Barrier&amp;diff=57227"/>
		<updated>2026-02-22T10:16:50Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{Ability Infobox&lt;br /&gt;
 | image         = Cryokinetic Barrier.png&lt;br /&gt;
 | nature        = neutral&lt;br /&gt;
 | name          = Cryogenic Barrier&lt;br /&gt;
 | school        = Metathermics&lt;br /&gt;
 | skillreq      = 45&lt;br /&gt;
 | description   = Causes shards of ice to be formed from the water taken from the primary target tile that deal 21-34 cold and 17-24 mechanical damage to all characters on those tiles. If the tile is traversable and empty, an ice barrier will be left behind that has 65 health and lasts 3 turns or until destroyed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The barrier has 100% resistance to bio, cold and electrical damage, and 16% / 5 to mechanical damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Targets that suffer cold damage will also become chilled. Chilled characters have their movement points decreased by 10 for 2 turns. This effect stacks 3 times.&lt;br /&gt;
 | apcost        = 15&lt;br /&gt;
 | psicost       = 30&lt;br /&gt;
 | range         = 9&lt;br /&gt;
 | cooldown      = 8 turns&lt;br /&gt;
 | radius        = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cryogenic Barrier''' is a [[Metathermics]] psi ability the player can learn from a Psionic Mentor.&lt;br /&gt;
&lt;br /&gt;
It creates a barrier of ice on targeted water tiles. Created ice works similarly to [[Force Field]] and prevents from targeting anything behind it, however destroying one piece will not cause other parts of the barrier to go down.&lt;br /&gt;
&lt;br /&gt;
Cryogenic Barrier Segments will have 100% resistance to {{cold}}, {{bio}} and {{electricity}} damage regardless of effective skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective skill !! {{Cold}}  Damage !! Mechanical Damage !! Barrier segment hitpoint !! Barrier DR% / DT&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 21-34 || 17-24 || 65 || 24 / 10&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 30-51 || 24-35 || 100 || 31 / 13&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 40-71 || 32-49 || 140 || 39 / 17&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 50-91 || 40-62 || 180 || 47 / 21&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 60-111 || 48-75 || 220 || 55 / 25&lt;br /&gt;
|-&lt;br /&gt;
| 240 || 70-131 || 56-88 || 260 || 63 / 29&lt;br /&gt;
|-&lt;br /&gt;
| 280 || 80-151 || 64-101 || 300 || 71 / 33&lt;br /&gt;
|-&lt;br /&gt;
| 320 || 90-171 || 72-115 || 340 || 79 / 37&lt;br /&gt;
|}&lt;br /&gt;
'''Note''': Barrier DR/DT is currently bugged and scales with [[Psychokinesis]] instead of Metathermics skill.&lt;br /&gt;
&lt;br /&gt;
== Trainers ==&lt;br /&gt;
* [[Psionic Mentor: Cryogenic Barrier]]&lt;br /&gt;
&lt;br /&gt;
== Related feats and items ==&lt;br /&gt;
* [[Cryogenic Induction]]&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
* {{Itemlink|Magnifying Neuroscopic Filter: Cryogenic Barrier}}{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Now is immune to bio, cold and electric damage and has scaling mechanical damage resistance&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>Raven</name></author>
	</entry>
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