7/22/2023 0 Comments Caves of qud walkthroughThis build relies on agility more than strength, and so should focus on knives (which benefit from agility to penetrate rather than strength) and the starting revolver when you begin. This is an agility/intelligence-based True Kin build. Sunder Mind ignores armor, and so is useful against heavily armored opponents. Sunder Mind: Your secondary attack skill. It has a few uses, such as:ġ) Figuring out if you actually can kill that enemyĢ) Figuring out where to go in Golgotha (see “More Than A Willing Spirit”)ģ) Killing Mayor Nuntu in Kyakukya, stealing the Corpus Chollys, and reading its contents without dying to Warden Indrix. It was recently nerfed heavily, so I’m uncertain if it’s still worth it. It essentially saves the game, and allows you to play a few turns where if you die or if you wish to, you can return to the beginning. If you run out of charges, remember that you can hit ‘.’ on your numpad in order to skip a few turns and allow it to recharge. It also gives you the ability to emit light without a torch, but I find this to be a poor use for it. It’s rather weak early on, but improves quickly. Light manipulation gives you a ranged attack that never misses. Light Manipulation: A bread-and-butter attack skill. Remember that you can shoot through this wall, but Light Manipulation is stopped by it. At lower levels, this is useful as an escape mechanism. At higher levels, this gives you complete protection from some difficult melee and ranged enemies by providing you with a wall that they cannot break. This recommended build gives you access to the following skills:įorce Wall: An invaluable skill, as some enemies are helpless before walls. For the mental mutations that espers rely on, these mutations will scale with your ego (but are capped by your level). For physical mutations, you need to spend mutation points in order to improve them. Playing an Esper with high ego is simple: Just pump your ego as high as it will go and your mental mutations will level up with you. Your mutations/cybernetics are also displayed here along with their level Mutation points: Used to buy new mutations or improve existing ones. Cold/Heat resist also affect how quickly your temperature rises or falls.Īttribute points: Obtained once every few levels, can be spent to increase a stat by 1 permanently. The number beside your hitpoints are your current and maximum carry weight.Īnd, in your status screen (hit ‘ x‘ to view):Įlemental resistances: Affect how much damage you take from attacks. If this is more than 300, you are on fire and will take damage every turn unless you dunk yourself in water. If this is below 0, your quickness decreases. If this is less than -100, you are frozen and can only use mental mutations. How much energy moving costs is related to this, but it is unknown by how. Every action you do has an ‘energy cost’, and when you spend more energy than your quickness, your turn ends. Each time it is your turn to act, you have this many points to spend. Each point is used to resist penetration from enemy weapons.ĭV: Dodge value, given by agility and armor. Used to resist Sunder Mind and Siphon VimĪV: Armor value, given by armor.
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