Speaking to the alchemist grants the Quiet This Metal achievement. Clearing out the floor so no creatures of an opposing faction will meet the alchemist is recommended to prevent untimely neutronic-related death. īelonging to the grazing hedonists faction, the alchemist normally will not initiate attack with the player or other creatures, but other creatures in Bethesda Susa will attack them, like e y e l e s s k i n g c r a bs or lurking beths. However, the alchemist is also quite conflict avoidant: they will immediately cease hostilities and begin fleeing from threats if their hitpoints fall below 99% of their maximum. The explosion is considered neutronic and has a force of 15,000. When in combat, the alchemist will attack by violently exploding, dealing 10d10+250 260-350 (Avg: 305) damage to anything caught within the blast radius. They do not restock.ĭespite being a merchant, the alchemist is by no means weak. This includes some exceptionally rare and valuable liquids such as c l o n i n g d r a u g h t, n e u t r o n f l u x, and b r a i n b r i n e. The alchemist is notable for selling one dram of every kind of liquid in phials, with the exception of w a t e r (which they have but won't sell). Hortensa names the alchemist as an "amateur liquid-tinker, poet, merchant", and claims their methods "aren't scientific", warning the player to be careful around them. ichor merchants will occasionally mention their desire to "plumb the depths of Bethesda Susa" in order to meet the alchemist. The alchemist seems to be well known in Qud, at least amongst other liquid-tinkers. They purport to be a "connoisseur" of liquids, but claim to "dabble" in other states of matter as well. I think high level dervishes can have axe skills if they spawn with the appropriate weapon, but those guys will rip you to pieces in melee regardless of whether they have decapitate, so just don't melee them. If your hand bones are made of Carbide/Fullerite, you can do insane damage.The alchemist is a hermit and a liquid-tinker who has set up their workshop within the depths of Bethesda Susa. Decapitation isn't much of a threat because virtually no monsters have that skill. Your bare fists count as Cudgels for the purposes of weapon type AND have practically unlimited max PV. And their Legendary Members can teach you Mental Mutations. If you get the Seekers of the Sightless way on good terms with you, they won't hunt you down via Psychic Glimmer. Pay attention to whatever Randomly Generated faction members are in your world if you're lucky, you might end up with something that drops neat items as a cult member, or with Weeps as Esper Assassins. Those books might seem like dead weight, but they can be given to the Librarian at the Six Day Stilt for EXP. Water Rituals can be highly strategic, especially if it can get you points with another faction that you can get neat stuff from or is incredibly dangerous. Those "Water Merchants" might be annoying, but xy know what they're doing with their political relationships. If you're looking for just money and not artifacts, Goatfolk (provided you can defeat them easily) drop lightweight Carbide Weapons. If you're lucky, you might end up with Jewel Encrusted Chainguns. Need money or Reputation with Mechanimists fast? What about just some spare parts? Go underground and Disarm Turrets. Your Evil Twin will have it as well, and might throw it at you. Got an Evil Twin? Put a Relic or other expensive but harmless item in your Throwing Weapon Slot. Even if you're a mutant, a creature called "Graftek" can augment your body as long as you're not in it. If you have a method of digging as well as a method of possessing another creature, you can get into the cybernetics facility underneath. In the southwestern most map tile, there's a place called the "Trembling Dunes". Trolls (those creatures found in the Healing Pools of Bethesda Susa) can tell you where to find Artifacts. If you place a VISAGE there, it only takes up one slot. The "High Powered Magnet" applicator can make one item use the "Floating Nearby" slot. Though if your temperature reaches 10,000, you're still dead. At 100 of either, you're immune to catching fire/freezing. In the case of Cold and Heat, they also protect against environmental effects. Ego is pretty important as well as it gives 'free' levels in mental mutations if you raise it and gets you MUCH. Willpowers main benefit afaik is to reduce mutation cooldowns and I think it also plays a small roll in hp recovery. Each of your four Resistances (Acid, Cold, Elec, Heat) are percentile. Of Ego, Willpower and Intelligence, I think Willpower is the 'safest' to sacrifice for points to put elsewhere. Just note that some of these are really cheesy. Alright, here's a bunch of things I've picked up from playing Caves of Qud so far that I think any player could benefit from learning.
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