Girsh Nephilim: Difference between revisions

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{{spoiler}}
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{{Missing info|Update for 7th Plague content}}


The Girsh Nephilim are creatures of the 7th plague of the [[Gyre]].  
The Girsh Nephilim are creatures of the 7th plague of the [[Gyre]].  
There are six known Nephilim:
There are seven known Nephilim:


* {{favilink|Girsh Agolgot}}
* {{favilink|Girsh Agolgot}}
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* {{favilink|Girsh Rermadon}}
* {{favilink|Girsh Rermadon}}
* {{favilink|Girsh Shug'ruith the Burrower}}
* {{favilink|Girsh Shug'ruith the Burrower}}
* {{favilink|Starformed Ehalcodon}}


== Lore ==
== Lore ==
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=== Nephilim lairs ===
=== Nephilim lairs ===


Each of the Nephilim resides within a lair that is placed somewhere in Qud during worldgen (mostly<ref Name="QasQonChuppah">The lair of {{f|Girsh Qas}} and {{f|Girsh Qon}} is called the "chuppah of Qas and Qon", rather than their cradle.</ref> referred to throughout the game as the Nephilims' "cradles"). These lairs are distributed as follows:
==== Lair Locations ====
Each of the Nephilim (with one exception, elaborated upon below) resides within a lair that is placed somewhere in Qud during worldgen (mostly<ref Name="QasQonChuppah">The lair of {{f|Girsh Qas}} and {{f|Girsh Qon}} is called the "chuppah of Qas and Qon", rather than their cradle.</ref> referred to throughout the game as the Nephilims' "cradles"). These lairs are distributed as follows:


* {{f|Girsh Agolgot}}'s cradle is beneath {{f|Golgotha}}, somewhere between strata 30 and 35. It can be reached by following the pits starting in [[Golgotha#The Cloaca|The Cloaca]].
* {{f|Girsh Agolgot|possessive}} cradle is beneath {{f|Golgotha}}, somewhere between strata 30 and 35. It can be reached by following the pits starting in [[Golgotha#The Cloaca|The Cloaca]].
* {{f|Girsh Bethsaida}}'s cradle is beneath {{f|Bethesda Susa}}, somewhere between strata 30 and 35. It can be reached by following the pits starting in [[Bethesda Susa#Temple of the Rock|the Temple of the Rock]].
* {{f|Girsh Bethsaida|possessive}} cradle is beneath {{f|Bethesda Susa}}, somewhere between strata 30 and 35. It can be reached by following the pits starting in [[Bethesda Susa#Temple of the Rock|the Temple of the Rock]].
* The chuppah of {{f|Girsh Qas}} and {{f|Girsh Qon}} is located near the surface, in a random zone of the {{f|Moon Stair}}.
* The chuppah of {{f|Girsh Qas}} and {{f|Girsh Qon}} is located near the surface, in a random zone of the {{f|Moon Stair}}.
* {{f|Girsh Rermadon}}'s cradle is located near the surface in a random zone of the {{favilink|Palladium Reef}}.
* {{f|Girsh Rermadon|possessive}} cradle is located near the surface in a random zone of the {{favilink|Palladium Reef}}.
* {{f|Girsh Shug'ruith the Burrower}}'s cradle can be located in any zone of the map that does not already include a static encounter. To find Shug'ruith's cradle, the player must first find "the mouth of Shug'ruith" on the surface. They must then descend and follow {{f|Layer of resin extruded by Shug'ruith|plural}} to Shug'ruith's cradle.
* {{f|Girsh Shug'ruith the Burrower|possessive}} cradle can be located in any zone of the map that does not already include a static encounter. To find Shug'ruith's cradle, the player must first find "the mouth of Shug'ruith" on the surface. They must then descend and follow {{f|Layer of resin extruded by Shug'ruith|plural}} to Shug'ruith's cradle.


Of these lairs, the chuppah of Qas and Qon and the cradle of Shug'ruith are the most difficult to find; the player is unlikely to encounter them by traversing the overworld or by exploring random zones. The easiest way to discover the location of these lairs is to trade secrets with legendary [[Gyre wights]]. Factions that trade Moon Stair secrets, such as [[Chavvah]], can also be helpful in finding the chuppah of Qas and Qon. Alternatively, one can pick up the [[Trash Divining]] skill and hope to reveal the location of these lairs.
Of these lairs, the chuppah of Qas and Qon and the cradle of Shug'ruith are the most difficult to find; the player is unlikely to encounter them by traversing the overworld or by exploring random zones. The easiest way to discover the location of these lairs is to trade secrets with legendary [[Gyre wights]], who can be found randomly or whose lairs can be found through the consumption of {{f|brain brine}} by the player or by a [[domination|dominated]] follower. Factions that trade Moon Stair secrets, such as [[Chavvah]], can also be helpful in finding the chuppah of Qas and Qon. Alternatively, one can pick up the [[Trash Divining]] skill and/or become infected with {{f|Mumble Mouth}} and hope to reveal the location of these lairs.
 
Uniquely, {{f|Starformed Ehalcodon}} does not possess a lair; {{Spoiler text|instead, qe descends during the quest [[Reclamation]] if every other Nephilim was killed or pacified beforehand.|endgame}}
 
==== Lair Generation ====
 
Each Nephilim's lair is considered a "holy place" to the Girsh. The first time a player enters the lair, they are awarded 4000 XP for discovery.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=GirshLairMakerBase|name=BaseLair}} The depth of these lairs varies; Rermadon's cradle and the chuppah of Qas and Qon are always 10 strata deep, whereas Agolgot and Bethsaida's cradles are 2-3 strata deep. The mouth of Shug'ruith descends 30-35 strata, and then the cradle of Shug'ruith is 2-3 strata deep itself.
 
===== Physical Objects =====
 
All lairs have a moderate chance to spawn shrines to the associated Girsh Nephilim. These shrines come with a patch of {{f|Crystal flowers}}, a {{f|torch sconce}}, a {{f|Clay pitcher}} with {{dice tooltip|1d7-1|summary}} drams of {{f|cider}} inside, a {{f|chest}} with [[Zone_tier|zone tier]] appropriate loot, and a [[:Category:Statues|statue]] of the Girsh Nephilim.
 
{{f|Girsh Agolgot|possessive}} cradle is filled with many pools of {{f|green goo}}, {{f|brown sludge}}, and {{f|black ooze}}, which mirrors the environment of {{f|Golgotha}} above it. {{f|Girsh Bethsaida|possessive}} cradle also mimics {{f|Bethesda Susa}} with many pools and puddles of {{f|convalessence}}, as well as {{f|luminous hoarshroom|plural}} and {{f|yuckwheat}}.
 
The cave pocket where {{f|Girsh Rermadon}} sits, referred to internally as a "cyst", also has a patch of 6-12 {{f|Aloe volta}}.{{XML Reference|pop}} {{f|Girsh Shug'ruith the Burrower|possessive}} cyst has many scattered bones across it.
 
===== Creature Spawning =====
All Nephilim lairs are guaranteed to spawn many of their associated [[Girshling_(disambiguation)|girshlings]], and are likely to spawn their associated Gyre Wights as well.
 
Within each Nephilim's lair, 75% of creatures<ref name=BaseLair /> generated within the lair are granted unique mechanics, dependent on whose lair it is. These alterations are as follows:
* {{f|Girsh Agolgot|possessive}} cradle contains {{Qud text|&grank}} creatures. Their icons display as {{Qud text|&gdark green}}. These creatures' natural attacks are modified to have an independent 50% chance to [[Poisoned|poison]], [[Illness|disease]], or [[Rusted|rust]] on hit. In addition, on death, they will drop a large {{Qud text|&grank}} pool of equal parts {{f|green goo}}, {{f|brown sludge}}, and {{f|black ooze}} instead of any corpse.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=AgolgotColumn|method=MutateObject}}
* {{f|Girsh Bethsaida|possessive}} cradle contains {{Qud text|&Wconjoined}} creatures whose icons are recolored {{Qud text|&Wgold}}. {{Qud text|&WConjoined}} creatures will split into two upon taking deadly damage, removing the conjoined version and creating two new creatures of the same species.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=BethsaidaColumn|method=MutateObject}}
* The chuppah of {{f|Girsh Qas}} and {{f|Girsh Qon}} can contain 3 kinds of altered creatures: {{Qud text|&bcryptic}}, {{Qud text|&cpolarized}}, and {{Qud text|&Cdazzling}}.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=QasQonLair|method=MutateObject}} All altered creatures have an equal chance of being one of these three types.
** {{Qud text|&bCryptic}} creatures have a 100% chance to [[Confused|confuse]] on hit{{Code Reference|namespace=XRL.World.ZoneBuilders|class=QasQonLair|method=TryAddCryptic}} and emit a cloud of {{f|Confusion gas}} on death.
** {{Qud text|&cPolarized}} creatures can create {{f|Forcefield|forcefields}} that link between creatures of their type.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=QasQonLair|method=TryAddPolarized}} ''See {{f|Polarized girshling}} for more detailed information on how this ability functions.''
** {{Qud text|&CDazzling}} creatures have both of the abilities of cryptic and polarized.
* {{f|Girsh Rermadon|possessive}} cradle contains {{Qud text|&Gplasmatic}} creatures. They drop large clouds of {{f|plasma}} on death instead of a corpse.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=RermadonLair|method=MutateObject}}
* {{f|Girsh Shug'ruith the Burrower|possessive}} cradles contains {{Qud text|&wburrowing}} creatures. They have the {{f|Burrowing}} mutation at level 5, and leave behind {{favilink|layer of resin extruded by Shug'ruith spawn|plural}}.{{Code Reference|namespace=XRL.World.ZoneBuilders|class=ShugLair|method=MutateObject}}


=== Water ritual ===
=== Water ritual ===
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{{qud quote|Will you resign your charge and swear to unvex the beings of this world?}}
{{qud quote|Will you resign your charge and swear to unvex the beings of this world?}}


If selected, the player's reputation with [[Girsh|the Girsh]] will decrease by 200, and they will receive the appropriate chord of light from the pacified Nephilim. Other Nephilim '''will not''' receive a bonus from the pacified Nephilim (unlike as occurs after killing one of the Nephilim).
This costs the player 200 reputation with [[Girsh|the Girsh]] and will award the appropriate chord of light from the pacified Nephil. Other Nephilim '''will not''' receive a bonus from the pacified Nephil (unlike as occurs after killing one of the Nephilim).
 
This is also the '''only''' option available when performing a water ritual with a Nephil, as they are unconcerned with the petty secrets of a world they intend to destroy. This means you cannot boost your reputation during the ritual to help afford the cost of pacification: You need to initiate the ritual with at least 100 reputation, or 75 with the [[Tactful]] skill. If you intend to pacify all seven Nephilim, you will need a net +700 reputation (+525 with Tactful) to pull it off.
 


=== Combat ===
=== Combat ===
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{{Missing info|Needs Irisdual Beam information, especially if it's omniphase}}
{{Missing info|Needs Irisdual Beam information, especially if it's omniphase}}


All six Nephilim are difficult opponents, serving as a sort of "super boss" for Caves of Qud. By default, each one has 4000 health, 38 in each stat, and 60 of each resistance, and possess "reflective shielding", a status which gives a 75% chance of reflecting any incoming projectile (including bullets, missiles, and lasers). Each one will periodically create girshling creshes - nests that spawn girshlings of the appropriate type - and are swarm alphas, making their spawn more threatening.
All seven Nephilim are difficult opponents, serving as a sort of "super boss" for Caves of Qud. By default, each one has 4000 health, 38 in each stat, and 60 of each resistance, and possess "reflective shielding", a status which gives a 75% chance of reflecting any incoming projectile (including bullets, missiles, and lasers). Each one will periodically create girshling creshes - nests that spawn girshlings of the appropriate type - and are swarm alphas, making their spawn more threatening.


Each one also possesses {{f|Irisdual Beam}} - a deadly, three-directional laser attack, which becomes six-directional once they drop below 50% health. Before firing, the beams are marked with a red highlight, similar to the [[Decarbonizer]]'s attack, and will fire on the Nephilim's next turn. The beams deal multiple hits of extreme damage to everything in their paths, and should be avoided at all costs. This attack cannot be interrupted by any means other than killing the Nephilim - stunning, freezing, knocking them prone, sleep, and all other effects will not interrupt the attack.
Each one also possesses {{f|Irisdual Beam}} - a deadly, three-directional laser attack, which becomes six-directional once they drop below 50% health. Before firing, the beams are marked with a red highlight, similar to the [[Decarbonizer]]'s attack, and will fire on the Nephilim's next turn. The beams deal multiple hits of extreme damage to everything in their paths, and should be avoided at all costs. This attack cannot be interrupted by any means other than killing or pacifying the Nephilim - stunning, freezing, knocking them prone, sleep, and all other effects will not interrupt the attack.


Finally, each Nephilim will have a unique effect based on their lore. This effect will boost the Nephilim's capabilities, and will affect the various creatures in their lair, changing their color, aligning them with the Girsh, and adding a similar effect to the creature in question.
Finally, each Nephilim will have a unique effect based on their lore. This effect will boost the Nephilim's capabilities, and will affect the various creatures in their lair, changing their color, aligning them with the Girsh, and adding a similar effect to the creature in question.
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* {{favilink|Girsh Rermadon}}'s unique effect is plasmatic, which has an electric bite (displayed as incandescent fangs) and drops the 1000 Plasma Blueprint when it dies
* {{favilink|Girsh Rermadon}}'s unique effect is plasmatic, which has an electric bite (displayed as incandescent fangs) and drops the 1000 Plasma Blueprint when it dies
* {{favilink|Girsh Shug'ruith the Burrower}}'s unique effect is burrowing, which means they have the Burrowing mutation at 5, and they themselves live on walls.
* {{favilink|Girsh Shug'ruith the Burrower}}'s unique effect is burrowing, which means they have the Burrowing mutation at 5, and they themselves live on walls.
* {{favilink|Starformed Ehalcodon}}'s unique effect is prismatic, which grants its girshlings a resistance to {{favilink|Irisdual Beam}} and the ability to refract it in multiple directions. Additionally, qe is the unique possessor of the {{favilink|Quantum Fugue}} mutation.


=== Death ===
=== Death ===
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* '''... Shug'ruith:''' +10 AV; +10 DV; omniphase [[Circle of light in the chord of Shugruith|(+3 AV; +3 DV)]]
* '''... Shug'ruith:''' +10 AV; +10 DV; omniphase [[Circle of light in the chord of Shugruith|(+3 AV; +3 DV)]]


These powers will be granted to any clones of the Girsh Nephilim, but not the powers of their progenitor should they be dead (e.g. a clone of Girsh Bethsaida will not receive +50% hitpoints if the original Girsh Bethsaida dies.)
These powers will be granted to any clones of the Girsh Nephilim, but not the powers of their progenitor should they be dead (e.g. a clone of Girsh Bethsaida will not receive +50% hitpoints if the original Girsh Bethsaida dies.) Note that Starformed Ehalcodon will always receive the benefits granted by the prior six Nephilim as if they were slain, even if they were pacified.
 
== Progression ==
{{opinion}}
 
=== Builds ===
 
As Nephilim have high elemental resistances and a 75% chance to reflect ranged attacks due to their Reflective Shielding, missile weapons or even {{favilink|Light Manipulation}} will be less reliable in battle. Thus, melee and careful movement is key; if ranged attacks are preferred, utilize {{favilink|EMP grenade}}s to disable the reflective shielding for a brief period. In some cradles, things such as the {{favilink|Disintegration}} mutation or {{favilink|Resonance grenade}}s can be of use in opening crowded areas such as {{favilink|Girsh Agolgot}}'s and {{favilink|Girsh Shug'ruith the Burrower}}'s cradles.
 
Builds that specialize around making [[Multiweapon_Fighting|multiple attacks]], such as with the {{favilink|Beak}} mutation or {{favilink|Girshling fangs}}, {{favilink|Horns}}, {{favilink|Multiple Arms}}, any stinger mutation such as {{favilink|Stinger (Paralyzing Venom)}} paired with dueling stance from the [[Long_Blade|long blade tree]], and {{favilink|Burrowing Claws}} and eventually those added with the {{favilink|Circle of light in the chord of Agolgot}} can make the most out of opportunities as a Nephilim's [[Irisdual Beam]] cools down.
 
=== Method A ===
 
Slaying {{favilink|Girsh Rermadon}} first (combined with their proximity to the surface) means that the remaining will only receive their elemental resistances. One can more easily progress by then battling {{favilink|Girsh Shug'ruith the Burrower}} and {{favilink|Girsh Agolgot}}. Battling {{favilink|Girsh Qas}} and {{favilink|Girsh Qon}} next means that {{favilink|Girsh Bethsaida}} gains the quickness bonuses, but also meaning they will be the only and last Nephilim to battle during [[Reclamation]].
 
This can be considered the more steady means of progression.
 
=== Method B ===
 
Slaying {{favilink|Girsh Bethsaida}} first due to them splitting for each quarter of HP loss means one will have to prioritize one iteration over the others until they've all fallen. Trying to battle all iterations at once will further complicate the battle. Battling {{favilink|Girsh Qas}} and {{favilink|Girsh Qon}} next is already difficult, as being within line of sight of Qon confuses the player character and any companions present. If Qon is handled before Qas, the battle becomes more manageable, but their deaths grant the remaining Nephilim a combined +50 [[quickness]] boost. Slaying {{favilink|Girsh Agolgot}} grants each Nephilim their long blade class natural weapons, and {{favilink|Girsh Shug'ruith the Burrower}} its [[omniphase]] status.
 
As a result, {{favilink|Girsh Rermadon}} now has the combined strengths of those that have fallen before, and whilst their cradle is open, they are much more of a challenge than before.


== Trivia ==
== Trivia ==