Early Game Checklist: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
Line 1: Line 1:
Checklist for Surviving the early game **WIP**
Checklist for Surviving the early game


The early game is where many people struggle, causing them to get very weary of Red Rock very fast, forcing them to stop playing before they can see the rest of what Qud has to offer. This is going to be a non exhaustive guide on preparing for the challenges ahead!
The early game is where many people struggle, causing them to get very weary of Red Rock very fast, forcing them to stop playing before they can see the rest of what Qud has to offer. This is going to be a non exhaustive guide on preparing for the challenges ahead! If you want a more interactive and lore friendly experience, this guide is just a written version of [https://steamcommunity.com/sharedfiles/filedetails/?id=2128235668 Caelyn's tutorial mod]


This is not the guide to making [[build library|proper builds]], only what you do with them. Because of the nature of this guide, it's going to be spoilery.
This is not the guide to making [[build library|proper builds]], only what you do with them.


To assist us in this guide, I've recruited {{qud text|&MRulimispruce, legendary sprouting orb}} to learn alongside you as we go.
To assist us in this guide, I've recruited {{qud text|&MRulimispruce, legendary sprouting orb}} to learn alongside you as we go.
Line 12: Line 12:
|}
|}
==Overview==
==Overview==
[[#6 AV| 6 AV]]
__TOC__
Choosing a Joppa start makes the glowsphere much easier to get while alternate starts have a more difficult time.


[[#Lead slugs and a Missile Weapon]]
Everything else is found relatively the same way. The only thing that is near required to be bought is the lead slugs. Everything else can be easily found off snapjaw corpses and in chests.
 
[[#Light Sources]]
 
[[#Escape Strategy]]
 
Note that using a Joppa start makes the glowsphere much easier to get while alternate starts have a more difficult time.
 
Everything else is found relatively the same way. Note that the only thing that is near required to be bought is the lead slugs. Everything else can be easily found off corpses and in chests.
===TLDR:===
===TLDR:===
You need these to be properly prepared for things outside of the saltmarshes:
You need these to be properly prepared for things outside of the saltmarshes:
Line 35: Line 28:
** [[glowsphere]], [[Symbiotic firefly]], [[Electrobow]]
** [[glowsphere]], [[Symbiotic firefly]], [[Electrobow]]
* Escape strategy (optional, but high priority) (too many sources to list here)
* Escape strategy (optional, but high priority) (too many sources to list here)
* Bandages (Tam)
* Recoiler (optional, but HIGHLY recommended) (starting village quest, glowpad merchant)
* Recoiler (optional, but HIGHLY recommended) (starting village quest, glowpad merchant)


Line 44: Line 38:
| style = "border:1px solid #155352;padding:0.5em 1em;" | So why six specifically? Some secret meaning to you non-photosynths?
| style = "border:1px solid #155352;padding:0.5em 1em;" | So why six specifically? Some secret meaning to you non-photosynths?
|}
|}
6 is just an easily achievable number and allows most attacks from early game creatures to not penetrate. Snapjaw scavengers and hunters are killable by most characters as long as you're fighting them one by one. They will be the source of the majority of your early game gear. Just wandering around doing the starting quests will net you lots of gear.
6 is just an easily achievable number and allows most attacks from early game creatures to not penetrate multiple times and keep damage managable.  
 
Snapjaw scavengers and hunters are killable by most characters as long as you're fighting them one by one. They will be the source of the majority of your early game gear. Just wandering around doing the starting quests will net you lots of gear.


Don't worry if the armor has a DV penalty: the rule of thumb for the early game is that 1 AV = 3 DV (1 AV = 2DV later on). so that studded leather armor (+3AV -2DV) is still a 9 vs some cloth robes, which is 3(+1AV 0DV). Just equipping anything that has an AV bonus will bring you to 6. The basic loadout is:
Don't worry if the armor has a DV penalty: the rule of thumb for the early game is that 1 AV = 3 DV (1 AV = 2DV later on). so that studded leather armor (+3AV -2DV) is still a 9 vs some cloth robes, which is 3(+1AV 0DV). Just equipping anything that has an AV bonus will bring you to 6. The basic loadout is:
Line 65: Line 61:
Getting lead slugs is the easy part. The village merchant will always sell about 30-60 of them. Be sure to conserve them for enemies with high AV that you couldn't kill otherwise, because it will be hard to get more. The early game is the only time where finding ammunition is difficult. Once your character is able to take on turrets safely or reaches Grit Gate, ammo will be a non-issue.
Getting lead slugs is the easy part. The village merchant will always sell about 30-60 of them. Be sure to conserve them for enemies with high AV that you couldn't kill otherwise, because it will be hard to get more. The early game is the only time where finding ammunition is difficult. Once your character is able to take on turrets safely or reaches Grit Gate, ammo will be a non-issue.


Some castes/callings start with missile weapons already, making this a non-issue. These starts are the Warden, Gunslinger, and Praetorian. If you didn't start as one of these, you can sneak into the desert and take one off of a Issachari rifler. You'll know which Issachari these are because they have a red rifle in their sprite. They only have 4 or so bullets, so stay far away to cause them to miss ([[Spry]] and [[Acrobatics]] help here) and melee them once they run out. The desert rifle is a very powerful gun and can hold 6 shots before requiring a reload.  
Some castes/callings start with missile weapons already, making this a non-issue. These starts are the Warden, Gunslinger, and Praetorian. If you didn't start as one of these,
a musket can be bought off of Tam, or if the player is skilled, a desert rifle.
===Getting a Desert Rifle ===
The strongest early game weapon that you can consistently get is the {[favilink|desert rifle}} from sneaking into the desert and taking one off of a {{favilink|Issachari rifler}}. You'll know which Issachari these are because they have a red rifle in their sprite. They only have 4 or so bullets, so stay far away to cause them to miss ([[Spry]] and [[Acrobatics]] help here) and melee them once they run out. The desert rifle is a very powerful gun and can hold 6 shots before requiring a reload.  


Another strategy to kill one is to attack one and bait them to the edge of a screen. Wait on the other screen until they follow you through. Projectiles are unable to travel if the attacker is offscreen. If you wait near the edge the rifler will appear in melee range without being able to fire a single shot! (thanks Darkflagrance)
Another strategy to kill one is to attack one and bait them to the edge of a screen. Wait on the other screen until they follow you through. Projectiles are unable to travel if the attacker is offscreen. If you wait near the edge the rifler will appear in melee range without being able to fire a single shot! (thanks Darkflagrance)
Line 83: Line 82:
Characters only start out at about 14-20 HP, and enemies can dish out much more than that, especially over extended periods of combat without time to heal in between. This is where Joppa starts and the Saltmarsh village starts shine again. Both of these village starts teach [[Harvestry]], which allows you to harvest [[Witchwood bark]] from bright red [[witchwood tree]]s. Witchwood bark heals you to full right now (at least for the first few levels), but will cause confusion if your character has low Willpower. Confusion is manageable if you memorize the map before hand and where the stairs are. Eat a bark and run back upstairs and wait until the confusion wears off.
Characters only start out at about 14-20 HP, and enemies can dish out much more than that, especially over extended periods of combat without time to heal in between. This is where Joppa starts and the Saltmarsh village starts shine again. Both of these village starts teach [[Harvestry]], which allows you to harvest [[Witchwood bark]] from bright red [[witchwood tree]]s. Witchwood bark heals you to full right now (at least for the first few levels), but will cause confusion if your character has low Willpower. Confusion is manageable if you memorize the map before hand and where the stairs are. Eat a bark and run back upstairs and wait until the confusion wears off.


If you don't have harvestry, the [[Six Day Stilt]] has [[apothecary|apothecaries]] that sell them extremely cheaply. If you have the ego to afford them cheaply, salve injectors are sold there too.
{| style = "margin: 1em;font-family:Source Code Pro;"
| style = "padding:0em 1em;"|[[File:Sprouting orb.png|40px]]
| style= "color:#155352" | <
| style = "border:1px solid #155352;padding:0.5em 1em;" | Where do I find this witchwood?
|}
 
If you don't have harvestry, the [[Six Day Stilt]] has [[apothecary|apothecaries]] that sell them extremely cheaply. If you have the ego to afford them cheaply, salve injectors are sold there too. If you're lucky, Tam will have them stocked. If you don't want to make the trek for any reason and have harvestry, witchwood trees have a chance of spawning on the outskirts of Joppa as well as the surface of the [[Rust Wells]] and [[Red Rock]]. You can tell that they're ripe if their bark is {{qud shader|dark red|dark red}}. They won't "grow" ripe, so if you can't find any, you'll have to look elsewhere.


==Light Sources==
==Light Sources==
Line 110: Line 115:


Legendary creatures which are purple in color are also much tougher than their normal counterparts. Seeing one at an early level is also cause for running away, and they are also surrounded with a posse so you have a number disadvantage as well. Leave them alone for now.
Legendary creatures which are purple in color are also much tougher than their normal counterparts. Seeing one at an early level is also cause for running away, and they are also surrounded with a posse so you have a number disadvantage as well. Leave them alone for now.
==Conclusion==
If you've finished the checklist, congratulations! You're at the very least equipped to handle the dangers of Qud. What's left is your own experience and strategies, and check out guides for specific dungeons!
Say goodbye, {{qud text|&MRulimispruce}}!
{| style = "margin: 1em;font-family:Source Code Pro;"
| style = "padding:0em 1em;"| [[File:Sprouting orb.png|40px]]
| style= "color:#155352" | <
| style = "border:1px solid #155352;padding:0.5em 1em;" | *photosynthesizing*
|}