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Caves of qud tinkering
Caves of qud tinkering









It can be a little rough to start, but offers quite a bit of options once you get past the first few hurdles. I usually go with Disintigration as well to get rid of any pesky walls that might be in my way, and Kindle as my leftover point just because setting things on fire can be useful from time to time.Īs for attributes, I usually put Strength and Agility at 16, Toughness at 14, Intelligence at 21, Willpower at 16, and Ego at 18. This will help get yourself some better gear fairly early with a little luck and further increase your survivability.

#CAVES OF QUD TINKERING HOW TO#

Psychometry will help you quickly identify and learn how to build just about everything you run across, with an added bonus of never needing a security card for locked doors. EMP / frost grenades and shade oil injectors provide features that can't really be gained by truekin chars otherwise, and they're very valuable for certain fights lategame.

caves of qud tinkering

On the wiki, letters and numbers will be used. If they can't reach you, they can't kill you. tinkering is also a lot more valuable for TK because they depend on grenades and injectors to fill in the gap in utility that not having mutations leaves. Bits can be denoted by either colored dots or by letters and numbers. I usually back this up with a good ranged weapon such as a musket (or better if I'm lucky). Lase from Light Manipulation is a really good long range high penetration attack that can help keep you alive early on, and continues to be useful against tougher enemies as it scales up. Tinkerer gives you a few artifacts to start with that usually includes a couple of grenades that can be immediately turned in to Argyle for the first two steps of his quest and a level's worth of XP. With either of them, i could go 24str/20agi/20toughness and pick an origin that gives me tinkering. I usually play as a mutant tinkerer with Light Manipulation and Psychometry. Melee axe build: mutant or true kin : r/cavesofqud Melee axe build: mutant or true kin Hi, i am having trouble deciding what would be a best build for an axe-wielding berserker.









Caves of qud tinkering