Which Starting Area to Pick in Caves of Qud

As a seasoned gamer with years of experience under my belt, I must say that the diversity in starting locations of Caves of Qud is truly a breath of fresh air. Each area offers a unique flavor and sets the tone for your adventure ahead. While Joppa might be the most beginner-friendly, I’ve always found myself craving a challenge, so I usually start in the Salt Dunes or Hill Village. The struggle against formidable monsters and the camaraderie with Issachar raiders or Hermits, respectively, is an exhilarating experience that keeps me hooked.

In Caves of Qud, you’ll find numerous methods to engage in gameplay, and if the multitude of character creation possibilities doesn’t excite you enough, there are also multiple starting points for players to select. Each location stands out distinctly, and since the game’s random generation impacts nearly every facet, no two gaming sessions will feel repetitive.

In many role-playing games alike, the initial location you embark on in Caves of Qud significantly shapes your opening adventure. If you’re curious about the unique qualities and benefits that each starting point holds, here’s a concise guide to help you understand them better.

All Starting Locations in Caves of Qud

In the captivating world of Caves of Qud, there are five distinct starting points, four of which are randomly generated. Choosing your initial location can significantly shape your adventure, as some territories present tougher challenges in various aspects. Don’t anticipate any high-tech metropolises here; instead, you’ll find remnants of what once were bustling cities, now lying in ruins. The options for your starting grounds are:

Location Description
Joppa The most beginner-friendly starting location. The surroundings are relatively safe, and resources are somewhat plenty.
Salt Marsh Region with dense greenery and plenty of saltwater. NPCs in the starting village can teach Harvestry, which is good for getting food.
Salt Dunes Desert region filled with strong monsters. Starting here gives you reputation with Issachari raiders, and you can learn the Fasting Way skill, which slows hunger.
Hill Village Rocky region with lots of walls, trees, and waterways. Here, you gain increased reputation with Hermits and can learn Butchering for getting resources off corpses.
Desert Canyon Relatively tame region with many walls and deep pools, making navigation tricky. NPCs teach Wayfaring, and you get bonus reputation with equines, tortoises, and vines.

Instead of Joppa, all other launch points will transport you to a village located in a particular area of the game’s world map (which you can reach by using the “-” key on your numeric keypad). While these villages are randomly generated, they often feature several Non-Player Characters (NPCs) such as:

  • Village Mayor
  • Village Warden
  • Village Merchant
  • Village Apothecary
  • Village Tinker

In your initial settlement, you’ll find two characters who offer tasks. One of these tasks will guide you towards the game’s primary storyline, while the other is usually designed to provide you with funds, experience points, and other valuable items as you progress on your lengthy adventure.

Which Starting Area Should You Pick?

In general, Joppa is a great starting point for many players due to its straightforward layout, abundant free items nearby, and proximity to significant locations like the Stilt. Most of the monsters here can be handled easily (except those dwelling underground), and the surrounding areas are generally easy to navigate and explore.

Still, starting in Joppa every time you start a new character is bound to get repetitive, and if you want a different progression path, then starting in other areas can help spice things up. The Salt Dune, for example, is the closest you’ll get to a Kenshi-like starting experience. It has a lot of tough monsters, but from here, you can get an Issachar Rifle and some rifler companions, which can trivialize most early game combat encounters.

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2024-12-05 20:24