Build Library

From Caves of Qud Wiki
Jump to navigation Jump to search

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.

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

  1. Start a 'N'ew game
  2. 'C'hoose character build from your library or click "Build Library"
  3. 'E'nter code or press "Add Code"
  4. Copy the specified buildcode. Best done by double clicking the word, then Ctrl + C to make sure there is no whitespace.
  5. Input the copied code (Ctrl+V) and give it a name
  6. Select that build from the library
  7. If desired, 'E'nter a world seed
  8. 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: BEMMMLJMBIBOCBDX
Genotype: Mutated Human
Calling: Marauder
Strength: 18+2 Agility: 18
Toughness: 18 Intelligence: 17
Willpower: 15 Ego: 18
Mutations: Freezing Ray, Multiple Legs, Amphibious, Teleportation
Skills: Dismember, Charge, Butchery
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.

Auspicious Beginnings (True Kin)

Code: AGOMOKKK04
Genotype: True Kin
Caste: Praetorian
Strength: 20+2 Agility: 18
Toughness: 20+1 Intelligence: 16
Willpower: 16+1 Ego: 16
Implants: optical bioscanner
Skills: 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.

Limb-Off

Code: BEOKOIKIBLBNBPBS
Genotype: Mutated Human
Calling: Marauder
Strength: 20+2 Agility: 16
Toughness: 20 Intelligence: 14
Willpower: 16 Ego: 14
Mutations: Horns, Multiple Arms, Night Vision, Quills
Skills: Dismember, Charge, Butchery
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.

Yonky

Code: BGMMMMMIBOBWB1B2CBDN
Genotype: Mutated Human
Calling: Nomad
Strength: 18 Agility: 18+2
Toughness: 18+2 Intelligence: 18
Willpower: 18 Ego: 14
Mutations: Multiple Legs, Spinnerets, Thick Fur, Triple-jointed, Amphibious, Mental Mirror
Skills: Mind's Compass, Wilderness Lore: Salt Pans, Harvestry, Weathered
Notes: Starts with +200 Issachari reputation and a recycling suit
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)

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: BLLLLKLNBEBPBXB4CFDZ
Genotype: Mutated Human
Calling: Watervine Farmer
Strength: 17 Agility: 17
Toughness: 17+4 Intelligence: 16
Willpower: 17 Ego: 19
Mutations: Double-muscled, Night Vision, Stinger (Confusing Venom), Two-hearted, Brittle Bones, Time Dilation
Skills: Cooking and Gathering, Harvestry, Axe Proficiency, Wilderness Lore: Salt Marshes
Notes: Starts with +100 reputation with the villagers of Joppa and a farmer's token
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

  • 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: BHKKMOKKBNBOB3DJDNED
Genotype: Mutated Human
Calling: Scholar
Strength: 16 Agility: 16
Toughness: 18 Intelligence: 20+2
Willpower: 16 Ego: 16
Mutations: Multiple Arms, Multiple Legs, Two-headed, Force Wall, Mental Mirror, Narcolepsy
Skills: Gadget Inspector, Heal, Harvestry, Hurdle, Tactful
Comment: dislike having to choose between multiple artifacts and their bonuses? this build lets you wear all of them! (probably)

Igo

Code: BAIIIKKSABU3DHDJEB
Genotype: Mutated Human
Calling: Apostle
Strength: 14 Agility: 14
Toughness: 14 Intelligence: 16
Willpower: 16 Ego: 24+2
Mutations: Esper, Unstable Genome(3), Ego Projection, Force Wall, Blinking Tic
Skills: Intimidate, Proselytize, Tactful
Comment: The toughness will make the early game tough, but survive long enough to get a fun grab bag of mental mutations! By: Crom

Time Knight

Code: BGMMMKMKBABJBPD1
Genotype: Mutated Human
Calling: Nomad
Strength: 18 Agility: 18
Toughness: 18+2 Intelligence: 16
Willpower: 18 Ego: 16
Mutations: Adrenal Control, Heightened Hearing, Night Vision, Temporal Fugue
Skills: Mind's Compass, Wilderness Lore: Salt Pans, Harvestry, Weathered
Notes: Starts with +200 Issachari reputation and a recycling suit
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

The Limbs Must Grow

Code: BBMMMKMKAAU5CM
Genotype: Mutated Human
Calling: Arconaut
Strength: 18 Agility: 18+2
Toughness: 18 Intelligence: 16
Willpower: 18 Ego: 16
Mutations: Chimera, Unstable Genome(5), Tonic Allergy
Skills: Short Blades Proficiency, Scavenger, Gadget Inspector, Spry
Notes: Start with random junk and artifacts
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!

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: AEGGFGGG00
Genotype: True Kin
Caste: Artifex
Strength: 12 Agility: 12
Toughness: 11+1 Intelligence: 12+3
Willpower: 12 Ego: 12
Implants: No Cybernetic
Skills: Repair, Disassemble, Deploy Turret, Tinker I, Tinker II
Comment: Fun times abound! Use clever turrets and classic cheese to finish the main quest as the legendary 12 kin!

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: BCEMMMOMBRBTBUB3CCDV
Genotype: Mutated Human
Calling: Greybeard
Strength: 10-1 Agility: 18
Toughness: 18 Intelligence: 18
Willpower: 20+3 Ego: 18
Mutations: Photosynthetic Skin, Regeneration, Sleep Gas Generation, Two-headed, Nerve Poppy, Syphon Vim
Skills: Cudgel Proficiency, Berate, Calloused
Notes: Start with +100 bear reputation
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)

Vuvalini

Code: AAOOMMIK11
Genotype: True Kin
Caste: Horticulturist
Strength: 20 Agility: 20
Toughness: 18 Intelligence: 18+3
Willpower: 14 Ego: 16
Implants: stabilizer arm locks
Skills: Harvestry, Axe Proficiency, Steady Hands, Draw a Bead, Wilderness Lore: Jungles
Notes: Start with a bio-scanning bracelet
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)

Hindren Tinker

Code: BIKMKOKKBLBOBPCCDI
Genotype: Mutated Human
Calling: Tinker
Strength: 16 Agility: 18
Toughness: 16 Intelligence: 20+2
Willpower: 16 Ego: 16
Mutations: Horns, Multiple Legs, Night Vision, Nerve Poppy, Force Bubble
Skills: Gadget Inspector, Lay Mine, Disassemble, Repair, Tinker I
Notes: Begins with a number of random artifacts and scrap and +100 Barathrumites reputation
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)

Cloaca surprise!

Code: BHLOMKKJBJBNBOB3CHDA
Genotype: Mutated Human
Calling: Scholar
Strength: 17 Agility: 20
Toughness: 18 Intelligence: 16+2
Willpower: 16 Ego: 15
Mutations: Heightened Hearing, Multiple Arms, Multiple Legs, Two-headed, Hemophilia, Beguiling
Skills: Gadget Inspector, Heal, Harvestry, Hurdle, Tactful
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.pngSlog of the Cloaca, the legendary mollusk at the bottom of Golgotha. Bring slime.

By: eva (estimated difficulty: Medium)

  • 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: BBKOGNKMBPCACFDGDXDZD1
Genotype: Mutated Human
Calling: Arconaut
Strength: 16 Agility: 20+2
Toughness: 12 Intelligence: 19
Willpower: 16 Ego: 18
Mutations: Night Vision, Albino, Brittle Bones, Disintegration, Teleportation, Time Dilation, Temporal Fugue
Skills: Short Blades Proficiency, Scavenger, Gadget Inspector, Spry
Notes: Start with random junk and artifacts
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)

Spider Psyker

Code: BCHQLLNIB6BQBUBWCFDDDV
Genotype: Mutated Human
Calling: Greybeard
Strength: 13-1 Agility: 22
Toughness: 17 Intelligence: 17
Willpower: 19+3 Ego: 14
Mutations: Carnivorous, Phasing, Sleep Gas Generation, Spinnerets, Brittle Bones, Confusion, Syphon Vim
Skills: Cudgel Proficiency, Berate, Calloused
Notes: Start with +100 bear reputation
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)

Vape Lyfe

Code: ALOOSGGG16
Genotype: True Kin
Caste: Fuming God-Child
Strength: 20 Agility: 20
Toughness: 24 Intelligence: 12
Willpower: 12+4 Ego: 12
Implants: air current microsensor
Skills: Fasting Way, Lionheart, Poison Tolerance, Intimidate
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)

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)

Near-Sighted Battle-Scholar

Code: BHIKMMKOBJBUB3CJDCDRDX
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)

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: Template:Mutation, 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)