Action cost

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Most actions you take in the game have an action cost. This determines how long it takes you to perform the action.

The standard action cost representing a "one-turn" action is 1,000. Quickness determines how many action points a character has available to spend each turn, which is typically also 1,000.

All action costs are randomly varied by up to ±10% in order to make the initiative order of the game less deterministic.

The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches.

Energy cost affecting factors
Mechanism Amount Scope
Empty the Clips -50% Firing pistols
Fastest Gun in the Rust -25% Firing pistols
medassist module -80% Applying tonics
micromanipulator array -40% Tinkering
Move Speed variable Movement
plastifer chem vest -100% Applying tonics
rapid release finger flexors -25% Firing pistols
Short Blade Expertise -25% Attacking with a short blade in the primary hand

Using Hobble with a short blade equipped

Using Shank with a short blade in the primary hand

Sprint -50% Movement
Springing with Sprint -67% Movement
steel butcher knife -50% (first) Butchery
Telepathy -90% Directing companions
Two-headed -20% to -56% Mental actions

Modding note: at an internal technical level, this concept is referred to as "energy". "Action cost" is used in public facing materials to avoid confusion with things one thinks of first when thinking "energy".