Caves of Qud

Caves of Qud

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A Pathetic Pamphlet on Power
By Local Doegirl
Power can be massive game changer in Qud, a simple solar cell can make life tenfold easier.
In this brief guide I will give some extremely useful tips on what to seek out in terms of electrical power in Qud.
   
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1. Electrical Generation/Biodynamic Power Plant
Electrical Generation (Mutation) or the Biodynamic Power Plant (Cybernetic Implant) Generate an ABSURD amount of power for how easy they can be to obtain. Note that electrical generation has different power capacity and generation based on mutation level (see image for specifics), whereas the biodynamic power plant is a static 5000 charge per turn.
5000 charge is PLENTY for a vast majority of users, my personal character using 4 jacked hand rails has enough power to spam fire their weapons and still have leftover for utility items like their jacked anti gravity boots. See wiki for specific power draws when drafting a character to ensure whatever you want to achieve is viable.

This is a datasheet for the Electrical Generation (Mutation) via the wiki (https://wiki.cavesofqud.com/wiki/Electrical_Generation) reference that page for further information
2. Know your Batteries!
There's a good variety of cell types in Qud, though you wont see many other than chem cells early on. Learning what cells are best used where is a major boon to have in your journey, as not all cells have the same power capacity.
Solar- Charges from the sun (duh) only works outside, poor choice for avid spelunkers. Low capacity but they are almost always recharging, prime candidate for recoilers.
Fidget- Just like those crappy old shake-to-power flashlights! equip on a wrist slot to charge while you walk or fight. Generally a poor choice due to minimal capacity and the fact it does not recharge while inserted in anything.
Nuclear- just a big battery. is good.
Antimatter- basically just a bigger nuclear, its the best in slot for power
Liquid Cells (Lead-Acid, Combustion, Thermoelectric, Biodynamic) - Uses liquids to give power (uses Acid, Oil, Lava, and Blood respectively) These cells go up in charge and power-per-dram by tier, Acid being weakest, and Blood being the strongest. What's better than a battery you dont need to disassemble or recharge? Using fluids instead! Turning on auto siphon lets them suck up their respective fluid when nearby.
3. Tinker!
Tinkering is massively powerful in every aspect but unfortunately for low INT builds it's just not feasible. Adding a radio wave powered mod to a battery will ensure you get trickle charge in most static towns. Solar cells are a great choice for recoilers, as traversing the world map will full charge them in just a few parasangs of movement (assuming it isn't the dead of night, they are solar after all)
4. Breaking the rules, as a treat
Fitted with Suspensors (Mod) is incredibly powerful as it has an unmentioned interaction with certain items. items like Leyline Puppeteers that use alternative methods of power (in this case neutron flux) can be modded with Suspensors to add a power cell slot, allowing you to bypass the other powering method! As a neat bonus it makes the item weightless while powered.
Here's An example of a decent Leyline Puppeteers power setup. With suspensors and jacked, this is effectively set up with two sources of backup power (assuming it had neutron flux in it)
1 Comments
billy.checkers.22 25 Jul, 2024 @ 5:48pm 
the reference to fucking shake-to-charge flashlights sent me to another dimension, love this guide!