A Call to Arms
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Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line. |
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
This article is a stub. You can help Caves of Qud Wiki by expanding it. |
This article is a stub. You can help Caves of Qud Wiki by expanding it.
A Call to Arms
Level
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20 |
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Rewards
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Ereshkigal has detected an imminent attack by the Putus Templar on Grit Gate.
Journal
Optional: Prepare Defenses
XP: 0
- Power laser emplacements, power force projectors, overclock chromelings, and activate Rodanis Y in preparation for the Putus Templar attack.
Defend Grit Gate
XP: 0
- Defend Grit Gate from its assailants.
Once all members of the attacking party have been killed or removed from the zone, the quest will be completed.[1]
Rewards
- New quest available: The Assessment
Accomplishment
You valiantly defended Grit Gate from an attack by the Putus Templar. |
Notes
This information is reliable as of patch 2.0.201.71. |
This information is reliable as of patch 2.0.201.71.
- The game will attempt to spawn two parties[2], drawing in part from a generic table consisting of a Banner-Knight Templar, a Knight Templar, a phylactery squire, a newfather, and a Gunner-Knight Templar. The first party should consist of one Knight Commander of the Holy Temple, one randomly-chosen Banner-Knight Templar, Knight Templar, or Gunner-Knight Templar, and a mix of six randomly-chosen Gunner-Knight Templars and Knight Templars (with a 15% chance each to choose from the aforementioned generic table instead). The second party rolls for members three times, each time with an 80% chance to pick one entry from the generic table and a 20% chance of picking four Templar squires.[3]
- The Putus Templar will sometimes spawn in conjunction with a localized EMP pulse,[4] making relying too heavily on the force projectors risky.
- For details on how the aftermath of the attack is scored, see The Assessment.
Tips
This section is opinion-based. Your mileage may vary.
The difficulty of the defense can vary wildly based on the composition of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.
- portable walls can help separate the attackers from the defenders and keep the Barathrumites out of combat. However, Wraith-Knight Templars of the Binary Honorum can pass through walls and harass living creatures on the other side, making any phylactery squires present in the war parties high-priority targets.
- Low-tech, EMP-resistant means of crowd control are invaluable, such as freeze grenades, sleep gas grenades, or stun gas grenades. Mutations that give the same capabilities include Freezing Ray, Cryokinesis, and Sleep Gas Generation.
- For more complex, EMP-vulnerable tools (such as hologram bracelets or freeze raies), modifying them to be electromagnetically-shielded will protect them from the Templar's EMP pulse.
- Techscanning, such as from a telemetric visor, a VISAGE, an optical technoscanner or an optical multiscanner, will reveal the natures of any grenades, projectile weaponry, or implants carried by the invaders so you can adjust your tactical priorities accordingly. Keep in mind that equipment-based sources of techscanning will also need to be electromagnetically-shielded.
- Time is of the essence - the sooner the Templar die, the less chance they have to wreak havoc on the compound. Teleportation is very useful for moving between incursion points swiftly, especially if you've walled them off completely. Players without the mutation can still access it via eating voider glands or yondercanes, cooking the right meal with teleport-based cooking effects, or equipping and powering on a pair of ninefold boots. If you've been fortunate enough to have the Templar try to raid the front entrance, you can even use a Grit Gate recoiler to jump in on them.
- Most Barathrumites won't restock their inventories, which means that you can trade them salve injectors or urberries over the course of your run leading up to A Call to Arms and they'll have them ready and available as emergency heals. You can trade healing items to Mafeo, Sparafucile, and Jacobo immediately before the invasion and they likely won't restock them away.
- Too much sorrow to bear? Try a time loop! Precognition for mutants, sphynx salt injectors for True Kin, or settlement checkpointing for those in Wander or Roleplay modes can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change where they appear. This can be better or worse for you and the Barathrumites.
References
This information is reliable as of patch 2.0.201.71. |
This information is reliable as of patch 2.0.201.71.
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