Early Game Checklist: Difference between revisions

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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 goes over most of the same points as [https://steamcommunity.com/sharedfiles/filedetails/?id=2128235668 Caelyn's tutorial mod].
| name      = Teamtoto/Sandbox2
| title      = List of Factions
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| group1    =Visible Factions
This is not the guide to making [[build library|proper builds]], only what you do with them.
| list1      =<span style="display:inline-block">{{#cargo_query:table=Factions|where=_pageNamespace='0' AND IsVisible='1'|format=list|delimiter=&nbsp;-&nbsp;</span><span style="display:inline-block">}}</span>


| group2= Hidden Factions
To assist us in this guide, I've recruited {{qud text|&MRulimispruce, legendary sprouting orb}} to learn alongside you as we go.
| list2 = <span style="display:inline-block">{{#cargo_query:table=Factions|where=_pageNamespace='0' AND IsVisible='0'|format=list|delimiter=&nbsp;-&nbsp;</span><span style="display:inline-block">}}</span>
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| style = "padding:0em 1em;"| [[File:Sprouting orb.png|40px]]
| style= "color:#155352" | <
| style = "border:1px solid #155352;padding:0.5em 1em;" | I lit a beacon fire to warn the Napthaali tribe's enemies. Yes, with my delicate little vines.
|}
==Overview==
{{tocright}}
The only thing listed that is near required to be bought is the lead slugs. Everything else can be easily found off {{favilink|snapjaw scavenger|snapjaw}} corpses and in chests.
===TLDR:===
You'll need these to be properly prepared for things outside of the saltmarshes:
* 6+ AV
**{{favilink|studded leather armor}} (3), {{favilink|leather cap}} (1), {{favilink|boar-skin gloves}} (1), {{favilink|leather boots}} (1)
* A firearm
**{{favilink|musket}}, {{favilink|chrome revolver}} from chests, {{favilink|Issachar rifle}} from an {{favilink|Issachari rifler}}
* {{favilink|Lead slug|plural}} (bought from village trader)
* Healing items
** {{favilink|witchwood bark}}, {{favilink|salve injector}}
* Good light source (trading, loot drops) (recommended)
** {{favilink|glowsphere}}, {{favilink|Symbiotic firefly}}, {{favilink|Electrobow}}, {{favilink|Miner's helmet}}
* Escape strategy (optional, but high priority) (too many sources to list here)
* {{favilink|Bandage|plural}} (bought from village trader)
* Recoiler (optional, but HIGHLY recommended) (acquired through starting village quest, or glowpad merchant)


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==6 AV==
| name      = Teamtoto/Sandbox2
Six or greater AV is likely the most important thing to reach in the early game. This is because that when an item's [[PV]] is higher than the target's [[AV]], the damage is multiplicative, as in get additional attacks in, causing unprotected bodies to get eviscerated. Critical hits are guaranteed to hit once, so even high dodge builds need some AV to prevent lucky one shots.
| title      = List of Mutations
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| titlestyle = background:rgba(6,28,23,0.9); font-family:Source Code Pro;
| style = "border:1px solid #155352;padding:0.5em 1em;" | So why six specifically? Some secret meaning to you non-photosynths?
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6 is just an easily achievable number and allows most attacks from early game creatures to not penetrate multiple times and keep damage manageable.
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| group1    =Physical Mutations
Snapjaw {{favilink|Snapjaw scavenger|scavengers}} and {{favilink|snapjaw hunter|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 as well.
| list1      =<span style="display:inline-block">[[Adrenal Control]] - [[Bilge Sphincter]] - [[Burrowing Claws]] - [[Carapace]] - [[Carnivorous]] - [[Double-muscled]] - [[Electrical Generation]] - [[Electromagnetic Pulse]] - [[Flaming Hands]] - [[Freezing Hands]] - Gas Generation ([[Corrosive Gas Generation|Corrosive Gas]] - [[Sleep Gas Generation|Sleep Gas]]) - [[Heightened Hearing]] - [[Heightened Quickness]] - [[Horns]] - [[Metamorphosis]] (Prerelease) - [[Multiple Arms]] - [[Multiple Legs]] - [[Night Vision]] - [[Phasing]] - [[Photosynthetic Skin]] - [[Quills]] - [[Regeneration]] - [[Slime Glands]] - [[Spinnerets]] - Stingers ([[Stinger (Confusing Venom)|Confusing]] - [[Stinger (Paralyzing Venom)|Paralyzing]] - [[Stinger (Poisoning Venom)|Poisoning]]) - [[Thick Fur]] - [[Triple-jointed]] - [[Two-headed]] - [[Two-hearted]] - [[Wings]]</span>
 
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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:
| group2= Physical Defects
* Body: {{favilink|studded leather armor}} (3 AV)
| list2 = [[Albino]] - [[Amphibious]] - [[Analgesia]] - [[Beak]] - [[Cold-Blooded]] - [[Brittle Bones]] - [[Electromagnetic Impulse]] - [[Hemophilia]] - [[Hooks for Feet]] - [[Myopia]] - [[Spontaneous Combustion]]
* Hands: {{favilink|boar-skin gloves}} or {{favilink|leather gloves}} (1 AV)
| group3= Mental Mutations
* Head: {{favilink|leather cap}} or {{favilink|knollworm skull}} (1 AV)
| list3 = =<span style="display:inline-block">[[Beguiling]] - [[Burgeoning]] - [[Clairvoyance]] - [[Confusion]] - [[Cryokinesis]] - [[Domination]] - [[Disintegration]] - [[Ego Projection]] - [[Force Bubble]] - [[Force Wall]] - [[Kindle]] - [[Light Manipulation]] - [[Mass Mind]] - [[Mental Mirror]] - [[Precognition]] - [[Psychometry]] - [[Pyrokinesis]] - [[Sense Psychic]] - [[Space-Time Vortex]] - [[Stunning Force]] - [[Sunder Mind]] - [[Syphon Vim]] - [[Telepathy]] - [[Teleportation]] - [[Teleport Other]] - [[Time Dilation]] - [[Temporal Fugue]]</span>
* Feet: {{favilink|leather boots}} or {{favilink|croccasins}} (1 AV)
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| group4= Mental Defects
| style = "padding:0em 1em;"| [[File:Sprouting orb.png|40px]]
| list4= [[Amnesia]] - [[Blinking Tic]] - [[Evil Twin]] - [[Narcolepsy]] - [[Pack Rat]] (Prerelease) - [[Socially Repugnant]] - [[Unwelcome Germination]] (Prerelease)
| style= "color:#155352" | <
}}
| style = "border:1px solid #155352;padding:0.5em 1em;"| Mhm? And what about those without hands?
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Characters that are unable to equip the above items because of physical mutations or body type must find other sources. If it's from a physical mutation, leveling it up will add some AV depending on the mutation. Although 6 AV is important, it's doable to play with 5 AV instead if you play it safe.
 
Characters who are {{favilink|two-headed}}, or who have {{favilink|multiple arms}} or {{favilink|multiple legs}}, will need the equipment on all appendages in order to average up to the full 6 AV.
 
==Lead slugs and a Missile Weapon==
{{favilink|Lead slug|plural}} are ammunition for a lot of powerful missile weapons, all of which will likely be the hardest hitting weapon in your arsenal for most of the early game. Missile weapons have static PV, meaning that they do not depend on your character's strength. At point blank range, it's hard to miss, too. This is important because this means that with a good missile weapon, near every character can survive the early game given enough ammunition.
 
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, 
a {{favilink|musket}} can be bought off of {{favilink|Tam}}, or if the player is skilled, an {{favilink|Issachar rifle}} can be looted.
===Getting an Issachar Rifle ===
The strongest early game weapon that you can consistently get is the Issachar 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 Issachar 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)
{| 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;" | The desert full of flying dragon snakes in the early game?! Surely you jest!
|}
Wandering the desert is actually very safe if you know how to use the terrain to your advantage! Strategies for wandering the desert will be documented in a separate guide, but the main rules are: travel only in the day, and stick to the edges of the screen and leave if you see anything you don't want to fight, they won't chase you.
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| style = "border:1px solid #155352;padding:0.5em 1em;" | I will trust this with immense caution.
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If you don't believe me, read the full guide of doing this over at [[How to Get a Issachar Rifle Early]]. It even has a video!
 
==Healing Items==
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. Both of these village starts teach [[Harvestry]], which allows you to harvest {{favilink|Witchwood bark}} from ripe {{favilink|witchwood tree|plural}}. Witchwood bark will heal you to full for your first few levels, but will cause confusion if your character has low Willpower. Confusion is manageable if you memorize the map beforehand and know where the nearest stairs are. Eat a bark, run somewhere safe, and wait until the confusion wears off.
 
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| style = "border:1px solid #155352;padding:0.5em 1em;" | Where do I find this witchwood?
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If you don't have harvestry, all starting villages have {{favilink|village apothecary|plural}} that sell them extremely cheaply. Like, less than one tenth of a dram for 2. With the exception of {{favilink|Elder Irudad}}, all apothecaries will appear green. You can buy {{favilink|bandage|plural}} to manage bleeding if your toughness isn't very high, but that's optional. If you feel like saving drams and have harvestry, witchwood trees have a chance of spawning on the outskirts of Joppa as well as the surface of the {{favilink|Rust Wells}} and {{favilink|Red Rock}}. You can tell that they're ripe if their bark is {{qud shader|dark red|dark red}}. They won't grow ripe over time, so if you can't find any immediately harvestable, you'll have to look elsewhere.
 
==Light Sources==
The main light source that you should be looking for are {{favilink|glowsphere|plural}}. Before patch 2.0.201.62 they were pretty cheap and there was a guaranteed one on {{favilink|Warden Ualraig}}, but he doesn't sell them anymore. There is no guaranteed glowsphere location, and it is a somewhat rare drop to find with village merchants only stocking them rarely. If you have a very low ego stat and/or lack the funds, you'll have to look elsewhere.
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| style = "padding:0em 1em;"|[[File:Sprouting orb.png|40px]]
| style= "color:#155352" | <
| style = "border:1px solid #155352;padding:0.5em 1em;" | I do worship a highly entropic being, but leaving it up to random chance seems not ideal for everyone else.
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Right, which is why finding a good light source is recommended but not required. {{favilink|Torch|plural}} will keep you safe for now. As long as you travel mostly during the day you won't be running out any time soon, so there's no need to buy more. They can also be thrown to set enemies on fire for some bonus damage over time!
 
One alternative source of light is the {{favilink|miner's helmet}} (with a light radius of 6 compared to the torch's 4) that appears in the [[Waterlogged tunnel]]. The tunnel is more dangerous than Red Rock, but is the easiest guaranteed light upgrade. Unfortunately, you can't wear it if you have {{favilink|horns}} or {{favilink|psionic migraines}}.
 
Special mentions go to the {{favilink|symbiotic firefly}} and the {{favilink|electrobow}} that characters can randomly spawn in with. Both have the same light radius as a torch, but are equipped in a slot other than the hand. They are also really good items in general, symbiotic firefly giving +400 insect rep, and the electrobow being a highly accurate low power missile weapon.
 
==Escape Strategy==
By default, your escape strategy should be sprinting and running away until you're far enough from danger to escape to the world map. While doing this, be sure to break line of sight with your pursuers so they are unable to attack with ranged attacks- they might eventually lose track of you. This will be the most common escape tactic for True Kin due to not having any mutations like {{favilink|Teleportation}}.
 
This is often not helpful in certain cases like when you are surrounded, or are up against a creature with high movespeed. Then, you hopefully have another plan.
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| style = "padding:0em 1em;"| [[File:Sprouting orb.png|40px]]
| style= "color:#155352" | <
| style = "border:1px solid #155352;padding:0.5em 1em;" | What do I run away from? How do I pick my fights?
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As a general rule of thumb, <code>L</code>ook at any new creature and check their [[difficulty]] level. If it's "{{qud text|&waverage|notxml}}" it will be tough one on one. More than one is probably not survivable unless you know what you're doing. Anything hostile that's "{{qud text|&rvery tough|notxml}}" or "{{qud text|&RImpossible|notxml}}" means you should run away immediately.
 
Legendary creatures, which are {{Qud shader|M|magenta}} in color, are also much tougher than their normal counterparts. Seeing one at an early level is also cause for running away- they will be surrounded by 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}}!
 
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| style = "padding:0em 1em;"| [[File:Sprouting orb.png|40px]]
| style= "color:#155352" | <
| style = "border:1px solid #155352;padding:0.5em 1em;" | *photosynthesizing*
|}
[[Category:Guides]]
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