Caves of Qud

Caves of Qud

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Multiple Limbs + Multi-weapon fighting
So I'm fairly new to the game. I currently have 4 arms with a weapon in each and I did just take Multi-weapon fighting. Do the effects stack and is there a place in the character sheet where you can see the total chance for an additional attack (I couldn't find it)?

An unrelated question: Do glow-spheres last forever? ie Can I ditch my torches once I have one?
Originally posted by glass zebra:
The effects stack and you can check the chance of a limb to attack by looking at that specific limb/the weapon in that slot. Base off-hand chance is 15%, so the extra arms from that specific mutation start a bit lower and end up higher.

Glow-spheres last forever. Torches are not a great light source anymore when you have them, but they can still be useful for tricky fire stuff. You can ignore that and throw them away and stick to the glowsphere instead
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The author of this thread has indicated that this post answers the original topic.
The effects stack and you can check the chance of a limb to attack by looking at that specific limb/the weapon in that slot. Base off-hand chance is 15%, so the extra arms from that specific mutation start a bit lower and end up higher.

Glow-spheres last forever. Torches are not a great light source anymore when you have them, but they can still be useful for tricky fire stuff. You can ignore that and throw them away and stick to the glowsphere instead
Last edited by glass zebra; Jan 27 @ 7:41am
The off-hand attack chance is for each arm individually. You can see it for each arm when looking at it. It's also different depending on arm types. "Normal" hands and Chimera-grown hands have base 15%, hands from the Multiple Arms mutation base 10%, and arms from Helping Hands backpack 8%. Bonuses from Multi-weapon skills fighting get added to that then.

Yes Glowspheres last forever.
VBigB Jan 27 @ 8:29am 
Thanks. My build is:

Chimera
Multiple arms
Stinger (paralyze)
Two-hearted

I assumed multi-arms and multi-weapons would stack, but you never know when you aren’t that familiar with the game. I just wanted to ensure I wasn’t wasting any points.

I’m currently lvl 9 and haven’t really ventured too far from the starting town.

I was debating saving mutation points to pick up night vision so I could ditch the torches but with the glow sphere that seems redundant. Although I did recently find a combat drone which I assume would go in that floating slot as well so maybe I should still do that. A lot of little things to learn in this game.
Originally posted by VBigB:
I was debating saving mutation points to pick up night vision so I could ditch the torches but with the glow sphere that seems redundant. Although I did recently find a combat drone which I assume would go in that floating slot as well so maybe I should still do that. A lot of little things to learn in this game.

The Night Vision mutation has a very low radius, it doesn't really replace a good light source. But there are plenty of other items to chose from down the road, floating and not.
Originally posted by VBigB:
I was debating saving mutation points to pick up night vision
Mutation buys after start give a randomised selection of 3 and thankfully those 1 point starting mutations that you can not level up are not in that selection (unless there is nothing else to select because you bought everything else). That would not be a great 4 point investment.
blinkmoth Jan 27 @ 11:03am 
Originally posted by glass zebra:
thankfully those 1 point starting mutations that you can not level up are not in that selection
wait what, really? Is this only the case for the 1 point Mutations?
I've been playing with Unstable Chimeras lately and always throw the remaining points at char creation at the 1 point mutations just to have them removed from the pool later down the road. I guess that's redundant then.
VBigB Jan 27 @ 11:05am 
Originally posted by glass zebra:
Originally posted by VBigB:
I was debating saving mutation points to pick up night vision
Mutation buys after start give a randomised selection of 3 and thankfully those 1 point starting mutations that you can not level up are not in that selection (unless there is nothing else to select because you bought everything else). That would not be a great 4 point investment.

I did not know that. So I guess I’ll just keep pumping up what I have. Thanks.
Originally posted by blinkmoth:
Originally posted by glass zebra:
thankfully those 1 point starting mutations that you can not level up are not in that selection
wait what, really? Is this only the case for the 1 point Mutations?
I've been playing with Unstable Chimeras lately and always throw the remaining points at char creation at the 1 point mutations just to have them removed from the pool later down the road. I guess that's redundant then.
What you describe you were doing is probably a big reason why they are not in there. Spending 4 mutation points to get a 1 mutation point mutation that you can not level is a pretty big thing to avoid. Thankfully you do not have to do that. They are excluded until there is nothing else left to pick.
Icedfate Jan 27 @ 11:25am 
for clarity, the bonuses from multiple arms only apply to the 2 extra arms/hands granted by the mutation itself.

the skills in the multi weapon skill tree apply to all hands.

all hands other than the 2 "bonus" hands from multiple arms are capped at 65% offhand attack chance.
however, the offhand attack chance of the 2 bonus hands from the mutation are not capped at all.


example, if you are just a regular mutant, not chimera and took multiple arms mutation level 1, you would have 4 hands total.
if you maxed out all the multiple weapons skills, your primary had is obviously 100%, while the offhand is 65%, but oddly, the 2 bonus hands would only have 60%.

but, if you put more points into the mutation, you get an extra 3% per level, so at level 3, the 2 bonus hands would now be at 66%, while the original offhand from your original 2 limbs is still capped at 65%.

by putting enough rapid advancements on the mutation, you can get your offhand attack chance on the 2 bonus hands up to 100%. although, at mutation level 13, (accomplish by maxing out the base to 10 and taking 1 rapid advancement), your offhand attack chance would be 96%, probably not worth pushing it past this point.

basically, you would have your primary hand, your offhand at 65% and the 2 bonus hands at 96%.

now, if you chose to be a chimera, and got a bunch more extra hands for more weapons, all those extra hands would be capped at 65%.
only the 2 bonus hands from the mutation are affected by the mutation.

this gets weirder if you have the horns mutation or a scorpion tail. those 2 natural weapons only have a 20% chance to attack, but you can choose to set one of those as your primary weapon so they have 100%, but then the game chooses one of your hands to cap it at 20%, so one of your "limbs" will always be stuck at 20%.

example if you have horns, a tail, multiple hands (level 13), and then 4 extra hands from chimera.

you could set a hand as primary and have
primary 100%
offhand 65%
2 bonus hands 96%
4 extra hands 65%
horns 20%
tail 20%

or set horns as primary and have
horns 100%
hand 20%
other hand 65%
bonus hands 96%
extra hands 65%
tail 20%

same if you set the tail as primary would be
tail 100% (with only 20% to apply the toxin, further complicating this. . .)
horns 20%
hand 20%
offhand 65%
bonus hands 96%
extra hands 65%

i know i'm probably presenting this in a confusing way, i dunno.
just know this, the scorpion tail is not worth setting it to "primary" since the main purpose of the tail is to deliver its toxin (poison/confusion/paralysis) , and no matter what, it will always have 20% to do its poison and the tail's PV is capped at like 8 or 9 . .or 7(?) i forget. (the tail has a special activated attack which is guaranteed to penetrate).

the horns might be worth setting those as primary if your strength is high enough, their PV is unlimited, can go as high as you want it to go, even higher than top tier zetachrome weapons, but be aware it is a short blade and you can onlymuse short blade skills with the horns.

long blade, axe, and cudgel skills require their respective weapon to be set as the primary weapon, so like, if you want to use dismember, you need your axe hand to be the primary hand.

you never want to set one of the "bonus" hands as your primary, because the other hands are all capped at 65%. the bonus hands work best as nonprimary hands.


interesting to note is the piece of equipment called "helping hands" that is equipped in the back slot and grants 2 extra arms. . those hands are capped at 58% (maybe the logic is because they are prosthetics, your mind can't control them as effectively?)
Last edited by Icedfate; Jan 27 @ 11:31am
VBigB Jan 27 @ 1:56pm 
@Icedfate I followed all of that and it’s good information. It definitely confirmed that I was on the right track with some of my thinking.

I like games that allow complex or unusual builds so I’m used to getting into the details.
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