Caves of Qud

Caves of Qud

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Is there a max level
Is there a max level and if so what is it, if not and it infinitly scales what is the theoretical max since as far as I know enemies don't respawn. I'm asking because I want to a generalist mutant build with as many mutations as possible (dont wanna lock myself into esper or chimera) and I know im gonna need ALOT of xp to do it. Tips or thoughts?
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CHOO CHOO a écrit :
You'll hit a soft limit long before you run out of enemies - you only get XP for enemies around and above your level.

So expect to reach the mid-30s after a lot of killing.

So then what would you say is efficent pathing to go beyond the mid 30s. I'm still fairly ♥♥♥♥ at the game so it would be greatly appreciated if someone could help me put together a clean leveling path.
you set a hotkey for the debug option of "give 250000 xp", and then hit it whenever you feel like youve earned yourself a level. also, regen and extra limbs are far from the throwaway mutes that choo choo claims they are. my current character has level 10 in both, and almost always attacks with all 4 arms as a result, and heals up most damage the turn after it was dealt. he was right however, in that its best to just pump a couple of mutations as high as you possibly can, and ignore the rest.

or you can just make a few hundred book merchant clones, set them right outside the library, and use their now free restocking inventory as a source of free infinite XP.

edit: also, mutations that take an equip slot are ALWAYS useless. sure, if you pump 10 points into carapace it will keep pace with mid tier chests. but mid tier armor is as good as it will go, and since you cant mod it, it only keeps pace in regards to raw stats. in terms of actual useability, a carapace is worse than a plain robe. the only real advantage to selecting it, is now you can just sell every chest you pick up. alternatively, if you get horned, and you have the 2 heads mute, you still get to wear a helm on 1 of your heads. so IF you picked 2 heads, horned can be an almost useful mute, if just for the occasional extra hit die.
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Also can mutants take on augmentations?
You'll hit a soft limit long before you run out of enemies - you only get XP for enemies around and above your level.

So expect to reach the mid-30s after a lot of killing.
CHOO CHOO a écrit :
You'll hit a soft limit long before you run out of enemies - you only get XP for enemies around and above your level.

So expect to reach the mid-30s after a lot of killing.

So then what would you say is efficent pathing to go beyond the mid 30s. I'm still fairly ♥♥♥♥ at the game so it would be greatly appreciated if someone could help me put together a clean leveling path.
You can't realistically go beyond the mid-30s. You'll manage level 36, maybe - that gives you as many mutation points. Mutations go from levels 1 to 10, meaning you can fully level at most 3 mutations. Rapid advancement can further push your physical mutation levels, but that too is better spent on further investing into high-level mutations rather than getting new ones. There are a handful of mutations that are useful even at level 1, but given that it costs a lot of points to acquire new mutations and the selection you're offered is randomized, that's a risky investment compared to strengthening what you already have. And then there are some mutations that actually hurt you a lot in the long-term if you don't level them, like those that occupy equipment slots.

You can push mental mutations via EGO instead of levelling them the normal way, but then you'll not have the physical strength to get much mileage out of your physical mutations, and your high glimmer will attract psychic assassins.

In short: Unless you want to go with every exploit in the book, your endeavor is doomed to disappoint. You can either have a few strong mutations, or a lot of weak ones that won't do you much good in the late-game, or high-EGO mental mutations that will get you killed.

I recommend selecting a few mutations that you will actually build your character around, and possibly some one-level wonders (e.g. extra limbs, regeneration, night vision, sense psychic).

You can't have it all.
CHOO CHOO a écrit :
You can't realistically go beyond the mid-30s. You'll manage level 36, maybe - that gives you as many mutation points. Mutations go from levels 1 to 10, meaning you can fully level at most 3 mutations. Rapid advancement can further push your physical mutation levels, but that too is better spent on further investing into high-level mutations rather than getting new ones. There are a handful of mutations that are useful even at level 1, but given that it costs a lot of points to acquire new mutations and the selection you're offered is randomized, that's a risky investment compared to strengthening what you already have. And then there are some mutations that actually hurt you a lot in the long-term if you don't level them, like those that occupy equipment slots.

You can push mental mutations via EGO instead of levelling them the normal way, but then you'll not have the physical strength to get much mileage out of your physical mutations, and your high glimmer will attract psychic assassins.

In short: Unless you want to go with every exploit in the book, your endeavor is doomed to disappoint. You can either have a few strong mutations, or a lot of weak ones that won't do you much good in the late-game, or high-EGO mental mutations that will get you killed.

I recommend selecting a few mutations that you will actually build your character around, and possibly some one-level wonders (e.g. extra limbs, regeneration, night vision, sense psychic).

You can't have it all.

Fair enough though you mentioned exploits, im guessing you mean things like aquiring certain mutations through cooking injectors and such yes? If so then how would one, theoretically, go through with this. Im asking because im not trying to make a normal build, im trying to make something ultra optimized for when im board and wanna go on a demigod rampage
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Gots a écrit :
CHOO CHOO a écrit :
You'll hit a soft limit long before you run out of enemies - you only get XP for enemies around and above your level.

So expect to reach the mid-30s after a lot of killing.

So then what would you say is efficent pathing to go beyond the mid 30s. I'm still fairly ♥♥♥♥ at the game so it would be greatly appreciated if someone could help me put together a clean leveling path.
you set a hotkey for the debug option of "give 250000 xp", and then hit it whenever you feel like youve earned yourself a level. also, regen and extra limbs are far from the throwaway mutes that choo choo claims they are. my current character has level 10 in both, and almost always attacks with all 4 arms as a result, and heals up most damage the turn after it was dealt. he was right however, in that its best to just pump a couple of mutations as high as you possibly can, and ignore the rest.

or you can just make a few hundred book merchant clones, set them right outside the library, and use their now free restocking inventory as a source of free infinite XP.

edit: also, mutations that take an equip slot are ALWAYS useless. sure, if you pump 10 points into carapace it will keep pace with mid tier chests. but mid tier armor is as good as it will go, and since you cant mod it, it only keeps pace in regards to raw stats. in terms of actual useability, a carapace is worse than a plain robe. the only real advantage to selecting it, is now you can just sell every chest you pick up. alternatively, if you get horned, and you have the 2 heads mute, you still get to wear a helm on 1 of your heads. so IF you picked 2 heads, horned can be an almost useful mute, if just for the occasional extra hit die.
Dernière modification de Chad "The King" ThunderCuck; 28 oct. 2020 à 3h40
Hey! I said those mutations were useful even at level 1, not that they weren't better off as high-level as possible.
CHOO CHOO a écrit :
Hey! I said those mutations were useful even at level 1, not that they weren't better off as high-level as possible.
my bad, i missread part of that.
Can mutations be overwritten via augments though or is that literally true kin only
Sorry, but cybernetics are unbecoming for non-aristocrats.
CHOO CHOO a écrit :
Sorry, but cybernetics are unbecoming for non-aristocrats.
Rip, oh well ill just look for a mod later. I WILL become an abomination in they eyes of both man and mutant.
Gots a écrit :
CHOO CHOO a écrit :
Sorry, but cybernetics are unbecoming for non-aristocrats.
Rip, oh well ill just look for a mod later. I WILL become an abomination in they eyes of both man and mutant.
there is a mod for that.
Gots a écrit :
Rip, oh well ill just look for a mod later. I WILL become an abomination in they eyes of both man and mutant.
there is a mod for that.
Sick, can you point me in the direction of it?
https://steamcommunity.com/sharedfiles/filedetails/?id=1627150477&searchtext=

but someone said its broken currently, so might not work. dunno.
Thanks bro
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Posté le 28 oct. 2020 à 1h23
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