Equipment
There is a variety of equipment available in Caves of Qud, which are items that can be applied to an equipment slot for varying character effects.
Mechanics
All entities have several slots relevant to key body parts, such as Feet, which can be used to equip relevant items from their inventory, such as croccasins. Technically speaking, slots contain both the equipped item and the body part it represents: suffering Left Arm dismemberment will cause the victim to drop [Name]'s Left Arm, drop any items equipped in the Left Arm and Left Hand slots, will block using Left Missile Weapon, and the only way to restore the lost slots is to find a way to reoccupy the [Name]'s Left Arm slot (e.g. by using a ubernostrum injector).
Clothing and Armor
Clothing and armor items alter the AV Cleave will cause an equipped item to become cracked, which causes a temporary -1 penalty to the item.
and DV stats when equipped. High DV increases the likelihood of dodging an attack, and high AV decreases the damage taken from a successful attack. Heavier armor provides high AV and low to negative DV, while clothing and certain lighter armors provide high DV and minimal AV. Certain abilities can degrade armor values: for example, being struck byAn unmutated human body possesses six types of slots capable of wearing clothing:
- Head
- Face
- Back
- Body
- Arms
- Feet
Weapons
Weapons and ammo are tied to the PV Agility to hit their target, PV is a roll to determine how much damage is done against the recipient's AV (Armor). PV can be very complex and varies greatly among weapon types, but the general concept is that as PV approaches (and then passes) DV the attacker has better likelihood of dealing greater percentage of damage. Weapons can suffer negative status effects similarly to worn equipment: for example, swimming through salt water with metal items equipped will cause them to become rusted, which prevents using them as a weapon and divides their commerce value by 100 until they are repaired.
stat. Assuming a player has thePV stats are relevant for the following slots on an average humanoid body:
- Left Arm
- Left Hand
- Right Arm
- Right Hand
- Left Missile Weapon
- Right Missile Weapon
- Thrown Weapon
Miscellaneous
Additional unique buffs and debuffs can be applied through drones equipped on the single non-body slot:
- Floating Nearby