Castes: Difference between revisions
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[[File:Arcologies.png|thumb|Caste selection during character creation|right]] | |||
'''Castes''' are | '''Castes''' are the [[True Kin]] subtypes that the player may choose from during character creation in [[{{gamename}}]]. | ||
Players who begin the game as a [[mutant]] will instead have a choice of [[calling]]. | |||
There are 12 '''castes''' available. Each of those '''castes''' is associated with one of the following three '''arcologies''': | |||
* {{qud text|>he Toxic Arboreta of Ekuemekiyye, the Holy City}}: Castes from this arcology have extra resistance to [[bleeding]] effects and may choose {{favilink|nocturnal apex}} as their unique [[Cybernetics#Character_Creation|starting cybernetic]]. | |||
* {{qud text|&CThe Ice-Sheathed Arcology of Ibul}}: Castes from this arcology have exceptional [[cold resistance]] and may choose {{favilink|cherubic visage}} as their unique [[Cybernetics#Character_Creation|starting cybernetic]]. | |||
* {{qud text|&RThe Crustal Mortars of Yawningmoon}}: Castes from this arcology have exceptional [[heat resistance]] effects and may choose {{favilink|air current microsensor}} as their unique [[Cybernetics#Character_Creation|starting cybernetic]]. | |||
{{clear}} | |||
==List of Castes== | ==List of Castes== | ||
This section shows additional details about each of the starting '''castes''', including the name of castes, their [[attribute]] bonuses, starting [[Skills and Powers]], and starting equipment and items. | |||
<div style="display:inline-block;"><!-- WRAPPER - MAKES QUD QUOTE WIDTH MATCH WIDTH OF INFOBOXES BELOW IT --> | <div style="display:inline-block;"><!-- WRAPPER - MAKES QUD QUOTE WIDTH MATCH WIDTH OF INFOBOXES BELOW IT --> | ||
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| buildcode = a | | buildcode = a | ||
| bonusnote = +2 to saves vs. [[bleeding]] | | bonusnote = +2 to saves vs. [[bleeding]] | ||
| footnote = Can select | | footnote = Can select {{favilink|nocturnal apex}} as their starting cybernetic | ||
| intelligence = +3 | | intelligence = +3 | ||
| skills = Cooking and Gathering</br>--Harvestry</br>Axe</br>Bow and Rifle</br>Wilderness Lore: Jungles | | skills = Cooking and Gathering</br>--Harvestry</br>Axe</br>Bow and Rifle</br>Wilderness Lore: Jungles | ||
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| buildcode = b | | buildcode = b | ||
| bonusnote = +2 to saves vs. [[bleeding]] | | bonusnote = +2 to saves vs. [[bleeding]] | ||
| footnote = Can select | | footnote = Can select {{favilink|nocturnal apex}} as their starting cybernetic | ||
| ego = +3 | | ego = +3 | ||
| skills = Cudgel</br>First Aid</br>--Heal</br>Persuasion</br>--Snake Oiler</br>--Intimidate</br>Wilderness Lore: Jungles | | skills = Cudgel</br>First Aid</br>--Heal</br>Persuasion</br>--Snake Oiler</br>--Intimidate</br>Wilderness Lore: Jungles | ||
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| buildcode = c | | buildcode = c | ||
| bonusnote = +2 to saves vs. [[bleeding]] | | bonusnote = +2 to saves vs. [[bleeding]] | ||
| footnote = Can select | | footnote = Can select {{favilink|nocturnal apex}} as their starting cybernetic | ||
| willpower = +2 | | willpower = +2 | ||
| toughness = +2 | | toughness = +2 | ||
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| buildcode = d | | buildcode = d | ||
| bonusnote = +2 to saves vs. [[bleeding]] | | bonusnote = +2 to saves vs. [[bleeding]] | ||
| footnote = Can select | | footnote = Can select {{favilink|nocturnal apex}} as their starting cybernetic | ||
| agility = +3 | | agility = +3 | ||
| skills = Dual Wield</br>--Ambidexterity</br>Wilderness Lore: Jungles | | skills = Dual Wield</br>--Ambidexterity</br>Wilderness Lore: Jungles | ||
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| buildcode = e | | buildcode = e | ||
| bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | | bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|cherubic visage}} as their starting cybernetic | ||
| intelligence = +3 | | intelligence = +3 | ||
| skills = Tinkering</br>--Repair</br>--Disassemble</br>--Deploy Turret</br>--Tinker I</br>--Tinker II | | skills = Tinkering</br>--Repair</br>--Disassemble</br>--Deploy Turret</br>--Tinker I</br>--Tinker II | ||
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| buildcode = f | | buildcode = f | ||
| bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | | bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|cherubic visage}} as their starting cybernetic | ||
| ego = +3 | | ego = +3 | ||
| skills = Inspiring Presence</br>Proselytize | | skills = Inspiring Presence</br>Proselytize | ||
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| buildcode = g | | buildcode = g | ||
| bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | | bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|cherubic visage}} as their starting cybernetic | ||
| strength = +2 | | strength = +2 | ||
| toughness = +2 | | toughness = +2 | ||
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| buildcode = h | | buildcode = h | ||
| bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | | bonusnote = {{color|C|+15}} [[cold resistance|{{color|C|cold resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|cherubic visage}} as their starting cybernetic | ||
| agility = +2 | | agility = +2 | ||
| intelligence = +2 | | intelligence = +2 | ||
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| buildcode = i | | buildcode = i | ||
| bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | | bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|air current microsensor}} as their starting cybernetic | ||
| strength = +3 | | strength = +3 | ||
| skills = Cudgel</br>--Slam</br>Heavy Weapon</br>Calloused | | skills = Cudgel</br>--Slam</br>Heavy Weapon</br>Calloused | ||
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| buildcode = j | | buildcode = j | ||
| bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | | bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|air current microsensor}} as their starting cybernetic | ||
| agility = +2 | | agility = +2 | ||
| strength = +1 | | strength = +1 | ||
Line 155: | Line 163: | ||
| buildcode = k | | buildcode = k | ||
| bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | | bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|air current microsensor}} as their starting cybernetic | ||
| toughness = +3 | | toughness = +3 | ||
| skills = Heavy Weapon</br>--Tank</br>Endurance</br>Wilderness Lore: Mountains</br>Wilderness Lore: Canyons | | skills = Heavy Weapon</br>--Tank</br>Endurance</br>Wilderness Lore: Mountains</br>Wilderness Lore: Canyons | ||
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| buildcode = l | | buildcode = l | ||
| bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | | bonusnote = {{color|R|+15}} [[heat resistance|{{color|R|heat resistance}}]] | ||
| footnote = Can select | | footnote = Can select {{favilink|air current microsensor}} as their starting cybernetic | ||
| willpower = +4 | | willpower = +4 | ||
| skills = Self-discipline</br>--Fasting Way</br>--Lionheart</br>Persuasion</br>--Intimidate</br>Poison Tolerance | | skills = Self-discipline</br>--Fasting Way</br>--Lionheart</br>Persuasion</br>--Intimidate</br>Poison Tolerance | ||
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}} | }} | ||
[[Category:Character]] | [[Category:Character]] |
Revision as of 16:48, 20 December 2020
Castes are the True Kin subtypes that the player may choose from during character creation in Caves of Qud.
Players who begin the game as a mutant will instead have a choice of calling.
There are 12 castes available. Each of those castes is associated with one of the following three arcologies:
- The Toxic Arboreta of Ekuemekiyye, the Holy City: Castes from this arcology have extra resistance to bleeding effects and may choose nocturnal apex as their unique starting cybernetic.
- The Ice-Sheathed Arcology of Ibul: Castes from this arcology have exceptional cold resistance and may choose cherubic visage as their unique starting cybernetic.
- The Crustal Mortars of Yawningmoon: Castes from this arcology have exceptional heat resistance effects and may choose air current microsensor as their unique starting cybernetic.
List of Castes
This section shows additional details about each of the starting castes, including the name of castes, their attribute bonuses, starting Skills and Powers, and starting equipment and items.
The Toxic Arboreta of Ekuemekiyye, the Holy City |
Horticulturist
+3 Intelligence
+2 to saves vs. bleeding
Equipped:
- 1 bio-scanning bracelet
(with energy cell) - 1 steel vinereaper
- 1 gas mask
- 1 cloth robe
- 1 leather moccasins
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4Ekuemekiyyen greens
- 1d3+12-4 (Avg: 3)defoliant grenade mk I
- 1d3 salve injectors
- 1d31-3 (Avg: 2) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
Can select nocturnal apex as their starting cybernetic
Priest of All Suns
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4Ekuemekiyyen greens
- 3d63-18 (Avg: 10.5) bandages
- 1d3+12-4 (Avg: 3) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1 thing from Artifact 3
Can select nocturnal apex as their starting cybernetic
Priest of All Moons
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 steel butcher knife
- 3 waterskins with 32 drams
- 3-4Ekuemekiyyen greens
- 2d2+13-5 (Avg: 4) salve injectors
- 1d3+12-4 (Avg: 3) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1 thing from Artifact 3
Can select nocturnal apex as their starting cybernetic
Syzygyrior
Equipped:
- 2 things from Melee Weapons 2
- 1 vine-weave tunic
- 1 panther's cloak
- 1 sun and moon mask
- 1 sandals
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 3-4Ekuemekiyyen greens
- 1d31-3 (Avg: 2) salve injectors
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1 thing from Artifact 3
Can select nocturnal apex as their starting cybernetic
The Ice-Sheathed Arcology of Ibul |
Artifex
+3 Intelligence
+15 cold resistance
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 waterskins with 32 drams each
- 2-3 food cubes
- 1 basic toolkit
- 2d2+13-5 (Avg: 4) salve injectors
- 1d31-3 (Avg: 2) things from Injectors
- 2d22-4 (Avg: 3) things from Cells
- 1d41-4 (Avg: 2.5) things from Junk 1
- 2d42-8 (Avg: 5) things from Scrap 1
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d2+12-3 (Avg: 2.5) things from Artifact 2
- 1d21-2 (Avg: 1.5) things from Artifact 3
- 1 thing from Artifact 3
Can select cherubic visage as their starting cybernetic
Consul
+3 Ego
+15 cold resistance
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 4 half full waterskins of fresh water
- 2-3 food cubes
- 1 basic toolkit
- 1d3-10-2 (Avg: 1) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1d21-2 (Avg: 1.5) things from Cells
- 1d31-3 (Avg: 2) things from Trinkets 1
- 1d21-2 (Avg: 1.5) things from Artifact 1
- 1d21-2 (Avg: 1.5) things from Artifact 2
- 1d21-2 (Avg: 1.5) things from Artifact 3
- 1 thing from Artifact 3
Can select cherubic visage as their starting cybernetic
Praetorian
skills
Equipped:
- 1 steel long sword
- 1 steel shield
- 1 desert rifle(favilink error!)
- 1 chain mail
- 1 Praetorian's cloak
- 1 leather boots
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 2-3 food cubes
- 3 lead slugs
- 1d31-3 (Avg: 2) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1 thing from Artifact 2
Can select cherubic visage as their starting cybernetic
Eunuch
skills
Equipped:
- 1 steel dagger
- 1 walking stick
- 1 borderlands revolver(favilink error!)
- 1 cloth robe
- 1 sandals
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 half full waterskin of fresh water
- 2-3 crusty loafs
- 3 lead slugs
- 1d3-10-2 (Avg: 1) salve injectors
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1 thing from Artifact 2
Can select cherubic visage as their starting cybernetic
The Crustal Mortars of Yawningmoon |
Child of the Hearth
+3 Strength
+15 heat resistance
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 2 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1-2 things from Artifact 1
- 1 thing from Artifact 2
Can select air current microsensor as their starting cybernetic
Child of the Wheel
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1d3-10-2 (Avg: 1) things from Injectors
- 1 thing from Cells
- 1-3 things from Trinkets 1
- 1-2 things from Artifact 1
- 1-2 things from Artifact 2
Can select air current microsensor as their starting cybernetic
Child of the Deep
+3 Toughness
+15 heat resistance
Equipped:
- 1 steel battle axe
- 1 studded leather armor
- 1 headlamp
- 1 magnetized boots
- 1 nanopneumatic jackhammer
- 1 structural scanning bracelet
(with an energy cell)
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1 thing from Cells
- 1-3 things from Trinkets 1
- 1 thing from Artifact 1
Can select air current microsensor as their starting cybernetic
Fuming God-Child
+4 Willpower
+15 heat resistance
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 3 half full waterskins of fresh water
- 3-4 smoldered mushrooms
- 1d31-3 (Avg: 2) things from Injectors
- 1 thing from Cells
- 1-3 things from Trinkets 1
- 1-2 things from Artifact 1
Can select air current microsensor as their starting cybernetic