They’ll just drop them on the ground, unharmed. This means you don’t have to worry about lighting anything you want to use up unless it’s already on the ground! Similarly, containers such as bookcases will not destroy the items inside when they burn up. Notably, it does not set loot that an enemy is carrying on fire or anything. This includes loot on the ground and some liquids such as asphalt and oil, so care is necessary when using it. It has a very short cooldown and pretty high damage, with the caveat that it. This can’t miss, also! Later on, this will let us donate our accruing charge to our equipped Artifacts that need it to operate.įlaming Ray is a beam (well, a ray) of fire that extends up to 9 squares from your character, which can be aimed in any direction with the mouse or numpad. It’s best used on large groups, which it can rip through with high damage, but care is necessary both to position them and to make sure you aren’t chaining onto something that is currently your friend. Notably, it can and will also chain into bodies of water and along spider webs. I dunno if that’s a bug, but if it is I don’t want it fixed! The game does a good job of explaining what all of these Mutations do, also, but I’d still like to offer my own explanation and include why I chose them.Įlectrical Generation is a sort of “chain lightning” effect which starts in melee range - it goes in the direction you target - and then chains to other enemies within 1 square until it runs out of places to chain. In the Mutations section, choose these:īy the way, wanna know a secret? If you choose “Preset” and pick your favorite sprite, you can back out and change everything to play the game with that sprite instead of the base Arconaut sprite. This gives us +2 to Agility and a number of useful Skills to start off with. In Character Creation, choose the Mutated Human Genotype and then the Arconaut Calling. Dying to stuff you didn’t prepare for feels absolutely awful on Classic, but at least on Roleplay you can go in again with that knowledge in place without having to build up an entirely new character.īy the way, if you prefer the Google Documents experience to Steam Guides, I've published it there as well. I don’t say this just because Qud is hard it’s actually because many parts of the main quest can blindside you with really nasty stuff that you won’t be able to handle unless you know what to bring in advance - stuff like Cold Resist for a certain step, as well as EMP Grenades for another. This mode gives you a checkpoint to reset to every time you visit a village or similar settlement, and is much more forgiving than the Classic mode. If you’re just starting out, I recommend playing the EleMentalist in Roleplay mode. We’re pretty safe with just our basic toolkit until much later in the game, though it may behoove you to prepare appropriately for certain steps in the main quest regardless. For context, “gearing up” means looking through merchant inventories for proper upgrades and the like. I don’t usually start “gearing up” until 30th Level, and find it easy enough to make do with whatever happens to drop until that point. The EleMentalist is also a great beginner build, and can carry you pretty far on its toolkit alone. We don’t do that here, at least not entirely! Ego is still good for us, but it isn’t absolutely necessary to pump up. Those are limited to Mental Mutations, which excludes them from using things like Excited Genomes (more on that later) and also encourages them to dump certain stats to feed their Ego. It plays very much like one would imagine a “mage gunslinger” character does, but is notably not an Esper build. The EleMentalist is a split Mutated Human build, which means that it doesn’t favor Physical or Mental mutations - it uses both to great effect. Little variance until you reach ~20th Level, at which point it can diverge in several directions.Power scales up at a reasonable rate without ever feeling like you’re falling behind.Resources aren’t limited by equipment, and no single item is required to make it work later on.A set of tools that stay useful even at higher levels - nothing falls off or becomes mediocre.A very easy early game, which is usually the most lethal part of any Qud run by far.This is my favorite build to play in Caves of Qud, after trying an innumerable amount of them, and here’s exactly why that is! Howdy! o/ This guide is the result of me noticing that build guides for Caves of Qud sort of just don’t exist, and then spending several days writing. Electricity, Fire, Light! What more could one want? Future sight, of course.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |