Warden Indrix, Goatfolk Pariah: Difference between revisions

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{{Name}} is the [[Fellowship of Wardens|warden]] of {{favilink|Kyakukya}}. He is a [[goatfolk]] and a [[pariahs|pariah]] to his people, and the younger brother of {{favilink|Mamon Souldrinker}}.
{{Name}} is the [[Fellowship of Wardens|warden]] of {{favilink|Kyakukya}}. He is a [[goatfolk]] and a [[pariahs|pariah]] to his people.


== Overview ==
== Overview ==
Warden Indrix is found in the village of Kyakukya and will protect its inhabitants from harm. He begins neutral to the player but can become a very powerful enemy if his ire is drawn, specializing in the use of [[axe]] skills when in combat.
Not much is known about Warden Indrix's past; {{favilink|Mayor Nuntu}} states that "[Indrix] and his brothers once gorged themselves on the flesh of beasts by starlight", but further details, such as how he came to be the warden of Kyakukya, are not stated. Indeed, Indrix is especially sensitive to discussion of his "estrangement" from goatfolk, the specifics of which are known only to him and the mayor. However, his description implies that the loss of one of his horns, which he now wears on his belt along with several others, is tied somehow to this seperation.  


Indrix is the quest-giver for the side-quest [[Raising Indrix]]; the quest can be initiated by speaking with him and has no prerequisites. The quest will become permanently unavailable or, if already accepted, impossible to complete if Indrix dies, and will be temporarily unavailable to accept or complete if Indrix becomes hostile for any reason, as he will refuse to speak with the player.
Indrix is the quest-giver for the side-quest [[Raising Indrix]], wherein he tasks the player with retrieving the {{favilink|amaranthine prism}} from {{favilink|Mamon Souldrinker}}. Indrix claims that Mamon is his elder brother, and that he cannot retrieve the prism himself because Mamon would "discern [his] presence before he could strike". The quest can be initiated by speaking with him and has no prerequisites. The quest will become permanently unavailable or, if already accepted, impossible to complete if Indrix dies, and will be temporarily unavailable to accept or complete if Indrix becomes hostile for any reason, as he will refuse to speak with the player.


If the player performs the [[water ritual]] with Indrix and has sufficient [[reputation]] with the Fellowship of Wardens, he can teach them the [[Intimidate]] skill. He can also be recruited as a companion in this way.
Being the warden of the village, Indrix is found in Kyakukya and will protect its inhabitants from harm. He begins neutral to the player but can become a very powerful enemy if his "ire" is drawn, specializing in the use of [[axe]] skills when in combat.


== Combat ==
== Combat ==
Line 77: Line 77:
Indrix will always be admired by the [[villagers of Kyakukya]] for protecting their village, and hated by goatfolk for "some reason he won't share". He will never be hated by the villagers or the [[Consortium of Phyta]].<ref name="ObjectBlueprints"/>
Indrix will always be admired by the [[villagers of Kyakukya]] for protecting their village, and hated by goatfolk for "some reason he won't share". He will never be hated by the villagers or the [[Consortium of Phyta]].<ref name="ObjectBlueprints"/>


Indrix will become hostile if the player is seen attacking any villagers of Kyakukya; likewise, the villagers will become hostile if the player attacks Indrix himself. He will also become hostile if the player persists in their questioning of why he is called "pariah", or if he is spoken to while the player is wielding the {{favilink|amaranthine prism}}.<ref><code>Conversations.xml</code></ref>
Indrix will become hostile if the player is seen attacking any villagers of Kyakukya; likewise, the villagers will become hostile if the player attacks Indrix himself. He will also become hostile if the player persists in their questioning of why he is called "pariah", or if he is spoken to while the player is wielding the amaranthine prism.<ref><code>Conversations.xml</code></ref>


If Indrix is given the amaranthine prism, he will not equip it, and will not offer it as an option during trade.<ref name="ObjectBlueprints"/>
If Indrix is given the amaranthine prism, he will not equip it, and will not offer it as an option during trade.<ref name="ObjectBlueprints"/>


Indrix will never voluntarily [[asleep|sleep]],<ref name="ObjectBlueprints"/> though he can be forced to fall asleep through such means as {{favilink|sleep gas}}.
Indrix will never voluntarily [[asleep|sleep]],<ref name="ObjectBlueprints"/> though he can be forced to fall asleep through such means as {{favilink|sleep gas}}.
=== Water Ritual ===
If the player performs the [[water ritual]] with Indrix and has sufficient [[reputation]] with the Fellowship of Wardens, he can teach them the [[Intimidate]] skill. The player can also trade secrets with Indrix, and even recruit him as a companion, in this way.


== Tips ==
== Tips ==

Revision as of 20:56, 14 February 2021

Warden Indrix, Goatfolk Pariah
Warden indrix.png
Character

g

ID?Use this ID to Wish for Warden Indrix, Goatfolk Pariah

Warden Indrix

Faction

Fellowship of Wardens (Loved100 Reputation)
pariahs (Liked50 Reputation)

Demeanor

neutral

Gender

male

Inventory
Inventory
Skills
Skills
Mutations
Mutations
Corpse Dropped

goatfolk corpse(favilink error!) (5%)

Experience?The XP granted when killed. Click
"toggle detailed stats" above for
a level-based breakdown.

675 XP

XP Tier

5

Role

NPC


Extra info:
Warden Indrix, Goatfolk Pariah

Beneath a mane of coarse hair, Warden Indrix's lips move without issuing forth any sound, perhaps in the formation of a litany invoked in the name of the vengeful god he serves. The coarse hair grows in an uninterrupted mass down his torso, that of a human but broader and more taut with muscle than any man's, disappearing only behind the sash of his kilt. But for Mayor Nuntu and the warden himself, no one knows the circumstances of Indrix's estrangement from his kin, for no one dares mention it lest they draw the warden's ire. One of his great curling horns has been cleanly cloven from his head, however. That same horn along with several others hang from a belt slung low about Indrix's hips, giving him the distinction of being the only warrior to bear his own appendage as a trophy.

Perfect

Warden Indrix, Goatfolk Pariah is the warden of Kyakukya. He is a goatfolk and a pariah to his people.

Overview

Not much is known about Warden Indrix's past; Mayor Nuntu states that "[Indrix] and his brothers once gorged themselves on the flesh of beasts by starlight", but further details, such as how he came to be the warden of Kyakukya, are not stated. Indeed, Indrix is especially sensitive to discussion of his "estrangement" from goatfolk, the specifics of which are known only to him and the mayor. However, his description implies that the loss of one of his horns, which he now wears on his belt along with several others, is tied somehow to this seperation.

Indrix is the quest-giver for the side-quest Raising Indrix, wherein he tasks the player with retrieving the amaranthine prism from Mamon Souldrinker. Indrix claims that Mamon is his elder brother, and that he cannot retrieve the prism himself because Mamon would "discern [his] presence before he could strike". The quest can be initiated by speaking with him and has no prerequisites. The quest will become permanently unavailable or, if already accepted, impossible to complete if Indrix dies, and will be temporarily unavailable to accept or complete if Indrix becomes hostile for any reason, as he will refuse to speak with the player.

Being the warden of the village, Indrix is found in Kyakukya and will protect its inhabitants from harm. He begins neutral to the player but can become a very powerful enemy if his "ire" is drawn, specializing in the use of axe skills when in combat.

Combat

Equipment

Indrix always comes equipped with a fullerite two-handed axe, dealing ♥1d8+34-11 (Avg: 7.5) and having its maximum PV value of 11 due to his Strength bonus. This axe has a 30% higher chance of possessing item mods than normal.[1][2] For armor, he wears a grassy yurtmat and a wool kilt.

Like other goatfolk, he may also come with additional equipment from Melee Weapons 3, Armor 3, and Junk 3,[3][1] and will choose to switch out his normal equipment if this random equipment possesses higher stats.

Finally, he possesses massive horns(favilink error!), which function as both a Short Blade weapon and a Shield. The horns deal ♥1d31-3 (Avg: 2) damage when used to attack, and grant Indrix ♦2 AV when used to successfully block an attack.

Skills

Indrix possesses many axe skills, including Axe Proficiency, Cleave, Dismember, Hook and Drag, Berserk, and perhaps most notably, Decapitate, making him one of few creatures that possesses the capacity to decapitate other creatures. Additionally, he possesses Charge, Calloused, and Shake It Off. Finally, he possesses the Block skill, allowing him to block attacks more frequently with his horns.

Mutations

Indrix possesses Regeneration at level 6 and Adrenal Control at level 7, the latter of which he will utilize in combat. His Regeneration will increase his natural life regeneration, occasionally heal him of status effects, and will allow him to regrow lost limbs. His Adrenal Control will allow him to boost his Quickness and the mutation level of his Regeneration for a short time.

Special Properties

Indrix will always be admired by the villagers of Kyakukya for protecting their village, and hated by goatfolk for "some reason he won't share". He will never be hated by the villagers or the Consortium of Phyta.[1]

Indrix will become hostile if the player is seen attacking any villagers of Kyakukya; likewise, the villagers will become hostile if the player attacks Indrix himself. He will also become hostile if the player persists in their questioning of why he is called "pariah", or if he is spoken to while the player is wielding the amaranthine prism.[4]

If Indrix is given the amaranthine prism, he will not equip it, and will not offer it as an option during trade.[1]

Indrix will never voluntarily sleep,[1] though he can be forced to fall asleep through such means as sleep gas.

Water Ritual

If the player performs the water ritual with Indrix and has sufficient reputation with the Fellowship of Wardens, he can teach them the Intimidate skill. The player can also trade secrets with Indrix, and even recruit him as a companion, in this way.

Tips

This section is opinion-based. Your mileage may vary.
  • Indrix makes a very powerful companion if one is able to recruit him through the water ritual.
  • He is capable of instantly killing the player using Decapitate if he becomes hostile, and is otherwise very difficult to kill himself. Avoid fighting him if possible.
  • He will immediately become hostile if the player attempts to speak to him while wielding the amaranthine prism; however, this can be avoided so long as the player never speaks to him from then on.
  • If the player plans to use the amaranthine prism, avoid turning it in to Indrix, as it can only then be retrieved by killing him, or by dominating him and forcing him to drop it.

References

  1. 1.0 1.1 1.2 1.3 1.4 ObjectBlueprints.xml
  2. XRL.World.GameObjectFactory, method CreateObject
  3. XRL.World.Encounters.EncounterObjectBuilders.Tier3HumanoidEquipment
  4. Conversations.xml