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Underrail Game Guide by gamepressure.com

Underrail Game Guide

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Feats | How to create and develop a character Underrail Guide

Last update: 11 May 2016

Feats are what in other games is called perks or traits that can make your character even more specialized in a given area. Feats can enhance the skills that you already have, which can for example allow your hero to influence the minds of others even stronger, or be a better thief. At the beginning, you can choose two feats and than one more with every new level. There are plenty of them to choose and the amount of combination increases every time you advance to the next level. Thanks to that, you have a chance of choosing an unique setup for your hero.

Feats available from the beginning of the game

Expertise

All the critical hits deal extra damage, depending on the character's level.

Nimble

Reduces the penalty for using an armor by 15% and increases the chance to dodge melee attacks and bullets by 15% if your hero is not affected by any armor penalty.

Ninja Looter

Reduces the time needed for pickpocketing by 50%. Moreover, the chance of being detected when pickpocketing is reduced if your hero is hiding in the shadow.

Opportunist

Increases the damage dealt to dazed, stunned or incapacitated targets by 25%. Increases damage dealt to slowed targets by 15% when using weapons, fists or throwing knives.

Pack Rathound

Increases your hero's carry capacity by 50.

Paranoia

Detection is increased by 20% and the chance of receiving a critical hit is reduced by 3%. Moreover, your attacks with melee weapons and fists deal 30% more damage to enemies hiding in the shadow.

Quick Pockets

You obtain an extra slot on your action bar. Moreover, this feat reduces the AP cost of changing your equipment during a fight.

Recklessness

Increases the chance of dealing a critical hit by 7& when using any kind of weapon, but also increases the chance of receiving a critical hit by 3%.

Snooping

Increases the chance of finding secret passages, chests, etc.

Feats available from level 1

Aimed Shot

You can perform this attack from any kind of ranged weapon and it is guaranteed that it will be a critical hit. Note! It doesn't necessarily mean that you will hit the target every time. You will deal a critical hit only if you hit the target, but if you miss, the attack will be wasted.

Requirements

Guns or Crossbows 10

Perception 6

Armor Sloping

Reduces the penalty for using an armor made of metal plates by 35% if the armor was crafted by you.

Requirements:

Intelligence 6

Mechanics 15

Burglar

Reduces the time required to break mechanical or electronic locks by 75%.

Requirements:

Dexterity 7

Lockpicking or Hacking 15

Clothier

The quality of clothes made in the crafting mode is increased by 20%.

Requirements:

Intelligence 7

Tailoring 15

Conditioning

Reduces all mechanical, heat and cold damage received by 10% plus 1% for every point in constitution above 5.

Requirements:

Constitution 5

Doctor

You can now heal all types of wounds using bandages. Moreover, you receive 25% more healing from every source.

Requirements:

Biology 15

Fast Metabolism

Healing is increased by 25% and psi boosters regenerate extra 25 psi.

Requirements:

Constitution 6

Gun Nut

Increases the upper damage range of all the firearms that you create.

Requirements:

Intelligence 7

Mechanics 15

Gunslinger

During battle, all the actions performed using weapons cost 2 AP less.

Requirements:

Dexterity 7

Guns 15

Heavy Punch

Your hero may perform an attack using fists or fist weapons that deals 180% damage, but costs 200% AP.

Requirements:

Strength 5

Melee 15

Hit and Run

Every time you kill an enemy using a weapon, your MP are reset to 25, if you had less.

Requirements:

Agility 7

Juggernaut

Maximum HP increased by 25% if the armor penalty is above 50%.

Requirements:

Constitution 7

Strength 7

Marksman

Reduces the cost of AP when using special bolts.

Requirements:

Dexterity 5

Crossbows 15

Power Management

All electronic devices crafted by your hero have 35% more energy capacity.

Requirements:

Intelligence 7

Electronics 15

Skinner

The quality of leather items crafted by your hero is increased by 20%.

Requirements:

Intelligence 7

Tailoring 15

Sprint

You can activate this skill to obtain extra 30 MP for 2 turns. You can't use it when hiding in the shadow.

Requirements:

Agility 6

Stoicism

The damage you receive is reduced by 1% for every 4% HP that you miss.

Requirements:

Constitution 7

Will 7

Suppressive Fire

Enemies attacked by your hero when using a gun have their ranged chance to hit reduced by 10%, their AP reduced by 5 and MP reduced by 10 for one turn.

Requirements:

Guns 10

Perception 6

Sure Step

Your hero can move freely over spikes and acid pools.

Requirements:

Agility 5

Survival Instincts

Increases critical hit chance using weapons, unarmed attacks or psi by 30% if your hero has less than 30% HP.

Requirements:

Constitution 9

Thick Skull

When your hero receives an attacked that should stun him, he is dazed instead which allows him to still perform an action.

Requirements:

Constitution 10

Feats available from level 2

Corporeal Projection

All kinetic damage is increased by 5% for every point in strength above 5.

Requirements:

Strength 6

Psi ability: Telekinetic Punch or Force Emission

Disassemble

Allows you to disassemble items marked as "disassemble-able".

Requirements:

Intelligence 7

Electronics or Mechanics 20

Interloper

Reduces the movement penalty when hiding in the dark by 30% and allows you to restore up to 15 MP when using this skill in a battle.

Requirements:

Agility 7

Stealth 20

Psychosis

Increases critical hit chance when using psi skills, but also increases their cost by 20%.

Requirements:

Feat: Psi Empathy

Restricted feat: Tranquility

Pummel

Your hero can perform a special attack using a sledgehammer that deals 50% damage but puts the targets off balance which makes them unable to dodge your attacks (both melee and ranged) for 2 turns.

Requirements:

Melee 20

Tranquility

Reduces the cost of all psi skills by 5 AP if your hero has full HP.

Requirements:

Feat: Psi Empathy

Restricted feat: Psychosis

Yell

Your hero can perform a loud sound attack that reduces the offensive skills of all the affected targets by 35% of your points in intimidation skill.

Requirements:

Intimidation 20

Feats available from level 3

Cerebral Trauma

Increases base damage of the Neural Overload skill by 20%. Moreover, every time you hit a target with this skill, their psi point reserves are reduced by 10% of its maximum value.

Requirements:

Thought Control 25

Psi ability: Neural Overload

Dirty Kick

Your hero can perform a kick that deals reduced damage but stuns all the living targets that you hit (doesn't work for example on robots) for 1 turn. If the target is a male human, he is stunned for 2 turns.

Requirements:

Melee 25

Force User

Damage dealt using Telekinetic Punch is increased by 100% and your force field lasts 2 more turns.

Requirements:

Will 7

Psychokinesis 25

Psi ability: Telekinetic Punch or Force Field

Kneecap Shot

An attack that you can perform using a weapon, a crossbow or SMG. It deals normal damage, but causes bleed that deals 75% of the original damage for 3 turns plus 5% damage for every point in perception. Moreover, this attack reduces the target's MP to zero for 3 turns, so they will have to use AP when moving. This skill works only on living targets that have knees!

Requirements:

Guns or Crossbows 25

Perception 7

Lightning Punches

Reduces the amount of AP required to perform an attack with fists or fist weapons by 2 points when the armor penalty is below 25%.

Requirements:

Dexterity 8

Melee 25

Point Shot

Allows your hero to perform a quick attack using a pistol or SMG. The cost of the attack is 50% AP required to perform a normal attack but the precision is reduced.

Requirements:

Perception 6

Dexterity 6

Guns 25

Quick Tinkering

After activating, it allows you to immediately set up another trap, even during a battle, with no AP cost.

Requirements:

Traps 25

Dexterity 7

Steadfast Aim

Increases the hit chance when using pistols by 0,5% for every AP needed to shoot above 10 AP.

Requirements:

Strength 6

Dexterity 6

Guns 25

Vile Weaponry

When you cause bleed using a weapon, armor enhancement or a trap, you also affect the target with an infected wound which makes the target receive 10% more damage from you. Moreover, the wound reduces healing by 25%. Stacks 3 times.

Requirements:

Biology 10

Crossbows, Melee or Traps 25

Weaponsmith

All the knives and sledgehammers crafted by you have 5% higher critical hit chance.

Requirements:

Intelligence 6

Mechanics 25

Feats available from level 4

Concussive Shots

When you deal mechanical damage using crossbow bolts, you have 40% chance to daze living targets and reduce their AP by 15 and MP by 30 for one turn.

Requirements:

Crossbows 30

Crippling Strike

An attack that you can perform unarmed, using fist weapons or a knife. Id deal 150% damage and reduces the target's strength by 2 points if it penetrates their armor. The effect lasts for 5 turns and stacks 3 times.

Requirements:

Melee 30

Escape Artist

You can neutralize all negative status effects that make your hero unable to move.

Requirements:

Dexterity 7

Dodge 30

Grenadier

Reduces the cooldown of using regular grenades by 2 turns and special grenades by 3 turns.

Requirements:

Dexterity 6

Throwing 30

Meditation

Increases maximum psi by 25.

Requirements:

Will 7

Intelligence 5

Thought Control, Psychokinesis or Metathermics 50

Feat: Tranquility

Mental Subversion

Every offensive skill that affects the mind of the target reduces their Will to 75% of it's normal value.

Requirements:

Will 6

Thought Control 30

Psi skill: Neural Overload or Frighten

Thermodynamicity

After using a spell that deals fire damage, the psi cost of a next cold damage spell is reduced by 50%. It works the other way around as well (cold damage spells reduce the psi cost on fire damage spells). The effect will end after 2 turns if you don't use it.

Requirements:

Metathermics 30

Psi skill: Pyrokinesis

Psi skill: Cryokinesis

Trap Expert

Reduces the time required to set up a trap by 60% and increases the difficulty to detect your traps by 25%.

Requirements:

Dexterity 6

Traps 30

Feats available from level 5

Ballistics

"Carrier vests" used in crafting give 3 points of mechanical damage.

Requirements:

Intelligence 6

Tailoring 35

Deflection

If your character is unarmed or uses fist weapons, his dodge chance is increased by 30%.

Requirements:

Dexterity 6

Melee 35

Hypertoxicity

Increases damage dealt by poison by 100%.

Requirements:

Biology 35

Last Stand

After activating, it resets the hero's HP to maximum, but after 2 turns, HP is reduced to 1 point.

Requirements:

Constitution 9

Level 5

Neurology

Psi headbands that you create in the crafting mode also increase your maximum psi by 15.

Requirements:

Intelligence 7

Biology 35

Practical Physicist

The bonus to critical damage when using energy weapons is increased by 25%.

Requirements:

Intelligence 7

Electronics 35

Pyromaniac

Every time you deal fire damage using psi skills, you have a chance of setting the target on fire and dealing the same amount of damage spread over 3 turns.

Requirements:

Metathermics 35

Psi ability: Pyrokinesis

Salesman

Increases the amount of items that merchants will buy for you by 1 % for every point in Mercantile.

Requirements:

Mercantile 35

Snipe

Your hero can perform a special attack using a crossbow or a sniper rifle that deals 225% damage plus 1% for every point in Stealth. This attack can be used only in stealth mode and there are no critical hits.

Requirements:

Guns or Crossbows 35

Perception 10

Stealth 30

Feat: Aimed Shot

Feats available from level 6

Ambush

When you attack using ranged weapons in stealth mode, you ignore 50% of the target's dodge chance and your critical hit chance is increased by 20% plus 0,3% for every point in Stealth.

Requirements:

Perception 6

Stealth 40

Cheap Shots

Increases melee weapons critical damage by 50%. Moreover, your attacks using melee weapons have 15% chance of incapacitating the target for 1 turn.

Requirements:

Dexterity 6

Intelligence 5

Melee 40

Expose Weakness

Your hero is able to perform an attack that deals normal damage, but reduces the target's resistance to mechanical damage by 50% for 2 turns.

Requirements:

Melee 40

Intelligence 5

Fancy Footwork

You can receive 8 MP if you hit a target with melee weapon.

Requirements:

Agility 7

Melee 40

Dodge 40

Full-Auto

You can shoot two more times when using burst mode, but only if your hero is strong enough to endure the recoil.

Requirements:

Strength 7

Guns 40

Hypothermia

Your Cryokinesis and Cryostasis skills now reduce the target's Constitution value by 1 point. This effect stacks 5 times and lasts up to 24 turns. Doesn't work on targets immune to chilling and freezing effects.

Requirements:

Metathermics 40

Psi skill: Cryokinesis or Cryostasis

Mad Chemist

All the extra effects of chemical weapons crafted by you are twice as strong.

Requirements:

Intelligence 7

Chemistry 40

Pinning

Your throwing knives have a 35% chance of pinning living targets to the ground for 1 turn.

Requirements:

Dexterity 7

Throwing 40

Premeditation

After activating, the cost of a next psi ability is reduced by 50%, the AP cost is reduced by 100% and the range of the spell is increased by 3. The range is not increased for spells that required channeling.

Requirements:

Intelligence 6

Metathermics, Psychokinesis or Thought Control 40

Feat: Psi Empathy

Psychostatic Electricity

When you attack an enemy using a skill that deals electrical damage, they are affected by a debuff that increases your chance to critically hit them with every kind of damage by 5% for 2 turns. The effect can stack up to 5 times.

Requirements:

Psychokinesis 40

Psi ability: Electrokinesis or Electrokinetic Imprint

Uncanny Dodge

After activating, your hero will be able to dodge 3 incoming attacks with melee weapons and 1 more attack for every 30 points in the Dodge skill.

Requirements:

Dodge 40

Agility 8

Wrestling

When you hit a living target unarmed or using fist weapons, you have 50% chance of reducing the enemy's MP by 8 and their AP by 3. Also, you can reduce the target's hit chance with all ranged weapons by 7%. The effect stacks up to 5 times.

Requirements:

Melee 40

Strength 7

Feats available from level 7

Bone Breaker

Critical hits with blunt melee weapons break the enemy's ribs if they deal at least 4% of the target's maximum HP through mechanical damage. An enemy with broken ribs receives 25% more mechanical damage from every source. This effect can stack up to 3 times and lasts for 2 turns. Works only on targets that have ribs!.

Requirements:

Strength 7

Melee 45

Three-Pointer

Grenades that deal damage have 10% critical hit chance. The chance is increased by 2% for every point in Dexterity, above 7.

Requirements:

Dexterity 7

Throwing 45

Feats available from level 8

Cryogenic Induction

Increases the duration of all cold effects of your psi abilities by 1 turn. Moreover, you have a chance of shattering a target affected by Cryostasis if an attack takes more than 50% of his current HP. Only mechanical and cold damage is considered.

Requirements:

Metathermics 50

Psi skill: Cryostasis

Evasive Maneuvers

After activating, you use all the MP that you have left to perform a triple dodge from enemy's attacks for 2 turns.

Requirements:

Evasion 50

Agility 6

Fatal Throw

Throwing knives always deal critical damage to targets that have below 25% HP. Killing a target using a throwing knife restores 18 AP.

Requirements:

Dexterity 8

Throwing 50

Guard

You have 35% chance to block mechanical damage from melee weapons that equals the doubled value of your Strength (for example, if you have 7 points in Strength, you can block 14 damage). This feat doesn't work if your hero is stunned or incapacitated.

Requirements:

Level 8

Strength 7

Melee 50

Psionic Mania

After activating, your next psi attack will be a critical hit. Using this ability takes 15% of your HP, but cannot kill you.

Requirements:

Will 8

Thought Control, Psychokinesis or Metathermics 50

Feat: Psychosis

Rapid Fire

After activating, you can quickly shoot 3 bullets from any firearm except sniper rifle. The precision of the attack is reduced and it costs 150% of the usual AP cost.

Requirements:

Guns 50

Ripper

Throwing knives critical damage is increased by 1% for every 1% of the target's HP that they're missing. The effect can be applied multiplicatively.

Requirements:

Dexterity 10

Will 5

Melee or Throwing 50

Spec Ops

When using SMGs, the cost of shooting a burst is reduced from 300% to 200% AP. Moreover, this feat reduces the cooldown of flashbangs by 1 turn.

Requirements:

Agility 6

Guns 50

Special Tactics

After activating, removes the AP cost of using crossbow bolts special attack. This ability can only be used outside of battle, which makes it a great opener.

Requirements:

Intelligence 6

Crossbows 50

Taste of Blood

Every time you attack a bleeding target with a melee weapon, you increase the damage deal with this type of weapons by 5% and you reduce the AP cost of using it by 0,2% for every bleeding effect on the target. This effect can stack up to 10 times, but it disappears after 1 turn if not refreshed.

Requirements:

Melee 50

Feats available from level 9

Cut-Throat

You perform a powerful knife attack (Stealth mode required), ignoring all the resistances and shields. The attack puts a bleeding effect on the target that deals 800% damage over 3 turns and stuns the enemy for the same time. To perform this attack, the target must be unaware of your presence (the eye icon must be different than red). Works only on humans.

Requirements:

Dexterity 10

Melee 55

Stealth 45

Telekinetic Undulation

When you deal damage to living targets using telekinetic power, there is 50% chance of dazing the target for 1 turn.

Requirements:

Will 5

Psi ability: Telekinetic Proxy

Feats available from level 10

Blitz

After activating, your MP is converted to AP in a 3 to 1 ratio. It can give you up to 20 AP.

Requirements:

Level 10

Agility 10

Concentrated Fire

Every burst attack using a rifle increases the damage dealt by the next burst by 10%. This effect can stack up to 10 times and lasts until the end of the turn.

Requirements:

Perception 8

Guns 60

Sharpshooter

Increases critical damage dealt using pistols, crossbows and sniper rifles when fully focused by 30%.

Requirements:

Perception 10

Guns or Crossbows 60

Feat: Aimed Shot

Feats available from level 11

Combo

If you hit the target 3 times in a row unarmed or using fist weapons (in one turn), the third hit will deal 100% bonus damage and will stung the enemy for 1 turn.

Requirements:

Melee 65

Dexterity 8

Neural Overclocking

All psi abilities critical damage is increased by 30%.

Requirements:

Will 10

Thought Control, Psychokinesis or Metathermics 65

Feat: Psi Empathy

Feats available from level 12

Execute

A close distance pistol attack that deals 250% of the weapon damage to stunned or incapacitated targets.

Requirements:

Guns 70

Feats: Opportunist

Feats available from level 13

Critical Power

You receive 1,5% bonus to critical damage for every 1% critical damage, above 100%, when fighting using fists or fist weapons.

Requirements:

Melee, Guns or Crossbows 75

Deadly Snares

Your crossbow attacks have 100% critical hit chance on targets caught in bear traps and acidic entanglements.

Requirements:

Perception 10

Crossbows 75

Traps 50

Elemental Bolts

Increases all electrical, toxic and fire damage dealt using special bolts.

Requirements:

Crossbows 75

Locus of Control

After activating, your hero is fully resistant to stun, fear, incapacitation and mind control for 3 turns. When this ability is active, your thought control skills work as AoE (area of effect).

Requirements:

Will 10

Thought Control 75

Feat: Psi Empathy

Super Slam

Your hero performs a special sledgehammer attack that deals regular damage plus 20% of the target's maximum HP as mechanical damage.

Requirements:

Strength 10

Melee 75

Feats available from level 14

Commando

Killing an enemy using burst attack enables you to perform one more such attack, but only in the same turn. This can happen only once every turn.

Requirements:

Guns 80

Eviscerate

A special knife attack that neutralizes all bleeding wounds on the target and deals 50% damage for every wound.

Requirements:

Melee 80

Dexterity 8

Split Spare

When you attack with an throwing knife, you throw another one towards an enemy standing close to your target that's within the attack cone.

Requirements:

Dexterity 10

Throwing 80

Feats available from level 18

Heavyweight

You convert the armor penalty value to critical damage dealt unarmed, using fist weapons or sledgehammers.

Requirements:

Strength 10

Melee 100

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