A Call to Arms

Revision as of 22:31, 18 December 2024 by 0novo (talk | contribs) (note on faction rep & misc. changes)
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.

A Call to Arms
Level

20

Rewards

Ereshkigal has detected an imminent attack by the Putus Templar on Grit Gate.

Journal

Optional: Prepare Defenses

XP: 0

Defend Grit Gate

XP: 0

Once all members of the attacking party have been killed or removed from the zone, the quest will be completed[1].

Rewards

Accomplishment

You valiantly defended Grit Gate from an attack by the Putus Templar.

Notes

This information is reliable as of patch 2.0.209.41.
This article has information that is missing or not up to par.
Reason: missing the specific probability of Templar war parties EMPing on arrival; missing info on how long it takes for the war parties to arrive; missing info on where the war parties are spawned

Tips

This section is opinion-based. Your mileage may vary.

The difficulty of the defense can vary wildly based on the composition and equipment of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.

  • Using the  3D cobblers you can create narrow chokepoints to prevent the invaders from swarming in, or, with clever use of walls that can be shot over like the  low wall, you can create a shooting gallery that the invaders are mostly not equipped to escape.
  • Avoid relying on any source of electrical, acid, or heat damage, including certain plants spawned through  Burgeoning, as they risk causing collateral damage. Also, be aware that damaged  power lines and wired  fulcrete walls will release electricity into the surrounding area, and the four  fusion power stations in the center of Grit Gate are close enough together that if one explodes, all four will break.
  • While such a modification is rarely found randomly and requires Tinker III to create, the morphogenetic item mod may stun every member of the war parties, excluding Templars wearing a functioning  ontological anchor and many of a  newfather's potential "domesticated" followers.
  • Most Barathrumites won't restock their inventories, which means that they will retain any ammo,  salve injectors, or  urberries traded to them and use them as needed. Healing items should be traded to  Mafeo,  Sparafucile, and  Jacobo immediately before the invasion or they risk being cycled out.
  • Too much sorrow to bear? Try a time loop!  Precognition for mutants,  sphynx salt injectors for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites.

References

This information is reliable as of patch 2.0.209.41.
  1. 1.0 1.1 XRL.World.ZoneParts.ScriptCallToArmsPart, method HandleEvent
  2. PopulationTables.xml, population name Templar War Party Major
  3. PopulationTables.xml, population name Templar War Party Minor
  4. XRL.World.ZoneParts.ScriptCallToArmsPart, method spawnParties