This is a list of player submitted builds that people are free to play! These build codes only work for post Mutation Rework and pre-Palladium Reef. For now, This page is for archival purposes.
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TODO: Write a version of cryptogullJr that reads the new build codes and convert these build codes to the new format.
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TODO: Write a version of cryptogullJr that reads the new build codes and convert these build codes to the new format.
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
Submit your builds using Cryptogull!
The syntax for use is {{Cryptogull|title=(title)|code=(code)|comment=(comment)}}
.
- Comments about your build are optional, but specifying a title is required for keeping a tidy page.
- If you'd like, you can leave your username inside a comment using four tildes (
~~~~
)
- If you want to check how your code will look in the wiki, check out Cryptoquery.
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
- Enjoy!
Builds
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
Auspicious Beginnings (Mutant)
Code:
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BEMMMLJMBIBOCBDX
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Genotype:
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Mutated Human
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Calling:
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Marauder
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Strength:
|
18+2
|
Agility:
|
18
|
Toughness:
|
18
|
Intelligence:
|
17
|
Willpower:
|
15
|
Ego:
|
18
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Mutations:
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Freezing Ray, Multiple Legs, Amphibious, Teleportation
|
Skills:
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Dismember, Charge, Butchery
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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.
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Auspicious Beginnings (True Kin)
Code:
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AGOMOKKK04
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Genotype:
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True Kin
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Caste:
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Praetorian
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Strength:
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20+2
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Agility:
|
18
|
Toughness:
|
20+1
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Intelligence:
|
16
|
Willpower:
|
16+1
|
Ego:
|
16
|
Implants:
|
optical bioscanner
|
Skills:
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Long Blade Proficiency, Shield Slam, Steady Hands, Draw a Bead
|
|
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.
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Limb-Off
Code:
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BEOKOIKIBLBNBPBS
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Genotype:
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Mutated Human
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Calling:
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Marauder
|
Strength:
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20+2
|
Agility:
|
16
|
Toughness:
|
20
|
Intelligence:
|
14
|
Willpower:
|
16
|
Ego:
|
14
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Mutations:
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Horns, Multiple Arms, Night Vision, Quills
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Skills:
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Dismember, Charge, Butchery
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Comment: Tired of your opponents having too many limbs? Have no fear, because this build will lop it off, free of charge! A very aggressive melee oriented build.
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Yonky
Code:
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BGMMMMMIBOBWB1B2CBDN
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Genotype:
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Mutated Human
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Calling:
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Nomad
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Strength:
|
18
|
Agility:
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18+2
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Toughness:
|
18+2
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Intelligence:
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18
|
Willpower:
|
18
|
Ego:
|
14
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Mutations:
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Multiple Legs, Spinnerets, Thick Fur, Triple-jointed, Amphibious, Mental Mirror
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Skills:
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Mind's Compass, Wilderness Lore: Salt Pans, Harvestry, Weathered
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Notes:
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Starts with +200 Issachari reputation and a recycling suit
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Comment: I made this build and name as a joke, but it ended up being the build I ended up beating the main questline for the first time with. Focus on boosting up DV! The low ego doesn't matter for a long while since you already start with the really good recycling suit.
By: Teamtoto (talk) 14:24, 2 August 2019 (UTC)
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Medium Builds
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!
Less slower than you
Code:
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BLLLLKLNBEBPBXB4CFDZ
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Genotype:
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Mutated Human
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Calling:
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Watervine Farmer
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Strength:
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17
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Agility:
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17
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Toughness:
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17+4
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Intelligence:
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16
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Willpower:
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17
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Ego:
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19
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Mutations:
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Double-muscled, Night Vision, Stinger (Confusing Venom), Two-hearted, Brittle Bones, Time Dilation
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Skills:
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Cooking and Gathering, Harvestry, Axe Proficiency, Wilderness Lore: Salt Marshes
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Notes:
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Starts with +100 reputation with the villagers of Joppa and a farmer's token
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Comment: 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!
By: SabreCat
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- As of the Mutations Overhaul Update, Double-Muscled no longer has a movement speed penalty and Two-hearted no longer has a quickness penalty. This build is not so much out of date as it is improved! -ComradeZephyr
Just All the limbs
Code:
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BHKKMOKKBNBOB3DJDNED
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Genotype:
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Mutated Human
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Calling:
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Scholar
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Strength:
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16
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Agility:
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16
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Toughness:
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18
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Intelligence:
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20+2
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Willpower:
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16
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Ego:
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16
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Mutations:
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Multiple Arms, Multiple Legs, Two-headed, Force Wall, Mental Mirror, Narcolepsy
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Skills:
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Gadget Inspector, Heal, Harvestry, Hurdle, Tactful
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Comment: dislike having to choose between multiple artifacts and their bonuses? this build lets you wear all of them! (probably)
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Igo
Code:
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BAIIIKKSABU3DHDJEB
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Genotype:
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Mutated Human
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Calling:
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Apostle
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Strength:
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14
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Agility:
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14
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Toughness:
|
14
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Intelligence:
|
16
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Willpower:
|
16
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Ego:
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24+2
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Mutations:
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Esper, Unstable Genome(3), Ego Projection, Force Wall, Blinking Tic
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Skills:
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Intimidate, Proselytize, Tactful
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|
Comment: The toughness will make the early game tough, but survive long enough to get a fun grab bag of mental mutations! By: Crom
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Time Knight
Code:
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BGMMMKMKBABJBPD1
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Genotype:
|
Mutated Human
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Calling:
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Nomad
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Strength:
|
18
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Agility:
|
18
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Toughness:
|
18+2
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Intelligence:
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16
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Willpower:
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18
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Ego:
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16
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Mutations:
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Adrenal Control, Heightened Hearing, Night Vision, Temporal Fugue
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Skills:
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Mind's Compass, Wilderness Lore: Salt Pans, Harvestry, Weathered
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Notes:
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Starts with +200 Issachari reputation and a recycling suit
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Comment: A hero from the past to save the future! Use your Adrenal Control to speed through time to come down fast on enemies. Early on Temporal Fugue lets you summon a friend in your time of need, later on it lets you assemble a fearsome squad that you can let loose on your enemies. Your clones make excellent use of Adrenal Control to maximize your action economy. Use the pet either/or if you are a patron for max roleplay. By: Wrbrgrgl
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The Limbs Must Grow
Code:
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BBMMMKMKAAU5CM
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Genotype:
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Mutated Human
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Calling:
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Arconaut
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Strength:
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18
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Agility:
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18+2
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Toughness:
|
18
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Intelligence:
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16
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Willpower:
|
18
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Ego:
|
16
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Mutations:
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Chimera, Unstable Genome(5), Tonic Allergy
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Skills:
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Short Blades Proficiency, Scavenger, Gadget Inspector, Spry
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Notes:
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Start with random junk and artifacts
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Comment: A build that focuses more on how fun the chimera system is. The main concept is Chimera and 5 unstable genomes; the stats and calling can be tweaked to your liking!
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Challenge Builds
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
12-kin
Code:
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AEGGFGGG00
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Genotype:
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True Kin
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Caste:
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Artifex
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Strength:
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12
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Agility:
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12
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Toughness:
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11+1
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Intelligence:
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12+3
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Willpower:
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12
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Ego:
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12
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Implants:
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No Cybernetic
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Skills:
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Repair, Disassemble, Deploy Turret, Tinker I, Tinker II
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Comment: Fun times abound! Use clever turrets and classic cheese to finish the main quest as the legendary 12 kin!
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Build Club Archive
Build Club is a little event in the official Caves of Qud Discord where players play the same build and world seed for a week. The seeds and short stories/art are not included here, but feel free to play these in whatever order you wish! The majority of these builds lean towards the beginner friendly - medium difficulty scale.
Vampire
Code:
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BCEMMMOMBRBTBUB3CCDV
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Genotype:
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Mutated Human
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Calling:
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Greybeard
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Strength:
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10-1
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Agility:
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18
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Toughness:
|
18
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Intelligence:
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18
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Willpower:
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20+3
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Ego:
|
18
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Mutations:
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Photosynthetic Skin, Regeneration, Sleep Gas Generation, Two-headed, Nerve Poppy, Syphon Vim
|
Skills:
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Cudgel Proficiency, Berate, Calloused
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Notes:
|
Start with +100 bear reputation
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Comment: Biweek 21 of Build Club. Recommended strats: Max Photosynth Skin, Max Regeneration, spend 3 points in willpower for 32 will with serene visage.
By: Mallorn (estimated difficulty: Medium)
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Vuvalini
Code:
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AAOOMMIK11
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Genotype:
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True Kin
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Caste:
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Horticulturist
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Strength:
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20
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Agility:
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20
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Toughness:
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18
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Intelligence:
|
18+3
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Willpower:
|
14
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Ego:
|
16
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Implants:
|
stabilizer arm locks
|
Skills:
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Harvestry, Axe Proficiency, Steady Hands, Draw a Bead, Wilderness Lore: Jungles
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Notes:
|
Start with a bio-scanning bracelet
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Comment: "She called it an anti-seed. Plant it in something and watch it die."
Biweek 20 of Build Club. Suggestion for start of play: Buy a rifle and some bullets from the dromad
Optional Mod suggestions:
By: acegiak (estimated difficulty: Medium)
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Hindren Tinker
Code:
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BIKMKOKKBLBOBPCCDI
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Genotype:
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Mutated Human
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Calling:
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Tinker
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Strength:
|
16
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Agility:
|
18
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Toughness:
|
16
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Intelligence:
|
20+2
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Willpower:
|
16
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Ego:
|
16
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Mutations:
|
Horns, Multiple Legs, Night Vision, Nerve Poppy, Force Bubble
|
Skills:
|
Gadget Inspector, Lay Mine, Disassemble, Repair, Tinker I
|
Notes:
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Begins with a number of random artifacts and scrap and +100 Barathrumites reputation
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Comment: Biweek 19 of Build Club.
CONDUCT: Prefer indirect combat/fleeing. Don't kill legendary creatures. Make sure you don't act against Bey Lah's interests.
Story:
- Shalla was exiled from Bey Lah for studying tinkering after causing an explosion that injured her hearing and another Hindren
- She didn't give up and honed her craft with a sect of wandering Barathrumites, who sent her on her way once they believed she was ready and imparted on her the importance of exploration to learn
- They leave her in the desert canyons, where she can learn about how to travel the world more safely
By: Crom (estimated difficulty: Medium)
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Cloaca surprise!
Code:
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BHLOMKKJBJBNBOB3CHDA
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Genotype:
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Mutated Human
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Calling:
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Scholar
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Strength:
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17
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Agility:
|
20
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Toughness:
|
18
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Intelligence:
|
16+2
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Willpower:
|
16
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Ego:
|
15
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Mutations:
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Heightened Hearing, Multiple Arms, Multiple Legs, Two-headed, Hemophilia, Beguiling
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Skills:
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Gadget Inspector, Heal, Harvestry, Hurdle, Tactful
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Comment: Biweek 18 of Build Club. This is a build for easily learning and mitigating the negative effects of the Cloaca Surprise, taught by Slog of the Cloaca, the legendary mollusk at the bottom of Golgotha. Bring slime.
By: eva (estimated difficulty: Medium)
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- Hemophilia has been removed from the game and is no longer a choosable Physical Defect Mutation, thus this build no longer functions and the build code is invalid on updated versions of the game. -ComradeZephyr
- A version that replaces Hemophilia with Tonic Allergy is BHLOMKKJBJBNBOB3CMDA, which is a similar(if not even easier to deal with) 4pt gimme. Teamtoto (talk) 23:54, 10 March 2021 (UTC)
Sakuya Izayoi Cosplay
Code:
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BBKOGNKMBPCACFDGDXDZD1
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Genotype:
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Mutated Human
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Calling:
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Arconaut
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Strength:
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16
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Agility:
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20+2
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Toughness:
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12
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Intelligence:
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19
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Willpower:
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16
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Ego:
|
18
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Mutations:
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Night Vision, Albino, Brittle Bones, Disintegration, Teleportation, Time Dilation, Temporal Fugue
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Skills:
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Short Blades Proficiency, Scavenger, Gadget Inspector, Spry
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Notes:
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Start with random junk and artifacts
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Comment: Week 17 of Build Club.
Conduct stipulations: prioritize cooking, short blades, acrobatics, and dual wield. Enable multiple defects and disable permadeath, but you are limited to 5 deaths.
By: chartreuse (estimated difficulty: Difficult)
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Spider Psyker
Code:
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BCHQLLNIB6BQBUBWCFDDDV
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Genotype:
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Mutated Human
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Calling:
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Greybeard
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Strength:
|
13-1
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Agility:
|
22
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Toughness:
|
17
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Intelligence:
|
17
|
Willpower:
|
19+3
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Ego:
|
14
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Mutations:
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Carnivorous, Phasing, Sleep Gas Generation, Spinnerets, Brittle Bones, Confusion, Syphon Vim
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Skills:
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Cudgel Proficiency, Berate, Calloused
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Notes:
|
Start with +100 bear reputation
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Comment: Week 16 of Build Club. A nice backup psyker spider build. Spinnerets allow you to stall fights, phasing allows you to stall fights, confusion lets you stall fights and lower an enemy's willpower, and syphon vim slowly syphons vim.
Fun fact: Confusion stacks forever, lasts forever if you keep casting it.
By: Mallorn (estimated difficulty: Medium)
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Vape Lyfe
Code:
|
ALOOSGGG16
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Genotype:
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True Kin
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Caste:
|
Fuming God-Child
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Strength:
|
20
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Agility:
|
20
|
Toughness:
|
24
|
Intelligence:
|
12
|
Willpower:
|
12+4
|
Ego:
|
12
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Implants:
|
air current microsensor
|
Skills:
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Fasting Way, Lionheart, Poison Tolerance, Intimidate
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Comment: Week 15 of Build Club. This is a build to explore the billowing conch of the Aji as a panic button.
By: Kirt Qudmire (estimated difficulty: Medium)
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Time Warden
Code:
|
BFIMMKOKBLBND1
|
Genotype:
|
Mutated Human
|
Calling:
|
Pilgrim
|
Strength:
|
14
|
Agility:
|
18
|
Toughness:
|
18
|
Intelligence:
|
16
|
Willpower:
|
20+2
|
Ego:
|
16
|
Mutations:
|
Horns, Multiple Arms, Temporal Fugue
|
Skills:
|
Meditate, Fasting Way, Iron Mind, Mind's Compass
|
|
Comment: Week 14 of Build Club. As the first ever Time Warden, you've trained your whole life to fix a preventable second apocalypse. By traveling back in time, you will investigate the state of the world, find what you can about the Eaters and their technology, and do everything in your power to prevent the abuse of their technology that lead to the second cataclysm. This is intended to be used with the [martial arts skill mod]
By: Crom (estimated difficulty: Medium)
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Near-Sighted Battle-Scholar
Code:
|
BHIKMMKOBJBUB3CJDCDRDX
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Genotype:
|
Mutated Human
|
Calling:
|
Scholar
|
Strength:
|
14
|
Agility:
|
16
|
Toughness:
|
18
|
Intelligence:
|
18+2
|
Willpower:
|
16
|
Ego:
|
20
|
Mutations:
|
Heightened Hearing, Sleep Gas Generation, Two-headed, Myopic, Clairvoyance, Sense Psychic, Teleportation
|
Skills:
|
Gadget Inspector, Heal, Harvestry, Hurdle, Tactful
|
|
Comment: Week 13 of Build Club. Find spectacles or die trying! By: Grym (estimated difficulty: Medium)
|
Friends!
Code:
|
BANLMLIMB3DADDDFDHDWEC
|
Genotype:
|
Mutated Human
|
Calling:
|
Apostle
|
Strength:
|
19
|
Agility:
|
17
|
Toughness:
|
18
|
Intelligence:
|
17
|
Willpower:
|
14
|
Ego:
|
18+2
|
Mutations:
|
Two-headed, Beguiling, Confusion, Domination, Ego Projection, Telepathy, Evil Twin
|
Skills:
|
Intimidate, Proselytize, Tactful
|
|
Comment: Week 12 of Build Club. Collect all the friends! By: Eva (estimated difficulty: Medium)
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Body Snatcher
Code:
|
BHGGIQOMB3B4CH
|
Genotype:
|
Mutated Human
|
Calling:
|
Scholar
|
Strength:
|
12
|
Agility:
|
12
|
Toughness:
|
14+2
|
Intelligence:
|
22+2
|
Willpower:
|
20
|
Ego:
|
18
|
Mutations:
|
Two-headed, Two-hearted, Hemophilia
|
Skills:
|
Gadget Inspector, Heal, Harvestry, Hurdle, Tactful
|
|
Comment: Week 11 of Build Club. One of a two-headed scholar's heads has full control over its body, though the other can talk. after years of study, they have finally found a way to give their brethren a body of their own, but at the cost of another creatures, which the two have agreed to do.
CONDUCT: You may adventure as long as you want with the character from the start, but at some point you should use the swap wish to permanently change creatures and leave your old self behind. By: Crom (estimated difficulty: ??)
|
- Hemophilia has been removed from the game and is no longer a choosable Physical Defect Mutation, thus this build no longer functions and the build code is invalid on updated versions of the game. However, if a player wishes to make their own build in the spirit of this one without using Wish commands the player should consider the Domination Mutation. While the Domination Mutation is not permanent, it still allows the player to take control of another creature's body psychically, manipulating it as if it was their own. One could potentially roleplay that the their character is attempting to find a way of extending the Domination power permanently in order to give their brethren a body of their own, but all current attempts to do so have failed. As you level Domination the duration of the control increases, edging closer to your character's goal of freedom. -ComradeZephyr
Weary Paw Mara
Code:
|
BJNLLMKKBNBOBRB1DPED
|
Genotype:
|
Mutated Human
|
Calling:
|
Warden
|
Strength:
|
19+2
|
Agility:
|
17
|
Toughness:
|
17
|
Intelligence:
|
18
|
Willpower:
|
16
|
Ego:
|
16
|
Mutations:
|
Multiple Arms, Multiple Legs, Photosynthetic Skin, Thick Fur, Psychometry, Narcolepsy
|
Skills:
|
Long Blades Proficiency, Shield Slam, Steady Hands, Draw a Bead, Pistol Proficiency
|
Notes:
|
Starts with +300 Warden reputation
|
|
Comment: Week 10 of Build Club. Based on the self same character in Carbide Chef and Opal in the Monochrome. CONDUCT: “warden” - no attacking neutral/friendly creatures, minimize collateral damage. if you anger a formerly neutral creature, prioritize escape over self-defense. By: Eva (estimated difficulty: Easy)
|
Fire Dragon
Code:
|
BFEMMEQOBHB5CFDJDQ
|
Genotype:
|
Mutated Human
|
Calling:
|
Pilgrim
|
Strength:
|
10
|
Agility:
|
18
|
Toughness:
|
18
|
Intelligence:
|
10
|
Willpower:
|
22+2
|
Ego:
|
20
|
Mutations:
|
Flaming Ray, Wings, Brittle Bones, Force Wall, Pyrokinesis
|
Skills:
|
Meditate, Fasting Way, Iron Mind, Mind's Compass
|
|
Comment: Week 9 of Build Club. Play as a half fire dragon, half human! By: NalathniDragon (estimated difficulty: Easy)
|
Lost Toy
Code:
|
BAMMMMLJU5EB
|
Genotype:
|
Mutated Human
|
Calling:
|
Apostle
|
Strength:
|
18
|
Agility:
|
18
|
Toughness:
|
18
|
Intelligence:
|
18
|
Willpower:
|
17
|
Ego:
|
15+2
|
Mutations:
|
Unstable Genome(5), Blinking Tic
|
Skills:
|
Intimidate, Proselytize, Tactful
|
|
Comment: Week 8 of Build Club. CONDUCT: “Checkpoints” - disable autosave and permadeath, enable save/load. Save your game after finishing quests and upon reaching a new village or settlement, restart from that save if you die. (emergency checkpoints are fine if you have to close out) By: Caelyn (estimated difficulty: Difficult)
|
Cactus Gardener (Spini)
Code:
|
BGOKMIMKBRBSDBDJ
|
Genotype:
|
Mutated Human
|
Calling:
|
Nomad
|
Strength:
|
20
|
Agility:
|
16
|
Toughness:
|
18+2
|
Intelligence:
|
14
|
Willpower:
|
18
|
Ego:
|
16
|
Mutations:
|
Photosynthetic Skin, Quills, Burgeoning, Force Wall
|
Skills:
|
Mind's Compass, Wilderness Lore: Salt Pans, Harvestry, Weathered
|
Notes:
|
Starts with +200 Issachari reputation and a recycling suit
|
|
Comment: Week 7 of Build Club. Play as a sentient cactus who wants to bring flora back into the salt desert. By: helado (estimated difficulty: Easy)
|
Carbide Chef Ekuemekiyye Bajiko Ki
Code:
|
AAPMNKJL16
|
Genotype:
|
True Kin
|
Caste:
|
Horticulturist
|
Strength:
|
21
|
Agility:
|
18
|
Toughness:
|
19
|
Intelligence:
|
16+3
|
Willpower:
|
15
|
Ego:
|
17
|
Implants:
|
nocturnal apex
|
Skills:
|
Harvestry, Axe Proficiency, Steady Hands, Draw a Bead, Wilderness Lore: Jungles
|
Notes:
|
Start with a bio-scanning bracelet
|
|
Comment: Week 6 of Build Club. Based off of the very same in the Carbide Chef series. Highly focused on cooking, so you can get Carbide Chef by level 2. By: Eva (estimated difficulty: Easy)
|
Swift Horned Arconaut Phaser
Code:
|
BBMQOKGEAABKBLBQ
|
Genotype:
|
Mutated Human
|
Calling:
|
Arconaut
|
Strength:
|
18
|
Agility:
|
22+2
|
Toughness:
|
20
|
Intelligence:
|
16
|
Willpower:
|
12
|
Ego:
|
10
|
Mutations:
|
Chimera, Heightened Quickness, Horns, Phasing
|
Skills:
|
Short Blades Proficiency, Scavenger, Gadget Inspector, Spry
|
Notes:
|
Start with random junk and artifacts
|
|
Comment: Week 5 of Build Club. Focus on dodging and being intangible to your enemies! By: Grym (estimated difficulty: Easy)
|
The Mopango
Code:
|
BBNKNNIIBBBCCADLDP
|
Genotype:
|
Mutated Human
|
Calling:
|
Arconaut
|
Strength:
|
19
|
Agility:
|
16+2
|
Toughness:
|
19
|
Intelligence:
|
19
|
Willpower:
|
14
|
Ego:
|
14
|
Mutations:
|
Burrowing Claws, Carapace, Albino, Light Manipulation, Psychometry
|
Skills:
|
Short Blades Proficiency, Scavenger, Gadget Inspector, Spry
|
Notes:
|
Start with random junk and artifacts
|
|
Comment: Week 4 of Build Club. Based on a unofficial (at the time, now official) race of underground pangolins! By: Caelyn (estimated difficulty: Easy)
|
FIST OF THE HEARTH STAR -or- Hokuto no Kin
Code:
|
AISMMLGJ13
|
Genotype:
|
True Kin
|
Caste:
|
Child of the Hearth
|
Strength:
|
24+3
|
Agility:
|
18
|
Toughness:
|
18
|
Intelligence:
|
17
|
Willpower:
|
12
|
Ego:
|
15
|
Implants:
|
carbide hand bones
|
Skills:
|
Slam, Calloused, Strapping Shoulders
|
|
Comment: Week 3 of Build Club. Very beginner friendly, with nigh infinite penetration using carbide fists. (estimated difficulty: Easy)
|
Sleepy Axe Marauder
Code:
|
BEOLMFMMBEBJBLBPBUB3DNED
|
Genotype:
|
Mutated Human
|
Calling:
|
Marauder
|
Strength:
|
20+2
|
Agility:
|
17
|
Toughness:
|
18
|
Intelligence:
|
11
|
Willpower:
|
18
|
Ego:
|
18
|
Mutations:
|
Double-muscled, Heightened Hearing, Horns, Night Vision, Sleep Gas Generation, Two-headed, Mental Mirror, Narcolepsy
|
Skills:
|
Dismember, Charge, Butchery
|
|
Comment: Week 2 of Build Club. By: Ivy (estimated difficulty: Easy)
|
Multiple legged Freezer
Code:
|
BGMSKLEHBIBOB2CA
|
Genotype:
|
Mutated Human
|
Calling:
|
Nomad
|
Strength:
|
18
|
Agility:
|
24+2
|
Toughness:
|
16+2
|
Intelligence:
|
17
|
Willpower:
|
10
|
Ego:
|
13
|
Mutations:
|
Freezing Ray, Multiple Legs, Triple-jointed, Albino
|
Skills:
|
Mind's Compass, Wilderness Lore: Salt Pans, Harvestry, Weathered
|
Notes:
|
Starts with +200 Issachari reputation and a recycling suit
|
|
Comment: Week 1 of Build Club. A very beginner friendly build. (estimated difficulty: Easy)
|