Equipment

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The equipment screen

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

Main article: Armor (AV)
Main article: Dodge (DV)

Clothing and armor items alter the AV ♦ 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 by Cleave will cause an equipped item to become cracked, which causes a temporary ♦-1 penalty to the item.

An unmutated human body possesses six types of slots capable of wearing clothing:

  • Head
  • Face
  • Back
  • Body
  • Arms
  • Feet

Weapons

Main article: Penetration (PV)

Weapons are tied to the Agility and PV stats: high agility increases the likelihood of hitting a target with a melee or ranged attack, and high PV increases the amount of damage done against the target on a successful hit. PV scales with Strength for most melee and thrown weapons and is a static, weapon-dependent value for most ranged weapons. An attack where PV equals the AV of the target will deal roughly 1.5 times the dice of the weapon, and every point of PV above that will add roughly half the dice of the weapon. Particularly high penetration values can lead to attacks dealing ten or more times their dice value. 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, rendering them unusable and dividing their commerce value by 100 until they are repaired.

An unmutated human body possesses five slots capable of holding typical melee, ranged, and thrown weapons:

  • Left Hand
  • Right Hand
  • Left Missile Weapon
  • Right Missile Weapon
  • Thrown Weapon

Miscellaneous

Certain utility items such as Floating Glowspheres can be equipped in the Floating Nearby slot. This slot can also hold weapons and armor through the use of a High-powered magnet.

  • Floating Nearby

See Also