Mechanics are the systems in Caves of Qud which govern how various actions and interactions behave in the game.
For a full list of mechanics, please see Category:Mechanics. A non-exhaustive summary of the more central mechanics is included below.
Combat Mechanics
Mechanic |
Description
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Hitpoints (HP) |
The amount of health a creature has. If this drops to zero, the creature dies.
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Armor (AV) |
How heavily-armored a creature is. Defends against penetration in an attack roll.
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Dodge Value (DV) |
How evasive a creature is. Defends against accuracy in an attack roll.
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Mental Armor (MA) |
How shielded or resilient a creature's mind is, somewhat analogous to AV. Used when resisting various psychic attacks.
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Penetration |
The ability of an attack to penetrate the target's AV.
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Accuracy |
The ability of an attack to hit the target (contested by the target's DV).
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Quickness |
How quickly a creature performs actions. More quickness means the creature can perform more actions each turn.
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Resistances |
How resistant a creature is to various elemental effects.
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Item Mechanics
Mechanic |
Description
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Item Mods |
The various modifications that can be applied to a base item, both by players with the appropriate Tinkering skill and by the game when it generates the item.
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Commerce |
The mechanic governing how much various items are worth when trading with a creature.
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Artifact examination |
The process by which the player can identify unidentified artifacts.
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Food/Drink Mechanics
Mechanic |
Description
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Hunger |
How hungry the player character is. Hunger cannot kill the player, but becoming Famished! will inflict a quickness penalty.
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Thirst |
How thirsty the player character is. Excessive thirst can kill the player.
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Cooking |
The process by which a player cooks ingredients into useful food. Cooking is done at a campfire or clay oven.
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Cooking Effects |
The special effects which the player gets by eating cooked meals. Different ingredients give different effects.
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Creature/Player Mechanics
Mechanic |
Description
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Attributes |
A creature's stats.
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Reputation |
How a creature is viewed by the various factions present in Caves of Qud.
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Glimmer |
A stat increased by having a high number of high-level mental mutations. Represents how noticeable the player's mind is to psychic creatures (including those from other dimensions), with higher glimmer attracting more dangerous psychic assassins.
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Illnesses |
Various non-fungal diseases which the player can contract in Qud.
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Fungal Infections |
Various fungal diseases which the player can contract in Qud.
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Experience |
The stat representing how seasoned and experienced a creature is. Experience is awarded for a variety of things, including killing creatures, completing quests, and giving books to Sheba Hagadias, Librarian of the Stilt. After gaining enough experience, a creature or player can level up.
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Effects |
The various status effects that can be applied to an entity in Caves of Qud.
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World Mechanics
Mechanic |
Description
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Fast Travel |
The mechanic allowing the player to quickly travel across the world map, at risk of getting lost.
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Zone Tier |
A general description of how "high-level" a region of the map is. Higher-tier zones tend to have more dangerous creatures and better loot.
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Misc/General Mechanics
Mechanic |
Description
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Phase |
A mechanic determining whether two entities can interact. Creatures/players/items/walls with the same phase can interact, those with different phases cannot.
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Quests |
The objectives a player completes to guide them through the main storyline of Caves of Qud.
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Tier |
A general description of how strong, good, valuable, or powerful something in Caves of Qud is.
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Water Ritual |
A ritual in which two creatures share water and exchange secrets or ask for help. Performing the water ritual is the main way a player affects and uses their reputation in Caves of Qud.
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