Dealing With Esper Hunters: Difference between revisions

More progress. Not quite done yet, but I did some more work on mutation-specific techniques and general techniques
(Added some more techniques in the Avoiding Esper Hunters section)
(More progress. Not quite done yet, but I did some more work on mutation-specific techniques and general techniques)
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Currently a work very much in-progress
Currently, a bit of a work-in-progress, though very much still useable.


To-do:
To-do:
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Many of the Esper Hunters which attack you (specifically those with something along the lines of {{Qud text|&MPtoh's (bird name)}} appended to their name) are aligned with the [[Seekers of the Sightless Way]]. If you reach a [[reputation]] of 250 or higher with this faction, these Esper Hunters will stop attacking you altogether, no matter how high your glimmer becomes. (And, as a bonus, [[Legendary creature|legendary]] Seekers will teach mental mutations through the [[Water Ritual]].) This reputation can be gained in a few ways:
Many of the Esper Hunters which attack you (specifically those with something along the lines of {{Qud text|&MPtoh's (bird name)}} appended to their name) are aligned with the [[Seekers of the Sightless Way]]. If you reach a [[reputation]] of 250 or higher with this faction, these Esper Hunters will stop attacking you altogether, no matter how high your glimmer becomes. (And, as a bonus, [[Legendary creature|legendary]] Seekers will teach mental mutations through the [[Water Ritual]].) This reputation can be gained in a few ways:
* Using a {{favilink|Schrodinger page from the Annals of Qud}} to increase reputation with the Seekers.
* Using a {{favilink|Schrodinger page from the Annals of Qud}} to increase reputation with the Seekers.
* Using a {{favilink|love injector}} on a randomly encountered legendary seeker and performing the Water Ritual with them.
* Using a {{favilink|love injector}} on a randomly encountered legendary Seeker and performing the Water Ritual with them.
* Killing legendary creatures hated or disliked by the Seekers.
* Killing legendary creatures hated or disliked by the Seekers.


=== Limiting Exploration ===
=== Limiting Exploration ===
One can greatly decrease the number of Esper Hunters one encounters by, if possible, avoiding exploring new zones.


== Fighting Esper Hunters ==
== Fighting Esper Hunters ==
=== General Techniques ===
=== General Techniques ===
Techniques which apply to all types of Esper Hunters.
* Use [[Berate]] to [[Shamed|shame]] Esper hunters, reducing their [[Ego]] ''and'' [[Willpower]] (and thus [[MA]]) at the same time.
* Do ''not'' treat [[Willpower]] as a dump stat, as it is the single best way to increase your [[MA]], which defends against [[Sunder Mind]], among the most dangerous mutations that an Esper Hunter can have.
* This applies to all combat, but keep instant healing items on hand ({{favilink|witchwood bark}} if necessary, {{favilink|urberry|&murberries}} if available) in order to keep your health at full if things go badly.
* If possible, fight Esper Hunters one at a time, as they are much more dangerous in groups than in one-on-one fights.
* Get a feel for the types of mental mutation that various extradimensional Esper Hunters have in order to better assess how dangerous they are, and take notes on them. A Hunter from a dimension of {{favilink|snapjaw warlord|plural}} with [[Space-Time Vortex]] and [[Syphon Vim]] is much less dangerous than one from a dimension of {{favilink|honey skunk|plural}} with [[Teleportation]] and [[Disintegration]].
* [[Confusion]], while of fairly limited offensive use against normal enemies, is an ''extremely'' effective anti-Esper Hunter mutation, as it (at higher levels) strongly drops their mental abilities, makes them much less likely to use their mental mutations on you, and can hit multiple targets at once, especially important once Esper Hunters start appearing in groups.
* [[Mental Mirror]], while less powerful than it once was, is still an excellent defensive mutation, as it protects against several dangerous mental mutations, and can even reflect some of them back on their attacker.
* [[Mass Mind]], while it should be used sparingly due to slightly increasing [[glimmer]] with each use, can absolutely save one's life in a pinch. If the options are death or an additional point of glimmer, a point of glimmer is clearly the better choice.


=== Mutation-Specific Techniques ===
=== Mutation-Specific Techniques ===
Techniques which are focused on combating specific mental mutations which Esper Hunters may have, arranged by mutation.
Techniques which are focused on combating specific mental mutations which Esper Hunters may have, arranged by mutation.
==== TL;DR: ====
* If possible, stay at least 9 tiles away from all Esper Hunters (though further is generally better).
** This will (mostly) keep you out of the range of many of their mental mutations, including: [[Burgeoning]]*, [[Confusion]]**, [[Cryokinesis]], [[Pyrokinesis]], [[Disintegration]], [[Syphon Vim]], and [[Time Dilation]]. <br> <small>* There is a chance for plants from burgeoning to appear up to 10 tiles away from the Esper Hunter. </small> <br> <small>** At mutation levels 18 and above, confusion's cone length extends further than 9 tiles.</small>
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}). The {{favilink|normality gas}} which they create:
** Destroys {{favilink|forcefield|plural}} (as from [[Force Bubble]] and [[Force Wall]]), {{favilink id|Space-Time Vortex|spacetime vortices}}, and [[Temporal Fugue]] clones.
** Contests the use of [[Clairvoyance]], [[Precognition]], [[Psychometry]], [[Syphon Vim]], [[Teleportation]], [[Temporal Fugue]], and [[Time Dilation]].
** Removes or suppresses the ongoing effect of [[Syphon Vim]] and [[Time Dilation]]


==== [[Beguiling]] ====
==== [[Beguiling]] ====
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* Investing in a decent [[Willpower]] score to increase your [[MA]] will help protect against sunder mind attacks.
* Investing in a decent [[Willpower]] score to increase your [[MA]] will help protect against sunder mind attacks.
* A sunder mind attack can be interrupted by:
* A sunder mind attack can be interrupted by:
** Moving into a different zone than the attacker. (Thus, it can be useful to attempt to stay near the border of the zone when fighting Esper Hunters with sunder mind)
** Moving into a different zone than the attacker.
*** Keep some source of teleportation handy (such as the mutation itself or {{favilink|yondercane}}), as teleporting to the edge of the screen and moving to a different zone to break off sunder mind can save your life in a pinch.
*** Alternatively, it may be useful to try to fight Esper Hunters from near the edge of the screen, so that you can move away if necessary.
** The attacker becoming [[confused]]. (This makes [[confusion]] an extremely useful mutation against Esper Hunters with sunder mind)
** The attacker becoming [[confused]]. (This makes [[confusion]] an extremely useful mutation against Esper Hunters with sunder mind)
** Forcing the attacker to take an action other than passing their turn.
** Forcing the attacker to take an action other than passing their turn.
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* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), and detonate one in your inventory to astrally tether yourself, preventing the quickness-reducing effect of time dilation.
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), and detonate one in your inventory to astrally tether yourself, preventing the quickness-reducing effect of time dilation.
* Try to stay at least 9 tiles away from the Esper Hunter, as this will keep you out of the range of their time dilation. If you are within 9 tiles of them, being further away (say, 5 tiles away rather than 2 tiles) will ''decrease'' the effect of their time dilation.
* Try to stay at least 9 tiles away from the Esper Hunter, as this will keep you out of the range of their time dilation. If you are within 9 tiles of them, being further away (say, 5 tiles away rather than 2 tiles) will ''decrease'' the effect of their time dilation.
===TL;DR (Fighting Esper Hunters):===
* If possible, stay at least 9 tiles away from all Esper Hunters (though further is generally better).
** This will (mostly) keep you out of the range of many of their mental mutations, including: [[Burgeoning]]*, [[Confusion]]**, [[Cryokinesis]], [[Pyrokinesis]], [[Disintegration]], [[Syphon Vim]], and [[Time Dilation]]. <br> <small>* There is a chance for plants from burgeoning to appear up to 10 tiles away from the Esper Hunter. </small> <br> <small>** At mutation levels 18 and above, confusion's cone length extends further than 9 tiles.</small>
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}). The {{favilink|normality gas}} which they create:
** Destroys {{favilink|forcefield|plural}} (as from [[Force Bubble]] and [[Force Wall]]), {{favilink id|Space-Time Vortex|spacetime vortices}}, and [[Temporal Fugue]] clones.
** Contests the use of [[Clairvoyance]], [[Precognition]], [[Psychometry]], [[Syphon Vim]], [[Teleportation]], [[Temporal Fugue]], and [[Time Dilation]].
** Removes or suppresses the ongoing effect of [[Syphon Vim]] and [[Time Dilation]]


[[Category:Guides]]
[[Category:Guides]]
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