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

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= Introduction =
= Introduction =


Some disclaimers:
Welcome! This guide is a spoiler-free intro to buildcrafting for new players.


* '''This guide is oriented towards character creation and the early game.''' This is where most players who are designing builds are struggling; by the time you're able to consistently reach the mid- and late-game you'll probably have at least some sense for how well different builds will fare.
First, some disclaimers:
 
* '''If you're just looking for a build to play, check out the [[build library]].''' Alternatively, try out the [[presets]]! This guide is primarily written for players interested in creating their own builds.
* '''This guide assumes you've played Caves of Qud for at least a couple of hours.''' It's helpful to be aware of some basic game mechanics when buildcrafting, although this guide does its best to cover useful information you may have otherwise missed.
* '''This guide is oriented towards character creation and the early game.''' This is where most new players struggle; by the time you're able to consistently reach the mid- and late-game you'll probably have at least some sense for how well different builds will fare.
* '''This guide is primarily written for people playing mutant characters.''' "Build design" is, of course, just as much a concept for True Kin characters as it is for mutants, and the ideas presented here (building toolkits for different situations) are equally pertinent. However, most of the interesting build design questions for True Kin are deferred to the mid- and late-game; they primarily survive the early game by having better stats and finding good gear. For mutants, the choices that are made during character creation will affect their entire run.
* '''This guide is primarily written for people playing mutant characters.''' "Build design" is, of course, just as much a concept for True Kin characters as it is for mutants, and the ideas presented here (building toolkits for different situations) are equally pertinent. However, most of the interesting build design questions for True Kin are deferred to the mid- and late-game; they primarily survive the early game by having better stats and finding good gear. For mutants, the choices that are made during character creation will affect their entire run.
* '''This guide is not intended to give specific recommendations.''' You won't see a "best mutations" tier list; this guide won't tell you the best stat distribution for an esper. It's hard to avoid recommendations altogether, but in general, the goal is for you to come away with a framework with which to judge what builds you would enjoy playing.
* '''This guide is not intended to give specific recommendations.''' You won't see a "best mutations" tier list; this guide won't tell you the best stat distribution for an esper. It's hard to avoid recommendations altogether, but in general, the goal is for you to come away with a framework with which to judge what builds you would enjoy playing.
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== Additional references ==
== Additional references ==
Alongside this tutorial, here are some other references that you may find useful:


* [https://steamcommunity.com/sharedfiles/filedetails/?id=1711493305 Dij's "Basic Qud Gameplay FAQ for Beginners"]
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1711493305 Dij's "Basic Qud Gameplay FAQ for Beginners"]
* [[Build library]]
* [[Build library]]: the wiki's build library includes builds for beginning, medium, and advanced players. If you're looking for a place to start (and none of the game's presets are to your liking), you should check out this page for some inspiration.
* [https://www.qudzoo.com/library Qudzoo Build Library]: Qudzoo is another helpful resource for comparing your builds with those that others have crafted.
* [[Early Game Checklist]]
* [[Early Game Checklist]]


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


* [[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.
* [[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 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.  
* [[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 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]].
* [[Toughness|'''Toughness:''']] affects how many [[hitpoints]] you gain per level, and how many you recover per turn. It's needed for the [[Endurance]] skill tree (which has various useful defensive skills), and is also used for a handful of saving throws, such as saves against being [[poisoned]].<br>HP gains from Toughness are applied ''retroactively'': if you gain an extra point of toughness at level 10 and go from 20 Toughness to 21 Toughness, you gain HP to match what you would have had if you'd had 21 Toughness since level 1. As a result, picking up high Toughness at the start of the game doesn't confer any advantages over picking up high Toughness later in the game (outside of improving your early-game defenses).
* [[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:''']] 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. Like Toughness, skill point gains from Intelligence are applied retroactively, so achieving high Intelligence in the early game doesn't give you an advantage over achieving high Intelligence in the late game.
* [[Willpower|'''Willpower:''']] willpower reduces the cooldown of your abilities. It increases your [[MA]], and is required for the [[Self-discipline]] skill tree.
* [[Willpower|'''Willpower:''']] reduces the cooldown of your abilities. It increases your [[MA]] and your health regeneration, and is required for the [[Self-discipline]] skill tree.
* [[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.
* [[Ego|'''Ego:''']] improves the level of your mental mutations, and is required for the [[Persuasion]] skill tree. Higher ego also improves trade prices.


== Secondary stats ==
== Secondary stats ==
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* '''[[HP]] (Hitpoints):''' you die when you hit zero. HP is increased by [[Toughness]].
* '''[[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, with every additional 100 QN equating to (on average) one additional action per turn.
* '''[[Move speed]]:''' Move Speed (MS) decides how many ''movements'' you can make per turn. Like QN, you start with 100 MS and every 100 additional MS gives you one additional movement per turn, on average. Note that QN ''also'' allows you to make additional movements per turn, and in fact QN and MS stack together very well<ref>QN and MS stack multiplicatively: the average number of movements you can make per turn is <code>(QN * MS) / (100 * 100)</code>.</ref>. However, it is easier to increase MS to high values than it is to do the same for QN.
* '''[[Move speed]]:''' Move Speed (MS) decides how many ''movements'' you can make per turn. Like QN, you start with 100 MS, and every 100 additional MS equates to one additional movement per turn, on average. Note that QN ''also'' allows you to make additional movements per turn, and in fact QN and MS stack together very well<ref>QN and MS stack multiplicatively: the average number of movements you can make per turn is <code>(QN * MS) / (100 * 100)</code>.</ref>. However, it is easier to increase MS to high values than it is to do the same for QN.


= Step 1: True Kin or Mutant? =
= Step 1: True Kin or Mutant? =
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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 you find it helpful, but this perspective can also be quite limiting: many builds that fall into several of these categories, or none of them.
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 you find it helpful, but this perspective can also be quite limiting: 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: if one mutation allows you to detect and avoid enemies while ''also'' allowing you to attack them from range when paired with another mutation, then those mutations will probably pair very well with one another.
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, stats, 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: if one mutation allows you to detect and avoid enemies while ''also'' allowing you to attack them from range when paired with another mutation, then those mutations will synergize well with one another.


Let's start with a coarse-grained view of these tools by dividing them into two categories: '''defensive tools''' and '''offensive tools'''.
Let's start with a coarse-grained view of these tools by dividing them into two categories: '''defensive tools''' and '''offensive tools'''.
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Factors to consider include (from most to least important for beginning players):
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 well do I absorb damage? Is there a specific kind of damage that I'm vulnerable to? ''(Both of these problems are usually solved by making a modest investment into Toughness and Willpower).''
* How can I escape from large groups of enemies? What will I do when I'm surrounded?
# 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?
# 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}}.)
# 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 do I detect and avoid trouble in the first place?
* How can I mitigate certain effects? What will I do if I get [[poisoned]] or [[confused]], for instance?
# 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!).
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.
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 (serving as a good trump card).
 
Here are some more examples of defensive tools, and how they address the questions above:
 
* {{favilink|Carapace}} increases your AV, which helps you absorb more damage (Q1). It also dramatically improves your [[heat resistance]] and [[cold resistance]], which will prevent you from being set on fire or frozen (Q6).
* {{favilink|Multiple Legs}} allows you to move around faster, which is very useful when running away from groups of enemies (Q2). {{favilink|Yeshyrskin slippers}} can also serve the same purpose. However, since Multiple Legs scales unboundedly, it can also help increase your AV (addressing Q1) by using it in combination with [[Ironshank]] (Ironshank raises your AV while Multiple Legs replaces the lost movement speed).
* {{favilink|Temporal Fugue}} gives enemies a ton of new targets that are just as powerful as you, giving you enough time to escape. It has a high cooldown, so it can't be used frequently, but it ''is'' useful when you suddenly find a situation you need to get out of immediately (Q3).
* In the mid- and late-game, {{favilink|EMP grenade|plural}} are a good defensive tool specifically for dealing with robotic enemies and enemies with lots of tech (Q4). Since you'll probably want to craft a lot of them, you'll want to take [[Tinker I]] as a prerequisite. The {{favilink|Electromagnetic Pulse}} mutation can also achieve the same effect.


== Offensive toolkit ==
== Offensive toolkit ==
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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:
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:


* Will I be fighting enemies up-close, from afar, or both? How will this affect the tools I put in my defensive toolkit?
# Will I be fighting enemies up-close, from afar, or both? How will this affect the tools I put in my defensive toolkit?
* How will I fight large groups of enemies?
# How will I fight large groups of enemies?
* How reliable are the weapons in my toolkit? E.g. how likely is it that my attack will be miss, be ineffective, or be on cooldown when I need it?
# How reliable are the weapons in my toolkit? E.g. how likely is it that my attack will be miss, be ineffective, or be on cooldown when I need it?
* How will I fight ''specific'' types of 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}}?
# How will I fight ''specific'' types of 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?
# 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?
* What is my trump card? If there's an enemy that I absolutely need to defeat and can't run away from, what can I do to guarantee victory over them?
# What is my trump card? If there's an enemy that I absolutely need to defeat and can't run away from, what can I do to guarantee victory over them?
 
For example, {{favilink|Sunder Mind}} is a powerful mutation and is excellent for defeating enemies with high AV and high health. However, it only attacks one enemy at once and takes several turns, so it isn't strong against groups of enemies. It also has a moderate cooldown of 80 turns and is ineffective against enemies with mental shields (such as [[oozes]] and [[robots]]), so it isn't terribly reliable. As a result, you probably want to have other offensive tools besides just Sunder Mind for fighting enemies. For example, you could pair Sunder Mind with a ranged weapon, which will be better for dealing with groups of enemies and can hit oozes and robots, but won't deal as much damage.
 
Offensive toolkits can include:


For example, {{favilink|Sunder Mind}} is a powerful mutation and is excellent for defeating enemies with high AV and high health. However, it only attacks one enemy at once and takes several turns, so it isn't strong against groups of enemies. It also has a moderate cooldown of 80 turns and is ineffective against enemies with mental shields (such as [[oozes]] and [[robots]]), so it isn't terribly reliable.
* Any kind of weapon, from a {{favilink|Steel Butcher Knife}} to a {{favilink|Crysteel warhammer}}, is a part of your offensive toolkit if you can wield it effectively against the enemies you're facing.
* {{favilink|Flaming Ray}} deals damage to enemies in a line, has a fairly low cooldown, and deals decent damage, making it a fairly reliable (Q3) weapon that can be wielded against groups of enemies (Q2). It can be combined with melee weapons, an even more reliable source of damage, and in conjunction with [[Multiweapon Fighting]] and {{favilink|Multiple Arms}} it can consistently set enemies on fire (Q5) when you perform multiple melee attacks per turn.
* {{favilink|Temporal Fugue}} also serves as an offensive trump card (Q6), giving you a temporary but significant boost to your damage output.


== Other tools ==
== 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:
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. While it's impossible to enumerate every single thing you'll need to consider during a run, 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)?
* 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)?
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= Step 3: Choosing your stats =
= Step 3: Choosing your stats =


Once you've figured out what your toolkit looks like, you should start picking stats that support your toolkit.
Once you've figured out what your toolkit looks like, you should start picking stats that support your toolkit. A good rule of thumb here is to '''select initial stats that make your character well-rounded, and then specialize as you level up'''. Even this rule is fairly flexible; however, experience has shown that one of the largest contributing factors to new players dying early is that they take defensive stats that are ''far'' too low (e.g. in the range of 10-12). This leads me to my one semi-specific recommendation for your build:
 
'''Don't set your Agility, Toughness, Willpower, or Intelligence below 17, and ideally not below 18.''' You certainly ''can'' set these stats below 17, if you wish; but usually this just ends in a miserable time. Each of these stats is valuable to all builds in its own right:
 
* You need Agility to improve your DV as well as to ensure that your attacks hit (if you're using melee or ranged weapons).
* You need Toughness to improve your hitpoints as you level up, as well as to increase the rate at which you gain health. The generally useful [[Endurance]] skill tree also has Toughness prerequisites.
* You need Intelligence to gain skill points as you level up. Also, the [[Tinkering]] and [[Wayfaring]] skill trees both have Intelligence prerequisites.
* You need Willpower to improve your healing rate (alongside Toughness) and to reduce most of your ability cooldowns. In addition, Willpower is one of ''very'' few ways to improve mental armor in the early- and mid-game<ref>The others, realistically, are picking up {{favilink|Mental Mirror}} and cooking with {{favilink|lah petals}}.</ref>, which is needed to defend against psychic attacks, such {{favilink|Sunder Mind}} and {{favilink|Confusion}} attacks by [[Seekers of the Sightless Way]]. Finally, the [[Self-discipline]] tree has Willpower prerequisites.
 
In general, there are two stats that you '''may''' be able to afford to dump: Strength and Ego. These involve some significant tradeoffs, however:
 
* Builds that focus on dealing melee damage will almost never want to dump Strength, unless you're planning on relying exclusively on [[vibro weapon|vibro]] or [[psionic]] weapons. Dumping strength will also reduce your carry capacity, so you'll need to prepare to spend most of the game limited to just 200# - 250# of gear (without items that enhance carry capacity).
* On the other hand, builds that use mental mutations heavily, and builds that depend on gaining new team members using [[Proselytize]] and {{favilink|Beguiling}}, need Ego. Builds that dump Ego will have reduced income and must spend more on items. They also aren't able to take any skills in the [[Persuasion]] tree<ref>There ''is'' a method for consistently picking up [[Snake Oiler]], even without high Ego, which helps mitigate these issues. In the interest of avoiding spoilers, I won't list that method here.</ref>.


A good rule of thumb is to '''select initial stats that make your character well-rounded, and then specialize as you level up''' (however, this rule is very flexible).
If you're not willing to make these tradeoffs (or you're unsure) then I'd probably recommend setting Strength and Ego in the 17-18 range as well. If you '''do''' choose to dump one of these stats, then you can put the extra AP into an attribute that supports your offensive toolkit (or alternatively, you can put them into Toughness to make your character ultra-safe).


== Selecting a caste / calling ==
== Selecting a caste / calling ==
With a general idea of what you want your character's stats to look like, you should pick your caste (for True Kin) or calling (for mutants) to, primarily, support those stats. For example, if you're building a mutant that relies on melee damage, you probably want to pick a calling like [[Marauder]] or [[Warden]] which give you extra Strength (needed for the [[Cudgel]] and [[Axe]] trees), or [[Arconaut (Calling)|Arconaut]] for extra Agility (needed for [[Short Blade|Short Blades]]).
Skills are a secondary concern. If you can choose a caste/calling that has skills that align with your build then all the better, but most skills can easily be picked up after you level up a bit. On the other hand, attribute points are few and far apart, so it makes sense to prioritize them first.


= Some examples =
= Some examples =
We'll wrap up this guide by looking at some builds through the lenses we've established in the previous sections. Keep in mind:
{{Ambox
| border = red
| image = [[File:Hunter_of_the_sightless_way.png|48px|Spoiler]]
| type = '''These are not "recommended" builds, nor are they an endorsement of specific skills and mutations!'''
}}
When reading the discussion of the presented builds, think back to the steps presented earlier: how do each of these builds craft an offensive and defensive toolkit? How do their stats support those toolkits?


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Notice that the offensive and defensive sides of this build synergize very well together. For example, Adrenal Control and Heightened Quickness benefit both our offensive and defensive kits; Carapace allows us to defend (with "tighten carapace") while we're still attacking; and Willpower is a good stat for both our offensive and defensive mutations. The one major downside of this build is that we've pinned all of our offensive hopes on Corrosive Gas Generation, which (by its imprecise nature) is difficult to use in certain mid- and late-game scenarios. However, all of the other advantages we've described allow it to clear early-game areas like {{favilink|Golgotha}} and {{favilink|Bethesda Susa}} with ease.
Notice that the offensive and defensive sides of this build synergize very well together. For example, Adrenal Control and Heightened Quickness benefit both our offensive and defensive kits; Carapace allows us to defend (with "tighten carapace") while we're still attacking; and Willpower is a good stat for both our offensive and defensive mutations. The one major downside of this build is that we've pinned all of our offensive hopes on Corrosive Gas Generation, which (by its imprecise nature) is difficult to use in certain mid- and late-game scenarios. However, all of the other advantages we've described allow it to clear early-game areas like {{favilink|Golgotha}} and {{favilink|Bethesda Susa}} with ease.
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