<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Raven</id>
	<title>Underrail Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Raven"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Special:Contributions/Raven"/>
	<updated>2026-05-02T06:53:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<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;
&lt;hr /&gt;
&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>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Cryogenic_Barrier&amp;diff=57226</id>
		<title>Cryogenic Barrier</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Cryogenic_Barrier&amp;diff=57226"/>
		<updated>2026-02-22T09:42:35Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&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 || 16 / 6&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 30-51 || 24-35 || 100 || 17 / 6&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 40-71 || 32-49 || 140 || 17 / 6&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 50-91 || 40-62 || 180 || 18 / 6&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 60-111 || 48-75 || 220 || 18 / 6 &lt;br /&gt;
|-&lt;br /&gt;
| 240 || 70-131 || 56-88 || 260 || 18 / 6&lt;br /&gt;
|-&lt;br /&gt;
| 280 || 80-151 || 64-101 || 300 || 18 / 6&lt;br /&gt;
|-&lt;br /&gt;
| 320 || 90-171 || 72-115 || 340 || 18 / 6&lt;br /&gt;
|}&lt;br /&gt;
&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>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57224</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57224"/>
		<updated>2026-02-18T23:18:50Z</updated>

		<summary type="html">&lt;p&gt;Raven: version names and added custom difficulty&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}} !! Beginner !! Veteran !! 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;2&amp;quot;| '''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;3&amp;quot;| '''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=Character_creation&amp;diff=57223</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Character_creation&amp;diff=57223"/>
		<updated>2026-02-18T22:19:02Z</updated>

		<summary type="html">&lt;p&gt;Raven: marked as outdated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated|reason=Custom difficulty was added}}&lt;br /&gt;
&lt;br /&gt;
This article covers the basics of '''character creation''' in [[Underrail]].&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
[[File:tab0_rules.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Game Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! {{tooltip|Introduced in this version. Older versions use the bolded value.|Version}} !! Easy !! Normal !! Hard !! DOMINATING&lt;br /&gt;
|-&lt;br /&gt;
| Player character health modifier ||rowspan=&amp;quot;3&amp;quot;| [[0.1.10.0]] || 300% || '''150%''' ||colspan=&amp;quot;2&amp;quot;| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable power || 200% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Healing consumable cooldown || 50% || '''100%''' ||colspan=&amp;quot;2&amp;quot;| 200%&lt;br /&gt;
|-&lt;br /&gt;
| NPC AI || [[1.0.1.8]] || '''Limited''' || Standard ||colspan=&amp;quot;2&amp;quot;| Full&lt;br /&gt;
|-&lt;br /&gt;
| {{Tooltip|Numbers and types of enemies, their equipment and other factors.|Combat encounters}} ||rowspan=&amp;quot;9&amp;quot;| [[1.3.0.15]] || Easier || '''Standard''' || Harder || Dominating!&lt;br /&gt;
|-&lt;br /&gt;
| {{tooltip|Only red transitions (loading screens), not blue ones.|Zone transition}} AP cost || '''0 AP''' || 25 AP ||colspan=&amp;quot;2&amp;quot;| 40 AP&lt;br /&gt;
|-&lt;br /&gt;
| {{tooltip|Does EMP affect all items in player character's inventory instead of only equipped items?|EMP affects inventory items}} ||colspan=&amp;quot;2&amp;quot;| '''No''' ||colspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{Tooltip|Can player character change armor suit while stealth mode is active or cooling down?|Armor changing in stealth}} ||colspan=&amp;quot;2&amp;quot;| '''Yes''' ||colspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 130%&lt;br /&gt;
|-&lt;br /&gt;
| NPC health modifier ||colspan=&amp;quot;2&amp;quot;| '''100%''' || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Bosses|Boss]] NPC skill modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 200%&lt;br /&gt;
|-&lt;br /&gt;
| Boss NPC health modifier ||colspan=&amp;quot;3&amp;quot;| '''100%''' || 400%&lt;br /&gt;
|-&lt;br /&gt;
| NPC crit chance bonus ||colspan=&amp;quot;3&amp;quot;| None || +3%&lt;br /&gt;
|-&lt;br /&gt;
| Item sale value modifier || [[1.0.4]] || 150% || '''100%''' || 50% || 25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Experience System ===&lt;br /&gt;
{{main|Experience}}&lt;br /&gt;
&lt;br /&gt;
'''Oddity'''&lt;br /&gt;
: The Oddity XP System is an alternative experience system where most experience is gained from finding oddities.&lt;br /&gt;
: This mode is the way the game is meant to be played.&lt;br /&gt;
&lt;br /&gt;
'''Classic'''&lt;br /&gt;
: In the Classic XP System, experience is rewarded for quest completion, kills and skill usage.&lt;br /&gt;
: This mode is leftover from early development.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base tab ==&lt;br /&gt;
[[File:tab1_base.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
First of all, you must choose the ''gender'' and ''name'' of your character and choose a ''portrait''.&lt;br /&gt;
&lt;br /&gt;
=== Custom portraits ===&lt;br /&gt;
As of version alpha [[0.1.13.0]], Underrail supports custom player portraits.&lt;br /&gt;
&lt;br /&gt;
* Custom portraits go into your &amp;lt;code&amp;gt;Documents\My Games\Underrail\CustomPortraits\&amp;lt;/code&amp;gt; folder&lt;br /&gt;
* A custom portrait should have up to three files. The game will use the appropriate one depending on your interface settings.&lt;br /&gt;
** '''200x200''' PNG image with filename ending in &amp;lt;code&amp;gt;_h&amp;lt;/code&amp;gt; (underscore and lowercase H, huge, added in [[1.1.5.0]])&lt;br /&gt;
** '''100x100''' PNG image with filename ending in &amp;lt;code&amp;gt;_l&amp;lt;/code&amp;gt; (underscore and lowercase L, large)&lt;br /&gt;
** '''50x50''' PNG image with filename ending in &amp;lt;code&amp;gt;_s&amp;lt;/code&amp;gt; (underscore and lowercase S, small)&lt;br /&gt;
* Both 32-bit (transparency) and 24-bit PNGs work. Transparent portraits will have dynamic background in-game.&lt;br /&gt;
* All custom portraits will be available to both male and female characters&lt;br /&gt;
&lt;br /&gt;
Restart the game if you're not seeing your custom portraits in character creation.&lt;br /&gt;
&lt;br /&gt;
=== Base abilities ===&lt;br /&gt;
{{main|Base Abilities}}&lt;br /&gt;
&lt;br /&gt;
You have '''5''' points to spend on your base ability scores. All base abilities start at '''5'''. You can increase base ability scores to a maximum of 10, or decrease them to a minimum of '''3'''. You can increase base abilities above this limit on subsequent level-ups.&lt;br /&gt;
&lt;br /&gt;
After character creation, your character will gain a new base ability point every four levels until you reach level 24.&lt;br /&gt;
&lt;br /&gt;
=== Import ===&lt;br /&gt;
With this option, you may import any character you have previously exported ''(e.g. a character from an older version)'' and start a new game with that character. In addition to level and other stats, imported characters also retain all their items from previous games.&lt;br /&gt;
&lt;br /&gt;
Exported characters are stored in your &amp;lt;code&amp;gt;Documents\My Games\Underrail\Characters\&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== Skills tab ==&lt;br /&gt;
[[File:tab2_skills.png|right|300px]]&lt;br /&gt;
{{main|Skills}}&lt;br /&gt;
&lt;br /&gt;
You have a total of '''120''' skill points to spend on the various skills available. You may spend up to '''15''' points on any skill during character creation.&lt;br /&gt;
&lt;br /&gt;
You can click and hold to assign more than one point with a single click.&lt;br /&gt;
&lt;br /&gt;
After character creation, your character will gain 40 skill points every level.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Feats tab ==&lt;br /&gt;
[[File:tab3_feats.png|right|300px]]&lt;br /&gt;
{{main|Feats}}&lt;br /&gt;
&lt;br /&gt;
You must pick '''2''' feats. Your base abilities and skill levels dictate which feats are available.&lt;br /&gt;
&lt;br /&gt;
You can browse all feats with the '''Show all feats''' option.&lt;br /&gt;
&lt;br /&gt;
After character creation, your character will gain a new feat every two levels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
External resources for Underrail character planning.&lt;br /&gt;
&lt;br /&gt;
* [https://underrail.com/forums/index.php?board=12.0 Builds subforum at underrail.com]&lt;br /&gt;
* Character build theorycrafting tool at http://underrail.info/build/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Player character]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Captain_Broderick&amp;diff=57222</id>
		<title>Captain Broderick</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Captain_Broderick&amp;diff=57222"/>
		<updated>2026-02-18T22:14:42Z</updated>

		<summary type="html">&lt;p&gt;Raven: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Broderick&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = cmd2_l.png&lt;br /&gt;
| background = Shacks.png&lt;br /&gt;
| level      = 14&lt;br /&gt;
| health     = 230&lt;br /&gt;
| image      = Captain Broderick model.png&lt;br /&gt;
| faction    = Black Eels&lt;br /&gt;
| roles      = Ferry service&lt;br /&gt;
| location   = [[Junkyard - Docks]]&lt;br /&gt;
| abilities = [[Opportunist]]&lt;br /&gt;
| quests     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Broderick''' is a black eel boat captain in Junkyard docks. He provides boat [[fast travel]] services. His boat is the only way to reach [[Silent Isle]] before you get access to a [[jet ski]]. He wields an assault rifle.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Retrieve the lost cargo]]: Pick up some cargo from Silent Isle.&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
His boat can initially take you to [[South Gate Station]] and [[Silent Isle]]. After the earthquake damages are repaired, travel to [[Core City]] also becomes possible, and once you have checked out the situation in [[Camp Hathor]], travel to Hathor becomes available.&lt;br /&gt;
&lt;br /&gt;
His fee of 10 charon for the nearby destinations and 20 charons for Core City.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Global entities]]&lt;br /&gt;
[[Category:Junkyard characters]]&lt;br /&gt;
[[Category:Black Eels]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Burrower_emergency&amp;diff=57221</id>
		<title>Burrower emergency</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Burrower_emergency&amp;diff=57221"/>
		<updated>2026-02-18T22:12:16Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Burrower emergency&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Flooding the mine.png&lt;br /&gt;
| location = [[Hathor Mine]]&lt;br /&gt;
| givenby  = [[Edgar]]&lt;br /&gt;
| rewards  = 2000 classic XP / 1 oddity XP&amp;lt;br&amp;gt;200 [[Stygian Coin]], one of the following:&lt;br /&gt;
Crossbow&amp;lt;br&amp;gt; Sniper Rifle&amp;lt;br&amp;gt;Assault Rifle&amp;lt;br&amp;gt;Knife&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;Machete&amp;lt;br&amp;gt;Spear&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Check on Camp Hathor]]&lt;br /&gt;
| next     = [[Kill the Rathound King]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After the earthquake hit,  [[Camp Hathor]]'s mines have been swarming with burrowers.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Burrowers have emerged from the abandoned mine following the earthquake and started attacking [[Camp Hathor]]. Enter the mine and see if you can stop them somehow&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
You will need a [[TNT Charge]] or [[Sonocaster]] for this. The [[Jackhammer]] will not work. [[Hathor Mine]]s are to the north. Make your way through the burrowers to the mine tunnels and to the second level of the mine. There you will find some rocks you can blast off to flood the lowest level of the mine and stop the burrowers. Note that burrowers in the mines can respawn on your way back.&lt;br /&gt;
&lt;br /&gt;
Once you've flooded the mine, return to [[Edgar]] for your reward. All weapons can have random modifiers.&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=Intelligence&amp;diff=57207</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Intelligence&amp;diff=57207"/>
		<updated>2026-02-14T00:52:16Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|reason=Missing oddity xp reduction with intelligence}}&lt;br /&gt;
&lt;br /&gt;
{{Quote&lt;br /&gt;
| Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Intelligence''' determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
Psi point regeneration scales with [[Will (Base Ability)|will]] and [[intelligence]]: psi regen = 5 + (will+int)/2&lt;br /&gt;
&lt;br /&gt;
Intelligence also determines the number of psi different abilities that can be invoked during combat: 2 + intelligence/2, up to 8.&lt;br /&gt;
&lt;br /&gt;
High intelligence score is important for crafters and psionic characters.&lt;br /&gt;
&lt;br /&gt;
Since [[1.3.0.15]] update, Intelligence influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is increased by 1% per point above 4.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Hacking]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Electronics]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Biology]]&lt;br /&gt;
* [[Tailoring]]&lt;br /&gt;
* [[Mercantile]]&lt;br /&gt;
|&lt;br /&gt;
* Dialogue options&lt;br /&gt;
* Psi regen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Intelligence feats]].&lt;br /&gt;
* [[Increased Intelligence]] veteran feat increases it by 2.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
=== Armor ===&lt;br /&gt;
* {{Itemlink|Lemurian Engineer Suit}}{{expedition-inline}} (requires 5 Intelligence)&lt;br /&gt;
* {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (requires 5 Intelligence)&lt;br /&gt;
* {{Itemlink|Tesla Armor}}{{expedition-inline}} (requires 6 Intelligence)&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* {{Itemlink|Remote Control Energizer Glove}} (requires 6 Intelligence)&lt;br /&gt;
* {{Itemlink|Red Dragon}}{{expedition-inline}} (requires 6 Intelligence)&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
* {{Itemlink|All-in}} (temporary -3 Intelligence)&lt;br /&gt;
* {{Itemlink|Boolean}} (temporarily -3 all base abilities)&lt;br /&gt;
* {{Itemlink|Junkyard Surprise}} (temporary random base ability effect, can only decrease Intelligence)&lt;br /&gt;
* {{Itemlink|Slackjaw (cocktail)}} (temporary -3 Intelligence)&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
* {{Itemlink|Intelligence Booster}} (permament +1 Intelligence)&lt;br /&gt;
* {{Itemlink|Hypercerebrix}}{{expedition-inline}} (temporary +2 Intelligence)&lt;br /&gt;
&lt;br /&gt;
== Intelligence checks ==&lt;br /&gt;
Intelligence occasionally unlocks new dialog options.&lt;br /&gt;
&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
* [[Zoner Ma]], 4 Intelligence (8 base before the [[Heavy Intoxication]] debuff) - successfully insult her into allowing you to search her apartment{{expedition-inline}}&lt;br /&gt;
* [[Synesthete]], 7 Intelligence - get some money in exchange for [[the Juice]]{{expedition-inline}}&lt;br /&gt;
* [[Knuckles]], 8 Intelligence - allows to guess the password without finding [[Note (The Rig)]]{{expedition-inline}}&lt;br /&gt;
* [[Exiled Mutie Guard]], 8 Intelligence - allows to enter the [[Mutie Refuge]] for free{{expedition-inline}}&lt;br /&gt;
* [[Captain Grim]], 8 Intelligence - allows the player to join the pirates while negotiating for {{spoiler|the professor's release}}{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 8 Intelligence - unlocks his special merchandise before discussing [[Philosophy]] with him{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 7 Intelligence - required to learn the first tier of the [[Philosophy]] feat{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 8 Intelligence - required to learn the second tier of the [[Philosophy]] feat{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 9 Intelligence - required to learn the third tier of the [[Philosophy]] feat{{expedition-inline}}&lt;br /&gt;
* [[Ferryman]], 8 Intelligence - get a free towing of the [[Obtain a Submarine|submarine]] (also requires discussing philosophy with him earlier){{expedition-inline}}&lt;br /&gt;
* [[Yngwar]], 8 Intelligence - required to convince him to draw the [[Rune Sketch]]{{expedition-inline}}&lt;br /&gt;
* [[Yngwar]], 9 Intelligence - learn about [[Sjörsr]] from him without hearing [[Ferryman]]'s story first{{expedition-inline}}&lt;br /&gt;
* [[Yngwar]], 10 Intelligence - be able to understand everything he is saying{{expedition-inline}}&lt;br /&gt;
* {{spoiler|[[Six]]}}, 12 Intelligence - {{spoiler|allows to confront him about his motives in the [[Epilogue]]}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]]: Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified&lt;br /&gt;
* [[1.1.2.1]]: psi slots changed from 1+int/3 (max 6) to 2+int/2 (max 8)&lt;br /&gt;
* [[1.1.2.0]]: now determines psi slots, updated in-game description&lt;br /&gt;
* [[0.2.0.1]]: psi point regeneration scales with will and intelligence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=57190</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=57190"/>
		<updated>2026-02-08T20:30:19Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 10 skills: '''guns''', '''heavy guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''', '''metathermics''' and '''temporal manipulation'''. The term '''''weapon''''' specifically refers to weapons that go into your character's weapon slots. It does not include utilities, traps or psi abilities.&lt;br /&gt;
&lt;br /&gt;
: [[Guns]] include most firearms, chemical weapons and energy weapons. They are further split into pistols, submachine guns, assault rifles, sniper rifles, shotguns{{expedition-inline}} and grenade launchers{{heavyduty-inline}}.&lt;br /&gt;
: [[Heavy Guns]]{{heavyduty-inline}} are divided into three classes, light machine guns, miniguns, and rocket launchers.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellaneous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers, swords and spears. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
: [[Temporal Manipulation]]{{expedition-inline}} psionic abilities manipulate time in different ways.&lt;br /&gt;
&lt;br /&gt;
[[Feats]] often enhance or work with only some types of weapons, ''e.g. [[Snipe]] requires a crossbow or sniper rifle, [[Lightning Punches]] works with unarmed and fist weapons, [[Gunslinger (feat)|Gunslinger]] only affects firearm-type pistols, [[Spec Ops]] affects SMG burst attacks and flashbangs.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. They include most lighter types and models of firearms and also chemical/energy weapons and grenade launchers. All firearms deal {{mechanical}} damage, but can use various types of [[Ammo]], such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special damage types and effects. Pistols have the advantage of having no skill requirement, so every character can use them to some effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| [[File:Rebel.png|25px|link=Shotguns]] [[Shotguns]] {{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&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)&lt;br /&gt;
* Loud, but low calibers can be silenced&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;
* Short-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&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;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Long range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Longest range&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
|&lt;br /&gt;
* Strong single shot attack firing multiple pellets at once&lt;br /&gt;
* Can hit several targets with one shell&lt;br /&gt;
* Combat shotguns can burst fire&lt;br /&gt;
* No moving or melee penalties&lt;br /&gt;
* Short-medium range&lt;br /&gt;
* High damage output against individual targets up close&lt;br /&gt;
* Accuracy drops sharply with distance&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low-moderate strength requirement (5-6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
!width=&amp;quot;33%&amp;quot;| &lt;br /&gt;
[[File:GrenadeLauncher.png|25px|link=Grenade Launchers]] [[Grenade Launchers]] {{heavyduty-inline|Heavy Duty}}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&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;
* Short-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;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Short 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;
* Strong area of effect explosive damage, devastating against groups of enemies&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Special grenades&lt;br /&gt;
* Can target tiles as well as specific enemies&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate to high strength requirement (5-8)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Guns {{heavyduty-inline|Heavy Duty}} ===&lt;br /&gt;
{{main|Heavy Guns}}&lt;br /&gt;
&lt;br /&gt;
Heavy Guns are weapons. Split into LMGs, miniguns, and rocket launchers. LMGs, and miniguns are fully focused on burst fire attacks and deal {{mechanical}} damage, while rocket launchers are focused on area of effect attacks that deal {{mechanical}} and {{heat}} damage. Like other firearms, heavy guns can use various different [[Ammo]] types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:LMG.png|25px|link=LMGs]] [[LMGs]]&lt;br /&gt;
! [[File:Minigun.png|25px|link=miniguns]] [[Miniguns]]&lt;br /&gt;
! [[File:Beamer.png|25px|link=Rocket_Launchers]] [[Rocket Launchers]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* More shots per burst than other firearm types&lt;br /&gt;
* Lower AP cost than most assault rifle burst attacks&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Very high damage output, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* High strength requirement (7-10)&lt;br /&gt;
|&lt;br /&gt;
* Burst fire only&lt;br /&gt;
* Fewer shots per burst initially&lt;br /&gt;
* Number of shots increases, and AP cost decreases as it revs up&lt;br /&gt;
* High AP cost&lt;br /&gt;
* Moderate to high moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Penalty to initiative&lt;br /&gt;
* Medium-long range&lt;br /&gt;
* Potentially extremely high damage output in long battles, especially at short and medium range&lt;br /&gt;
* Accuracy drops off sharply past medium range&lt;br /&gt;
* High reload AP cost&lt;br /&gt;
* Very loud&lt;br /&gt;
* Very high strength requirement (9-14)&lt;br /&gt;
|&lt;br /&gt;
* Strong area of effect attacks&lt;br /&gt;
* Can target tiles as well as specific targets&lt;br /&gt;
* Damage reduced by enemy evasion&lt;br /&gt;
* Moderate to high melee penalty&lt;br /&gt;
* Low to moderate moving penalty&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High AP Cost&lt;br /&gt;
* High reload cost&lt;br /&gt;
* Very heavy ammo&lt;br /&gt;
* Extremely loud&lt;br /&gt;
* Moderate-high strength requirement (7-11)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are {{tooltip|They won't benefit from feats and other effects affecting weapons|not classified as weapons}}. They are combat [[utilities]]. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense. Grenades provide powerful area of effect damage and there are various other throwing utilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary means of offense&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
** Plasma grenades {{expedition-inline|Expedition}}&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** Stingball grenades {{expedition-inline|Expedition}}&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|psionics]]) thanks to the wide variety of special bolts. Crossbow bolts' low impact speed helps against energy shields, but they have trouble against heavy armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
Melee weapons, excluding unarmed, are weapons. Melee attacks have very low impact speed, which them exceptionally strong against energy shielding. Melee offense can be increased by wearing spiked or bladed armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;15%&amp;quot;| [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| [[File:Cave Hopper Leather Gloves.png|25px|link=]] [[Fist weapons]]&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| [[File:Steel Combat Knife.png|25px|link=]] [[Knives]]&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| [[File:Steel Machete.png|25px|link=]] [[Swords]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| [[File:Steel Spear.png|25px|link=]] [[Spears]] {{expedition-inline|Expedition}}&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| [[File:Steel Sledgehammer.png|25px|link=]] [[Sledgehammers]]&lt;br /&gt;
!width=&amp;quot;15%&amp;quot;| [[File:Steel Crowbar.png|25px|link=]] [[Crowbars]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Light &amp;quot;weapon&amp;quot; (dexterity reduces AP cost)&lt;br /&gt;
* {{tooltip|Won't benefit from feats and other effects affecting weapons, unless it also affects unarmed attacks|Not classified as weapon}}&lt;br /&gt;
* Base damage increases with character level and strength&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 140% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&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;
* Light weapon (dexterity reduces AP cost)&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;
* Low-moderate strength requirement (4-7)&lt;br /&gt;
High risk high reward weapon, relies on the user keeping up the offensive:&lt;br /&gt;
* [[Carved Up|Carves up]] living targets&lt;br /&gt;
* Capable of high damage output&lt;br /&gt;
* Suffers greatly from a single miss when using Flurry&lt;br /&gt;
|&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
Versatile offense/defense:&lt;br /&gt;
* Ignores 25% of mechanical damage resistance of organic targets (piercing)&lt;br /&gt;
* Block with [[Spear Guard]]&lt;br /&gt;
* Can be thrown for ranged damage&lt;br /&gt;
* Area of effect damage potential&lt;br /&gt;
|&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Noisy, depending on what it hits&lt;br /&gt;
* Ignores mechanical damage threshold (blunt trauma cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|&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;
* Can be enhanced with [[Firecracker Cap]]s and [[CACS]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are {{tooltip|They won't benefit from feats and other effects affecting weapons|not classified as weapons}}. Traps is a support skill that can be especially effective in combination with high stealth, allowing one to prepare the battlefield as they see fit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
Psionic abilities  are technically not classified as weapons. Unlike weapons, psi abilities require no physical ammunition and directly targeted psi abilities always hit their targets. Invoking psi abilities costs psi, which is naturally regenerating mental resource of psionically empathic characters and creatures. They are powerful abilities, but the power comes with a drawback. Accessing your character's psionic potential requires [[Psi Empathy]] which also reduces your base health by 25%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|crafted]] from components, purchased from traders, found, stolen or looted from the dead. Throwing utilities and traps consist of few pre-defined varieties, but all others are randomly generated with a wide range of component and quality variations. There are different calibers of most firearm models, different molds for knives and many enhancements such as extended magazines, foregrips, rifle scopes, crossbow speed reloaders and electroshock generators for melee weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
The damage and durability of weapons are determined by the quality of their base component ''(e.g. gun frame for firearms, metal plates for melee weapons)''. All crafted/generated weapon models vary in quality, making every craftable weapon model potentially useful at any character level.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack. Each point of [[Dexterity]] above 5 decreases AP cost of light weapons. Feats can also decrease or increase AP costs for certain weapons and actions.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. You must either buy or craft [[repair kit]]s that can be used to keep your equipment in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a [[Degraded Weapon]] or [[Heavily Degraded Weapon]] and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], all weapons emit some degree of [[noise]]. The player will have to consider more than just visual perception when handling a hostile area. This system works in a simple manner: certain actions, such as firing weapons and grenade explosions, now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers) - to have an edge over other weapon types when doing a stealth assassination.&lt;br /&gt;
&lt;br /&gt;
In addition to this, a lot of NPCs will holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon types navbox}}&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items| Weapons]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Save_Jenny&amp;diff=57184</id>
		<title>Save Jenny</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Save_Jenny&amp;diff=57184"/>
		<updated>2026-02-06T19:22:39Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Save Jenny&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = abandoned building trapdoor.png&lt;br /&gt;
| location = [[Abandoned Building]]&lt;br /&gt;
| givenby  = [[Cliff]]&lt;br /&gt;
| rewards  = 1000 classic XP / 1 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you manage to [[persuasion|persuade]] Cliff not to shoot you when you first meet, he will explain you his situation and ask you to save his girlfriend, Jenny, from the ruins below.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Save Cliff's girlfriend from the ruins southwest of Junkyard.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
=== Starting the quest ===&lt;br /&gt;
First of all, you will need 30 effective persuasion or intimidation skill to avoid a firefight. Talk with Cliff to start the quest.&lt;br /&gt;
&lt;br /&gt;
=== Saving Cliff (optional) ===&lt;br /&gt;
The [[Doctor (feat)|Doctor]] feat, a [[Coagulation Shot]] or a [[Technomedic Exoskeleton]] is needed to patch Cliff's wounds, otherwise he slowly bleeds to death. He will be dead when you return from the Abandoned Building. However, saving his life is not required to get the XP from quest completion.&lt;br /&gt;
&lt;br /&gt;
It is also possible to save Cliff by avoiding taking this quest. The quest can be skipped by sneaking past Cliff into the Abandoned Building and saving Jenny without ever being asked to do so. Both Jenny and Cliff will survive, but you receive no reward. There is yet another way: it takes 3 minutes for his bleeding wound to kill him. If you manage to save Jenny in that time, Cliff will survive.&lt;br /&gt;
&lt;br /&gt;
=== Finding and saving Jenny ===&lt;br /&gt;
The [[Abandoned Building]] is filled with burrowers. Not a nice place. [[Jenny]] is holed up inside one of the rooms in southeast corner of the building. You will need an [[Antidote]] to heal her, otherwise she will slowly die of poison. Once you exit the building with Jenny, the quest is marked completed and you will receive your reward.&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=Entangled&amp;diff=57172</id>
		<title>Entangled</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Entangled&amp;diff=57172"/>
		<updated>2026-02-03T10:37:17Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Entangled&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Throwing Net.png&lt;br /&gt;
| description = Cannot move.&lt;br /&gt;
| duration    = up to 3 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Entangled''' is an immobilization effect that lasts up to 3 turns, depending on target's strength. Caused by [[Throwing Net]]s, [[Barbed Throwing Net]]s and [[Stone Bolas]]{{expedition-inline}}.&lt;br /&gt;
&lt;br /&gt;
Useful for melee characters to hold their prey in place. Like all immobilization effects, being entangled drops dodge and evasion to zero.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Immunity ==&lt;br /&gt;
{{Immobilization immunities}}&lt;br /&gt;
&lt;br /&gt;
As of [[1.3.0.15]], entangled status effect can also be burnt away with [[Exothermic Aura]] status effect. Barbed throwing nets can't be burnt.&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=Webbed&amp;diff=57171</id>
		<title>Webbed</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Webbed&amp;diff=57171"/>
		<updated>2026-02-03T10:33:31Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status Effect Infobox&lt;br /&gt;
| name        = Webbed&lt;br /&gt;
| nature      = malicious&lt;br /&gt;
| image       = Webbed.png&lt;br /&gt;
| description = Cannot move.&lt;br /&gt;
| duration    = 2-4 turns&lt;br /&gt;
}}&lt;br /&gt;
[[File:spiderwebs.jpg|thumb|300px|right|Spiderwebs. The translucent webs are electric web traps. They must be [[Traps#Detection|detected]] to see them.]]&lt;br /&gt;
&lt;br /&gt;
'''Webbed''' is an immobilization effect.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* Electric web traps found in [[Coil Spider]] lairs (4 turns). The web traps also deal electric damage, which [[stun]]s unless completely resisted.&lt;br /&gt;
* [[Web Blob Attack]] of [[Giant Weaver]]s (2 turns). Also creates [[Sticky Spider Web]]s on the ground, causing [[Slowed (Web)]].{{expedition-inline|Expedition}}&lt;br /&gt;
&lt;br /&gt;
== Immunity ==&lt;br /&gt;
{{Immobilization immunities}}&lt;br /&gt;
&lt;br /&gt;
As of [[1.0.4]], webbed status effect can also be burnt away with [[Burning]] and [[Exothermic Aura]] status effects or direct fire exposure.&lt;br /&gt;
&lt;br /&gt;
&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=Exothermic_Aura&amp;diff=57170</id>
		<title>Exothermic Aura</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Exothermic_Aura&amp;diff=57170"/>
		<updated>2026-02-03T10:30:04Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Exothermic Aura''' 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       = Exothermic Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Exothermic Aura&lt;br /&gt;
| school      = Metathermics&lt;br /&gt;
| skillreq    = 70&lt;br /&gt;
| description = Makes you immune to heat damage and generates flames around you in your wake. Lasts 4 turns, but the flames won't be generated on the last turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{Ground fire}}&lt;br /&gt;
| apcost      = 25&lt;br /&gt;
| psicost     = 40&lt;br /&gt;
| cooldown    = 12 turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Exothermic aura is a [[Metathermics]] psi ability the player can learn from a Psionic Mentor.&lt;br /&gt;
&lt;br /&gt;
The [[fire]] generated by exothermic aura behaves like other environmetal fires. Its damage does not scale with Metathermics skill.&lt;br /&gt;
&lt;br /&gt;
This is a very useful ability outside of combat, if the player is burning, the exothermic aura dispels the burning effect. If the player needs to traverse into areas with freezing gas, the aura will prevent any hypothermia effects, dispell existing affects, and temporarily remove the freezing gas in an area.&lt;br /&gt;
While in combat it can be used to burn off [[Entangled|nets]] and [[Webbed|webs]], but it cannot burn off [[Barbed Throwing Net|barbed nets]].&lt;br /&gt;
&lt;br /&gt;
Getting hit by ice metathermic spells such as [[Cryokinesis]] will remove Exothermic Aura.&lt;br /&gt;
&lt;br /&gt;
=== Trainers ===&lt;br /&gt;
* [[Psionic Mentor: Exothermic Aura]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Status effect ==&lt;br /&gt;
{{Status Effect Infobox&lt;br /&gt;
| image       = Exothermic Aura.png&lt;br /&gt;
| nature      = beneficial&lt;br /&gt;
| name        = Exothermic Aura&lt;br /&gt;
| description = You are immune to heat damage and generate flames around you in your wake (except on the last turn).&lt;br /&gt;
| duration    = 4 turns (20 seconds)&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] - Exothermic Aura now burns off throwing nets and webs that entangle the invoker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Abilities navbox|collapsed}}&lt;br /&gt;
{{Psi abilities navbox}}&lt;br /&gt;
{{Status effect navbox|collapsed}}&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Psi]]&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=Fusion_Cannon&amp;diff=57169</id>
		<title>Fusion Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Fusion_Cannon&amp;diff=57169"/>
		<updated>2026-02-02T04:41:55Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
&lt;br /&gt;
The '''Fusion Cannon''' is a unique one-of-a-kind heavy energy weapon.&lt;br /&gt;
&lt;br /&gt;
{{tabbed infobox&lt;br /&gt;
| tab1 = Fusion Cannon (Q100)&lt;br /&gt;
| tab2 = Fusion Cannon (Q150)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Fusion Cannon works similar to a grenade launcher but uses [[Heavy Guns]] skill to determine precision and damage and for all purposes also counts as an energy weapon. Its attack deals normal weapon damage to everything in a radius of 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other unique items, it doesn't have fixed stats and its damage, durability, energy capacity and minimal weapon skill requirements are randomized to a small degree.&lt;br /&gt;
&lt;br /&gt;
The Fusion Cannon does NOT benefit from effects that specifically only impact energy pistols, such as the [[Tesla Armor]] or the [[Electroinvestigative Belt]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Found in [[The Compound]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Unlike all other uniques, Fusion Cannon is craftable. Its blueprint can be obtained by disassembling the weapon with [[Disassemble]] feat.&lt;br /&gt;
&lt;br /&gt;
{{for|more details|Blueprint: Fusion Cannon}}&lt;br /&gt;
&lt;br /&gt;
== Fusion Cannon feats ==&lt;br /&gt;
Does not include general-purpose ranged weapon feats.&lt;br /&gt;
* [[Heavy Metal]]&lt;br /&gt;
* [[Tricky Trajectory]]&lt;br /&gt;
* [[High-Technicalities]]&lt;br /&gt;
* [[Disassemble]] (in order to obtain the blueprint)&lt;br /&gt;
* [[Power Management]] (when crafting)&lt;br /&gt;
* [[Practical Physicist]] (when crafting)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.3.0.15]] (Heavy Duty) - Bullet Trance no longer works with Fusion Cannon&lt;br /&gt;
* [[1.2.0.7]] (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:Heavy Guns| Fusion Cannon]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ammo&amp;diff=57166</id>
		<title>Ammo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ammo&amp;diff=57166"/>
		<updated>2026-01-18T19:22:31Z</updated>

		<summary type="html">&lt;p&gt;Raven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a full list of Ammo items|:Category:Ammo}}&lt;br /&gt;
&lt;br /&gt;
== Bullets ==&lt;br /&gt;
[[File:Burst.png|left|link=]]&lt;br /&gt;
Firearm ammunition in Underrail comes in the following calibers: '''''5mm''''', '''''7.62mm''''', '''''8.6mm''''', '''''9mm''''', '''''.44in''''' and '''''12.7mm'''''. They are all packed into a universal cartridge that any weapon class can use if the weapon is of that caliber. When crafting firearms, one of the components is the barrel which will dictate the caliber of the weapon. Not all weapon classes and models can use all calibers.&lt;br /&gt;
&lt;br /&gt;
Three different types of ammunition are available for all calibers - [[#Standard Rounds|Standard]], expanding [[#JHP Rounds|JHP]] and armor-piercing [[#W2C Rounds|W2C]] rounds. Additionally, each caliber has its own craftable special round type. The value of different rounds can give a rough idea of their relative rarity and power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can mix and match different rounds of the same caliber into a single magazine using the '''Load Single Bullet''' options, allowing for additional tactical options and full reloads when less than one magazine worth of a single ammo type is available.&lt;br /&gt;
&lt;br /&gt;
Quick reload commands for standard {{key|Shift}} + {{key|Q}}, W2C {{key|Shift}} + {{key|W}}, JHP {{key|Shift}} + {{key|E}} and special {{key|Shift}} + {{key|R}} rounds are also available.&lt;br /&gt;
&lt;br /&gt;
=== Standard Rounds ===&lt;br /&gt;
{| &lt;br /&gt;
|[[File:ammo_standard_25x50.PNG|link=]]&lt;br /&gt;
|''Standard round.''&lt;br /&gt;
|}&lt;br /&gt;
The cheapest and by far the most common variety. Has no drawbacks nor special strengths.&lt;br /&gt;
&lt;br /&gt;
=== JHP Rounds ===&lt;br /&gt;
{|&lt;br /&gt;
|[[File:ammo_JHP_25x50.PNG|link=]]&lt;br /&gt;
|''Jacketed hollow point round.''&lt;br /&gt;
''Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 40% against organic targets.''&lt;br /&gt;
|}&lt;br /&gt;
Rarer and more expensive than standard rounds, ''JHP rounds'' are best used against soft, unarmored targets to cause extra damage.&lt;br /&gt;
&lt;br /&gt;
=== W&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;C Rounds ===&lt;br /&gt;
{|&lt;br /&gt;
|[[File:ammo_W2C_25x50.PNG|link=]]&lt;br /&gt;
|''Armor-piercing cartridge with a tungsten carbide bullet.''&lt;br /&gt;
''Ignores 30-45% of target's mechanical damage resistance, depending on the caliber, and 65% of damage threshold.''&lt;br /&gt;
|}&lt;br /&gt;
Rarer and more expensive than standard rounds, ''W&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;C rounds'' are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots.&lt;br /&gt;
&lt;br /&gt;
=== Special Rounds ===&lt;br /&gt;
In addition to the universal Standard, JHP and W&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;C rounds, each caliber has a unique special round type. These can be acquired by reloading your spent casings with appropriate [[blueprints]]. There is a 30% chance to gain spent casing whenever firing a firearm.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
[[File:Ammo_5mm_shock.png|link=]] [[5mm Shock Round]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo_7.62mm_ms.png|link=]] [[7.62mm Micro-Shrapnel Round]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo_8.6mm_inc.png|link=]] [[8.6mm Incendiary Round]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Ammo_9mm_acid.png|link=]] [[9mm Acid Round]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo_.44_exp.png|link=]] [[.44 Explosive Round]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ammo_12.7mm_cnt.png|link=]] [[12.7mm Contaminated Round]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weight and value ===&lt;br /&gt;
Notably, 9mm JHP rounds are relatively cheap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | !! colspan=&amp;quot;3&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
! Caliber !! Weight !! Std !! JHP !! W&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;C&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;05&amp;quot; | 5mm    || 0,02 || 10 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;07&amp;quot; | 7.62mm || 0,03 || 14 || 20 || 24&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;08&amp;quot; | 8.6mm  || 0,03 || 20 || 26 || 30&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;09&amp;quot; | 9mm    || 0,04 || 26 || 18 || 36&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;11&amp;quot; | .44    || 0,06 || 45 || 52 || 60&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;12&amp;quot; | 12.7mm || 0,06 || 80 || 90 || 110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shells {{expedition-inline|Expedition}} ==&lt;br /&gt;
[[File:6p_Shotgun_Shell.png|text-top|link=]]&lt;br /&gt;
Exclusive to [[Underrail: Expedition]], shotgun shells are all 12 gauge shells with a variable pellet count which is denoted in their name ranging from 3 pellets to 20.&lt;br /&gt;
&lt;br /&gt;
Each pellet rolls its own attack roll, damage roll, and crit roll individually and can potentially hit bystanders if the initial target is missed. Lower pellet count shells have more damage per pellet and have armor piercing while high pellet count shells are suited for unarmored targets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Damage/Pellet !! Total Damage !! DT Reduction !! DR Reduction&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|20p Shotgun Shell}} || 6% || 120% || 40% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|12p Shotgun Shell}} || 9% || 108% || 55% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|6p Shotgun Shell}} || 15% || 90% || 70% || 30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|3p Tungsten Shotgun Shell}} || 25% || 75% || 80% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Launcher Grenades {{heavyduty-inline|Heavy Duty}} ==&lt;br /&gt;
[[File:40mm_Frag_Grenade.png|text-top|link=]]&lt;br /&gt;
Exclusive to [[Underrail: Heavy Duty]], launcher grenades are used in grenade launchers, and come in two calibers: 25mm and 40mm depending on the weapon frame.&lt;br /&gt;
&lt;br /&gt;
25mm grenades have an explosion radius of 1, while 40mm grenades have an explosion radius of 2. Both 25mm and 40mm have fragmentation and high explosive grenades available. Additionally each caliber has two specialty grenade types: incendiary and concussive for 25mm, and cluster and thermobaric for 40mm.&lt;br /&gt;
&lt;br /&gt;
=== Frag Grenades ===&lt;br /&gt;
{{Itemlink|25mm Frag Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Itemlink|40mm Frag Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
Fragmentation launcher grenades deal their damage primarily through shrapnel which is suited for unarmored targets. More shrapnel is likely to hit near the center.&lt;br /&gt;
&lt;br /&gt;
=== HE Grenades ===&lt;br /&gt;
{{Itemlink|25mm High-Explosive Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Itemlink|40mm High-Explosive Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
High explosive launcher grenades are effective and dedicated anti-armor explosives that are still functional against unarmored foes if needed.&lt;br /&gt;
&lt;br /&gt;
=== 25mm Specialty Grenades ===&lt;br /&gt;
{{Itemlink|25mm Concussive Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
Concussive launcher grenades deal low mechanical damage, but always daze injured foes, and have a small chance to stun targets who are already dazed.&lt;br /&gt;
&lt;br /&gt;
{{Itemlink|25mm Incendiary Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
Incendiary launcher grenades deal low initial heat damage, however it can set targets on fire (which can cause [[fear]]), sets the ground ablaze, and has increased radius for a 25mm round.&lt;br /&gt;
&lt;br /&gt;
=== 40mm Specialty Grenades ===&lt;br /&gt;
{{Itemlink|40mm Cluster Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
Cluster launcher grenades initially explode in a small radius for minimal damage, however afterwards 8 additional bombs are released in a massive radius that each then create another small explosion.&lt;br /&gt;
&lt;br /&gt;
{{Itemlink|40mm Thermobaric Grenade}}&amp;lt;br&amp;gt;&lt;br /&gt;
Thermobaric launcher grenades explode in an even larger radius than standard 40mm grenades, deal increased heat damage, and penetrate damage resistance and threshold.&lt;br /&gt;
&lt;br /&gt;
== Rockets {{heavyduty-inline|Heavy Duty}} ==&lt;br /&gt;
[[File:84mm High-Explosive Rocket.png|text-top|link=]]&lt;br /&gt;
Exclusive to [[Underrail: Heavy Duty]], rockets are used in rocket launchers, and come in three calibers: 40mm, 66mm and 84mm, with the first two being available only to unique weapons.&lt;br /&gt;
&lt;br /&gt;
=== 40mm Rockets ===&lt;br /&gt;
{{Itemlink|40mm Tandem-Charge Rocket}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 66mm Rockets ===&lt;br /&gt;
{{Itemlink|66mm Incendiary Rocket}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 84mm Rockets ===&lt;br /&gt;
{{Itemlink|84mm High-Explosive Rocket}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Itemlink|84mm Kinetic Energy Penetrator Rocket}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 84mm Specialty Rockets ===&lt;br /&gt;
{{Itemlink|84mm Cave Shaker Rocket}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Itemlink|84mm White Phosphorus Rocket}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bolts ==&lt;br /&gt;
[[File:ammo_bolts.png|text-top|link=Bolts]]&lt;br /&gt;
[[Bolts]] are the standard crossbow ammunition. They have no need to be loaded individually, so long as the character has spare bolts they are loaded with each shot.&lt;br /&gt;
&lt;br /&gt;
=== Special Bolts ===&lt;br /&gt;
Crossbows also have a wide variety of special bolts available, which are equipped as [[utilities]] and launched with the current crossbow for 4 more AP than its regular attack.&lt;br /&gt;
* {{Itemlink|Broadhead Bolt}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Serrated Bolt}}&lt;br /&gt;
* {{Itemlink|Acid Bolt}}&lt;br /&gt;
* {{Itemlink|Rusting Acid Bolt}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Corrosive Acid Bolt}}&lt;br /&gt;
* {{Itemlink|Black Dragon Poison Bolt}}&lt;br /&gt;
* {{Itemlink|Cave Ear Poison Bolt}}&lt;br /&gt;
* {{Itemlink|Crawler Poison Bolt}}&lt;br /&gt;
* {{Itemlink|Burrower Poison Bolt}}&lt;br /&gt;
* {{Itemlink|Blinding Poison Bolt}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Leper Poison Bolt}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Heartbreak Poison Bolt}}{{expedition-inline}}&lt;br /&gt;
* {{Itemlink|Tranquilizing Bolt}}&lt;br /&gt;
* {{Itemlink|Incendiary Bolt}} ({{Itemlink|Incendiary Bolt Mk II|Mk II}}, {{Itemlink|Incendiary Bolt Mk III|Mk III}})&lt;br /&gt;
* {{Itemlink|Shock Bolt}} ({{Itemlink|Shock Bolt Mk II|Mk II}}, {{Itemlink|Shock Bolt Mk III|Mk III}})&lt;br /&gt;
* {{Itemlink|Spirit Poison Bolt}}&lt;br /&gt;
* {{Itemlink|Putrefying Bolt}}&lt;br /&gt;
* {{Itemlink|Void Bolt}}{{expedition-inline}}&lt;br /&gt;
&lt;br /&gt;
== Batteries ==&lt;br /&gt;
[[File:battery1.png|text-top|link=Supercharged Lithium Cell]]&lt;br /&gt;
Batteries can be used to recharge various items and equipment. Notably energy weapons such as laser, plasma, and electroshock pistols rely on batteries to regain energy. Instead of utilizing a variety of specialty ammunition these weapons instead benefit from higher quality batteries that can restore more energy per use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Energy !! Weight !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Supercharged Lithium Cell}} || 30 || 0.10 || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Fusion Cell}} || 100 || 0.10 || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Plasma Cell}} || 200 || 0.10 || 600&lt;br /&gt;
|-&lt;br /&gt;
| {{Itemlink|Greater Fusion Cell}} || 500 || 1.5 || 1200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chemical ammunition ==&lt;br /&gt;
[[File:Acid Vial.png|text-top|link=Acid Vial]]&lt;br /&gt;
Chemical weapons use special vials filled with chemicals as their ammunition. They come in acidic, cryogel, and incendiary varieties.&lt;br /&gt;
&lt;br /&gt;
=== Acid Vials ===&lt;br /&gt;
{{Itemlink|Acid Vial}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Itemlink|Corrosive Acid Vial}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Itemlink|Rusting Acid Vial}}{{expedition-inline}}&amp;lt;br&amp;gt;&lt;br /&gt;
Usable by acid blob pistols, they entangle targets and deal Acid damage. Corrosive ammunition lowers enemy damage resistance and threshold, while rusting deals more damage to machines.&lt;br /&gt;
&lt;br /&gt;
=== Cryogel Vials ===&lt;br /&gt;
{{Itemlink|Cryogel Vial}}&amp;lt;br&amp;gt;&lt;br /&gt;
Usable by cryoliquid blob pistols, it freezes and chills targets while dealing Cold damage.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Vials ===&lt;br /&gt;
{{Itemlink|Incendiary Vial|}}&amp;lt;br&amp;gt;&lt;br /&gt;
Usable by incendiary blob pistols, it sets targets on fire and deals Heat damage.&lt;br /&gt;
&lt;br /&gt;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items| Ammo]]&lt;br /&gt;
[[Category:Ammo| Ammo]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=84mm_High-Explosive_Rocket&amp;diff=57165</id>
		<title>84mm High-Explosive Rocket</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=84mm_High-Explosive_Rocket&amp;diff=57165"/>
		<updated>2026-01-18T19:21:45Z</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        = 84mm High-Explosive Rocket.png&lt;br /&gt;
| name         = 84mm High-Explosive Rocket&lt;br /&gt;
| type         = Ammo&lt;br /&gt;
| description  = An unguided rocket with a high-explosive warhead.&lt;br /&gt;
| incurred     = - Deals 50% nominal damage as mechanical damage and 50% nominal damage as heat damage to all targets in radius of 3. Ignores 40% of damage resistance and threshold.&lt;br /&gt;
| ammouses     = Use: Reload a weapon with 84mm high-explosive rockets.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with 84mm high-explosive rockets.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 84mm high-explosive rocket into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 84mm high-explosive rocket into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15) &lt;br /&gt;
| weight       = 4.00&lt;br /&gt;
| value        = 500&lt;br /&gt;
| datafile     =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
84mm High-Explosive Rocket can be crafted with [[Blueprint: 84mm High-Explosive Rockets]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Sold by [[Kevin]].&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses 84mm Rockets}}&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;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=84mm_Cave_Shaker_Rocket&amp;diff=57164</id>
		<title>84mm Cave Shaker Rocket</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=84mm_Cave_Shaker_Rocket&amp;diff=57164"/>
		<updated>2026-01-18T19:21:04Z</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  = rarity&lt;br /&gt;
| image        = 84mm Cave Shaker Rocket.png&lt;br /&gt;
| name         = 84mm Cave Shaker Rocket&lt;br /&gt;
| type         = Ammo&lt;br /&gt;
| description  = This rocket has a specialized warhead designed to propagate destructive shock waves in a large radius.&lt;br /&gt;
| incurred     = - Deals 100% nominal damage as mechanical damage and 25% of nominal damage as heat damage to all targets in radius of 4. Living targets also become off-balanced for 2 turns and there's 50% chance they become dazed for 2 turns as well if they do not resist the effect.&lt;br /&gt;
| ammouses     = Use: Reload a weapon with 84mm cave shaker rockets.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Reload the current weapon with 84mm cave shaker rockets.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 84mm cave shaker rocket into a weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Use: Loads a single 84mm cave shaker rocket into the current weapon. Can only be performed out of combat.&amp;lt;br&amp;gt;(AP: 15) &lt;br /&gt;
| weight       = 4.00&lt;br /&gt;
| value        = 300&lt;br /&gt;
| datafile     =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
84mm Cave Shaker Rocket can be crafted with [[Blueprint: 84mm Cave Shaker Rockets]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Sold by [[Kevin]] as special merchandise.&lt;br /&gt;
&lt;br /&gt;
== Weapons using this ammo == &lt;br /&gt;
{{AmmoGroup|uses 84mm Rockets}}&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;
{{Ammo navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Ammo]]&lt;br /&gt;
[[Category:Bullets]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57157</id>
		<title>The Stunner</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Stunner&amp;diff=57157"/>
		<updated>2026-01-12T04:30:03Z</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  = unique&lt;br /&gt;
| image        = The Stunner.png&lt;br /&gt;
| name         = The Stunner&lt;br /&gt;
| type         = Pistol&lt;br /&gt;
| damage       = 25-40 {{color|aqua|(Energy)}}&lt;br /&gt;
| impactspeed  = Very High&lt;br /&gt;
| ap           = 12 AP&lt;br /&gt;
| range        = 11 (optimal: 8)&lt;br /&gt;
| precision   = +5%&lt;br /&gt;
| critchance   = 10%&lt;br /&gt;
| critbonus    = 175%&lt;br /&gt;
| energy/shot  = 5&lt;br /&gt;
| description  = A pulsed energy projectile pistol with a DETeK logo on its side. In lethal mode, the laser pulses create a small amount of exploding plasma on the target's surface which produces destructive and debilitating pressure waves. The less-lethal mode distributes the energy in a different manner, causing more agony and less damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The biometric lock engages the weapon only for the following authorized users:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;U8HU3CSD&amp;lt;br&amp;gt;TSMSL2SR&lt;br /&gt;
| capabilities = Bypasses 25% of target's energy shield.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;35% chance to immobilize the target for 1 turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Applies 1 stack of polarization. Each stack reduces the target's energy damage resistance and threshold by 10% and electrical ones by 7%, and increases their chance to get critically hit by weapons by 3%. Stacks up to 5 times and lasts 2 turns.&lt;br /&gt;
| incurred     = Damage against mechanical targets increased by 10%.&lt;br /&gt;
| specials     = {{ItemSpecial|Stunning Pulse|Perform a special attack that costs 20 energy and only does 50% of the normal weapon damage, but stuns living targets for 1 turn if it deals any damage.}}&lt;br /&gt;
| energy       = 100&lt;br /&gt;
| durability   = 1770 / 1770 (electronic)&lt;br /&gt;
| weight       = 2.00&lt;br /&gt;
| value        = 20000&lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Stunner''' is a unique energy pistol used by the [[Gunslinger (Heavy Duty)|Gunslinger]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Stunner is basically an upgraded energy pistol with high damage, crit chance and critical damage bonus, faster rate of fire and slightly better range. It also deals increased damage to mechanical targets, partially bypasses target's enemy shield, inflicts [[Polarized|polarization]] on hit and has a chance to immobilize on hit. It also has access to [[Stunning Pulse]] special attack that deals reduced damage but stuns living targets if it deals any damage.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Carried by [[Gunslinger (Heavy Duty)|Gunslinger]]. If he survives expedition to the [[Dark Territory]], he will offer the weapon to the player in a conversation in [[Core City]] (only if player has reached the [[Cognator|Command]] of the [[The Compound]]). If he dies, the weapon can be looted from his corpse, but it will also become [[The Stunner (Inactive)|locked]] and will require to be [[Hacking|hacked]] (150 effective skill) first to be usable.&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.2.0.7]] (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:Pistols]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;/div&gt;</summary>
		<author><name>Raven</name></author>
	</entry>
</feed>