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 player 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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