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verbal enema
May 23, 2009

onlymarfans.com
Cant wait for the Rainbow Woods

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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

verbal enema posted:

Cant wait for the Rainbow Woods

I mean all you need to do is GTFO for that one

I booted up a character this morning and decided to go full gambler on a chimera warden, decided to walk to the rust wells in the in game map, after some small issues I made it to a snapjaw fort and was immediately set upon by a flying snapjaw. After dealing with that and looting a very nice item for golgotha I investigated the fort and found a chaingun... now I just need some ammo

AtomikKrab fucked around with this message at 12:17 on Jun 28, 2023

Evil Fluffy
Jul 13, 2009

Scholars are some of the most pompous and pedantic people I've ever had the joy of meeting.
Looks like this game is 10% off on Steam atm due to the Summer Sale. Would pick it up but I just bought FF16 a few days ago. :rip:

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus


Last time we met the Barathrumites and learned about our next mission, which we immediately resolved to put off in favor of visiting the spindle.

We picked up jungle wayfaring lore with some spare skillpoints, now that our int is high enough for it. Jungles cover most of the map, so being able to walk through them relatively freely is a huge plus. It paid off, too, because on our way to the spindle we found another random village.






Taggawar actually has some wiring and electric lights set up. Their warden is a barathrumite, which would explain it. A traveler who left the enclave, perhaps?




The mayor, a tree, wants us to head for another village and cook something in their oven, for possibly criminal purposes. Naturally we agree.



The village in question is only a couple tiles away, but it's in the mountains.



You can't cross mountains on the world map, so we need to make the last bit of the trip on foot.



Along the way we're accosted by a gang of time-cloned gibbons. Two can play at that game!




Our own time clones go wild with the new grenades, eventually freezing everybody on both sides solid.



I may have to revoke their freeze grenade privileges.



We reach the outskirts of the village. We could just keep heading left, but now that we're on the right tile, it's possible to head back to the world map...




...and then go back to ground level, skipping straight to the village in the center. If you ever need to cross a bunch of mountains you can skip every third screen this way, not that it's really necessary.




On the eastern edge of town we find the oven in question.




The deed is done. Now, to establish an alibi...





The mayor, a goat woman (not to be confused with a goatwoman), wants us to locate some ruins. She'll be able to teach us jump in addition to the usual rewards once we're done. Random villages teach random skills, so you can never plan around them like you can with the fixed NPCs, but sometimes you can learn pretty good stuff from them.



Back in Taggawar we get our reward. The first two items are nothing special, but I'll always take a sphere of negative weight.



You can't use a sphere of negative weight or do anything with it, but since it weighs negative ten pounds, just letting it sit in our inventory effectively gives us some extra carrying capacity. It's not a huge deal for Stabtail here, since he has a lot of strength, but for weaker characters these can be a big help.



We'll save the other quest for later - now that we're here, let's check out the spindle.



The spindle itself is impassible on the world map, like mountains, but at its base is the Omonporch, which we can enter.




We arrive in a well maintained plaza containing statues to all six sultans, as well as a number of statues of the eaters.










The eaters are the ancient people responsible for all the robots and technology we find scattered around Qud. These statues are the only glimpse we've gotten of what the people of their time looked like. (Or at least the kind of people who get statues of themselves made)



North of that, we find the actual base of the Spindle.





It's a massive structure, but the walls are solid on all sides and the gates are sealed shut, so we can't take a peek inside.



The flowers in the center aren't just decorations, of course.




The self-proclaimed earl is actually one of the most helpful NPCs in the game.




When you water ritual with xym xe can teach you snake oiler, which gives you better shop prices - we'll now buy stuff for less and sell stuff for more. It's a pretty significant swing, too. You'll usually need to tell xym some secrets to get enough rep, but the Consortium of Phyta likes information about merchants, so telling xym about any dromad caravans or legendary merchants you've found is enough.

What makes this so great is that when you learn a skill via the water ritual, you get to bypass the usual stat requirements. Snake Oiler usually requires 19 ego, which is not insignificant - you'll have to put some points into ego to be able to afford it before the lategame. But learning it through the ritual means you can use it to patch up a low ego score instead of pumping up an already-high one, which makes it much easier to leave ego low at character creation and spend those points elsewhere. There's a lot of reasons a low level character might want to make an early trip to the spindle, and getting snake oiler is a big one.



Left of that we can find Ezra, the other reason to head to the spindle early. Ezra is a cozy little town with some great merchants and good food.




Every town, both random and fixed, will have an oven where, in addition to the regular cooking stuff, you can also prepare the town's signature dish for free. Most of the time this is just for flavor, or to let you see what a recipe does before learning it - by the time you leave town and walk to some ruins you want to explore, you'll be hungry again and the buff is gone. But Ezra has a meal that's very useful for non-combat purposes.



It teaches you Psychometry, a mental mutation that allows you to identify artifacts and learn their crafting recipe.




We're able to learn the crafting recipes for all of our injectors and grenades while we're here. There are some limitation - since the psycometry you get from the meal is pretty low level, you can only learn the recipe for simple objects - I can't figure out how to craft more spheres of negative weight with this. And you still need the appropriate tinkering skill to actually build the items. But grenades and tonics are the artifacts you're most likely to want to craft more of, and even the low level psycometry here is enough to learn all of them. And since even temporary mental mutations scale with your ego, an esper might be able to learn even the recipes for even high tier artifacts just from eating the meal here.

We haven't actually learned tinkering 1 yet, so we can't craft the recipes we just picked up, but it'll be good to have them for later - especially the emp grenades.



Towards the north we can meet the mayor of the town, who is a tree.




Like so.










We can get a bit of the spindle's history from them. Ezra is a pretty interesting place - a quiet backwater at the foot of what used to be the heart of a global empire.




The warden is not particularly talkative.

There's a fun trick you can do here, though you have to build your character for it. Recruiting characters via the water ritual costs more reputation the higher their level is compared to yours. If you start as a warden, water ritual with all of the guaranteed wardens, then make your way here, you can actually get the 600+ reputation needed to recruit this guy while your level is still in the single digits. 1-FF can easily carry you through the early game and will be a solid companion in the mid and late game too, so it's a surprisingly viable strategy.



In the left is the other big reason to come to Ezra - the merchants.








Xe might be a grump, but unlike the merchants at the stilt, Sixshrew can stock some of the best items in the game.






There's a couple items we'd like to buy. I end up forking over most of what we own for the flawless crysteel gloves.



It's expensive, but we'll probably be wearing these gloves for the rest of the game.



On the other half of the building we find the town's other merchant.








Yla is a tinker, so she's not as exciting for our character. She sells a number of cybernetic implants and has a guaranteed 3 credit wedge for sale, so for truekin she can be another reason to visit Ezra early.




We just buy a recoiler to make it easier to come back later.



Brooding near the graveyard we find the man Yla mentioned.







We'll have to remember that if we ever meet a mopango.



With the shopping done we have a couple more things to do in the area. There's a historic site to the south, a quest from that second village to find some ruins, and there's also one of the legendary merchants we learned about early on living nearby who we should probably visit. We're also more than strong enough to handle the quest from the warden back in Kyakukya, to kill Mamon Souldrinker and retrieve the amaranthine prism. We'll get to work on that stuff next time.

Snake Maze fucked around with this message at 14:37 on Jul 1, 2023

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.
If you're not going to use the plants' pronouns you should at least use they/them. :colbert:

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I am continually blown away by just how good the writing and worldbuilding in this game is. It just pisses all over the Fallout series without even trying and it's criminal that it's been so overlooked.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Whybird posted:

I am continually blown away by just how good the writing and worldbuilding in this game is. It just pisses all over the Fallout series without even trying and it's criminal that it's been so overlooked.

The game is deep, I have spent a good bit of time just looking at every object to read the descriptions, which are FANTASTIC, even for things like... a wall

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

mdct posted:

If you're not going to use the plants' pronouns you should at least use they/them. :colbert:

I have no idea what you're talking about :angel:

Pigbuster
Sep 12, 2010

Fun Shoe

AtomikKrab posted:

The game is deep, I have spent a good bit of time just looking at every object to read the descriptions, which are FANTASTIC, even for things like... a wall

I was referencing the wiki for some things the LP's gone over and noticed it was using outdated descriptions, and it was funny to compare them to how they are now to see such a clear example of how much more confident the writers have become in going as poetic and flowery as possible.

Pigbuster fucked around with this message at 10:21 on Jul 2, 2023

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus
Since we finished up last time by spending all our money on a sweet pair of gloves, we'll head over towards the nearby historic site to try and raise some more funds.

Before that, though, let me take an aside to go into how ol' Deathsleep Stabtail's build works, since we'll be doing a lot of fighting in here.



This is what our equipment screen currently looks like. If you look close you'll see an asterisk next to our tail slot - that means we're using it as our primary limb. In Qud, when you attack an enemy, you'll always strike with your primary limb, and then each additional weaponized limb will roll the dice to see if it attacks as well. We have four hands with daggers in them, so every time we attack an enemy we can make anywhere from 1 to 5 hits, depending on how many extra limbs end up attacking. Stabtail is primarily a melee fighter, so we're optimizing our build around doing lots of damage once we get up close, with a couple extra tricks to deal with tough enemies.

The stinger is not actually a very strong choice for primary limb. In terms of raw damage it's pretty weak - stingers are unique in that they can only penetrate once, no matter how high their penetration value is. I won't get into how penetration works for now, so just know that that puts a strict cap on how much direct damage it can do. The real benefit of the stinger is the poison it applies, but using it as your main limb doesn't actually help there, either.



As a secondary limb, stingers have a 20% chance to attack and always apply poison when they penetrate. As your primary limb, stingers always attack but only apply poison 20% of the time. Either way, you only get poison on 1/5th of your attacks. So why use it as a primary? This is where the weapon skills come in.




Using a long blade as your primary weapon gives you access to a couple stances, which buff any long blades or short blades you're wielding. We've learned improved aggressive stance, which raises the modifiers to +2 pen, -3 hit. Leaving the specifics of penetration behind for now, just know that 2 extra penetration is a pretty big boost. The accuracy penalties drag it back down a little, but you still come out ahead.

Using a short blade in your off hand means you can attack with it twice as often as you would with any other weapon. Long and short blades are a great combo because of the way these skills interact - you make twice as many off hand attacks, and they all get a big damage boost. The more hands you have, the better the combo gets. Since our hands can hold anything, but our tail is always a long blade, using the tail as our primary weapon means we get more daggers to play with than we would otherwise.

Sleep gas, in addition to being a good crowd control option, also negates all the accuracy penalties we'd get from our stance. Sleeping enemies get massive penalties to dodge, and when they wake up from getting hit they're dazed for a few turns, which gives dodge penalty of its own. It also combos well with poison stinger if we every need to kill something too dangerous to fight in melee - our poison already does 10-20 damage per turn, so combined with sleep gas to disable and delay the enemy we can kite things to death very effectively (assuming they're organic, at least).

Temporal fugue is a big power multiplier in general, since we can suddenly have 5 full strength Stabtails hitting the enemy instead of one. It works great with the gas generation mutations in particular, because you're always immune to the gas you can generate - having 5 people spewing sleep gas means we can have a whole room suddenly become impassible to the enemy without any downsides.

The biggest weakness to this build is that it's melee focused but has no mobility boosts or gap closers beyond the basic charge skill. To some extent that can be played around by using temporal fugue to draw fire or toss out duplicated grenades, but we need to pay more attention to terrain and try to bait enemies towards us than a build with multiple legs or wings might need to, and enemies with powerful ranged attacks can be tricky.



Anyway, the historic site. This one is on the mountains, so just like the village last time we'll need to cross last bit on foot.



We run into a goatfolk sower along the way. These guys can be pretty deadly - they come with a small pile of grenades to throw at you, and explosive damage can't be dodged or reduced. Luckily, there's One Weird Trick to handle them without getting blown up.



Hide behind a tree! Sowers won't throw grenades without line of sight, and they won't throw grenades if they're in melee range... but they will walk towards your location if they lose sight of you while aggroed.



Just wait out of site until the sower enters melee range on their own, and you don't need to worry about the grenades.



Once they're up close, sowers aren't very scary.



Going further south we reach the mountain screen north of the historic site to find it walled off by the terrain. We could go out and in from the world map to jump there, like we did with the village, but that's a gamble for a historic site like this. You could get dropped in somewhere with a wall behind you and have nowhere to retreat to if things start going south. Instead, it's better to make a your way in on foot, so you have a path behind you.




This is where that pickax comes in handy.




The bad news is that there's going to be fungi here trying to infect us, but we should be able to manage using the power of cooking. Or, as a last resort, running away and teleporting back to grit gate to have our itchy skin cured by the hyperbiotic bed before it can grow. Now for the moment of truth: what enemies did we get.



Ah, glow wrights and seekers of the sightless way. It's not a great combo for Stabtail here - our willpower is low enough that the seekers can really mess us up, and if there's a bunch of glow wrights between us and them our options are pretty limited.

Sunder mind is a psychic attack over 10 turns. It does damage on each of the first 9 turns, then delivers a massive blast on the 10th turn. That 10th hit will almost definitely kill us unless we manage to heal to full right before it goes off, so as soon as someone starts sundering us we're on a strict time limit. Usually the only way to stop it is to damage the attacker, which is fine when they're right next to us but gets dicey when they're farther away. Since we're sitting at the base of 100 movespeed, 100 quickness the math is nice and easy - we can cross 9 tiles when walking or 19 tiles when sprinting before the final hit goes off. The glow wrights are too dangerous on their own, but they can do good damage to us and usually take 1-3 attacks to kill, so even one or two standing between us and the seeker can make it tough to kill him in time. We can throw grenades past enemies, but we only have so many grenades and they only have so much range, whereas sunder mind has infinite range and only needs line of sight on the first turn.

But! There is one trump card we have against the psychic hordes.



Map transitions! When you change maps, sunder mind is stopped, but still goes on cooldown for the seeker. If the path behind us is clear we can try to sprint for the stairs, and in a situation like this we can dance across the screen edge to end all the sunder minds while only taking a couple turns of damage. It feels kind of cheesy, but this site would probably be impossible without it, so :shrug:



We kill this group and start heading towards the center of the map.



The other half of this pairing are the glow wrights. They're melee fighters without any real tricks, but they do decent damage, have enough health to take multiple hits, and get big attack bonuses if they ever surround us. Since they're melee our sleep gas can do a good job locking them down, but running past to get to seekers is pretty dangerous thanks to their swarmer bonuses.

The other thing about glow wrights is that they spawn a lot of legendaries. I mean a lot of legendaries. So many drat legendaries. Since they're in a sultan cult they're very likely to be disliked by other factions, so this does mean that we should get a lot of positive rep if we clear this place out, but it also makes the fighting a lot harder, since the legendaries are a lot bulkier than the regular ones.




I'll be cutting out 90% of these messages, and they'll still make up a big part of the update.



The other thing is that the glow wright's palette makes telling who the legendaries are a little tricky. Can you tell which of these two is the legendary?



(it's this guy)






We get some decent gear for our trouble, though. Most of them are carrying carbide weapons, which sell for a decent amount, but some have folded carbide, the next tier up. We'll gradually swap out our daggers as we progress.



We run into more seekers around the center of the map here. It's too far to run away, but thankfully the hallway is wide enough that our clones can help out. Their enthusiastic grenade throwing makes short work of the ruffians.






It's around this point I decide I should go ahead and pick this skill up.



If I got a nickle every time I turned a corner to find a huge crowd of guys I would probably earn one, maybe even two bucks from this historic site.



One of them dropped this, which is kind of cute - it'll give us another short blade on our head. It's not too strong, but the defense is only slightly worse than what we're using so I put it on.




If we manage to hit neutrality with trolls before bethesda susa I'll be very happpy. Not holding my breath, though.



Here I decide to stop and examine the pile of artifacts that's been building up. Most of them are just random freezing/flaming carbide weapons, but one of them...




one of them is a very nice find.

Polygel is a consumable item. You can use it on an item, and it turns into a perfect duplicate of that item. We already have some good options to use it on - we could duplicate our flawless crysteel gloves, or that artifact bracelet that gives +1 strength and some light manipulation. I'll hold on to it for now, though - there might be some better option in the future.



Heading east of that central hallway, we find another huge crowd.





They follow us south, and in the aftermath we end up hitting our carry limit. Fortunately we bought that Ezra recoiler.





While we're here a drop a spare chest right next to our arrival spot, so if we ever teleport back while overburdened we can deposit things immediately.

People in Qud (other than us) are very respectful of personal property, so there's nothing stopping you from just dumping all your spare items in a big pile on the ground - nobody will take them. I always prefer to use a chest though, it feels much more civilized.





Sixshrew restocked while we were gone, so I unload some of our massive pile of carbide weapons to buy a crysteel dagger and some gems, then drop everything off in the chest.




The glow wights make multiple attacks, like us, and they also inflict bleed, which can trigger this on each damage tick, so with how densely packed this place is this meal is basically just spore immunity. It's retroactive too, if we get itchy skin first and then trigger the recipe.







God it feels good to just walk up and melee a mushroom.




We actually get caught out here while chasing after a seeker - there was a chain laser turret hidden around the corner. We're too far from the map edge to run and too injured to take down the turret, so the only choice is to push on.



I don't want to push forward in case there are more seekers, and I can't fall back with the chain laser there, so I'm in the awkward situation of needing to make a stand here until I can heal up.



Fortunately a thick cloud of sleep gas is enough to keep us safe until we can heal to full. Killing the chain laser fixes our energy cell shortage, at least for now.




There's another congo line waiting for us on the north edge of the map.









Lots of fun rep here. Fingers crossed we can hit neutrality with robots.




At this point I decide to start preparing for tinkering and pick up disassemble and scavenge.



Now that we have disassemble, that extra string of letters and numbers will show up after the names of some items.



We can use our newfound skill to break them down to their constituent parts, which go in our pile of bits that we can then use to craft new things later. It's a pretty neat system, though we won't be diving too deep into it with this character.



A painted item reveals a new historic site.



And we get overloaded again, even though we haven't finished the first floor.



Since Sixshrew hasn't restocked yet, I decide to take a peek at the legendary merchant we learned about.




She's a gemcutter! That's great. There's no guaranteed gemcutters or jewlers in Qud, but finding one in such a convenient location will make it much easier to turn our hundreds of pounds of carbide weapons into tens of pounds of gems.



We kill a couple of slimes and finally finish the first floor of the dungeon.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Good god that's a lucky sultan site generation. I love glow wight cults. So much free rep.

If we're real lucky, we'll get to see an artifact weapon with a gem effect on it :unsmigghh:

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Even a single +100 rep event with Trolls is fantastic -- they start at -475 reputation, so even if you Beguile them by cooking with congealed love and water ritual all three, you're still a little short of being able to extract both of their important secrets, if I remember the math correctly.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Remember the Trolls are your good friends and certainly won't ruin your run.

MuffinsAndPie
May 20, 2015

AtomikKrab posted:

Remember the Trolls are your good friends and certainly won't ruin your run.

The two successful end game runs I've had, it was either this case unironically, or I came so late that most encounters were trivialized, even using simple brute force

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus
I’m pretty sure I’ve had more runs ended by rimewyks than the trolls.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Snake Maze posted:

I’m pretty sure I’ve had more runs ended by rimewyks than the trolls.

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.
Pound-for-pound I think Rimewyks might be the single most dangerous enemy in the game. They still do high damage at even like 60% cold resist. Like obviously there's nastier enemies out there, I just mean for their presence in the intended game progression.
You get used to Ice Frogs being pretty harmless and then this frosty lizard just walks up to you and dumpsters your run.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I bet Horned Chameleons, Salthoppers, and/or Baboons monopolize the absolute top spots, for similar reasons to how for a very long time the lowly Hobgoblin was the most dangerous creature in DCSS, but yeah Rimewyks are a very hard check on "do you have enough cold resist? no, that's not enough"

MuffinsAndPie
May 20, 2015

It's been a long while but I think I was able to abuse tonics to try and get around that. One of the tonics out there gets you out of a freeze state, and were easy enough to make

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.
You can avoid getting frozen, but Blaze Injectors also give you -50 cold resistance anyway which means that Rimewyk is going to be doing 50% more damage, which is in and of itself pretty nasty if there's multiple.

MuffinsAndPie
May 20, 2015

Yeah it's definitely not a surefire thing to survive with that, and CC deaths always feel brutal. Also to add to what you're saying, it probably still screws with your quickness with how cold it is, even if you aren't frozen. The wiki says it's -1 per 2 degrees below 0 you go, so being immune with -50% cold damage and increased cold accumulation is still extremely painful

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
That's what makes Rimewykks so dangerous - they inflict a ton of temperature reduction and a huge amount of spike damage. If your cold resist isn't absolutely insane, they can easily freeze you outright, leaving you to either slam salves and hope you thaw before they spike you to death or slam a blaze injector and hope they don't one- or two-shot you.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus


Floor two. The stairs down are a single step away, so I decide to poke my head into floor three before clearing this one.



It's standing room only. What do these guys even do when we're not around?













Hopping back and forth between the floors, eventually enough of them die to give us some space.




Around this point our inventory fills up again, so I head back to Ezra to unload. Sixshrew restocked again, so I end up selling off everything we found, plus 100 jars of starapple jam, in exchange for this:



It's a pretty nice defense boost, and the resistances will be useful in the future.




This room was a huge pain to clear. It doesn't look like much but there were a bunch of seekers scattered around the different corners, with too many glow wrights in the way to push past, and enough distance to the stairs that we'd take a big chunk of damage every time we ran back.




This is just a sidequest to us, but there's so many random villages around Qud telling stories about Deathsleep Stabtail and his heroic battle against the hated Order of the Blockshouter.



At this point I stopped to identify our artifacts again, and it turns out we won the jackpot.



A geomagnetic disk! This is probably the best thrown item in the game. As long as it's powered it has infinite range, perfect accuracy, and bounces between multiple targets before returning to the user. The approximately equals sign for penetration means that it's a vibro weapon - instead of having a static penetration value like most weapons, it has a penetration equal to the enemy's armor. This is a great item for a lot of reasons, but the most immediate benefit is that it gives us a reliable and reusable way of dealing with seekers on the far side of a crowd.



As we head to the left side of floor 2 we get attacked by another seeker. He thinks he's smart, hiding behind a bunch of guys in a 1 tile wide corridor, but the joke's on him.



Your friends can't save you now.





Remember that before we entered, we were at 0 with Yd freehold and -475 with Svardym.



Floor 2 is finished off easily now that we have the geomagnetic disk. There was a ton of fighting for being such a small map, there must have been enemies in 90% of the empty tiles.



We find some nice shoes in the aftermath.



Back on floor three we find a huge crowd locked up in statue jail. The level generation does this sometimes, where a statue and fence blocks off a hallway completely. We could kill them all from here with our geomagnetic disk, but it's pretty battery hungry, so I'd rather save it for the seekers and just melee the rest of the guys.



So we tear down the fence and free them from their prison. They should be thanking us, really.





(They did not thank us)





Five digits of negative rep! :toot:






We also find our first baetyls of the run. Normally these guys would give you a random fetch quest, but the ones here are actually cult members.



So instead they're just silently meditating on their immeasurable hate for us, like AM. It's fine.

We could try to kill them, if we wanted, but killing baetyls is a Bad Idea, so we don't want to.



Our reward for clearing the third floor is a sweet pair of blinged out sneakers.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Consortium rep that high is also really nice to have -- it affects merchant prices for nearly all of the high-tier merchants in the game. (The only exception being one of Chavvah's branches in the deep endgame, if I remember correctly -- and you got rep with them, too!)

Pigbuster
Sep 12, 2010

Fun Shoe
lol that you just don't have to worry about Svardym or hostile trees/roots anymore. Really close to being indifferent to crabs, too.

biosterous
Feb 23, 2013




quote:



i am wondering, how much is +9 of a resistance? is this like A Lot, or a good bit of coverage, or pretty negligible but a decent buff to some nice armour?

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

biosterous posted:

i am wondering, how much is +9 of a resistance? is this like A Lot, or a good bit of coverage, or pretty negligible but a decent buff to some nice armour?

Resistances go from -100 to +100, with a default of 0. At 100 you're entirely immune, at -100 you take double damage. 9 of each is pretty good for a single piece of armor - just the armor on its own is only going to be 9% less damage, which isn't too noticeable, but with a couple other pieces of crysteel (like the gloves we already have) we can eventually hit 30-40% damage reduction on all the elements.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus


I didn't notice right away, but the walls in this portion of floor 2 have agate deposits in them. That means that when we dig them up, there's a small chance a gem drops.



Like so. The floor is already cleared, and we still have our pickaxe, so this is free money.




After a little digging, the room is a lot more spacious and we're $500 richer.

Now, back to the fighting.



On the fourth floor a seeker immediately sunders our mind. Heh, he's no match for our new geomagnetic disk!



:negative:

The higher tier seeker in the back set up a force wall blocking off the hallway. The disk doesn't need a straight line, but it does need some sort of path between you and the target. With the hallway blocked off, we have no choice but to break the sunder by heading upstairs like some sort of primitive.




Some enemies block the stairs when we try to go back down, and we end up leveling off them.




Remember that this is doubled by jab, so it's really an 86% chance.



Amusingly enough, since the fugue clones are out they all level at the same time and randomly boost different mutations before they disappear.



Back downstairs, the force wall is still up. Nobody has any way to attack the other side, so we make small talk with a friendly mysterious gunslinger while we wait.



We're rewarded for our patience with the greatest prize of all. Finally, approval from Dad...






:getin:





With that, the northeast corner is cleared out.



These aren't particularly good or anything, I just find it really funny that wearing sunglasses gives you rep with mysterious strangers.



As we head to the left half of the map one of the promoted seekers confuses us. The promoted seekers have better stats, but spawn with a random mental mutation instead of sunder mind, so in practice they're often less dangerous.





We get hungry here, and we got inspired from that last levelup, so it's time to make a new recipe.




Pretty solid, especially for a place like this where we'll be taking lots of weak hits instead of a few strong ones.




The rest of the floor is actually pretty empty.



The map is bigger, but there were probably fewer enemies here than the previous floors.



One last stairs down, and we arrive on the final floor. (You can tell from the name - the floors in the middle are labeled 'liminal', but the final floor isn't)



We're now neutral with a different historic site cult.

I think the historic sites count as a holy place, so this won't be enough to let us walk in peacefully, but I'm not sure - I don't think I've ever been in this situation.



Wow, what a dick. Cats don't even have thumbs, rear end in a top hat!





There's agate here too, so we can mine it out once we're done.




Checking out the artifacts we're picked up finds another fun one. I'm not sure if I want to spend the skill points needed to use this without killing my move speed, and there's definitely some friendly fire risk, but combining this with temporal fugue is pretty tempting...




And it turns out cat-bullier was the last of them, as we find the relic chest. What random relic do we find?



Man, the game is being really kind to Stabtail. The bonus stats are whatever, but that cold resist is amazing considering we're about to go to The Cold Dungeon.



Only thing left is to do a little more mining.




We get another $1,000 for the trouble.

We're almost ready for Bethesda Susa now, just a couple loose ends left.



We head back to town, drop off our loot, and buy a new hat from Sixshrew.



Lots of people love us for taking out that cult, but the Mechanimists didn't care either way. Let's try to get in their good graces.



Back here in the Six Day Stilt is the sacred well. We can offer artifacts here to gain reputation with the Mechanimists.




Ugh, one second.




Much better.




We're extremely well equipped for Bethesda Susa now. Next time!

NewMars
Mar 10, 2013
That has to be the single most lucrative Sultan site I've ever seen.

MuffinsAndPie
May 20, 2015

I didn't even know walls could have deposits like that

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

MuffinsAndPie posted:

I didn't even know walls could have deposits like that

Its great when you can find it

Even better later when the deposits come to you!

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Jesus Christ those boots

The game really just said "hey buddy, don't worry about Bethesda Susa. Just go on through"

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

Angry Diplomat posted:

Jesus Christ those boots

The game really just said "hey buddy, don't worry about Bethesda Susa. Just go on through"

This run is not going to be very helpful to new players, lol.

“Ah cragsmench. Just use your geomagnetic disk to handle them easily! Rimewycs? They can’t hurt you, no need to worry”

verbal enema
May 23, 2009

onlymarfans.com
I'm loving this but I'm also waiting for D E A T H

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

verbal enema posted:

I'm loving this but I'm also waiting for D E A T H

I think they are still not neutral with trolls

verbal enema
May 23, 2009

onlymarfans.com
One troll is a bastard the other two can suck my butt

titty_baby_
Nov 11, 2015

verbal enema posted:

I'm loving this but I'm also waiting for D E A T H

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.

Snake Maze posted:

A geomagnetic disk! This is probably the best thrown item in the game. As long as it's powered it has infinite range, perfect accuracy, and bounces between multiple targets before returning to the user.

Fair warning on this one: when the game gets its next stable update, this won't be true anymore. It has a maximum initial range now (increased by airfoil.)
Even with this nerf it's probably the best thrown weapon in the game. Geomagnetic disks were just straight busted before.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

verbal enema posted:

I'm loving this but I'm also waiting for D E A T H

My money's on "decides to explore every floor of Bethesda Susa, then is vaguely nearby when the Alchemist sees something that makes them mad"

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verbal enema
May 23, 2009

onlymarfans.com
Alchemist ftw

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