Caves of Qud - "Swap stories with an albino ape mayor"

I recommend that anyone trying to learn the game turn on the load save game functionality. This will allow you to experiment and learn the game’s ins and outs without having to start over each time you die.

Just getting started? Here are tips. Stolen from somewhere, sorry forgot the source:

Make a True Kin and put all your points into strength and toughness

Choose a complimentary caste like Praetorian

Start in Joppa, talk to people to get quests

Loot the unattended chests by closing doors beforehand. This lets you complete the first two quests from Argyve.

Visit the Dromad merchant to stock up on supplies. Sell stuff you got from the chests to buy the best armour and weapon you can afford

Rust Wells is a good starting quest, it’s a bit easier than Red Rock. You can get up a couple levels first by exploring the surrounding swamps and hitting the local wildlife (glowfish and glowpads, avoid the alligators)

Use < and > to go to the world map and back.

You can use l on this screen to look around, you’ll see Rust Wells to the right

Alt is the most important key, as it declutters the screen

Never hold a direction key down - press w then a direction instead

Harvest and Butchery are good skills because they’ll provide food and healing

Probably from earlier in the thread… ;)

It was my quick point-form summary of Pinback’s guide, plus there’s a link to the wiki there as well.

Ha ah super advice! I still send it to all my friends who are just starting. I will try to remember you posted it first. :-)

There is some additional info on the wiki that is pretty handy for new players too. This is a few pointers on what you should be aiming for in the very early game:

  • 6+ Armour Value (AV) - keeps early game damage manageable. If an enemy Penetration Value (PV) is higher than your AV, then you start getting chances for multiple penetrations.
  • A missile weapon - penetrates enemy AV without relying on your strength
  • Lead slugs - conserve for enemies with higher AV, becomes easier to get later on.
  • Healing items - Witchwood Bark or a Salve Injector. You can learn Harvest in Joppa to be able to get the bark in the wild, but it causes confusion if your willpower is low.
  • Bandages
  • A good light source - glowspheres are recommended, but you will use torches early on.
  • An escape strategy - you can Sprint when you get into trouble, but this won’t help if you get surrounded or are being chased by something faster than you, so be on the lookout for something better. ‘Look’ at any new creature and check their difficulty to see if you should be running away.

I won’t spoil specifics on finding this stuff as that’s part of the fun, but a lot of it is obvious anyway, eg Joppa has merchants and baddies drop loot. :)

If you want to know why/where, you can read the wiki entry where I cribbed this info.

Qud Weekly challenge, #15:

Shwyraq Imurosher was an apostle from the village of Karqazor. He was often called “wasp” because of his beak, wings and venomous stinger. He shared water with the female elder and she agreed to join him. He hoped she would be able to protect him should he fall into another narcoleptic slumber in the middle of a fight. He did not reveal his ability to create space-time vortexes. Apparently she was also shy about revealing the same power, and in the first fight against a lone ape her vortex sucked them deep underground. They wandered through narrow tunnels, running from amoebas that neither of them were equipped to fight. Eventually things looked bleak so Shwyraq triggered his own vortex, on purpose, and they were pulled into a metallic basement. Something attacked, she accidentally triggered another vortex and was pulled away. Shwyraq, now alone, fought off an amoeba and won. While he healed a walking turret tinker came into the torchlight. The apostle became so afraid his narcolepsy triggered and he fell into a deep sleep. He was surprised to awake with the turret still standing over him, and he quickly ran off. The turret did not appreciate the sudden movement and fired lead slugs into his back, killing him instantly.

What could I have done? Rested a very long time until the vortex became active, and rolled the dice on a new location.

That’s amazing.

Is there a sane way to play this without a numpad? My laptop, sadly, does not have one.

There was key customization and some mouse support with a graphical interface a couple of years back, I think they were beginning to support gamepad when I stopped playing too?

Yeah it supports controller, and there is a ‘laptop’ key binding set you can switch to (currently you have to disable ‘Use New Input Manager’ to be able to do that). You can also rebind all the keys manually.

When I use a laptop I set “.” to wait, “shift-.” to auto explore, and enable mouse movement. I only use mouse movement when I occasionally need to move diagonally, usually when I am fleeing from something. :-)

For me, all of the other default key binds are fine.

Did anyone find out if the albino ape mayor has good stories

Qud Weekly (16 2021).

Ya-shwouun is a mutated human water merchant. He is still alive. His armor is a set of chainmail that he named “Yimobas” in a fit of passion after killing a hundred dogmen. On his head is the skull of a beaked worm. His chain boots are bloody. He wields a carbide shortsword, forged from a grey-blue steel. He carries a torch in his off-hand, with an old wooden buckler strapped to his arm. He is still covered in slime from his victory in the ancient sewers under the red rock outcropping. He delved a few levels deep and confronted a robed figure who was summoning evil crabs. Ya-shwouun used his psychic powers to become faster, then focused his mental energy until it materialized into a shimmering force field. He whipped the musket off his back and began to blast the figure with lead shells. The figure stumbled back into an animated razor vine that grabbed it tightly. A few more blasts from the musket and the fight was over. Now he is off to locate the Hallowed Thermal Grenade that the mayor of Sherqunna tasked him to retrieve. Ya-shwouun does not like to travel far in the day, since it hurts his albino skin. He will set off across the rocky canyons at dusk and search along the edge of the salty dunes.

I love reading these little tales, thanks!

Qud Weekly (part 2, 16 2021)

Ya-shwouun continued his journey following rumors to a wooden fort filled with dogmen. He slowly and methodically picked them off. He grabbed a heavy two handed sword from a corpse and used it to hack at the wooden walls, carving a way in through a section weakened with an arrow-slit. Inside he made quick work of the chieftain Ugo-ugoaz and claimed a desert battle-rifle as spoils. Now the fort was empty and he searched it carefully. The rumors were true - behold the Hallowed Thermal Grenade! Ya-shwouun started to dream about the stories the village would tell about him. He decided to explore a bit further. To the west was another tribe of dogmen. He lured them back to the fort, making use of its defenses to aid him. His force-bubble combined with the desert rifle was more than enough to overcome the pack and this second chieftan, Ofowofofo. Peeking west he saw a short creature with a mask of plants. It was weak, but for some reason it was called “psychic thrall”. What does that mean? From around a clump of trees came a tall figure in robes, flanked by a few metallic crabs and more of these jungle hiders. A Servant of Ptoh? “Qtep I-Mut-No-Longer burrows a channel through the psychic aether and begins to sunder your mind.” What?? “Qtep I-Mut-No-Longer sunders your mind (x5) for 26 damage!” Auuuugh, Ya-shwouun must flee!! Put up a protection field [that only helps vs physical attacks]!! “Qtep I-Mut-No-Longer sunders your mind (x4) for 21 damage!” Ya-shwouun’s corpse dropped limply to the ground. It ended there. He had not been back to the village to turn in the quest for the grenade. No one would tell stories about him.

(21,829 points, 6th place out of the 87 who tried the challenge. By far my highest score.)

So how do the daily challenge rules work? What happens if my daily challenge character doesn’t die until tomorrow or the day after? If the leaderboard resets every day then his score is wasted in that case?

The reason it occurred to me to wonder about this is my character for today is thriving. He’s a level 9 gunslinger with horns, a stinger and electrical discharge. I also used 4 mutation points to grow him another head. He’s finished the quests in the starting town and is now headed for Grit Gate and the quests there. I never imagined that the electrical discharge mutation was so good. Will use again in future.

Welp, that’s that. Died at level 10. At least I made it to first place on the leaderboard (barely). Slugsnouts are brutal and I hate them. I never did see it and even if I did, I was out of lead slugs for my pistols.

Your score will be recorded on the correct daily (or weekly) challenge date for that seed, even if it’s after that day or week.

Level 10 is a solid result for the challenges. Nice work! You got 22k points, just ahead of my 21k points. :-) Who will beat us?

What’s funny is I expected a gunslinger with those starting stats and skills to die really fast but he turned out to be pretty dang solid. I like the daily and weekly challenges because it forces me to try stuff I never would, normally.

Below are the starting character stats and mutations for the character I’m currently playing. I just love axes and had an idea for an ultimate Axe Marauder build with two heads. I wanted to create an all-rounder with potential to boost ego up really high eventually and pick up a nice esper talent later to take advantage of it if I got lucky.

The idea with the two heads is that plus the 2-faces item mods gives me 4 faces to stack ego items on. That plus 2 gnollworm helmets allows for some serious ego boosting. Axes plus dismember fits right into this strategy, and indeed, I collected a bunch of severed faces to wear in no time. I went with Phasing because I wanted a way to get into places like Grit Gate and get around blockages. I could have picked Teleport instead but it also needs Clairvoyance to be useful and that combo cost too much for this guy.

I wanted something that wasn’t weak in any area. Agility and Toughness are important for a dual wield axe melee so I picked Triple Jointed and Two Hearted to boost those.


Now at level 20, below is how it’s all starting to come together.

I waited quite a while to use 4 mutation points to buy a new mutation. My choices were Slime Glands, Space-Time Vortex and Sunder Mind. Space-Time Vortex tempted me a bit because you can use it to explore some crazy places and get insane gear early but Sunder Mind easily won because I needed more ranged damage and it synergizes really well with phasing and the damage scales with levels. I can cast it then phase out and the target can’t touch me unless they also have phasing or some other items to negate it. With the +5 ego bonus it’s already doing great damage. You can also attack phased enemies with it.

I have Tinker I and managed to find the two-faces mod this morning. I used it to add two new faces to my Gnollworm helmets. I now have +1 ego faces on 3 of my faces and nightvision goggles with a nav mod on the other one. So even with only +1 ego faces I still get a nice +5 boost. With +3 faces later, that bonus will increase even more.

I got lucky and found some Putus Templar under a beginner historical site. granted, they nearly killed me but I prevailed and when I killed their head honcho he dropped two nectar injectors which I turned into some nice attribute boosts.

I also just got lucky with books. I was level 18 but just cleared a historical site named the ‘Miozotara Scroll Quadrangle’. I figured with a name like that, it might have books. Boy, did it ever. I came out of there with 96 books that sent me from level 18 to almost level 21. All guarded by only a bunch of weak bears. I really do love this game.