User:Kernelmethod/Sandbox:Build Guide: Difference between revisions

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See the [[attributes]] page for more information:
See the [[attributes]] page for more information:


* [[Strength|'''Strength:''']]
* [[Strength|'''Strength:''']] strength affects how much damage your melee attacks do by increasing their [[PV]]. It also increases your [[carry capacity]]. Strength is required for the [[Axe]] and [[Cudgel]] skill trees, as well as a few others.
* [[Agility|'''Agility:''']]
* [[Agility|'''Agility:''']] agility affects the accuracy of your attacks, and improves your [[DV]]. It is required for the [[Pistol]], [[Bow and Rifle]], and [[Short Blade]] skill trees, as well as a few others.
* [[Toughness|'''Toughness:''']]
* [[Toughness|'''Toughness:''']] toughness affects how many [[hitpoints]] you gain per level, and it's needed for the [[Endurance]] skill tree (which has various useful defensive skills). It's also used for a handful of saving throws, such as saves against being [[poisoned]].
* [[Willpower|'''Willpower:''']]
* [[Intelligence|'''Intelligence:''']] intelligence affects the number of skill points you gain per level, which in turn impacts how many different skills you can pick up. It is also required for the [[Wayfaring]] and [[Tinkering]] trees.
* [[Intelligence|'''Intelligence:''']]
* [[Willpower|'''Willpower:''']] willpower reduces the cooldown of your abilities. It increases your [[MA]], and is required for the [[Self-discipline]] skill tree.
* [[Ego|'''Ego:''']]
* [[Ego|'''Ego:''']] ego improves the level of your mental mutations, and is required for the [[Persuasion]] skill tree. It also affects prices of items you buy and sell.


=== Secondary stats ===
=== Secondary stats ===
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* '''[[AV]] (Armor Value):''' AV decreases the number of penetrations of incoming attacks, reducing the damage dealt to you.
* '''[[AV]] (Armor Value):''' AV decreases the number of penetrations of incoming attacks, reducing the damage dealt to you.
* '''[[DV]] (Dodge Value):''' DV increases the chance of dodging an attack, and is increased by having a high [[Agility]]. It is worth knowing that in the early game, AV tends to reduce damage ''much'' more than DV -- one point of AV reduces damage roughly as much as 3 points of DV.
* '''[[DV]] (Dodge Value):''' DV increases the chance of dodging an attack, and is increased by having a high [[Agility]]. It is worth knowing that in the early game, AV tends to reduce damage ''much'' more than DV -- one point of AV reduces damage roughly as much as 3 points of DV.
* '''[[HP]] (Hitpoints):''' you die when you hit zero. HP is increased by [[Toughness]].
* '''[[MA]] (Mental Armor):''' MA decides how well you protect against psychic attacks. In the early game this includes attacks from the notorious {{favilink|Sunder Mind}} mutation carried by {{favilink|novice of the Sightless Way|plural}}, which can quickly end runs if you neglect your MA. There are few ways to increase MA, but one of them is by having a high [[Willpower]].
* '''[[MA]] (Mental Armor):''' MA decides how well you protect against psychic attacks. In the early game this includes attacks from the notorious {{favilink|Sunder Mind}} mutation carried by {{favilink|novice of the Sightless Way|plural}}, which can quickly end runs if you neglect your MA. There are few ways to increase MA, but one of them is by having a high [[Willpower]].
* '''[[Quickness]]:''' Quickness (QN) decides how many ''actions'' you can make per turn. You start with 100 base QN, and every additional 100 QN gives you (on average) one additional action per turn.
* '''[[Quickness]]:''' Quickness (QN) decides how many ''actions'' you can make per turn. You start with 100 base QN, and every additional 100 QN gives you (on average) one additional action per turn.
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== Step 2: Building a toolkit ==
== Step 2: Building a toolkit ==
Many players will try to classify build types into a few categories; one common breakdown is "melee", "ranged", and "esper". It's fine to think of builds in this way if it helps you, but this perspective can also be quite limiting: there are ''many'' builds that fall into several of these categories, or none of them.
An alternative way of viewing builds, which we'll adopt here, is to see them as different sets of tools in a toolbox. What tools does your build have to handle situation X? What weapons will let you fight opponent Y? A toolkit can consist of cybernetics/mutations, skills, items, or anything else that might feasibly be useful for handling a given situation. When selecting these tools, you should think about how they might complement on another. For example, if a mutation that allows you to escape when you're trapped ''also'' does a good job of fighting certain classes of opponents, then they may pair nicely with one another.
Let's take a coarse-grained view of these tools by dividing them into two categories: '''defensive tools''' and '''offensive tools'''.


=== Defensive toolkit ===
=== Defensive toolkit ===
Every character starts off with the [[Sprint]] skill, which can be used to try to run away from difficult situations. However, usually you want to have at least one or two more tricks up your sleeve for when you're in danger.
Factors to consider include (from most to least important for beginning players):
* How well do I absorb damage? Is there a specific kind of damage that I'm vulnerable to?
* How can I escape from large groups of enemies? What will I do when I'm surrounded?
* If all else fails, what is my trump card? What tricks do I have to '''reliably''' escape?
* How can I escape from ''specific'' types of enemies? (This is especially important if there's a certain enemy type that you've noticed causes you a lot of trouble, like {{favilink|novice of the Sightless Way|plural}} or {{favilink|slugsnout|plural}}.)
* If I accidentally run into an enemy who's much tougher than me, how will I get away from them?
* How can I mitigate certain effects? What will I do if I get [[poisoned]] or [[confused]], for instance?
For example, as a mutant, you could choose to build around {{favilink|Multiple Legs}} and {{favilink|Two-Hearted}} to solve these problems by beelining your way out of danger. As a True Kin, having {{favilink|shade oil injector|plural}} can help you in an emergency by simultaneously boosting your DV and phasing you out (just keep in mind that it may be difficult to find these injectors in the early game!).
It's useful to know a bit about game mechanics when answering these questions. For example, normally it's impossible to use a {{favilink|recoiler}} when there are enemies nearby, so you can't just rely on one by itself to teleport away from foes. However, you ''can'' recoil if you're surrounded by your own forcefields, so a common strategy for mutants is to grab {{favilink|Force Bubble}} or {{favilink|Force Wall}} so that you can surround yourself and recoil away.


=== Offensive toolkit ===
=== Offensive toolkit ===
Qud isn't all about running away; sometimes you'll need to stand and fight, too. When designing your build, you should be able to answer the following questions:
* How will I fight large groups of enemies? What is a '''reliable''' weapon that I can depend on even after I've defeated twenty enemies in a row?
* How will I fight ''specific'' enemies? E.g. how will I defeat enemies with high AV, like [[tortoises]] and [[cragmensch]]? How will I defeat ranged enemies, like {{favilink|snapjaw hunter|plural}} and {{favilink|slugsnout|plural}}?
* What other effects am I applying to enemies? E.g. can I [[dismember]] them, or inflect [[bleeding]] on them; and if so, how will these affect the battle?
=== Other tools ===
Having strong defensive and offensive toolkits will help you survive in Qud, but throughout the game you'll also run into situations that require a different set of abilities. It's impossible to enumerate every single thing you'll need to consider during a run, but here's a small sample of the scenarios you should at least think about:
* What will I do to trade? How will I get enough water to buy items that I need (and prevent myself from dying of thirst)?
* How I will recruit new followers to my party?
* How will I complete (some specific quest)?
* How will I deal with (some specific environmental obstacle)?
It's not really possible to craft a build that will handle every scenario in a satisfying way, but if you can prioritize scenarios from "things I absolutely need to be able to handle" to "tough situations that I can live with", you'll be able to craft a build that you enjoy.
=== Defects ===
If you're a mutant, you'll also need to think about what [[defect]] you'll want to take (you don't have to take one, but most builds do). When picking a defect, the three main considerations are
* What new tools will I ''be able to'' pick up if I take this defect?
* What new tools will I ''need to'' pick up to cover for this defect?
* How will my other tools be affected by this defect?
For example, {{favilink|Tonic Allergy}} is a powerful defect to pick up because it gives you four extra mutation points. However, it partially removes [[tonics]] from your arsenal. This may limit your ability to use, say, {{favilink|rubbergum injector|plural}} to reduce fall damage, or {{favilink|blaze injector|plural}} to unfreeze you when you're frozen; so you'll need to find different tools to handle those situations.
As another example, {{favilink|Amphibious}} gives you three new mutation points. It is a nice defect in that it is unlikely to negatively impact any offensive or defensive tools, but it introduces a new problem: you now consume water much faster than you would otherwise. As a result, you'll need to find a way to make up for this new problem. For example, you could pick up the [[Fasting Way]] skill as soon as possible; alternatively, you could push up your ego so that you can sell items you pick up during your travels for more (and thereby make up for the water you've lost).


== Step 3: Choosing your stats ==
== Step 3: Choosing your stats ==
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== Step 4: ==
== Step 4: ==
== Some examples ==
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== Footnotes ==
== Footnotes ==


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