A Call to Arms

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Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
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A Call to Arms
Level

20

Rewards

Ereshkigal has detected an imminent attack by the Putus Templar on Grit Gate.

Journal

Optional: Prepare Defenses

XP: 0

Defend Grit Gate

XP: 0

Once all members of the attacking party have been killed or removed from the zone, the quest will be completed.[1]

Rewards

Accomplishment

You valiantly defended Grit Gate from an attack by the Putus Templar.

Notes

This information is reliable as of patch 2.0.201.71.

Tips

This section is opinion-based. Your mileage may vary.

The difficulty of the defense can vary wildly based on the composition and equipment of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.

  • Using portable walls can create tactical advantages both in advance and during combat. They can be used to shield the more vulnerable Barathrumites such as Shem -1, isolate the war party drop points from the rest of Grit Gate, and obstruct the thrown grenades carried by most Templars. The Force Wall mutation can supplement the foamcrete walls while being more resistant to most grenades. Keep in mind that Wraith-Knight Templars of the Binary Honorum can pass through walls.
  • Avoid relying on any source of electrical, acid, or heat damage, including certain plants spawned through Burgeoning, as they risk causing collateral damage. Also, be aware that damaged power lines and wired fulcrete walls will release electricity into the surrounding area, and the four fusion power stations in the center of Grit Gate are close enough together that if one explodes, all four will break.
  • EMPs used by the player can drastically change the outcome in either direction. They will disable any unshielded missile weapons held by Gunner-Knight Templars, shut down Templar phylacteries, and leave Templars wearing an ontological anchor vulnerable to psychic attack. However, zero of Grit Gate's defenses are electromagnetically-shielded, and every Barathrumite other than Sparafucile and Dardi relies exclusively on EMP-vulnerable weapons, and the life loops worn by Q Girl and Otho are EMP-sensitive.
  • While such a modification is rarely found randomly and requires Tinker III to create, the morphogenetic item mod may stun every member of the war parties, excluding Templars wearing a functioning ontological anchor and many of a newfather's potential "domesticated" followers.
  • Most Barathrumites won't restock their inventories, which means that they will retain any ammo, salve injectors, or urberries traded to them and use them as needed. Healing items should be traded to Mafeo, Sparafucile, and Jacobo immediately before the invasion or they risk being cycled out.
  • Too much sorrow to bear? Try a time loop! Precognition for mutants, sphynx salt injectors for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites.

References

This information is reliable as of patch 2.0.201.71.
  1. XRL.World.Parts.ScriptCallToArmsPart, method HandleEvent
  2. XRL.World.Parts.ScriptCallToArmsPart, method HandleEvent
  3. PopulationTables.xml, populations Templar War Party Major and Templar War Party Minor
  4. XRL.World.Parts.ScriptCallToArmsPart, method spawnParties