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