Underrail

Underrail

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Complete Beginner's Guide to Underrail
By ClearSkyEternal
What This Guide Offers
A complete roadmap for beating Underrail on your first playthrough, even if you've never played a hardcore CRPG before. Written specifically for players who find Underrail overwhelming or have quit at the infamous Depot A difficulty spike.

What's Inside
Two proven starter builds with exact stats and skill priorities - just follow the numbers
Quick Start Summary - if you're impatient, read just this one page
Depot A survival strategy - how to beat the part where 50% of players quit
Complete progression path from level 1 to endgame
Essential items, feats, and tactics for each stage of the game
Troubleshooting section for when you're stuck

Key Features
✅ No spoilers - learn mechanics without ruining the story
✅ Honest about difficulty - tells you exactly when things get hard
✅ Visual aids - tables, build cards, and flowcharts for quick reference
✅ Faction & economy guides - avoid game-ruining mistakes
✅ Written for beginners - assumes zero knowledge of the game

Who Should Read This
Perfect if you:
- Keep dying and don't know why
- Feel overwhelmed by character creation
- Want to avoid restarting multiple times
- Need structure in this open-ended game

Skip if you:
- Already beat the game
- Enjoy figuring everything out yourself
- Want min-maxed optimization guides
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Quick Start Summary
If you only read one section, read this:
  1. Character Creation: Pick Assault Rifle build (STR 5, DEX 7, AGI 6, CON 7, PER 8, WIL 3, INT 6)
  2. Skills: Max your main weapon skill every level + crafting skills
  3. Difficulty: Play on Normal/Easy with Oddity XP system
  4. Save Often: Manual save before every fight
  5. Use Consumables: Grenades, drugs, and traps are meant to be used
  6. Depot A Warning: Level 7+ required, this is where most players quit
  7. Crafting is Mandatory: Not optional like other RPGs
  8. Expect to Die: Learning through failure is part of the experience
Introduction
Underrail is a challenging old-school isometric RPG set in a post-apocalyptic underground world. This guide will help you understand the game's complex mechanics and successfully complete your first playthrough.

Key Terms for New Players
  • AP (Action Points): Points used for all actions in combat (moving, attacking, using items)
  • MP (Movement Points): Points used specifically for movement
  • DT (Damage Threshold): Armor stat that reduces incoming damage by a flat amount
  • DR (Damage Resistance): Armor stat that reduces damage by a percentage
  • Psi: Psychic powers/magic system
  • Oddity: Special items that give XP when found (if using Oddity system)
  • Hypo: Health hypodermic (healing item)
  • SGS: South Gate Station (your starting home base)
  • DC/Deep Caverns: Final area of the game

Before You Start: Difficulty Settings
Recommended for First-Time Players
  • Difficulty: Normal or Easy
  • XP System Choice:
    - Classic XP: Easier to understand (kill enemies = get XP), faster leveling, more forgiving for new players
    - Oddity XP: Developer-intended experience, rewards exploration over combat, prevents overleveling, many veterans prefer this
    - Recommendation: Try Oddity first as it's the unique Underrail experience, but switch to Classic if you find yourself underleveled
  • Enable Hints: YES

Don't feel bad about playing on Easy - Underrail is notoriously difficult, and you can always replay on higher difficulties once you understand the mechanics.

Expected Level Progression:
- Classic XP: Level 12+ by Depot A completion
- Oddity XP: Level 8-9 by Depot A completion
Part 1: Character Creation - The Most Important Part
Understanding SPECIAL Attributes
Your base stats determine everything about your character. You cannot change these after character creation!

Strength (STR)
  • Affects: Melee damage, carry capacity, heavy weapon requirements
  • Recommended: 3-5 for non-melee builds, 8-10 for melee builds
Dexterity (DEX)
  • Affects: Initiative, dodge, evasion, stealth, lockpicking, pickpocketing
  • Recommended: 6+ for most builds (initiative is crucial)
Agility (AGI)
  • Affects: Movement points, dodge, evasion
  • Recommended: 6+ for mobile builds, can dump to 3 for heavy armor builds
Constitution (CON)
  • Affects: Health points, fortitude saves
  • Recommended: 5-7 for most builds (never go below 5)
Perception (PER)
  • Affects: Gun accuracy, detection, critical chance
  • Recommended: 10+ for gun builds, 3-5 for melee
Will (WIL)
  • Affects: Psi points, psi skill effectiveness
  • Recommended: 10+ for psi builds, 3 for non-psi
Intelligence (INT)
  • Affects: Skill points per level, crafting
  • Recommended: 6-7 for most builds (more skill points = more flexibility)

Recommended Starter Builds
BUILD QUICK REFERENCE CARDS


Build 1: Simple Assault Rifle Soldier (Easiest for Beginners)
┌─────────────────────────────────────┐ │ ASSAULT RIFLE SOLDIER │ ├─────────────────────────────────────┤ │ Stats at Creation (19 pts used): │ │ STR: 5 (+2) DEX: 6 (+3) │ │ AGI: 3 (+0) CON: 7 (+4) │ │ PER: 10 (+7) WIL: 3 (+0) │ │ INT: 6 (+3) │ ├─────────────────────────────────────┤ │ Level Up: All points into PER │ │ (Goal: 16 PER by endgame) │ ├─────────────────────────────────────┤ │ Starting Skills (120 pts): │ │ • Guns: 15 │ │ • Throwing: 15 │ │ • Mechanics: 15 │ │ • Electronics: 15 │ │ • Chemistry: 15 │ │ • Biology: 15 │ │ • Dodge: 15 │ │ • Mercantile: 15 │ ├─────────────────────────────────────┤ │ Essential Feats: │ │ • Level 1: Aimed Shot │ │ • Level 2: Nimble │ │ • Level 4: Opportunist │ │ • Level 6: Commando │ │ • Level 8: Concentrated Fire │ │ • Level 10: Full-Auto │ └─────────────────────────────────────┘

Why This Works: Assault rifles are versatile, ammo is plentiful, and you can engage at safe distances. Crafting lets you make better gear than you can buy.



Build 2: Stealthy Crossbow Assassin (More Complex but Powerful)
┌─────────────────────────────────────┐ │ STEALTHY CROSSBOW ASSASSIN │ ├─────────────────────────────────────┤ │ Stats at Creation (19 pts used): │ │ STR: 5 (+2) DEX: 7 (+4) │ │ AGI: 6 (+3) CON: 5 (+2) │ │ PER: 10 (+7) WIL: 3 (+0) │ │ INT: 4 (+1) │ ├─────────────────────────────────────┤ │ Level Up: Alternate PER and DEX │ │ (Goal: 16 PER, 10 DEX) │ ├─────────────────────────────────────┤ │ Starting Skills (120 pts): │ │ • Crossbows: 15 │ │ • Stealth: 15 │ │ • Mechanics: 15 │ │ • Electronics: 15 │ │ • Chemistry: 15 │ │ • Biology: 15 │ │ • Lockpicking: 15 │ │ • Traps: 15 │ ├─────────────────────────────────────┤ │ Essential Feats: │ │ • Level 1: Aimed Shot │ │ • Level 2: Nimble │ │ • Level 4: Interloper │ │ • Level 6: Marksman │ │ • Level 8: Ambush │ │ • Level 10: Deadly Snares │ └─────────────────────────────────────┘

Why This Works: Stealth + crossbows lets you control fights. Special bolts provide utility. High perception helps detect secrets.
Part 2: Core Gameplay Tips
Combat Fundamentals
Action Points and Movement
  • Every action costs AP (shooting, moving, using items)
  • Position is everything - use corners and doorways
  • Always keep AP for defensive abilities or to retreat
Initiative is King
  • Going first often determines who wins
  • High DEX + Initiative-boosting feats = almost always go first
  • Trigger Happy feat provides significant initiative boost
  • Use flashbangs to reset turn order if you're losing
Crowd Control Wins Fights
  • Flashbangs (blind enemies)
  • Stun grenades (skip enemy turns)
  • Bear traps (root enemies in place)
  • Caltrops (slow movement)
  • Always carry these items!
Exploration and Questing
Save Management
  • Manual save before every fight
  • Keep multiple save files
  • Quick save is not enough - use hard saves
Resource Management
  • Money is tight early game
  • Don't buy weapons/armor - craft them
  • Sell everything you don't need
  • Food and medical supplies are priority purchases
Hidden Areas
  • Perception reveals secret passages
  • Always explore fully - oddities and loot are often hidden
  • Some areas require specific skills to access
Part 3: Early Game Walkthrough
PROGRESSION FLOWCHART
SGS (Tutorial) [Lvl 1-5] v Junkyard [Lvl 6-8] v DEPOT A [Lvl 7-12] ← MAJOR DIFFICULTY SPIKE v Core City [Lvl 10-15] v [CHOICE POINT] |-> Expedition DLC [Lvl 15-20] -> Continue Main Quest v Foundry/Rail Crossing [Lvl 12-18] v Institute of Tchort [Lvl 18-25] v Deep Caverns [Lvl 20-25+] ← POINT OF NO RETURN

SGS (Starting Area)
  1. Complete all tutorial quests
  2. Talk to everyone and exhaust dialogue
  3. Loot every container (no stealing penalty in your room)
  4. Buy lockpicks and health hypos from merchants
Your First Real Missions
Outposts Mission
  • Clear systematically, room by room
  • Use doorways as chokepoints
  • Grenades are your friend
  • Save before each encounter

CRITICAL WARNING: DEPOT A - THE MAKE-OR-BREAK MOMENT
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ THIS IS WHERE 50% OF PLAYERS QUIT - DON'T BE ONE OF THEM ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    Critical Warning: This is THE major difficulty spike that tests if your build is viable
  • Many players quit here - don't give up! If you can beat Depot A, you can beat the game

    Required Level:
  • Oddity XP: Level 7-9
  • Classic XP: Level 10-12

    Essential Preparations:
  • Craft acid-resistant armor (Mutant Dog Leather or Siphoner Leather)
  • Stock 15+ health hypos
  • Bring 10+ grenades (flashbangs, frags, EMPs)
  • Have combat drugs ready (Adrenaline, Morphine)

    Survival Tips:
  • Use ventilation shafts to bypass enemies
  • Stealth trivializes many encounters
  • Don't be ashamed to lower difficulty temporarily

    If struggling severely: Your build may need a restart - this is NORMAL for first-timers
GMS Compound
  • Lots of robots - EMP grenades help
  • Hack turrets if you have hacking
  • Alternatively, sneak past enemies
  • Don't miss the valuable loot in storage areas
Cave Missions
  • Bring antidotes for cave hoppers
  • Light source is mandatory (flares or night vision)
  • Psi beetles require different tactics - spread out
Junkyard (First Major Hub)
  • Expected level: 6-8 depending on XP system
  • Don't antagonize the Black Eels initially
  • Depot A Quest: This is your first major challenge - prepare thoroughly!
  • Craft or find acid-resistant gear
  • Stock up on health hypos, grenades, and combat drugs
  • Level 7+ strongly recommended
  • Explore carefully - many hostile areas
  • Consider joining SGS or Eels for faction benefits
Part 4: Character Development
Skill Point Distribution
  • Focus on 1-2 combat skills maximum
  • Crafting skills pay off long-term
  • Social skills (Persuasion, Intimidation) open quest options
  • Hacking/Lockpicking give access to loot and shortcuts

IMPORTANT SKILL THRESHOLDS
Skill
Early Game (1-10)
Mid Game (10-20)
Late Game (20-30)
Notes
Lockpicking
30-50
75-100
130+
100 opens most doors
Hacking
30-50
75-100
130+
100 for most terminals
Persuasion
40+
70+
100+
Major quest options at 70+
Intimidation
40+
70+
100+
Alternative to Persuasion
Mercantile
30+
60+
100+
Better prices, special items
Stealth
50+
100+
150+
100+ for reliable sneaking
Traps
30+
60+
90+
Detection more important than setting
Rule of Thumb: Aim for 100 effective skill (base + bonuses) in your important non-combat skills by level 15

Crafting Essentials
Priority Crafts:
  1. Better armor (metal/leather depending on build)
  2. Weapon upgrades (scopes, silencers, etc.)
  3. Grenades and special ammo
  4. Medical supplies (super health hypos)
  5. Food (for healing between fights)

Finding Components:
  • Disassemble items you don't need
  • Buy from specialized merchants
  • Some components only found in specific areas

Feat Selection Philosophy
  • Offensive feats early (more damage = faster kills)
  • Defensive feats mid-game (when enemies get tougher)
  • Utility feats when you have spare points
  • Read feat requirements carefully - plan ahead
Part 5: Mid to Late Game Tips
Faction Choices
  • Free Drones vs. Protectorate affects entire game
  • Can remain neutral but miss some content
  • Each has unique merchants and quests
  • Choose based on your build needs

FACTION COMPARISON
Aspect
Free Drones
Protectorate
Neutral
Ideology
Freedom fighters
Military order
Independent
Best For
Stealth/Tech builds
Combat builds
Flexible
Unique Items
Specialized gear
Heavy weapons/armor
Limited
Quest Style
Sabotage/Infiltration
Direct assault
Varies
Merchants
Black market goods
Military equipment
Basic only
Difficulty
Moderate
Easier combat
Harder (less support)
FACTION POINTS OF NO RETURN
  • Rail Crossing: Siding with Protectorate locks out Free Drones
  • Core City: Major faction war - choose carefully
  • Foundry: Your choices here affect faction standing
  • Cannot change faction after committing to major quests

Expedition DLC
  • When to start: Level 15-20 (Normal), 18-22 (Hard), 20-25 (Dominating)
  • MUST DO BEFORE DEEP CAVERNS - Once in Deep Caverns, you're locked in
  • Bring extensive supplies - it's a long journey
  • Different environment requires adapted tactics
  • Amazing loot but very challenging
  • Completing it at level 25+ will make it too easy

Deep Caverns (Endgame)
  • POINT OF NO RETURN - you cannot leave until you defeat the final boss
  • Enter at level 20+ minimum (25 recommended)
  • Stock up on EVERYTHING - this is a long, difficult section
  • Multiple paths through
  • Expect tough fights and puzzles
  • Faceless faction relationship matters here
  • After completion, you can continue playing (talk to Tanner in SGS to actually end the game)
Part 6: Common Mistakes to Avoid
  1. Spreading skills too thin - Specialize!
  2. Ignoring crafting - It's essential, not optional
  3. Not using consumables - They're meant to be used
  4. Fighting everything - Sometimes stealth/dialogue is better
  5. Neglecting initiative - Speed kills
  6. Poor stat distribution - Can't be fixed later
  7. Not exploring thoroughly - Miss crucial items/XP
  8. Selling unique items - Some are needed for quests
  9. Ignoring merchants - Check their stock regularly
  10. Not reading tooltips - The game explains a lot
Part 7: Quick Combat Tactics
Against Different Enemy Types
Enemy Type
Priority Targets
Best Tools
Key Strategy
Humans/Bandits
Snipers Psi users Melee
Flashbangs, Smoke grenades
Use cover, blind groups
Animals/Mutants
Alpha/Leader Pack
Caltrops, Bear traps
Control movement, kite
Robots
Turrets Industrial bots
EMP grenades, Energy weapons
Disable, then destroy
Psi Users
Always first priority
Morphine, Stun grenades
Close distance, interrupt
Bugs/Crawlers
Groups Individuals
AoE attacks, Fire
Area denial with fire

Defensive Priorities
  1. Always keep 25% AP for emergency movement
  2. Corners are your best friend - Break line of sight
  3. Doorways = Killzones - Force enemies through choke points
  4. Status > Damage - Stunned enemies can't hurt you
  5. Shields regenerate - Hide to let them recharge
Part 8: Essential Hotkeys
  • Tab - Highlight all items
  • Z - Toggle combat mode
  • A - Toggle aimed shot mode
  • Shift+Click - Queue movement
  • Space - End turn
  • F5/F9 - Quick save/load
Part 9: Build-Agnostic Tips
Always Carry
Item
Quantity
Priority
Why
Health Hypos
15-20
Critical
Main healing source
Bandages
5-10
High
Stops bleeding
Antidotes
3-5
High
Poison is deadly
Morphine
2-3
Medium
Psi defense
Adrenaline
3-5
High
Extra AP for emergencies
Flashbangs
5+
Critical
Best crowd control
Frag Grenades
5+
High
AoE damage
EMP Grenades
3+
Situational
For robots
Caltrops
1 stack
Medium
Slow melee enemies
Bear Traps
2-3
Medium
Root enemies
Flares/NV Goggles
Always
Critical
See in dark areas
Lockpicks
10+
High
Don't miss loot
Repair Kits
2-3
Low
Fix equipment
Weight Management Tip: Store excess items in barrels at SGS or other safe zones

Money-Making
  • Craft and sell mk III grenades
  • Sell excess ammo types you don't use
  • Complete all available quests
  • Invest in Mercantile skill for better prices

ECONOMY GUIDE
What to Buy vs. Craft:
Buy
Craft
Never Buy
Basic components
Weapons
High-tier weapons
Blueprints
Armor
Armor (always craft)
Health hypos (early)
Grenades
Crafted consumables
Lockpicks
Special ammo
Regular ammo (find it)
Electronic parts
Upgrades/mods
Food (craft/find)

Money-Making Strategies:
  1. Early Game (Levels 1-8)
  2. Loot everything, sell to appropriate merchants
  3. Complete all SGS quests (~500 charons)
  4. Sell excess ammo and weapons
  5. Pick up and sell all leather/cloth
  1. Mid Game (Levels 8-15)
  2. Craft Mk III grenades (huge profit margins)
  3. Complete faction quests (1000+ charons each)
  4. Raid abandoned areas for components
  5. Invest points in Mercantile for 20-30% better prices
  1. Late Game (Levels 15+)
  2. Sell crafted high-quality items
  3. Complete Expedition content (valuable loot)
  4. Farm respawning areas for materials
  5. Trade with specialized merchants
Vendor Tips:
  • Vendors refresh inventory every 90 minutes of real time
  • Different merchants pay better for different items:
  • Weapons Arms dealers
  • Armor/Clothing Tailors
  • Meds/Chemicals Doctors
  • Electronics Tech merchants
  • Always repair items before selling (increases value)
Quality of Life
  • Increase game speed in options
  • Use the oddity log to track XP items
  • Screenshot important information
  • Keep notes on merchant locations
Part 10: Mental Approach
Understanding Oddity XP (If You Choose It)
  • Oddities are special items that give XP when found
  • Each type can only give XP a limited number of times
  • Found through exploration, specific enemies, and hidden areas
  • Encourages thorough exploration over grinding
  • You'll level slower but more consistently
  • Check your Oddity log (O key) to track your collection
Patience is Key
  • This isn't a power fantasy game
  • You will die - it's part of learning
  • Each death teaches you something
  • Save scumming is acceptable while learning
Experimentation
  • Try different approaches to problems
  • Multiple solutions exist for most quests
  • Don't be afraid to restart with new build
  • The game rewards creative thinking
Part 11: Troubleshooting Common Problems
Problem
Solution
Prevention
Can't beat Depot A
Lower difficulty temporarily, use more grenades/traps
Level to 7+ first, craft acid armor
Out of money
Craft and sell grenades, loot everything
Invest in Mercantile early
Build feels weak
Check if skills are focused, use consumables
Follow build guide strictly
Can't find quest objective
Check journal, explore all areas
Read dialogue carefully
Inventory always full
Get pack rathound leather, increase STR
Only carry essentials
Keep missing attacks
Increase weapon skill, use aimed shot
Max primary weapon skill
Taking too much damage
Craft better armor, use shields
Match armor to enemy type
Can't open locks/hack
Come back later with higher skills
Plan skill investments

Quick Fixes
  • Respec not possible - Must restart character
  • Missed unique item - Some are missable, continue without
  • Faction locked out - Load earlier save or accept consequences
  • Underleveled - Explore more areas, find oddities/fight enemies
  • Overencumbered often - Increase STR or use pack mule tactics
Conclusion
Underrail is challenging but incredibly rewarding. Your first playthrough will be rough, but each attempt teaches you more about the game's systems. Don't be discouraged by difficulty - even veterans die regularly.

Remember: There's no shame in consulting wikis or asking for help. The Underrail community is helpful and the official forums are full of build advice and strategies.

Most importantly, embrace the challenge. The satisfaction of finally beating that impossible fight or solving that complex quest is what makes Underrail special.

Good luck in the tunnels, and remember - Save Often!

Additional Resources
Essential Links
Recommended Video Guides
While no specific videos are endorsed here, search for:
  • "Underrail Beginner Guide" - Various YouTubers
  • "Underrail Depot A Strategy" - For when you're stuck
  • "Underrail Build Guides" - For optimization ideas
  • "Underrail Crafting Tutorial" - Visual learning for crafting system
Community Tips
  • Join the Discord for real-time help https://discord.com/invite/2hbCP5z
  • Don't be afraid to ask for build reviews
  • Share your victories (especially Depot A!)
  • Learn from other players' mistakes


May you survive the depths and uncover the mysteries of Underrail!
Disclaimer
I don't claim to know everything about Underrail, and there may be mistakes in this guide. If you find any errors or incorrect information, please let me know in the comments so I can correct them. Thanks!
3 Comments
Notoromus 28 Sep @ 10:06pm 
@ClearSkyEternal great guide, very helpful stuff.
ClearSkyEternal  [author] 27 Sep @ 11:32am 
@Notoromus Thank you for letting me know. I updated the attributes for both builds. Enjoy!
Notoromus 26 Sep @ 5:19pm 
Your numbers for attributes don't add up with the available number in game