
Identifying artifacts is nice, but the very first tinkering ability helps a lot with that, and ultimately it's not a key power. Skill points yield diminishing returns because you naturally buy the best skills first.Ģ. I just don't see any reasonable justification for ever taking Intelligence higher than 23. Long Blade wielders perform an exceptional variation of Swipe & Lunge with Dueling Stance engaged (17 int). Not to mention that Spring-loaded Bounding Boots are stupidly powerful (+20-25 movespeed). Being decked out in Wooly gear helps tremendously with getting through Bethesda Susa or farming the Asphalt Mines.
#Caves of qud tinkering mod#
Tinkering I is also highly prized for opening up the ability to mod items. ◘ Flashbang - inflict confuse on anything sentient - cannot be reflected by mental mirror
◘ Phase Shift - throw on yourself and escape through a wall - nonphased enemies can't physically hit you, but you can still hit them with stuff like mental attacks ◘ Freeze Mk III - flash freezes everything in a big raidus (-6000T) ◘ High Explosive Mk III - 6d6 damage in a huge radius - unavoidable / bypasses all defensive checks ◘ Resonance Mk III - 6d10+20 damage vs organics - 6d100+20 damage vs robots/walls/inorganics If you aren't convinced yet, have a look at what the best grenades actually do: The fact that the player can use his/her weightless tinkering bits to conjure up 50+ grenades on the fly anywhere is a tad bit ridiculous. Seriously though, tinkering is just broken. It also helps to have at least one of the following for learning advanced recipes: To be able to do this reliably, you will need: wants of your character's skill build.īeing able to build grenades is totally broken/overpowered. You can build an excellent character just by honing in on a few skills and understanding the needs vs. I don't think Intelligence is particularly useful from the perspective of gaining skill points.
