I just watched your whole playlist and it really helped. Specially because my character somehow got a sore throat in a random ruin and I managed to cure the glotrot just in time.
Another awesome video man! Your older tutorials had me reinstall Caves of Qud after years of not playing and then eventually that led me to making my channel (finally) SO thank you bro and God bless! 🙏🏼 Also congrats on 5k! 🎉 ...just realized I'm not subscribed on this account... 😵
excellent tutorial, I've got 400 hours and I didn't know you could use wings to descend the shaft! I normally either throw myself down and see if I can survive, or hold my breath and just run through the whole structure without any specific regard for what's in my way
You can also drink or eat or inject that rubbergum thing.. Each one halves fall damage. This means 2 is fine if you have more health but 3 is safer for most players. This way you can just jump that hole.
@@MrBased-ip3jn "Just looked it up. The fall deals 5d20+255 damage. Meaning that Mutants need about 150 HP with a Rubbergum to survive on average. 5d20 is about 52 on average" Pasted from an old post I made
I believe you can also click directly on your Effects bar to see the full list without going into any menus. Same with Abilities. These don't look clickable, but they are.
from my understanding, there is a guaranteed pickaxe under joppa or bought from grit gate and guaranteed mechanical wings from the smashd remains around joppa. so unless you have a mutation that prevents the mechanical wings, there is no need to go any other route than the straight drop? if you don't want to gamble on falling down, pop a sphynx injector as a safe guard.
You’re right about the pickaxr but I don’t recommend mechanical wings as they have a tendency to make you fall from the sky. You can use rubber gun to survive the fall as sphynx salt only works for truekin
@@Rogue_Rat damn you are right, forgot mutants get a different effect. hmm but a 5% chance to fall down per turn and you only need to worry about 5-6 turns if you activate them just to descend, doesn't sound so bad, unless i missed something again XD but yeah i guess the rubber tonic would be the go.
This is my white whale, my jerusalem, the trial by shafts and vents. Most of my characters that die, die here. If the run makes it past this i usually make it to level 30 and beyond. I refuse to do it after level 14. Moonkingfever is a myth i do not have it. Goo and glory. Kill the [REDACTED] repair the waydroid. Shoot agolfly. Trip on goo on a bad turn and curse the game forever. Im running it back right now.
Is it better to stick around in the Chute Crab path? I always thought blazing through was the best option there, because they do not stop spawning, sometimes overwhelming you very quickly if you let them pile up.
Yes you should have a recoiler by this point in the quest from your starting village! You can use a recoiler with force bubble and bracelet, even if there are enemies nearby :)
the worst thing you can do is treat it like a dungeon that needs to be cleared, which its not. its a heist. you go in, med up, rush the belts, hack that bot and teleport home to gg and hand the quest in. there is nothing else here (well actually there might, but not if you are just here for the quest progress). any extra time spent means moire chance of infection which is bad like really just make a new game before you deal with healing full blown mouth aids
You might be right in the case of chute crabs, its just the last thing you want is to run by jells and get destroyed. I've Golgotha RNG in the past where legendary putus spawned in there - that was definitely a time to run haha
So far my strategy is fall down the quick way, clairvoyance until I find the thing we are looking for down there, pick it up and run until I can finally use my recoiler
@Rogue_Rat Also I got a pretty scuffed build idea. You could do the tutorial playtrough as a Mutant with the digging claws (daggers) and aply frost or fire to em with the mutation. (Budget frost or fire daggers.)
@@K0RT3K You can, but the digging claws scale so badly! The pentration is okay but the damage is awful. It's an interesting idea though, and i'll look into it :)
@@Rogue_Rat Or you can go with a Mass Mind and minimal Ego and just spam it to the max glimmer. Maybe take a Mental Mirror as well and high Wisdom for hig MA? (Optional) Fun fact, when you have low Ego and almost no mental mutations pretty much the same goes for the Seekers and Astral Hunters that go after you as well, if I recall correctly that is.
I got that waxflab on my chest, iron shank in my legs you know im rockin a shield and defensive stance
live and stink, fellow muck swimmers
YESSIR WE MAKING IT OUT OF GOLGOTHA WITH THIS ONE 🗣️🗣️🗣️🔥🔥🔥💯💯💯
I just watched your whole playlist and it really helped. Specially because my character somehow got a sore throat in a random ruin and I managed to cure the glotrot just in time.
Another awesome video man! Your older tutorials had me reinstall Caves of Qud after years of not playing and then eventually that led me to making my channel (finally) SO thank you bro and God bless! 🙏🏼 Also congrats on 5k! 🎉
...just realized I'm not subscribed on this account... 😵
Thank you so much!
excellent tutorial, I've got 400 hours and I didn't know you could use wings to descend the shaft! I normally either throw myself down and see if I can survive, or hold my breath and just run through the whole structure without any specific regard for what's in my way
You can also drink or eat or inject that rubbergum thing.. Each one halves fall damage. This means 2 is fine if you have more health but 3 is safer for most players.
This way you can just jump that hole.
Yes, also true! This is especially good with clairvoyance to search for *redacted*
I was today years old when I learned you can stack the same injection multiple times
@@TripeDemo It can backfire badly btw
Definitely dont try it with just 1 injector. My first run through Golgotha very nearly ended when I tried it. I dropped from max hp to single digits
@@MrBased-ip3jn "Just looked it up. The fall deals 5d20+255 damage. Meaning that Mutants need about 150 HP with a Rubbergum to survive on average.
5d20 is about 52 on average"
Pasted from an old post I made
I believe you can also click directly on your Effects bar to see the full list without going into any menus. Same with Abilities. These don't look clickable, but they are.
thanks for all the qud content rogue rat, really excited to catch your streams for the 1.0 release!
from my understanding, there is a guaranteed pickaxe under joppa or bought from grit gate and guaranteed mechanical wings from the smashd remains around joppa. so unless you have a mutation that prevents the mechanical wings, there is no need to go any other route than the straight drop? if you don't want to gamble on falling down, pop a sphynx injector as a safe guard.
You’re right about the pickaxr but I don’t recommend mechanical wings as they have a tendency to make you fall from the sky. You can use rubber gun to survive the fall as sphynx salt only works for truekin
@@Rogue_Rat damn you are right, forgot mutants get a different effect. hmm but a 5% chance to fall down per turn and you only need to worry about 5-6 turns if you activate them just to descend, doesn't sound so bad, unless i missed something again XD but yeah i guess the rubber tonic would be the go.
This is my white whale, my jerusalem, the trial by shafts and vents. Most of my characters that die, die here. If the run makes it past this i usually make it to level 30 and beyond. I refuse to do it after level 14.
Moonkingfever is a myth i do not have it. Goo and glory. Kill the [REDACTED] repair the waydroid. Shoot agolfly. Trip on goo on a bad turn and curse the game forever. Im running it back right now.
Have you been DEEPER in this area, though?
yes and i came back out stronger
Is it better to stick around in the Chute Crab path? I always thought blazing through was the best option there, because they do not stop spawning, sometimes overwhelming you very quickly if you let them pile up.
You can get out of range for them to spawn, but I can't remember how far that is. Rushing might be good if you get a clear shot of the end
force bubble/bracelet can help to avoid contact, a flamethrower for the puddles( if you can find it) and never forget a working recoiler!
Yes you should have a recoiler by this point in the quest from your starting village! You can use a recoiler with force bubble and bracelet, even if there are enemies nearby :)
normally i wouldn't want to watch a video that spoils a place in a game, but at level 20 i put too much time into my character to get surprised!
If you have around 150 hp and a rubbergum injector, you can take the shortcut through the elevator shaft without wings. ;)
the worst thing you can do is treat it like a dungeon that needs to be cleared, which its not. its a heist. you go in, med up, rush the belts, hack that bot and teleport home to gg and hand the quest in. there is nothing else here (well actually there might, but not if you are just here for the quest progress). any extra time spent means moire chance of infection which is bad like really just make a new game before you deal with healing full blown mouth aids
"I will not be spoiling the bottom floor". Yeah, I found this weird creature at strata 30. Is that the boss of the area?
You went too far haha. That's endgame
Good video! But I disagree that rushing is bad. I think its actually the best thing you can do if you are faced with shute crabs.
You might be right in the case of chute crabs, its just the last thing you want is to run by jells and get destroyed. I've Golgotha RNG in the past where legendary putus spawned in there - that was definitely a time to run haha
Mm, jumping down a stinky sewer hole to find a broken droid, how hard could it be?
What if I have a sore throat and stiff legs irl?
Better than a stiff throat and a sore leg
I really hope 1.0 releasing won't make this useless because I've been really struggling with this one lately
So far my strategy is fall down the quick way, clairvoyance until I find the thing we are looking for down there, pick it up and run until I can finally use my recoiler
If you get high enough Regeneration mutation you are also immune to diseases.
yes, level 6 will start removing serious debuffs and diseases and at level 10 you will also grow back limbs!
@Rogue_Rat And at some level you ger imune to decapitate as well.
@Rogue_Rat Also I got a pretty scuffed build idea. You could do the tutorial playtrough as a Mutant with the digging claws (daggers) and aply frost or fire to em with the mutation. (Budget frost or fire daggers.)
@@K0RT3K You can, but the digging claws scale so badly! The pentration is okay but the damage is awful. It's an interesting idea though, and i'll look into it :)
@@Rogue_Rat Or you can go with a Mass Mind and minimal Ego and just spam it to the max glimmer. Maybe take a Mental Mirror as well and high Wisdom for hig MA? (Optional)
Fun fact, when you have low Ego and almost no mental mutations pretty much the same goes for the Seekers and Astral Hunters that go after you as well, if I recall correctly that is.