Castes: Difference between revisions
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(correct syzygyrior loadout) |
imported>Schematix m (typo on praetorian info, +1 toughness) |
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| footnote = Can select {{favilink|cherubic visage}} as their starting cybernetic | | footnote = Can select {{favilink|cherubic visage}} as their starting cybernetic | ||
| strength = +2 | | strength = +2 | ||
| toughness = + | | toughness = +1 | ||
| willpower = +1 | | willpower = +1 | ||
| skills = Long Blade</br>Shield</br>--Shield Slam</br>Bow and Rifle | | skills = Long Blade</br>Shield</br>--Shield Slam</br>Bow and Rifle |
Revision as of 07:11, 10 April 2021
Castes are the True Kin subtypes that the player may choose from during character creation in Caves of Qud.
Players who begin the game as a mutant will instead have a choice of calling.
There are 12 castes available. Each of those castes is associated with one of the following three arcologies:
- The Toxic Arboreta of Ekuemekiyye, the Holy City: Castes from this arcology have extra resistance to bleeding effects and may choose nocturnal apex as their unique starting cybernetic.
- The Ice-Sheathed Arcology of Ibul: Castes from this arcology have exceptional cold resistance and may choose cherubic visage as their unique starting cybernetic.
- The Crustal Mortars of Yawningmoon: Castes from this arcology have exceptional heat resistance effects and may choose air current microsensor as their unique starting cybernetic.
List of Castes
This section shows additional details about each of the starting castes, including the name of castes, their attribute bonuses, starting Skills and Powers, and starting equipment and items.
The Toxic Arboreta of Ekuemekiyye, the Holy City |
Horticulturist
+3 Intelligence
+2 to saves vs. bleeding
Equipped:
- 1 bio-scanning bracelet
(with energy cell) - 1 steel vinereaper
- 1 gas mask
- 1 cloth robe
- 1 leather moccasins
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4Ekuemekiyyen greens
- 1d3+12-4 (Avg: 3)defoliant grenade mk I
- 1d3 salve injectors
- 1d31-3 (Avg: 2) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
Can select nocturnal apex as their starting cybernetic
Priest of All Suns
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4Ekuemekiyyen greens
- 3d63-18 (Avg: 10.5) bandages
- 1d3+12-4 (Avg: 3) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1 thing from Artifact 3
Can select nocturnal apex as their starting cybernetic
Priest of All Moons
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 steel butcher knife
- 3 waterskins with 32 drams
- 3-4Ekuemekiyyen greens
- 2d2+13-5 (Avg: 4) salve injectors
- 1d3+12-4 (Avg: 3) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1 thing from Artifact 3
Can select nocturnal apex as their starting cybernetic
Syzygyrior
Equipped:
- 2 things from Melee Weapons 2
- 1 vine-weave tunic
- 1 panther's cloak
- 1 sun and moon mask
- 1 sandals
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 3-4Ekuemekiyyen greens
- 1d31-3 (Avg: 2) salve injectors
- 1 thing from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
Can select nocturnal apex as their starting cybernetic
The Ice-Sheathed Arcology of Ibul |
Artifex
+3 Intelligence
+15 cold resistance
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 waterskins with 32 drams each
- 2-3 food cubes
- 1 basic toolkit
- 2d2+13-5 (Avg: 4) salve injectors
- 1d31-3 (Avg: 2) things from Injectors
- 2d22-4 (Avg: 3) things from Cells
- 1d41-4 (Avg: 2.5) things from Junk 1
- 2d42-8 (Avg: 5) things from Scrap 1
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d2+12-3 (Avg: 2.5) things from Artifact 2
- 1d21-2 (Avg: 1.5) things from Artifact 3
- 1 thing from Artifact 3
Can select cherubic visage as their starting cybernetic
Consul
+3 Ego
+15 cold resistance
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 4 half full waterskins of fresh water
- 2-3 food cubes
- 1 basic toolkit
- 1d3-10-2 (Avg: 1) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1d21-2 (Avg: 1.5) things from Artifact 3
- 1 thing from Artifact 3
Can select cherubic visage as their starting cybernetic
Praetorian
skills
Equipped:
- 1 steel long sword
- 1 steel shield
- 1 desert rifle(favilink error!)
- 1 chain mail
- 1 Praetorian's cloak
- 1 leather boots
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 2-3 food cubes
- 3 lead slugs
- 1d31-3 (Avg: 2) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1 thing from Artifact 2
Can select cherubic visage as their starting cybernetic
Eunuch
skills
Equipped:
- 1 steel dagger
- 1 walking stick
- 1 borderlands revolver(favilink error!)
- 1 cloth robe
- 1 sandals
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 half full waterskin of fresh water
- 2-3 crusty loafs
- 3 lead slugs
- 1d3-10-2 (Avg: 1) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1 thing from Artifact 2
Can select cherubic visage as their starting cybernetic
The Crustal Mortars of Yawningmoon |
Child of the Hearth
+3 Strength
+15 heat resistance
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 2 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1-2 things from Artifact 1
- 1 thing from Artifact 2
Can select air current microsensor as their starting cybernetic
Child of the Wheel
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1-3 things from Trinkets 1
- 1-2 things from Artifact 1
- 1-2 things from Artifact 2
Can select air current microsensor as their starting cybernetic
Child of the Deep
+3 Toughness
+15 heat resistance
Equipped:
- 1 steel battle axe
- 1 studded leather armor
- 1 headlamp
- 1 magnetized boots
- 1 nanopneumatic jackhammer
- 1 structural scanning bracelet
(with an energy cell)
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1 thing from Cells
- 1-3 things from Trinkets 1
- 1 thing from Artifact 1
Can select air current microsensor as their starting cybernetic
Fuming God-Child
+4 Willpower
+15 heat resistance
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1d31-3 (Avg: 2) things from Injectors
- 1 thing from Cells
- 1-3 things from Trinkets 1
- 1-2 things from Artifact 1
Can select air current microsensor as their starting cybernetic
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