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**Special mention to the [[ShoutOut Cylcop's Eye]]. A unique set of goggles that booosts the damage dealt by the Plasma Beam psychic ability but limits you to a single psionic slot at a time.


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* NominalHero: The player can choose to be one, as befitting a Role Playing Game. [[spoiler:Rahm-Umbra]] can be considered one, being [[GoodIsNotNice rude]], [[HairTriggerTemper easy to anger]], and [[DisproportionateRetribution willing to kill the player at the slightest perceived disrespect]]but helps you [[spoiler:stop Tchort and reveals Tanner as a fellow Godman and the BigBad]]
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*** TheWasteland Hawk[[DiscussedTrope is explicitly mentioned as being a monster of a weapon with no practical application]] by Myles if you show it to him. It costs 35AP to fire it, making it hard to fire more than 2 shots a turn but deals very consistent damage.

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*** TheWasteland Hawk[[DiscussedTrope ***The Wasteland Hawk [[DiscussedTrope is explicitly mentioned as being a monster of a weapon with no practical application]] by Myles if you show it to him. It costs 35AP to fire it, making it hard to fire more than 2 shots a turn but deals very consistent damage.
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*** The [[Handcannon Wasteland Hawk]][[DiscussedTrope is explicitly mentioned as being a monster of a weapon with no practical application]] by Myles if you show it to him. It costs 35AP to fire it, making it hard to fire more than 2 shots a turn.

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*** The [[Handcannon Wasteland Hawk]][[DiscussedTrope ***TheWasteland Hawk[[DiscussedTrope is explicitly mentioned as being a monster of a weapon with no practical application]] by Myles if you show it to him. It costs 35AP to fire it, making it hard to fire more than 2 shots a turn.turn but deals very consistent damage.
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***The [[Handcannon Wasteland Hawk]][[DiscussedTrope is explicitly mentioned as being a monster of a weapon with no practical application]] by Myles if you show it to him. It costs 35AP to fire it, making it hard to fire more than 2 shots a turn.


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* {{Foil}}:
** The Tchortists and the Faceless are ones to each other, as mentioned above
** New Frontier Technology acts as one to Biocorp in the backstory: [[WideEyedIdealist Utopian Thinkers and Artists]] whose corporation specialised in terraforming. They believed [[ElvesVersusDwarves that art was inseparable from science]] and designed machines that looked like ornate statues compared to the utilitarian boxes employed by Biocorp. Their equipment was much more advanced then Biocorp, but tended to be a one-off SuperPrototype like the Sonocaster and Tesla Armor.
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* PreMortemOneLiner: The player gets the opportunity to drop these several times while confronting Cornell and the Acid Hunters.
-->'''Protagonist''': I'm your executioner, Cornell. It's time for that boat trip to hell.

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* CombatPragmatist: If you want to stay alive, let alone finish the game, you're going to have to become one of these par excellence. You are always outnumbered and often outgunned, and the only thing that can level the playing field for you is to ruthlessly exploit every possible weakness.

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* CombatPragmatist: If you want to stay alive, let alone finish the game, you're going to have to become one of these par excellence. You are always outnumbered and often outgunned, and the only thing that can level the playing field for you is to ruthlessly exploit every possible weakness. Enemies use these tactics, too, but none of them are capable of combining them like the player can. To wit, most builds will use ''at least'' one of the following:
** Poisonous weaponry. The player can apply poisons to most melee weapons, as well as caltrops, bear traps, and crossbow bolts. Considering the delightful array of horribly-venemous flora and fauna in South Underrail, enemies can look forwards to delightful symptoms such as nausea, vomiting, paralysis, mental impairment, paralysis, and ''necrosis''.
** Weaponry banned under virtually every set of combat laws ever written. Incendiary grenades can be made with gasoline, magnesium, and ''napalm''. You can hose down an enemy with so many rounds of assault rifle fire that there realistically shouldn't be much left of their torso. Every weapon has jacketed hollow-point and tungsten armor-piercing rounds available. Depending on the caliber, enemies might get to enjoy bullets contaminated with acid, bullets designed to explode into clouds of shrapnel inside of their bodies, bullets designed to deliver electrical shocks, or bullets that '''explode'''. You can buy or craft sniper rifles chambered in 12.7mm, which is ''designed to pierce tank armor''.
** Psionics. If an enemy psionic can ''only'' blow you up or electrify you with his mind, you're lucky. If you're NOT lucky, they can strangle you with your own shadow, break your mind with despair, drive you violently insane, freeze you solid, impale you with spears of ice, or melt you with beams of fire.
** Traps. BearTrap[=s=], frag mines, high-explosive anti-vehicle mines (that you can still use on people), caltrops, and EMP mines are the most ''merciful'' options available. Chemical traps can tangle enemies up, melting them in blobs of horribly caustic acid, burning them with napalm, or freezing them with nitrogen.
** Chemical weaponry deserves its own mention. The player can craft chemical pistols that shoot blobs of corrosive acid, nitrogen, or napalm; the aforementioned chemical traps have a similar array of options. The player can also use gas-based weaponry if the fancy takes them, either poisonous or atomized nitrogen.
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* CoolGuns: Several iconic real-world firearms [[AKA47 appear as thinly-veiled expies]] in ''Underrail''. These include the Glück 17, Bieretta 99, W&S .44 Magnum, and the K&H [=MP6=]. Myles will describe finding what is very obviously an M1 Garand, but it isn't referred to by name.


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* HiddenDepths: Myles, the firearms merchant at Rail Crossing, is usually quite brusque, if not outright rude. He turns into quite the chatterbox if you get him going about old-world firearms, though.

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Underrail really basically has nothing in common with Fallout other than that it takes place after the apocalypse, and it has the same grim tone as Fallouts 1 and 2. That's where the similarities end.


* EveryoneHasStandards: Quite a few characters who, themselves, hate the Protectorate and the Core City Oligarchy still view the Free Drones as worse. Sneaky will tell you that even being ''suspected'' of being a collaborator is enough to get you ChainedToARailway while your family is ForcedToWatch; Buzzer, who actually ''approves'' of their fight against the Protectorate, still ends his spiel by saying that they should bury the Protectorate in a hole, crawl in, and pull the hole in after them.



* RatStomp: ''You wish''. The first creatures you encounter are [[RodentsOfUnusualSize rat-hounds]], which are rats as large and fierce as wolves. Alpha Rathounds come up to the player's chest, and Ancient Rathounds are the size of gorillas. Oh, [[[FromBadToWorse and they all come in packs]]. If you don't listen when [=NPCs=] tell you pack flares, the rats will stomp ''you''.

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* RatStomp: ''You wish''. The first creatures you encounter enemies players are expected to fight are [[RodentsOfUnusualSize rat-hounds]], which are rats as large and fierce as wolves. Basic Rathounds play the trope straight, being little more than fragile Goombas, but Alpha Rathounds pack a nasty rending attack and far better stats. They come up to the player's chest, and chest; Ancient Rathounds are the size of gorillas.gorillas, and so old their hide is thick enough to deflect bullets. Oh, [[[FromBadToWorse and they all come in packs]]. If you don't listen when [=NPCs=] tell you pack flares, the rats will stomp ''you''.



* RecycledInSpace: ''Fallout'' [-IN THE UNDERGROUND-]!



* TheRevolutionWillNotBeCivilized: The Free Drones may be opposing [[TheEmpire the United Stations]], but they are ''not'' good guys. Even joining them requires the player to sentence Rail Crossing to death by sabotaging relations between them and the United Stations, and their questline culminates in [[spoiler:bombing Epione Lab to take out the Protectorate's troop transport lines, killing an untold number of civilians in addition to the intended targets]].

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* TheRevolutionWillNotBeCivilized: The Free Drones may be opposing [[TheEmpire the United Stations]], but they are ''not'' good guys. Even joining them requires the player to sentence Rail Crossing to death by sabotaging relations between them and the United Stations, and their questline culminates in [[spoiler:bombing Epione Lab to take out the Protectorate's troop transport lines, killing an untold number of civilians in addition to the intended targets]]. Going by what some NPCs around Underrail will tell you when asked about them, what the cell in Southern Underrail does is ''tame'' by the group's standards.
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* RecursiveReality: PlayedForLaughs. One of the options on [[spoiler:Evelyn's laptop]] is "Play Underrail: Expedition." It just exits the dialogue. Whether this means the rest of the game is actually your character sitting there playing as their own self is anyone's guess.
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** If a psionic character [[spoiler:shares a drink with Evelyn]], you'll be afflicted with Black Dragon poison, shutting down your psonics and preventing you from [[spoiler:easily frying her with your brain]].
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* DudeMagnet: Numerous male characters will hit on a female PC, including Ethan Lanford, who can be sweet-talked into giving you a free lesson in Temporal Manipulation.
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* DressingAsTheEnemy: You can do this to trick the guards in [[spoiler:the Gray Army base]], allowing you to get through without bloodshed if you have decent persuasion or stealth skills.

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* DressingAsTheEnemy: You Male characters can do this to trick the guards in [[spoiler:the Gray Army base]], allowing you to get through without bloodshed if you have decent persuasion or stealth skills.skills. Female characters will immediately be spotted, though.

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* LeaningOnTheFourthWall: Taking Motion in Core City may lead to a cutscene of the player character breakdancing in the middle of the war zone between the Faceless and Praetorian Security, shouting about how they're too important to die because they're [[PlayerCharacter "the chosen one"]]. The baffled Praetorian Security troopers take bets on how long they'll last as the player character effortlessly dodges the incoming hailstorm of laser and plasma fire.

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* LeaningOnTheFourthWall: Taking Motion in Core City may lead to a cutscene of the player character breakdancing in the middle of the war zone between the Faceless and Praetorian Security, shouting about how they're too important to die because they're [[PlayerCharacter "the chosen one"]]. The baffled Praetorian Security troopers take bets on how long they'll last as the player character effortlessly dodges the incoming hailstorm of laser and plasma fire. Lunatics may occasionally reference a similar idea when fighting you.


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** One of the generic lines of dialogue you may hear from the guards at Camp Hathor - "Visit our merchants. I'm sure you can find [[VideoGame/ResidentEvil4 somethin' interestin']].
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An unknown length of time into the future, life on the surface of Earth has long since been made impossible. In order to survive, biotechnology superconglomerate [=BioCorp=] constructs [[TitleDrop the Underrail]], a titanic system of self-sufficient habitats, laboratories, industrial facilities, and support structures, deep within the Earth.

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An unknown length of time into the future, life on the surface of Earth has long since been made impossible. In order to survive, biotechnology superconglomerate [=BioCorp=] constructs [[TitleDrop the Underrail]], a titanic system of self-sufficient habitats, laboratories, industrial facilities, and support structures, deep within the Earth.

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* TheAllSeeingAI: This is aggressively averted by Stealth, which can allow the player to ghost through encounters where concealment should be impossible. However, once you've been spotted, it's played straight again; enemies will know exactly where you are once they've spotted you, and the only way to break their aggro is to get into stealth and stay out of their sight until their detection level drops below orange.



* ComicallySmallDemand: Several thugs in Junkyard block the passage towards the Protectorate Embassy, they are far too powerful for an early-game character to tackle, and the payment they demand of you in order to pass is ''5 charons'', you've been given ''250'' by [[BenevolentBoss Tanner]], and they never bother you with payment ever again.

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* ComicallySmallDemand: Several thugs in Junkyard block the passage towards the Protectorate Embassy, they are far too powerful for an demanding a toll to pass. Taking them all on early-game character to tackle, and is a tall order, but the payment toll they demand of you in order to pass is ''5 charons'', you've charons''. You've been given ''250'' by [[BenevolentBoss Tanner]], and they never bother you ever again.
* TheComputerIsACheatingBastard: Downplayed. There are a fair number of shenanigans are going on behind the scenes, but even
with payment these advantages, individual enemies will almost always be weaker than a well-built PC.
** Hostile human NPCs will nearly always have higher health than you will, even if you're a tank.
** Enemies will hardly
ever again.miss throws, in contrast to the player, who will be missing all the time unless you invest in Throwing.
** Psionic enemies do not need to worry about Psi Reserves - they can keep using their psionics until they run out of action points. The only way to stop them is rare and expensive Black Dragon poison.
** Enemies who have spotted you once don't need line of sight to find you again. Unless you enter stealth and stay out of their vision until their detection level drops below Orange, they'll path directly to you, regardless of whether they saw where you went.



* NoobCave: The Omega Outposts. They contain numerous Rathounds, who most player characters will easily be able to kill, as well as small introductions to lockpicking and hacking.

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* NoobCave: The Omega Outposts. They contain numerous Rathounds, who most player characters will easily be able to kill, as well as small introductions to lockpicking and hacking. The Mushroom Cove also qualifies on difficulties below Dominating, as the game turns up the heat and introduces you to psionic enemies who should still be easy prey for most players. If you're on Dominating, on the other hand, the game will start throwing full grown Psibeetles and Rathound Alphas at you.
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** One possible inhabitant of the Water Treatment Plant random dungeon is [[Film/DrStrangelove Dr. Oddloathe]].

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** One possible inhabitant of the Water Treatment Plant random dungeon is [[Film/DrStrangelove Dr. Oddloathe]].
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** One possible inhabitant of the Water Treatment Plant random dungeon is [[Film/DrStrangelove Dr. Oddloathe]].
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* AffectionateParody: [[PunnyName Al Fabet]] is a travelling IntrepidMerchant found in Core City, who simply sells VendorTrash out from... [[WeSellEverything everything]], including [[OrganDrops a human brain]].

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* AffectionateParody: [[PunnyName Al Fabet]] is a travelling IntrepidMerchant found in Core City, who simply sells VendorTrash out from...sells... [[WeSellEverything everything]], including [[OrganDrops a human brain]].
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* DifficultySpike: The early game up to Junkyard is fairly easy, but Depot A is very challenging on a first run. Numerous traps, Infected Dogs that stunlock you, Mutants that deal tons of Bio damage, and a mazelike design all make Depot A into the most difficult part of the game. This is an enforced example, since players who fail to beat Depot A will struggle to complete the rest of the game, which is similarly challenging but to a lesser extent.
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* {{Immortality}}: This is one of the effects of the mutagenic gas Old [=BioCorp=] developed. Wyatt, one of the people exposed to it, is still alive over a hundred years later, not having ever even needed to eat or sleep. [[spoiler:Abram, too]]. The caveat is that you'll spend the rest of your extended lifespan in horrific agony from the acid seeping out of every organ in your body.

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* {{Immortality}}: This Biological immortality is one of the effects of the mutagenic gas Old [=BioCorp=] developed. Wyatt, one of the people exposed to it, is still alive over a hundred years later, not having ever even needed to eat or sleep. [[spoiler:Abram, too]]. The caveat is that you'll spend the rest of your extended lifespan in horrific agony pain from the acid seeping out of every organ in your body.
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* {{Immortality}}: This is one of the effects of the mutagenic gas Old [=BioCorp=] developed. Wyatt, one of the people exposed to it, is still alive over a hundred years later, not having ever even needed to eat or sleep. [[spoiler:Abram, too]]. The caveat is that you'll spend the rest of your extended lifespan in horrific agony from the acid seeping out of every organ in your body.
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** All of the above pale in comparison to the MutagenicGoo developed by [=BioCorp=]. If you're ''lucky'', you'll die horribly. If you're not, you'll go through the same amount of pain, and then turn into a biologically immortal, near-mindless mutant with acid seeping from every pore. If you're '''extremely''' unlucky, you'll [[FromBadToWorse keep your mind as all of this happens]], leaving you a twisted, acid-soaked wreck who's so freakishly disfigured that everyone else in the Underrail will try to kill you on sight. While exploring derelict NFT facilities in the ''Expedition'' DLC, you'll find several New Frontiers Technologies Marines who killed their comrades, and then shot themselves, rather than suffer the effects of the mutagen BioCorp was freely shelling them with.


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* MercyKill: ''Expedition'' has you exploring the ruins of Lemuria, a metropolis built by one of [=BioCorp=]'s rivals. Numerous buildings contain the corpses of New Frontier Technologies Marines who were exposed to [=BioCorp=]'s mutagenic gas, and shot one another to avoid having to endure the torture of becoming mutants.
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** Flashbangs are almost essential for any close-range build due to their versatility. Throw them at an enemies' feet to stun them for ''two whole turns'', letting you do whatever you want to them for free. They only need Chemistry 40 and Mechanics 5 to make them, their blueprint is 50 SGS tokens in Junkyard, and their base compounds (a Thin Grenade Case and Magnesium Powder) are so unbelievably common that multiple vendors sell the ingredients all over the Underrail. To top it all off, the stun effect is also an AOE, making it very easy to open the fight with a flashbang and completely wipe the floor with everyone who got affected by it, instantly turning the tide in your favor. On top of all ''that'', Stealth builds are able to restealth during combat if they successfully flashbang every active enemy in the area, letting them pull a full-on SmokeOut and absolutely break the enemy AI.

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** Flashbangs are almost essential for any close-range build due to their versatility. Throw them at an enemies' feet to stun them for ''two whole turns'', letting you do whatever you want to them for free. They only need Chemistry 40 and Mechanics 5 to make them, their blueprint is 50 SGS tokens in Junkyard, and their base compounds (a Thin Grenade Case and Magnesium Powder) are so unbelievably common that multiple vendors sell the ingredients all over the Underrail. To top it all off, the stun effect is also an AOE, making it very easy to open the fight with a flashbang and completely wipe the floor with everyone who got affected by it, instantly turning the tide in your favor. On top of all ''that'', Stealth builds are able to restealth during combat if they successfully flashbang every active enemy in the area, letting area and end combat manually. This lets them pull a full-on SmokeOut and absolutely break the enemy AI.
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** Flashbangs are almost essential for any close-range build due to their versatility. Throw them at an enemies' feet to stun them for ''two whole turns'', letting you do whatever you want to them for free. They only need Chemistry 40 and Mechanics 5 to make them, their blueprint is 50 SGS tokens in Junkyard, and their base compounds (a Thin Grenade Case and Magnesium Powder) are so unbelievably common that multiple vendors sell the ingredients all over the Underrail. To top it all off, the stun effect is also an AOE, making it very easy to open the fight with a flashbang and completely wipe the floor with everyone who got affected by it, instantly turning the tide in your favor.

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** Flashbangs are almost essential for any close-range build due to their versatility. Throw them at an enemies' feet to stun them for ''two whole turns'', letting you do whatever you want to them for free. They only need Chemistry 40 and Mechanics 5 to make them, their blueprint is 50 SGS tokens in Junkyard, and their base compounds (a Thin Grenade Case and Magnesium Powder) are so unbelievably common that multiple vendors sell the ingredients all over the Underrail. To top it all off, the stun effect is also an AOE, making it very easy to open the fight with a flashbang and completely wipe the floor with everyone who got affected by it, instantly turning the tide in your favor. On top of all ''that'', Stealth builds are able to restealth during combat if they successfully flashbang every active enemy in the area, letting them pull a full-on SmokeOut and absolutely break the enemy AI.
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** Flashbangs are almost essential for any close-range build due to their versatility. Throw them at an enemies' feet to stun them for ''two whole turns'', letting you do whatever you want to them for free. They only need Chemistry 40 and Mechanics 5 to make them, their blueprint is 50 SGS tokens in Junkyard, and their base compounds (a Thin Grenade Case and Magnesium Powder) are so unbelievably common that multiple vendors sell the ingredients all over the Underrail. To top it all off, the stun effect is also an AOE, making it very easy to open the fight with a flashbang and completely wipe the floor with everyone who got affected by it, instantly turning the tide in your favor.
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* CruelAndUnusualDeath: Certain builds revolve around dishing these out on a regular basis. Want to make an enemy's own shadow strangle them to death? Make them go insane and attack their friends? Cover them in acid and then blow them up with an incendiary grenade? Bait them into stepping on a BearTrap and then decapitate them with a machete? Poison them? The list goes on and on, and that's not even getting into what the ''fauna'' of Underrail will do to the unwary.
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Whether Persuasion, Mercantile and Crossbows are impractical is a definite case of YMMV. Any skill in the game would qualify for that criteria if it wasn't part of your build.


** Mercantile falls under the same umbrella, it allows you to negotiate better rewards including [[spoiler: ''tens of thousands of charons'' from selling an unique jet ski, more than enough to buy anything in the game]], or a far less damaging deal with [[spoiler: the pirates in exchange for Professor Oldfield]], but you can already gain massive amounts of money just by playing the game and selling whatever you find, plus there is almost nothing you can buy that costs a LOT of money other than jet skis and renovating your house. On the other hand it allows you to [[HeartIsAnAwesomePower get incredibly high-quality components, very useful for anyone who invested in crafting.]]
** Crossbows. It has no option to deal with heavily-armored enemies unlike every other build (including even bare hands!) and you are going to have a difficult time if you do not pair it with Stealth or Traps.

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** Mercantile falls under Almost any skill or weapon in the same umbrella, game can be this if it allows isn't part of your build. That 9mm Rapid Smart Huszar rifle you to negotiate better rewards including [[spoiler: ''tens of thousands of charons'' from selling an unique jet ski, more than enough to buy found might shred through anything in the game]], or a far less damaging deal with [[spoiler: the pirates in exchange for Professor Oldfield]], game, but you can already gain massive amounts of money just by playing the game and selling whatever you find, plus there is almost nothing you can buy that costs a LOT of money other than jet skis and renovating your house. On the other hand it allows you to [[HeartIsAnAwesomePower get incredibly high-quality components, very useful for anyone who invested in crafting.]]
** Crossbows. It has no option to deal with heavily-armored enemies unlike every other build (including even bare hands!) and you are
you're never going to hit anything with it if unless you have a difficult time high Guns and Perception. Likewise, if you're a nimble gunslinger, you do not pair it won't even be able to LIFT a Shock Tungsten Sledgehammer, much less beat a Rathound to death with Stealth or Traps.it.
** Heavy armor looks intimidating and will allow you to NoSell a lot of attacks outright, but unless your build is focused on using it, it's so heavy and bulky that it renders you nearly immobile in combat. Considering how important positioning is in Underrail, this is a bit of a problem.
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An unknown length of time into the future, life on the surface of Earth has long since been made impossible. In order to survive, biotechnology superconglomerate [=BioCorp=] constructed [[TitleDrop the Underrail]], a titanic system of self-contained habitats, laboratories, industrial facilities, and support structures, deep within the Earth's crust.

Three hundred and some years after the Descent, Old [=BioCorp=] has fallen, destroyed by both the myriad issues facing the Underrail and the rampant corruption in their upper ranks. Humanity now clings to life in isolated, self-contained station states, self-governed communities that represent the last bastions of a fading civilization.

You are a member of the South Gate Station, a pacifist but well-equipped station in southern Underrail. After receiving great aptitude results from tests applied by various specialists, you are called to duty by SGS's leaders in order to put your skills to the test, becoming increasingly involved in the nightmarish dangers, political intrigues, and conflicts of the underworld.

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An unknown length of time into the future, life on the surface of Earth has long since been made impossible. In order to survive, biotechnology superconglomerate [=BioCorp=] constructed constructs [[TitleDrop the Underrail]], a titanic system of self-contained self-sufficient habitats, laboratories, industrial facilities, and support structures, deep within the Earth's crust.

Earth.

Three hundred and some years after the Descent, Old [=BioCorp=] has fallen, destroyed by both the myriad issues facing the Underrail and the rampant corruption in their upper ranks. Humanity now clings to life in isolated, self-contained isolated station states, self-governed communities that represent the last bastions of a fading civilization.

You are a member newly-admitted citizen of the South Gate Station, a pacifist pacifistic but well-equipped station in southern Underrail. After receiving great aptitude results from tests applied by various specialists, you are called to duty by SGS's leaders in order to put your skills to the test, becoming test. When a mysterious object triggers a mounting conflict between the various factions of the Underrail, you are tasked with locating and retrieving it; as you pursue it across the underworld, you become increasingly involved in the Underrail's nightmarish dangers, political intrigues, and conflicts of the underworld.
conflicts.



** [[AvertedTrope Averted with the New Year Resolution update,]] where you can now take many unique guns to Myles in Rail Crossing to refurbish at a price, vastly improving their stats and occasionally adding new unique ones.
** Persuasion allows you to skip some combat scenarios, gleam more insight from several characters and very rarely offer alternate conclusions to quests, but otherwise it is completely useless, having no use in combat outside of [[HypnoticEyes a pair of glasses]] that you only get by working with JKK. It also scales off Will, which is a DumpStat for builds that do not use psionic powers.

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** [[AvertedTrope Averted with by the New Year Resolution update,]] where you can now take many unique guns to Myles in Rail Crossing to refurbish at a price, vastly improving their stats and occasionally adding new unique ones.
** Persuasion allows you to skip some combat scenarios, gleam more insight from several characters and very rarely offer alternate conclusions to quests, but otherwise it is completely useless, having no use useless in combat combat, outside of [[HypnoticEyes a pair of glasses]] that you can only get by working with JKK. It also scales off Will, which is a DumpStat for builds that do not use psionic powers.

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Heidi doesn't really act like a back alley doctor; she's just completely derailed.


* AwesomeButImpractical: Many of the unique items (denoted by a purple name) are likely weaker compared to what you can find or craft, but what takes the cake is the ''Master Demolitionist Belt''. It grants 3 utility slots, but not only does it increase the AP cost of throwing grenades, but it also grants a special ability to ''detonate 1 of each grenade in your belt right at your feet'', [[SuicideAttack most likely killing you in the process]], if it doesn't at least damage you severely.

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* ArchaicWeaponForAnAdvancedAge: In a setting where personal energy shields, directed-energy weaponry, cybernetic augmentation and advanced genetic engineering exist, many people still use machetes, spears, sledgehammers, knives and swords for combat.
* AwesomeButImpractical: Many of the unique items (denoted by a purple name) are likely weaker compared to what you can find or craft, but what craft. What takes the cake is the ''Master Demolitionist Belt''. It grants 3 utility slots, but not only does it increase the AP cost of throwing grenades, but it also grants a special ability to ''detonate 1 of each grenade in your belt right at your feet'', [[SuicideAttack most likely killing you in the process]], if it doesn't at least damage you severely.



** Mercantile falls under the same umbrella, it allows you to negotiate better rewards including [[spoiler: ''tens of thousands of charons'' from selling an unique jet ski, more than enough to buy anything in the game]], or a far less damaging deal with [[spoiler: the pirates in exchange of Professor Oldfield]], but you can already gain massive amounts of money just by playing the game and selling whatever you find, plus there is almost nothing you can buy that costs a LOT of money other than jet skis and renovating your house. On the other hand it allows you to [[HeartIsAnAwesomePower get incredibly high-quality components, very useful for anyone who invested in crafting.]]

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** Mercantile falls under the same umbrella, it allows you to negotiate better rewards including [[spoiler: ''tens of thousands of charons'' from selling an unique jet ski, more than enough to buy anything in the game]], or a far less damaging deal with [[spoiler: the pirates in exchange of for Professor Oldfield]], but you can already gain massive amounts of money just by playing the game and selling whatever you find, plus there is almost nothing you can buy that costs a LOT of money other than jet skis and renovating your house. On the other hand it allows you to [[HeartIsAnAwesomePower get incredibly high-quality components, very useful for anyone who invested in crafting.]]



* BackAlleyDoctor: Fixer in Junkyard, who charges extra for anesthetic. Heidi Gratz in Core City behaves like one, but it turns out she's actually [[BunnyEarsLawyer very competent]].

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* BackAlleyDoctor: Fixer in Junkyard, who charges extra for anesthetic. Heidi Gratz in Core City behaves like one, but it turns out she's actually [[BunnyEarsLawyer very competent]].anesthetic and wears a blood-spattered jumpsuit. Asking Lansky, the Arena manager, about him will reveal that he used to be the Arena's resident surgeon. He was fired for throwing people who weren't dead down the body disposal chute, "laughing maniacally".



** [=SMG=]s aren't as big, flashy or damaging as Assault Rifles are, but they make up for this in several key areas. Firstly, they don't require any stat investment in order to use them well, making them a great mainstay of your arsenal if you're a gunslinger who doesn't want to invest into strength. Secondly, they receive several useful perks that specifically boost them, such as Spec Ops.

to:

** [=SMG=]s aren't as big, flashy or damaging as Assault Rifles are, but they make up for this in several key areas. Firstly, they don't require any stat investment in order to use them well, making them a great mainstay of your arsenal if you're a gunslinger who doesn't want to invest into strength. Secondly, they receive several useful their unique perks that specifically boost them, such as Spec Ops.are very useful, and allow for more tactical flexibility than many others.


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* BunnyEarsLawyer: Heidi Gratz in Core City is completely derailed and diagnoses you with a different illness every single time you talk to her, but it turns out she's still a very competent doctor.

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* ExactlyWhatItSaysOnTheTin: Asking Twitch about the Arena will net you this gem of a line.
-->'''Twitch:''' Oh, joy - it is Mark the Impaler! How typical of him: he's impaling a man.



** In Core City, you can expect to be called a pipeworker or a zoner; the latter implies the insultee lives in Core City's favela, the Drop Zone, while the former is probably meant to imply they're trashy or scruffy. "Drop off" is roughly equivalent to "screw you," while anything that's suitably cool is "DOMINATING!" Being "zoned out" is equivalent to "murdered."

to:

** In Core City, you can expect to be called a pipeworker or a zoner; the latter implies the insultee lives in Core City's favela, the Drop Zone, while the former is probably meant to imply they're trashy or scruffy. "Drop off" is roughly equivalent to "screw you," while anything that's suitably cool is "DOMINATING!" Being "zoned out" Zoning someone out is equivalent to "murdered." kicking their ass.



* GenreShift: Once you reach the [[spoiler: Deep Caverns]], the game suddenly turns from a relatively grounded post-apocalyptic scenario with cyberpunk elements into a full-blown [[spoiler: CosmicHorrorStory]]. As much as the game foreshadows this, the extent of this mood swing will still likely catch many players by surprise.

to:

* GenreShift: Once you reach the [[spoiler: Deep Caverns]], the game suddenly turns from a relatively grounded post-apocalyptic scenario with cyberpunk elements into a full-blown [[spoiler: [[spoiler:LovecraftLite CosmicHorrorStory]]. As much as the game foreshadows this, the extent of this mood swing will still likely catch many players by surprise.surprise; it may also catch those who didn't find [[spoiler:The Oculus]], or couldn't access the Strange Pillars, especially off-guard.



* {{Transhuman}}: The Tchortists aim to become this, and the Faceless essentially already are. Bionic Institute, one of the T6 super-corporations, was designing biotechnological robots that were granted citizenship and treated as equals to their makers. BioCorp appears to have been working towards a more traditional "ascent through genetic manipulation" variant on this trope.

to:

* {{Transhuman}}: The Tchortists aim to become this, and the Faceless essentially already are. Bionic Institute, one of the T6 super-corporations, was designing biotechnological robots that were granted citizenship and treated as equals to their makers. BioCorp [=BioCorp=] appears to have been working towards a more traditional "ascent through genetic manipulation" variant on this trope.



* TurnBasedCombat

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* TurnBasedCombatTurnBasedCombat: Oh, yeah. You'd better get good at it if you want to stay alive.

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