Caves of Qud

Caves of Qud

View Stats:
Reldio Oct 24, 2017 @ 1:58pm
Making hostile factions friendly
The factions screen lists a bunch of hostile dudes naturally and it even lists the things they like, so I was wondering how possible it is to make a faction like scavengers or something non-hostile? Wandering into a snapjaw scavenger to share secrets with a named legendary would be a trippy experience after killing so many of the hyena mofos
< >
Showing 1-3 of 3 comments
Greep Oct 24, 2017 @ 2:39pm 
If you look at a legendary, they will have hated by X, liked by Y, so you can slowly increase faction relations by targetting legendaries the faction hates and not killing legendaries of the faction. Other than that, no idea other than custom visage implant.

You can make the mechanists specifically like you by throwing artifacts into the well in six day stilt, though, which is nice if you want to finish the final floor of beth early.

You need 300 to make a faction's hostiles not attack you, though, which is usually not worth attaining.
Last edited by Greep; Oct 24, 2017 @ 2:41pm
Avloren Oct 24, 2017 @ 2:46pm 
Your main way to change your faction reputation is through legendary faction members. This includes hardcoded ones like Mehmet, the Warden, and the Elder in Joppa; there are also randomly generated ones in the wild, including Snapjaws (they'll be bright pink versions of their normal sprite, with a unique name and usually mutations).

When you "L"ook at a legendary you'll see that they have positive and negative reputations with various factions. Mehmet, for example, is always loved by Joppa (his own faction) plus he'll have some randomly generated relationships (both good and bad) with 1-3 other factions.

If you speak to the legendary you'll have the option to do the water ritual, which raises your reputation with anyone that likes them, and lowers your reputation with anyone that dislikes them. Then you'll see more options to raise/lower your rep with just their main faction, mainly by sharing information (stuff like special locations and historical lore you've discovered).

You could instead kill them, which has the opposite effect - gain rep with whoever hates them, lose it with whoever loves them.

Don't do both! If you do the water ritual with someone and then kill them, you get a reputation penalty with every faction in the game. The inhabitants of Qud take the water ritual seriously.

The tricky part with hostile factions, like Snapjaws, is that they won't talk to you and let you do the water ritual. There are a couple ways around that. You could get lucky and meet legendaries from another, friendly faction that also have a relationship with Snapjaws - i.e. if Snapjaws happen to love Mehmet, you can do the water ritual with him and gain some Snapjaw reputation. If Snapjaws hate Mehmet, you can kill him instead. You can also try to turn a Snapjaw legendary friendly by recruiting him as a companion (there are various ways: the proselytize skill, the beguiling mutation, stick him with a love injector, etc.). Once he's your companion, you'll be able to talk to him using "C" and do the water ritual.

If you don't yet have a method to turn a Snapjaw legendary friendly, try not to kill him. It'll just put you farther in the hole reputation wise, if you avoid him you can come back later when you have a way to befriend him. Also be careful about killing/water ritualing any non-Snapjaw legendaries, check their reputations first to see if the Snapjaws have an opinion on them.

FYI Snapjaws are one of the hardest factions to get to friendly. You start out very hated by them, and you're likely to run into several of their legendaries early in the game before you have a way to befriend them. It's possible, but difficult. It's much easier to give up on Snapjaws and focus on gaining reputation with other factions.
Last edited by Avloren; Oct 24, 2017 @ 2:54pm
Racocac Oct 24, 2017 @ 4:43pm 
Nowadays, it's easy. Get a love injector, wield it, hit enemy until they love you, then do the water ritual. (Firing them via booster gun didn't work for me, but maybe my shots just didn't penetrate. Melee definitely works if you penetrate and doesn't waste the injector if you don't.)

Originally posted by Greep:
You need 300 to make a faction's hostiles not attack you, though, which is usually not worth attaining.

Actually, somewhere around -200/-250 (not sure which, but somewhere in that range), you get "neutral" relations, which means only aggressive members of the faction will attack you. For some factions, that's perfectly enough (annoying swarms of Naphtaali will no longer attack you at that point, nor will seekers of the sightless path, and I think your snapjaws don't either). For other factions (cats spring to mind right now, I'm not sure about the others), whose relevant members are all aggressive, you will need to get to 300 unfortunately. Sometimes it's a mixed bag (albino apes will not attack you at neutral relations, but ogre apes will).

I'll take this opportunity to provide a handy tip for everyone: if you get Seekers neutral, they will no longer attack you. Seeker bosses with their packs are some of the most dangerous enemies around for anyone who isn't prepared to defend against their mental attacks (confusion plus Sunder Mind x3 from the novices = likely death). Not only that, but Seeker bosses will also start teaching you random mental mutations (I've seen Teleport Other, Burgeoning and Time Dilation - presumably all others are available too) if you can get their reputation into the positives. I was a True Kin when I discovered this, and I couldn't buy them, so the game probably checks that you can't buy them as a Chimera either, but if you're neither of those, you should probably butter up the Seekers whenever you can - it might honestly be the most valuable faction to get friendly with at this point.
Last edited by Racocac; Oct 24, 2017 @ 4:51pm
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Oct 24, 2017 @ 1:58pm
Posts: 3