Sprint

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Sprint
Base Cooldown

100

ID

Tactics_Run

Sprint is a hidden skill in the Tactics skill tree that all player characters start with, along with Make Camp.

Sprint adds the ability to start sprinting, with a cooldown of 100. While sprinting, a character's movement speed is doubled, and this effect lasts for 10 turns by default.[1]

Mechanics

This section is an excerpt from Sprinting#Mechanics.

Most physical actions that a character can take, such as performing a melee attack against another creature, will cancel the sprint effect immediately. Moving through a sizeable body of liquid or suffering from other movement effects, such as becoming stuck, will also terminate sprinting. Reloading or firing a missile weapon will not cancel sprinting, but shooting is subject to an accuracy penalty by default.

Sprint cannot be used if the creature is frozen solid or on the world map.

Penalties

  • While sprinting, a creature suffers a -5○ penalty to DV, unless they have the Hurdle skill.
  • Any melee attacks made by the sprinter will suffer from a -10 to-hit penalty, and will also immediately cancel the sprint.[1]
  • Firing any kind of missile weapon suffers from a random aim variance penalty (a random amount between -23° and 23°),[2] unless the sprinter is using Pistols has the Sling and Run skill.

Skill Interactions

  • Conatus and Longstrider increase the sprint duration by 10 each. These skills can stack.
  • Hurdle removes the DV penalty associated with sprinting.
  • Sling and Run removes the accuracy penalty for firing pistols while sprinting.

Item Interactions

  • Wearing bounding boots for at least 100 turns grants the springing effect, which increases the movement speed boost while sprinting to 3x.
  • Equipping rocket skates changes the Sprint ability to Power Skate, which grants power skating instead.
  • Wearing a fully booted Kah's loop removes the penalties listed above, and allows the wearer to keep sprinting after performing an action that would normally cancel it.

Mutation Interactions

  • Triple-jointed gives a mutation-level-based chance to activate Sprint without putting the ability on cooldown.
  • Two-hearted increases the sprint duration by a mutation-level-based percentage.
  • Wings increase the sprint speed by a mutation-level-based percentage.

Additional Notes

Creatures that lack the Sprint skill can obtain it by purchasing the base Tactics skill tree (which includes Hurdle). Purchasing the base Tactics skill will also grant the Sprint skill and the ability to start sprinting.

Ability Cooldown

Sprint's cooldown (CD) in rounds depends on the user's willpower (WI) attribute:

WICDWICDWICDWICD
91351510521752745
101301610022702840
11125179523652935
12120189024603030
13115198525553125
14110208026503220

References

This information is reliable as of patch 2.0.201.55.
  1. 1.0 1.1 XRL.World.Effects.Running
  2. XRL.World.Parts.MissileWeapon