Village
Villages are the primary form of settlement in Caves of Qud.
The following villages are static and will appear in every playthrough:
- Joppa or the ruins of Joppa.
- Kyakukya
- Ezra
- Bey Lah
In addition to these static villages, each playthrough will contain the following procedurally generated villages:[1]
- One village in the selected starting biome, if the player chose a non-Joppa start.
- The following additional villages scattered throughout the world map.
- 2-32-3 (Avg: 2.5) villages in the desert canyons
- 2-32-3 (Avg: 2.5) villages in the salt dunes
- 00 villages in the salt marsh
- 2-32-3 (Avg: 2.5) villages in the hills
- 1-21-2 (Avg: 1.5) villages in the Rivers
- 0-20-2 (Avg: 1) villages in the banana grove
- 1-21-2 (Avg: 1.5) villages in the mountains
- 0-10-1 (Avg: 0.5) villages in the flower fields
- 8-128-12 (Avg: 10) villages in the jungle
- (note that these are not goatfolk villages - those are generated separately)
- 1-21-2 (Avg: 1.5) villages in the ruins
- 1-21-2 (Avg: 1.5) villages in the Deathlands(favilink error!)
Abandoned Villages
Procedurally generated villages have a 1 in 20 chance of generating abandoned.[2] Abandoned village factions are hidden and will not appear on the factions screen or in other in-game contexts.
Typically, an abandoned village will have no creatures present, but there are often other remnants and clues about the village's history. For example, the village clay oven might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.[3]
Village Discovery
When the player enters a village for the first time (other than their starting village), they'll gain Experience equal to 250 * ZoneTier, where ZoneTier is equal to the world map tier of the village's location.[4]
Other Types of Settlements
References
This information is reliable as of patch 2.0.201.49. |