Girsh Nephilim: Difference between revisions

Reveriesys (talk | contribs)
Nephilim mechanics: add Lair Generation subsection
Combat: Personal experience: Pacification neutralizes the beam as well
 
(3 intermediate revisions by 3 users not shown)
Line 35: Line 35:
* {{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.
* {{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/or become infected with {{f|Mumble Mouth}} 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}}
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}}
Line 45: Line 45:
===== Physical Objects =====
===== Physical Objects =====


All lairs have a moderate change 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.
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}}.  
{{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}}.  
Line 70: Line 70:
{{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 ===
Line 78: Line 81:
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.
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.