Properties
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Aside from standard qualities like damage and weight, items, objects, and creatures can have physical or metaphysical properties that affect how they behave and how other items interact with them.
Metal
Metal items can rust, be magnetized, and be pulled by pulsed field magnets. Creatures can be metallic as well. This means their entire body becomes pulled if magnetic pulsed, and will refuse to properly function if rusted. Metal items (but not creatures) cannot be set on fire.[1]
For modding purposes, this property corresponds to the Metal
object part.
Organic
A thing that is organic[2]:
- cannot safely contain
acid[3]
- can be healed by
convalessence[4]
- turns to
ashes when destroyed by fire or light damage[5]
- is vulnerable to a
thirst thistle's thirsting effect[6]
Cannot be removed once equipped
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This article has information that is missing or not up to par.
Reason: This section requires clean-up - in particular, the "Cursed" tag and internal terminology no longer exists. |
Reason: This section requires clean-up - in particular, the "Cursed" tag and internal terminology no longer exists.
Items with this property can't be unequipped normally by the player, but can be unequipped under other circumstances by the game, such as when they're destroyed.
For modding purposes, this property corresponds to the Cursed
, CursedCybernetics
, and NaturalEquipment
object parts.
EMP Sensitive
This item will deactivate if hit by an EMP blast, usually from Electromagnetic Impulse or an EMP grenade.
For modding purposes, this property usually corresponds to having an IsEMPSensitive
attribute of true
on an appropriate object part. There are several such parts; refer to ObjectBlueprints.xml
for examples. There is a generic base class that supports parts with involved conditional behavior, called IActivePart
; see Modding:Active Parts for details. IsEMPSensitive
is a field on that class.
Some parts implement hardcoded EMP sensitivity because they do not use IActivePart
. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts.[7]
EMP-Sensitive Furniture
Barathrum clock with Q Girl pendulum
ergo chair
grav chair
hyperbiotic chair
reclamation cist
torture chair
EMP-Sensitive Walls
EMP-Sensitive Melee Weapons
Ari
ceremonial vibrokhopesh
force knife
gaslight chisel
gaslight flyssa
gaslight kris
maghammer
nanopneumatic jackhammer
prayer rod
Shayna
steel butcher knife
stun rod
syphon baton
vibro blade
vibro dagger
Yal
EMP-Sensitive Ranged Weapons
arc cannon
arc winder
blast cannon
blood-gradient hand vacuum
chain laser
di-thermo beam
eigenpistol
eigenrifle
electrobow
freeze ray
geomagnetic disc
grappling gun
hand rail
high-voltage arc winder
hypertractor
laser pistol
laser rifle
light rail
linear cannon
longreach grappling gun
normality gas pump
nullray pistol
phase cannon
point-defense drone
psychal fleshgun
space inverter
spaser pistol
spaser rifle
turbow
EMP-Sensitive Creatures
anomaly extinguisher
arcwyrk
baetyl
baetyl cherub
blast cannon tinker
boosterbot
CAP-N
chain laser emplacement
chaingun turret
chaingun turret tinker
chrome idol
chrome pyramid
chromeling
cloneling
conservator
crypt sitter
dawning ape
decarbonizer
diplomacy droid
drillbot
dynamic turret tinker
E-Ros
Ebenshabat
eigenturret tinker
fulcrete catapult
galgal
Girsh Agolgot
Girsh Bethsaida
Girsh Qas
Girsh Qon
Girsh Rermadon
Girsh Shug'ruith the Burrower
Graftek
Herododicus
important fish
infiltrator
interdictor
laser turret
laser turret tinker
leering stalker
low-light laser turret tinker
Many Eyes
mechanical baetyl cherub
mechanical robot cherub
mercurial
microturret
mindrone
miner Mk I
miner Mk II
miner Mk III
musket turret
NaN-N/A
phase cannon tinker
plastronoid
plated chromeling
pulsed field magnet
reprogrammed scrap shoveler
rifle turret
rifle turret tinker
robot cherub
rocket turret
rocket turret tinker
Rodanis Y
saw-hander
scrap shoveler
Shem -1
skittering sentry
sparking baetyl
strip fly
temple mecha mk Ia
temple mecha mk Ib
temple mecha mk II
traipsing mortar
urn duster
Vivira
Warden 1-FF, reprogrammed conservator
waydroid
widget
Other EMP-Sensitive Equipment/Objects
Reality Distortion Based
Capabilities that are reality distortion based are subject to being interfered with by normality.
On items, this property usually corresponds to having an IsRealityDistortionBased
attribute of true
on an appropriate object part. This is another configuration point provided by IActivePart
; see Modding:Active Parts for details.
Some mutation parts can also be configured for this property, using fields called either IsRealityDistortionBased
or RealityDistortionBased
. There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods.
Occluding
Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping gases from passing through their tile. In terms of AI, even though the enemy knows their target is behind an occluding object, and the object does not block bullets, they will still refuse to fire until they are able to see their target again. Occluding items can also prevent NPCs from witnessing the player stealing an object. The most common class of objects that occlude light are walls (including closed doors and vents). Other occluding objects are shown below.[8]
Occluding Plants and Fungi
Occluding Statues and Monuments
Occluding Objects
Non-plant, non-statue, non-wall
objectsthat are occluding.
Non-Occluding Walls
Most walls are occluding, but the
following are exceptions to that rule:
Object |
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Occluding Holograms
Surprisingly, although holographic,
these objects are occluding.
References
- ↑
XRL.World.Parts.Metal
, methodMakeNonflammable
- ↑ For modding purposes, “organic” means having an
Inorganic
integer property set to 0, rather than 1. - ↑
XRL.Liquids.LiquidAcid
, methodSafeContainer
- ↑
XRL.Liquids.LiquidConvalessence
, methodGetHealingLocationValue
- ↑
XRL.World.Parts.BurnToAshesIfOrganic
- ↑
XRL.World.Parts.ThirstOnHit
- ↑ Most of these special cases can be found by searching the codebase for "IsEMPed", an IComponent method used for less conventional EMP status checking.
- ↑ Occlusion can be set on an object by adding
Occluding="true"
in the object'sRender
part.
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