- 1 Code of Conduct and Rules
- 2 How to use this page
- 3 Adding a code to your build library
- 4 Builds
- 4.1 Beginner Friendly Builds
- 4.2 Medium Builds
- 4.3 Challenge Builds
This is a list of player submitted builds that people are free to play! For older builds (including Build Club) from pre-Palladium Reef, see /Archive.
Code of Conduct and Rules
- Do not delete other submitted builds, unless they contain offensive language. If this occurs, leave a comment on one of the talk pages of a community administrator.
- You can leave comments below builds if you wish, but please follow the rules as stated above. Responding follows standard wikipedia style guide, which is using a bullet point one indent farther than the content you are responding to, and sign off with four tildes (
- Above everything, respect our users' existence, pronouns, identity, and lived experience.
How to use this page
Use Cryptoquery to generate the filled template code. You can add the code to this page yourself, if you have an account, or ask an editor to add it to this page for you.
Comments about your build are optional, but specifying a title is required for keeping a tidy page.
Adding a code to your build library
- Start a 'N'ew game
- 'C'hoose character build from your library or click "Build Library"
- 'E'nter code or press "Add Code"
- Copy the specified buildcode. Best done by double clicking the word, then Ctrl + C to make sure there is no whitespace.
- Input the copied code (Ctrl+V) and give it a name
- Select that build from the library
- If desired, 'E'nter a world seed
Beginner Friendly Builds
Beginner Friendly Builds are good for starting out. These builds focus on ease of use and simplicity. Some builds will taper off in strength in the end game, but will be sufficient to get to mid game.
- Usually has only one or two "active" mutations/skills (involves going into the ability menu)
- > 18 toughness
- usable in multiple situations
- Usually has one damage option and one escape option at the very start
You should play these builds if you:
- Just started out
- Haven't completed Red Rock
- Want to see as much of the game as you can
- Don't want to think too hard about strategy
Comment: The usual standard recommended beginner's build, this build gives you plenty of ways to escape enemies and a powerful mutation to deal with combat. If you're struggling with it, consider switching the willpower and a bit of the ego into toughness.
Comment: Extremely survivable, this is the non-mutant version of the easy mode start. The Praetorian caste selection makes this character start with chain mail, a steel long sword, and most importantly, a desert rifle. The optical bioscanner implant gives first time players insight into the exact hitpoints, armor, and dodge value of opponents at the bottom of the 'look' command's popup.
Comment: Tired of your opponents having too many limbs? Have no fear, because this build will lop it off, free of charge! Lose your own? Grow it back! A very aggressive melee oriented build.
Comment: Versatile and survivable. Recycling suit and wayfaring make for a comfortable early game.
Comment: recommend putting first few M points into multiple legs and RA into stinger (thanks to Birdy for help tweaking design)
- Use your head! (as a primary limb in the equipment screen)
- Dagger skills, Agility, and Strength
- Raise any of the mutations you have (focus horn)
- High Damage melee starting build
- Available as a preset mod with custom tile: Rhinoconaut: Steam Workshop
Medium Builds are slightly more gimmicky. These builds assume some level of skill and often have defects. They are often based on themes or have a harder start in order to have a stronger end game.
- ~18 toughness, sometimes
- Difficult to start due to being somewhat defenseless at the beginning compared to easier builds
- Have a difficult defect to use
- Sometimes focuses on how viable it would be in the end game
You should play these builds if you:
- Enjoy randomness in runs
- Have survived Golgotha
- Are fine with a slightly more difficult start
- Like the theme behind the build!
Comment: (Admin's note: This build was made when several mutations had movespeed/quickness debuffs. I have altered the mutations to fit the spirit of the original build. The original build code was BLLLLKLNBEBPBXB4CFDZ.) Was a build created by choosing random, but has fun synergy with Time Dilation making up for the speed penalty from Double-muscled and Two-Hearted. Brittle bones adds a difficulty hurdle at the start but overcoming it will reward you with an unconventional but fun build!
Comment: dislike having to choose between multiple artifacts and their bonuses? this build lets you wear all of them! (probably)
Comment: A bread-and-butter build, for players who enjoy manipulating the fabric of reality with their minds. Like most Esper builds, this build is designed around using many mental mutations as effectively as possible. As you level up, you probably want to focus your mutation points on (a) leveling up as much as possible to boost ranged damage to enemies, and then (b) grabbing as many mental mutations as you can. If you can pick up or , you'll want to do so.
I like giving builds to change things up a little between runs. However, you can try switching it out for as an option for burst damage. Alternatively, you can swap out both Unstable Genome and for a 5-point mutation like or if you need better damage output.
Comment: A build designed around using the and mutations to electrocute and incinerate foes! Electrical Generation provides high burst damage that can easily hit enemies through walls with the help of and , while Flaming Ray provides ranged damage on a short cooldown.
Comment: Built around using the strength boost from cloaca surprise to get high strength axe dual wield build without dumping other stats. Use first two RAs on triplejointed + doublemuscled. Use MPs on new mutations granting limbs until level 13, then two points DoubleMuscled. After that depends on extra mutations + playstyle. Use all attribute points on Intelligence. Two weapon fighting unlocks at 12, beserk at 18, tinker 3 at 27.
Comment: Goes with phase harmonic mods and is for rapid-fire jumping of creatures, and then dipping back into phase.
Comment: Tinkering-oriented builds often find it challenging to survive the early- and middle-game. They require a high Intelligence (which doesn't provide much offensive/defensive utility compared to other stats), a good supply of bits, and a modestly-sized schematics library before they can really get going.
The idea of this tinkering build is to address these problems by giving you strong offensive options in and . With these mutations, you can level up your Intelligence as quickly as possible without needing to invest stats in boosting your damage with melee or ranged weaponry. gives you a defensive option to help escape when you're in trouble, and can be used alongside phase-harmonic and phase-conjugate in the late game. With the stat distribution given here, you can reach Tinker III as early as level 24.
- In the early game you should focus on putting mutation points into Light Manipulation and Electrical Generation to scale up your damage as you level. In the late game, you will want to start putting more points into Phasing and (especially) Triple-Jointed, which will allow your agility to catch up so that you can start picking up higher-level weapons skills (such as those in the Short Blade and Long Blade trees).
- Light Manipulation's projectiles will still hit enemies while you're phased, so you can use phasing to become temporarily invulnerable while you lase enemies.
- Once you've learned the jacked mod, you can apply it to items so that they pull from the electrical supply you create with Electrical Generation rather than needing to use energy cells.
Challenge Builds have no rules on what they are other than "it's pretty hard unless you know a lot of the game". They're often built to test the player's capability instead of assisting them. They can also be focused on one theme that ignores its viability in gameplay.
You should play these builds if you:
- Enjoy thinking outside of the box when things go wrong
- Want to use everything at your disposal to win
- Think Caves of Qud is too easy
- Really want to roleplay
Comment: The limbs must grow. This build is good for one thing and one thing only: maximizing your limb count whatever the cost. Consider picking up Dual Wield and asking to help you out with equipping your new tail or fin. As a special conduct, don't spend your mutation points on anything but new mutations until you have them all, and always pick the one that gives a new limb.