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Caves of qud walkthrough
Caves of qud walkthrough





caves of qud walkthrough
  1. Caves of qud walkthrough how to#
  2. Caves of qud walkthrough free#

If you plan to neglect Ego in favor of other attributes but you plan to use any mental mutations that can be leveled up, have your Ego no lower than 15. One thing of note though is that Mental Mutations all hinge on the Ego attribute.

Caves of qud walkthrough free#

Unless you pick Chimera or Esper, you're free to mix and match physical and mental mutations and you're advised to experiment to find a good balance of how you like playing the game and the right amount of challenge. Everyone else's suggestions up here are unlikely to steer you wrong intentionally but you may not like playing how others like to play.

Caves of qud walkthrough how to#

You can get your starting attributes higher than 24 by picking mutations, cybernetic implants, or callings/arcologies, so keep those attribute changes in mind when creating your character.Īs for how to build your Mutant, it really depends on what you like doing. When allocating attributes, 24 is the highest you can set it but every increase in attributes beyond 18 costs 2 points instead of 1.

caves of qud walkthrough

Once you get the hang of your build, you can soup up attributes that benefit you the most in the early game and take points away from attributes that you don't need as much of. Pick a primary attribute that will cater to the first skills you plan to learn then have every other stat at a moderate starting point (for Mutants, have secondary attributes at 16, for True Kin, 18 is good for balance). When trying out new mutations and/or skill builds, have balanced attributes. I'm also a big fan of the "Bow and rifle" skill "Suppressive fire." Any character can learn it, and since I like to build characters that are kinda squishy tinkers who aren't great at heavy melee, keeping a strong enemy suppressed while I gradually plink away at them has saved my bacon countless times. I really like either freezing hands or light manipulation to do damage, force wall or teleport to help me run away, and heightened hearing so I can locate enemies behind doors or who are shooting at me outside my sight radius. a passive benefit that helps you in some other way (heightened hearing is my fave, but clairvoyance, carapace, multiple arms etc all have their good points)Ī lot of it comes down to your personal preference, how you enjoy playing. a thing that helps you run away, or survive to run away (teleport, force wall, phasing etc)ģ. a thing that helps you damage enemies (burning / freezing hands, electrical generation, light manipulation etc)Ģ.

caves of qud walkthrough

Some of the guides recommend making sure your mutations includeġ. An an enemy *can* follow you to a new zone, but only if you and they are both right on the edge when you move. When you leave the map, time freezes for the enemies you left behind, which means you can heal up while they're still injured. Things like when to run away, which kinds of abilities and attacks work well together, or against particular enemies, and how to use zone transitions to your advantage. Lots of dying is normal and okay in this game!Ī lot of the skills that keep you alive aren't necessarily dependent on your build.







Caves of qud walkthrough