Caves of Qud: Difference between revisions
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* Try to get at least 18 strength/agility/toughness on basically every character you make. | * Try to get at least 18 strength/agility/toughness on basically every character you make. | ||
* Mutants have the easier early game, if you take the right mutations. | * Mutants have the easier early game, if you take the right mutations. | ||
* Not all mutations benefit as much from investing in them. Some reward high investment, some are more or less buy-and-forget. | |||
* If you take a bunch of mental mutations and jack up your ego stat to make them all ridiculously supercharged, extradimensional psychic assassins will come to take your soul. They get pretty scary. | * If you take a bunch of mental mutations and jack up your ego stat to make them all ridiculously supercharged, extradimensional psychic assassins will come to take your soul. They get pretty scary. | ||
* True Kin can eventually get multiple | * True Kin can eventually get multiple cybernetic enhancements but they have a generally rougher early game, so keep that in mind. | ||
* Don't try randomized character builds as a beginner. You will suffer. | * Don't try randomized character builds as a beginner. You will suffer. | ||
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* There's something weird about the northeast pool in Joppa. Take a closer look. | * There's something weird about the northeast pool in Joppa. Take a closer look. | ||
* If you do something to piss off people you have good rep with e.g. you took something that belonged to them and now they're all hitting you, just... run away. Be somewhere else for a few days. They'll return to being friendly in a while. | * If you do something to piss off people you have good rep with e.g. you took something that belonged to them and now they're all hitting you, just... run away. Be somewhere else for a few days. They'll return to being friendly in a while. | ||
* Wayfaring | * Wayfaring skills will not do anything to help you not-die but it's highly recommended because it means you find more of the weird shit in the world. This game is all about finding weird shit. | ||
* Daggers and trade goods tend to be the most encumbrance-efficient way to carry water around early on, armour the least. Make inventory management choices accordingly. | * Daggers and trade goods tend to be the most encumbrance-efficient way to carry water around early on, armour the least. Make inventory management choices accordingly. | ||
* Sources of limb regeneration are not exactly thick on the ground in Qud. Try to lose as few limbs as possible if you don't take the overpriced regeneration mutation or are True Kin. | * Sources of limb regeneration are not exactly thick on the ground in Qud. Try to lose as few limbs as possible if you don't take the overpriced regeneration mutation or are True Kin. |