Attributes

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Revision as of 15:30, 15 August 2020 by Teamtoto (talk | contribs) (add intelligence section)
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Attributes define a character's strengths and weaknesses. They are also sometimes referred to as stats. The core attributes include:

  • Strength
  • Agility
  • Toughness
  • Intelligence
  • Willpower
  • Ego

Attributes affect how well a character performs certain skills or actions, such as attacking and dodging attacks.

Many skills also have attribute requirements. For example, a character must have at least 17 strength to learn the Jump skill.

Attribute Modifiers

A variety of game calculations use a character's modifier for a particular stat. Here are just a few examples:

  • A character's dodge value (DV) is increased by the amount of their agility modifier.
  • A character's penetration value (PV) is increased by the amount of their strength modifier.
  • A character must succeed at a toughness save (1d20 + toughness modifier) to stop bleeding. The difficulty of that save varies depending on the severity of bleeding.

Attribute modifiers are listed in parentheses after the attribute on the character's stat sheet in game. For example, if you have a strength of 21, your strength modifier is +2:

Strength       21 (+2)

An attribute modifier increases or decreases by one for each 2 points that the attribute goes above or below 16.

You can use the following formula for calculating an attribute modifier: [1]

  • Stat values of 16 or higher: (value - 16) ÷ 2 rounded down.
  • Stat values of 15 or lower: (value - 16) ÷ 2 rounded up.

Attributes

Intelligence

Intelligence is a requisite attribute for many skills:

Skill Tree Total Skills That Require Int
Cooking and Gathering 5
Customs and Folklore 2
First Aid 2
Long Blade 2
Physic 4
Tinkering 10
Wayfaring 9

Passive Effects

Intelligence also alters how many skill points are gained each level up; Before Intelligence is applied, True Kin gain 70 skill points per level, while Mutants gain 50. Each point of Intelligence above 10 increases the number of skill points gained by 4 per level, and is applied retroactively, meaning that if a level 10 character at 10 Intelligence gained a single point, it would earn 40 skill points instantly. The opposite is also true for each point below 10.

Intelligence is also used when uncovering hidden creatures as well as examining artifacts.

Temporary Intelligence

Intelligence can be temporarily granted through wearing certain equipment. This will not count towards the threshold for stat requirements, but will apply most passive effects. How temporary intelligence affects skill points gain is different than real intelligence. This boost only alters total skill points on level up: the creature will gain the amount of skill points as if they actually had that bonus intelligence. However, once it is removed and they level up again, they will be penalized that exact amount and will gain less points that level. This results in a zero net sum.

References

  1. XRL.Rules.Stat.GetScoreModifier()