World map: Difference between revisions

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(a note about how Z-level affects zone tier)
(→‎Interactive Map: Added rect for Eyn Roj)
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{{stub}}__NOTOC__<!-- TOC is intentionally hidden because otherwise it includes mobileonly/nomobile sections even when they aren't visible to the user -->
{{stub}}__NOTOC__<!-- TOC is intentionally hidden because otherwise it includes mobileonly/nomobile sections even when they aren't visible to the user -->
The '''map''' in [[{{gamename}}]] is composed of procedurally-generated pixel art creating complex environments and [[locations]].
The world map is a game construct that facilitates travel to various [[locations]] within Qud. Its overall appearance is largely the same in every game session, however, certain locations may be found in different places and the majority of locations recorded in the [[journal]] are procedurally generated and indicated by a triangle in the corner of the world map tile they can be found in.
 
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--><div class="nomobile">
--><div class="nomobile">
==Interactive Map==
==Interactive Map==
Click on any unique location to send you to that page!
Click on any location to send you to that page!
<div style="overflow:auto;height:622px;">
<div style="overflow:auto;height:622px;">
<imagemap>Image:World_map.png|alt=The world map of the rusty world of Qud. Each significant location can be clicked to send the user to the relevant page. If the image map does not load or work, please use the regular article.
<imagemap>File:World_Map_(Moon_Stair).png|alt=The world map of the rusty world of Qud. Each significant location can be clicked to send the user to the relevant page. If the image map does not load or work, please use the regular article.


rect 78 48 96 72 [[Six Day Stilt|The Six Day Stilt]]
rect 78 48 96 72 [[Six Day Stilt]]
rect 172 481 192 505 [[Red Rock]]
rect 172 481 192 505 [[Red Rock]]
rect 174 520 192 550 [[Joppa|Joppa]]
rect 174 520 192 550 [[Joppa]]
rect 251 530 293 596 [[Rust wells|The Rust Wells]]
rect 256 528 271 551 [[Rust Wells]]
rect 414 478 430 504 [[Kyakukya|Kyakukya]]
rect 272 552 287 575 [[Rust Wells]]
rect 750 382 800 456 [[Rainbow Wood|The Rainbow Wood]]
rect 256 576 271 599 [[Rust Wells]]
rect 840 99 868 124 [[Omonporch|Omonporch]]
rect 432 480 447 503 [[Kyakukya]]
rect 270 408 290 434 [[Rusted Archway|Rusted Archway]]
poly 847 360 847 384 864 384 864 360 880 360 880 336 911 336 911 359 895 359 895 384 911 384 911 408 927 408 927 455 911 455 911 479 895 479 895 503 864 503 864 455 847 455 847 503 800 503 800 479 784 479 784 455 768 455 768 432 816 432 816 407 800 407 800 360 [[Rainbow Wood]]
rect 350 336 370 358 [[Grit Gate|Grit Gate]]
rect 840 99 868 124 [[Omonporch]]
rect 270 408 290 434 [[Rusted Archway]]
rect 350 336 370 358 [[Grit Gate]]
rect 364 214 386 240 [[Golgotha]]
rect 364 214 386 240 [[Golgotha]]
rect 396 70 418 94 [[Bethesda Susa]]
rect 396 70 418 94 [[Bethesda Susa]]
rect 174 0 194 24 [[Asphalt Mines]]
rect 174 0 194 24 [[Asphalt Mines]]
rect 540 48 562 70 [[Garden of Geth]]
rect 846 72 866 96 [[Omonporch]]
rect 846 72 866 96 [[Omonporch]]
rect 846 0 864 72 [[Shadow of the Spindle|Shadow of the Spindle]]
rect 1072 408 1087 431 [[Yd Freehold]]
poly 250 110 240 350 347 410 350 110 [[Bey Lah|The Hidden Village of Bey Lah]]
rect 0 576 16 598 [[Trembling Dunes]]
rect 0 576 16 598 [[Trembling Dunes|The Trembling Dunes]]
poly 911 48 911 95 879 95 879 119 863 119 863 143 832 143 832 119 800 119 800 95 784 95 784 72 800 72 800 48 [[Banana Grove]]
rect 819 23 892 136 [[Banana Grove]]
poly 175 431 159 431 159 456 175 456 175 504 223 504 223 551 207 551 207 575 191 575 191 599 80 599 80 552 112 552 112 504 128 504 128 456 144 456 144 408 160 408 160 384 175 384 [[Salt marsh]]
poly 485 293 350 450 375 530 565 330 [[River Svy]]
poly 143 0 143 23 127 23 127 48 143 48 143 96 159 96 159 120 175 120 175 144 191 144 191 191 175 191 175 288 207 288 207 312 223 312 223 359 191 359 191 383 159 383 159 407 143 407 143 455 127 455 127 480 143 480 143 503 111 503 111 551 79 551 79 599 0 599 0 0 [[Salt dunes]]
rect 566 0 596 244 [[River Svy]]
poly 175 0 175 23 159 23 159 48 175 48 175 96 207 96 207 120 240 120 240 72 271 72 271 96 351 96 351 119 320 119 320 48 351 48 351 71 335 71 335 119 255 119 255 143 223 143 223 191 207 191 207 215 191 215 191 240 223 240 223 263 207 263 207 287 176 287 176 192 192 192 192 143 176 143 176 119 160 119 160 95 144 95 144 47 128 47 128 24 144 24 144 0 [[Desert canyons]]
rect 652 193 754 250 [[Opal's Duskwaters]]
poly 207 72 224 72 224 48 256 48 256 24 367 24 367 48 415 48 415 71 399 71 399 95 383 95 383 119 352 119 352 95 336 95 336 72 352 72 352 47 319 47 319 95 272 95 272 71 239 71 239 119 208 119 208 95 176 95 176 47 160 47 160 24 192 24 192 0 207 0 [[Hills]]
rect 728 3 758 191 [[River Opal]]
rect 416 24 431 47 [[Hills]]
rect 731 410 751 431 [[River Yonth]]
rect 448 24 463 47 [[Hills]]
poly 942 0 960 94 1000 94 980 0 [[Mountain Stream|mountain stream]]
poly 559 0 559 23 415 23 415 47 368 47 368 23 255 23 255 47 223 47 223 71 208 71 208 0 [[Mountains]]
rect 594 145 656 188 [[River Svy]]
poly 319 144 319 191 303 191 303 239 287 239 287 263 272 263 272 215 256 215 256 192 272 192 272 168 288 168 288 144 [[Desert canyons]]
rect 550 224 578 292 [[River Svy]]
rect 240 216 255 239 [[Desert canyons]]
rect 758 194 909 226 [[River Yonth]]
rect 256 264 271 287 [[Desert canyons]]
poly 1140 0 898 189 970 189 1214 0 [[River Yonth]]
rect 208 288 223 311 [[Desert canyons]]
rect 595 41 622 119 [[River Svy]]
rect 352 168 367 191 [[Flower fields]]
poly 303 359 288 359 288 335 272 335 272 312 288 312 288 288 303 288 [[Desert canyons]]
poly 351 120 351 167 335 167 335 263 319 263 319 288 335 288 335 336 351 336 351 359 335 359 335 384 351 384 351 431 320 431 320 407 304 407 304 383 256 383 256 359 240 359 240 311 224 311 224 287 208 287 208 264 224 264 224 239 192 239 192 216 208 216 208 192 224 192 224 144 256 144 256 120 [[Flower fields]]
rect 176 408 191 431 [[Hills]]
poly 287 479 271 479 271 504 287 504 287 528 319 528 319 552 335 552 335 576 351 576 351 599 240 599 240 576 288 576 288 551 272 551 272 527 256 527 256 456 272 456 272 432 287 432 [[Hills]]
rect 608 576 639 599 [[Hills]]
poly 239 360 255 360 255 384 303 384 303 408 319 408 319 479 303 479 303 504 335 504 335 552 351 552 351 576 384 576 384 552 399 552 399 576 448 576 448 552 495 552 495 576 608 576 608 552 639 552 639 599 192 599 192 576 208 576 208 552 224 552 224 503 192 503 192 479 176 479 176 455 160 455 160 432 176 432 176 384 192 384 192 360 224 360 224 312 239 312 [[Desert canyons]]
poly 751 192 783 192 783 215 751 215 751 263 736 263 736 239 719 239 719 263 704 263 704 216 720 216 720 192 736 192 736 168 751 168 [[Opal's Duskwaters]]
poly 751 48 767 48 767 119 735 119 735 144 751 144 751 167 720 167 720 96 752 96 752 71 736 71 736 0 751 0 [[River Opal]]
poly 975 0 975 72 1007 72 1007 95 960 95 960 23 944 23 944 0 [[Mountain stream]]
poly 831 192 831 216 848 216 848 192 896 192 896 168 944 168 944 144 960 144 960 120 992 120 992 96 1040 96 1040 72 1072 72 1072 48 1120 48 1120 24 1136 24 1136 0 1151 0 1151 24 1184 24 1184 0 1215 0 1215 23 1199 23 1199 47 1135 47 1135 71 1087 71 1087 95 1071 95 1071 119 1007 119 1007 167 992 167 992 143 975 143 975 191 911 191 911 215 863 215 863 239 816 239 816 215 784 215 784 192 [[River Yonth]]
poly 591 0 591 24 607 24 607 48 623 48 623 119 591 119 591 144 655 144 655 191 640 191 640 167 591 167 591 239 575 239 575 287 559 287 559 359 543 359 543 407 527 407 527 431 495 431 495 455 463 455 463 479 431 479 431 527 400 527 400 504 416 504 416 479 368 479 368 456 400 456 400 432 432 432 432 384 448 384 448 360 464 360 464 336 512 336 512 312 528 312 528 288 544 288 544 264 560 264 560 216 576 216 576 96 608 96 608 71 592 71 592 47 576 47 576 23 560 23 560 0 [[River Svy]]
 
poly 735 0 735 23 719 23 719 95 704 95 704 71 688 71 688 47 640 47 640 23 623 23 623 47 608 47 608 23 592 23 592 0 [[Mountains]]
poly 703 167 688 167 688 143 672 143 672 120 688 120 688 96 703 96 [[Mountains]]
poly 735 72 751 72 751 95 719 95 719 168 735 168 735 191 719 191 719 215 688 215 688 191 672 191 672 167 656 167 656 120 672 120 672 96 688 96 688 71 672 71 672 48 720 48 720 24 735 24 [[Hills]]
rect 656 168 671 191 [[Mountains]]
rect 736 120 767 143 [[Mountains]]
poly 943 0 943 24 959 24 959 96 991 96 991 119 959 119 959 143 943 143 943 167 896 167 896 144 928 144 928 120 944 120 944 95 928 95 928 71 912 71 912 47 799 47 799 71 783 71 783 119 768 119 768 47 752 47 752 0 [[Mountains]]
poly 799 168 895 168 895 191 847 191 847 215 832 215 832 191 784 191 784 144 799 144 [[Mountains]]
poly 1103 0 1103 23 1055 23 1055 47 1024 47 1024 23 992 23 992 0 [[Mountains]]
poly 991 24 1023 24 1023 48 1056 48 1056 24 1104 24 1104 0 1135 0 1135 23 1119 23 1119 47 1071 47 1071 71 1039 71 1039 95 1008 95 1008 71 976 71 976 0 991 0 [[Hills]]
rect 1088 432 1103 455 [[Lake Hinnom]]
rect 1120 360 1135 383 [[Palladium Reef]]
rect 1136 408 1151 431 [[Palladium Reef]]
rect 1152 432 1167 455 [[Palladium Reef]]
poly 1056 384 1056 360 1087 360 1087 383 1071 383 1071 408 1119 408 1119 432 1135 432 1135 455 1119 455 1119 479 1087 479 1087 503 1040 503 1040 479 1008 479 1008 432 1023 432 1023 456 1040 456 1040 407 1008 407 1008 384 [[Palladium Reef]]
poly 959 384 959 408 992 408 992 384 1024 384 1024 360 1055 360 1055 384 1119 384 1119 408 1135 408 1135 431 1103 431 1103 503 1087 503 1087 527 1024 527 1024 503 1007 503 1007 552 1023 552 1023 575 928 575 928 551 896 551 896 480 912 480 912 456 928 456 928 384 [[Lake Hinnom]]
rect 1152 0 1183 23 [[Mountains]]
rect 384 216 399 239 [[Ruins]]
rect 432 216 511 239 [[Ruins]]
poly 416 264 416 240 431 240 431 264 479 264 479 287 400 287 400 264 [[Ruins]]
poly 399 312 399 359 384 359 384 335 336 335 336 312 [[Ruins]]
rect 416 312 431 335 [[Ruins]]
rect 544 408 559 431 [[Ruins]]
poly 608 384 608 360 623 360 623 407 592 407 592 384 [[Ruins]]
rect 640 288 655 311 [[Ruins]]
rect 704 288 719 335 [[Ruins]]
poly 671 360 703 360 703 383 656 383 656 336 671 336 [[Ruins]]
rect 720 384 735 407 [[Ruins]]
poly 608 456 608 432 623 432 623 456 640 456 640 432 687 432 687 455 655 455 655 479 591 479 591 503 576 503 576 479 560 479 560 456 [[Ruins]]
rect 704 528 719 551 [[Ruins]]
poly 863 528 863 551 847 551 847 575 832 575 832 528 [[Ruins]]
#Ruins for deep jungle, starting with the two-tile one directly north of the ridge separating deep and regular jungle and going roughly clockwise from there, ending with the two-tile dome one directly south of Lake Hinnom.
rect 991 288 960 311 [[Baroque ruins]]
poly 1039 216 1039 263 1024 263 1024 239 1008 239 1008 216 [[Baroque ruins]]
rect 1071 264 1040 287 [[Baroque ruins]]
rect 1103 168 1072 191 [[Baroque ruins]]
poly 1167 264 1167 311 1152 311 1152 287 1136 287 1136 264 [[Baroque ruins]]
rect 1168 360 1183 383 [[Baroque ruins]]
rect 1200 432 1215 455 [[Baroque ruins]]
rect 1216 456 1231 479 [[Baroque ruins]]
rect 1200 480 1215 503 [[Baroque ruins]]
rect 1232 504 1247 527 [[Baroque ruins]]
rect 1199 504 1168 527 [[Baroque ruins]]
rect 1103 552 1072 575 [[Baroque ruins]]
rect 1055 576 1024 599 [[Baroque ruins]]
#Mountains for ridge between deep and regular jungle.
poly 911 216 911 239 895 239 895 263 864 263 864 216 [[Mountains]]
#Hills for aforementioned ridge. Needs to go under Lake Hinnom and Rainbow Wood.
poly 895 240 895 264 911 264 911 312 927 312 927 336 959 336 959 360 975 360 975 384 991 384 991 407 928 407 928 359 911 359 911 383 880 383 880 312 896 312 896 287 880 287 880 263 848 263 848 240 [[Hills]]  
#Mountains, hills, Deathlands for the eastern edge of the map.
rect 1215 119 1232 144 [[Eyn Roj]]
poly 1247 48 1247 72 1263 72 1263 167 1247 167 1247 240 1263 240 1263 287 1231 287 1231 312 1247 312 1247 407 1231 407 1231 431 1216 431 1216 384 1232 384 1232 359 1199 359 1199 407 1152 407 1152 384 1168 384 1168 336 1184 336 1184 287 1168 287 1168 239 1152 239 1152 216 1184 216 1184 143 1168 143 1168 96 1184 96 1184 72 1216 72 1216 48 [[Moon Stair]]
poly 1279 0 1279 503 1264 503 1264 311 1248 311 1248 215 1152 215 1152 191 1120 191 1120 143 1104 143 1104 119 1072 119 1072 96 1088 96 1088 72 1136 72 1136 48 1200 48 1200 24 1216 24 1216 0 [[Moon Stair]]
poly 1279 120 1279 551 1247 551 1247 599 1216 599 1216 575 1183 575 1183 599 1072 599 1072 576 1120 576 1120 552 1200 552 1200 528 1215 528 1215 552 1232 552 1232 504 1248 504 1248 311 1232 311 1232 239 1120 239 1120 215 1088 215 1088 120 [[Hills]]
poly 1279 120 1279 599 1024 599 1024 551 1008 551 1008 383 928 383 928 359 912 359 912 335 896 335 896 216 912 216 912 192 976 192 976 144 1008 144 1008 120 [[Deep jungle]]
rect 304 24 1199 599 [[Jungle]]


#<!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) -->
#<!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) -->
Line 50: Line 119:


--><div class="mobileonly">
--><div class="mobileonly">
[[Image:World map.png|class=scalable]]
[[File:Qud_World_Map_(reef_version).png|class=scalable]]
</div><!-- end mobileonly -->
</div><!-- end mobileonly -->


Line 56: Line 125:


=== [[:Category:Locations|Locations]] ===
=== [[:Category:Locations|Locations]] ===
The general world map layout, including rivers, biomes, and notable story locations (such as [[Grit Gate]] and [[Bethesda Susa]]), is predetermined and will be the same in every playthrough.
The general world map layout, including rivers, biomes, and notable story locations (such as {{favilink|Grit Gate}} and {{favilink|Bethesda Susa}}), is predetermined and will be the same in every playthrough.


Additional locations, such as villages (including your starting [[village]]), ruins, [[Historical Site|historical sites]], lairs, and many other places, are randomly generated and different every playthrough.
Additional locations, such as villages (including your starting [[village]]), ruins, [[Historical Site|historical sites]], lairs, and many other places, are randomly generated and different every playthrough.


=== [[:Category:Terrain|Terrain]] ===
=== [[:Category:Terrain|Terrain]] ===
The areas of the map covered by each terrain, such as the salt dunes, or the jungles, are always consistent. This can help you determine your approximate location by checking your current terrain against the world map, even when lost.
Terrains represent the types of land or other topography that appear on the world map.
 
The areas of the map covered by each terrain, such as the {{favilink|salt dunes}}, or the {{favilink|jungle|plural}}, are always consistent. This can help you determine your approximate location by checking your current terrain against the world map, even when lost.


=== [[:Category:Biomes|Biomes]] ===
=== [[:Category:Biomes|Biomes]] ===
Line 77: Line 148:


=== Distance ===
=== Distance ===
[[File:Parasangs.png|thumb|left]]Distance on the world map is measured in '''parasangs'''.
[[File:Parasangs.png|frame|left]]Distance on the world map is measured in '''parasangs'''.


Each tile on the world map is one parasang from the next tile. This example image shows a chunk of the world map that is 3 parasangs tall and 8 parasangs wide. The player is currently one parasang south of [[Red Rock]].
Each tile on the world map is one parasang from the next tile. This example image shows a chunk of the world map that is 3 parasangs tall and 8 parasangs wide. The player is currently one parasang south of {{favilink|Red Rock}}.


It is common for [[Village Quest|village quests]] to involve finding a location that is a certain number of parasangs from another location, and you can use the world map tiles as a guide to help you with such quests.
It is common for [[Village Quest|village quests]] to involve finding a location that is a certain number of parasangs from another location, and you can use the world map tiles as a guide to help you with such quests.
<div style="clear:both;height:0px;"></div>
<div style="clear:both;height:0px;"></div>
=== Zones ===
=== Zones ===
Zones are the "screens" that your character moves through, fights in, or completes most other actions. Zones are the actual locations that you can enter from the world map (in other words, everything besides the world map). 1 parasang or tile on the World map represents a 3x3 area of 9 zones. When you descend downward from the world map, you'll arrive by default in the central zone of that parasang. If you've previously discovered special locations, such as ruins, lairs, villages, or other places, you'll be given an option to decide which part of the parasang you want to decend into from the world map.
Zones are the "screens" that your character moves through, fights in, or completes most other actions. Zones are the actual locations that you can enter from the world map (in other words, everything besides the world map). 1 parasang or tile on the World map represents a 3x3 area of 9 zones. When you descend downward from the world map, you'll arrive by default in the central zone of that parasang. If you've previously discovered special locations, such as ruins, lairs, villages, or other places, you'll be given an option to decide which part of the parasang you want to descend into from the world map.


Here's an example of what 1 parasang of the world map looks like. As you can see, it is a 3 x 3 area composed of 9 total zones.
Here's an example of what 1 parasang of the world map looks like. As you can see, it is a 3 x 3 area composed of 9 total zones.
Line 104: Line 176:
<div style="padding-right: 3em;">
<div style="padding-right: 3em;">
===Locations===
===Locations===
* [[Joppa]]
{{#cargo_query:
* [[Red Rock]]
| table  = Locations
* [[Rust Wells]]
| fields =
* [[Six Day Stilt]]
    CONCAT('{{(}}favilink{{!}}',_pageName,'{{)}}')
* [[Stiltgrounds]]
| format = ul
* [[Trembling Dunes]]
| where  = _pageNamespace=0 AND IsTerrain = False
* [[Kyakukya]]
}}
* [[Asphalt Mines]]
</div>
* [[Golgotha]]
<div style="padding-right: 3em;">
* [[Grit Gate]]
===Terrain===
* [[Rainbow Wood]]
{{#cargo_query:
* [[Tomb of the Eaters]]
| table  = Locations
* [[Bethesda Susa]]
| fields =
* [[Shadow of the Spindle]]
    CONCAT('{{(}}favilink{{!}}',_pageName,'{{)}}')
* [[Rusted Archway]]
| format = ul
* [[Garden of Geth]]
| where  = _pageNamespace=0 AND IsTerrain = True AND _pageName <> 'River'
}}
</div>
</div>
<div style="padding-right: 3em;">
<div style="padding-right: 3em;">
Line 128: Line 201:
* [[River Opal]]
* [[River Opal]]
* [[Mountain Stream]]
* [[Mountain Stream]]
</div>
<div style="padding-right: 3em;">
===Terrain===
* [[Salt Marsh]]
* [[Salt Dunes]]
* [[Desert Canyons]]
* [[Flower Fields]]
* [[Jungle]]
* [[Hills]]
* [[Mountains]]
* [[River]]
* [[Banana Grove]]
* [[Ruins]]
* [[Deathlands]]
</div>
</div>
<div style="padding-right: 3em;">
<div style="padding-right: 3em;">
===Biomes===
===Biomes===
* [[Slimy Biome]]
* [[Slimy biome]]
* [[Tarry Biome]]
* [[Tarry biome]]
* [[Fungal Biome]]
* [[Rusty biome]]
* [[Fungal biome]]
</div>
</div>
</div>
</div>
==World Tier==
==World Tier==
Each overworld terrain tile has a specific [[Tier]] associated with it, as shown in the numeric map overlay below. In general, a tier represents the minimum level in that terrain. The surface zone tiers range from 0 to 5. For a Tier 0 terrain, it is expected for level 1-5 creatures to roam around freely. For Tier 1, 5-10, etc. This is not a hard limit, so creatures outside of these tier values are able to appear, though will generally appear at a much lower frequency.
{{Main|Zone Tier}}
Each overworld parasang has a base difficulty tier associated with it. In general, a tier represents the minimum level of creatures and objects in that terrain. World map locations have a surface tier value from 0 to 5, and this value is used to determine the [[zone tier]] of specific zones within each parasang, whether on the surface or underground.


As you descend downward into into the strata beneath the surface, zone tier increases by 1 per five levels downward, to a maximum of 8. So, for example, if you enter a {{favilink|Ruins}} biome (Tier 3) and descend to level 13, the area you are in will be a Tier 5 area.
Refer to the [[zone tier]] article for images and additional detail.
 
Apart from Tier being a difficulty indicator, it also is used to generate the location of {{favilink|Kindrish}}, which is always in a terrain with tier 4-5.
 
<div style="overflow:auto;height:600px;">
[[File:Joppaworld with tiers2.png|1200px|alt=An image of the world map, with each tier's number found laid on top of the respective terrain.]]
</div>


===Pure Text Version===
== History of the World Map ==
These tiers can be found looking in <code>Test.txt</code>, titled "JoppaWorld_ZoneTier".
The following are a few historical snapshots of the tile-based World Map over time:
<pre>
===World Map, Circa 2015===
33333333322324444444444444444444444444444444444444444444444444444444444444444444
[[Image:World map 2015.png|600px|class=scalable]]
33333333223324442222222444232333333344333333333333333333333355555555555555555555
===World Map, Circa 2019===
33333333322224222222222222333333333334433333333333333333333355555555555555555555
[[Image:World map 2019.png|600px|class=scalable]]
33333333322222222222222225333333333333433333333333333333333355555555555555555555
===World Map, Circa 2020===
33333333332222222222222233333333333344433333333333333333333355555555555555555555
[[Image:World map 2020.png|600px|class=scalable]]
23333333333111112222223333333333333343333333333333333333333355555555555555555555
===World Map, Circa 2021===
33333333333311222211223333333333333343333333333333333333333355555555555555555555
[[Image:Qud_World_Map_(reef_version).png|600px|class=scalable]]
33333333333311222111232333333333333343333333333333333333333355555555555555555555
33333222222112221112233333333333333343333333333333333333333355555555555555555555
33332222222122212112233443344444333443333333333333333333333355555555555555555555
33322222222111222122233333433333333433333333333333333333333355555555555555555555
33222222222112221222333334444433334433333333333333333333333355555555555555555555
32222222222221222212233333333344444333333333333333333333333355555555555555555555
22222222222222122112244443433444444333333333333333333333333355555555555555555555
22222222222222122212223343334444444333333333333333333333333355555555555555555555
22222222222211112222233333344444443333333333333333333333333355555555555555555555
22222222220111111112223333444444333333333333333333333333333355555555555555555555
22222222200211111211223444444433333333333333333333333333333355555555555555555555
22222222201111111211344433433333333333333333333333333333333355555555555555555555
22222222000111112211333344433333333333333333333333333333333355555555555555555555
22222222200111112113333343333333333333333333333333333333333355555555555555555555
22222220000000112211134443333333333333333333333333333333333355555555555555555555
22222220000000111222133333333333333333333333333333333333333355555555555555555555
22222000000001111122213313331113333333113333333333333333333355555555555555555555
22222000000011121222221111111111111111223333333333333333333355555555555555555555
</pre>
===Underground===
{{Main|Underground}}
Underground, tiers also change depending on how deep the strata is. For the first 5 floors, the tier will be the same as the overworld terrain. However, past that, the tier is the absolute value of <math alt="Z level - 6 both divided by 5 plus 2">\frac{Z-6}{5} + 2</math>. This means that the difficulty and rarity of items increase the deeper the player character goes.


{{Mechanics Navbox}}
[[Category:World]]
[[Category:World]]
[[Category:Locations]]
[[Category:Locations]]
[[Category:Mechanics]]
[[Category:Mechanics]]

Revision as of 15:09, 17 January 2023

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

The world map is a game construct that facilitates travel to various locations within Qud. Its overall appearance is largely the same in every game session, however, certain locations may be found in different places and the majority of locations recorded in the journal are procedurally generated and indicated by a triangle in the corner of the world map tile they can be found in.

Interactive Map

Click on any location to send you to that page!

Six Day StiltRed RockJoppaRust WellsRust WellsRust WellsKyakukyaRainbow WoodOmonporchRusted ArchwayGrit GateGolgothaBethesda SusaAsphalt MinesOmonporchYd FreeholdTrembling DunesBanana GroveSalt marshSalt dunesDesert canyonsHillsHillsHillsMountainsDesert canyonsDesert canyonsDesert canyonsDesert canyonsFlower fieldsDesert canyonsFlower fieldsHillsHillsHillsDesert canyonsOpal's DuskwatersRiver OpalMountain streamRiver YonthRiver SvyMountainsMountainsHillsMountainsMountainsMountainsMountainsMountainsHillsLake HinnomPalladium ReefPalladium ReefPalladium ReefPalladium ReefLake HinnomMountainsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsRuinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsBaroque ruinsMountainsHillsEyn RojMoon StairMoon StairHillsDeep jungleJungleThe world map of the rusty world of Qud. Each significant location can be clicked to send the user to the relevant page. If the image map does not load or work, please use the regular article.
About this image

Qud World Map (reef version).png

Overview

Locations

The general world map layout, including rivers, biomes, and notable story locations (such as Grit Gate and Bethesda Susa), is predetermined and will be the same in every playthrough.

Additional locations, such as villages (including your starting village), ruins, historical sites, lairs, and many other places, are randomly generated and different every playthrough.

Terrain

Terrains represent the types of land or other topography that appear on the world map.

The areas of the map covered by each terrain, such as the salt dunes, or the jungles, are always consistent. This can help you determine your approximate location by checking your current terrain against the world map, even when lost.

Biomes

On a smaller scale of terrain, there are several randomly generated biomes that each screen can be affected by. The standard terrain will be slightly altered, be it by being covered in asphalt or slime, or have a qudzu outbreak. At the greatest concentration of such biomes, there are often rare items or liquids to be found.

Caves

The world map and surface zones are only the beginning of your adventure. The vast caves of Qud await you, and you can delve many, many, layers downward in any particular zone. Enjoy the adventure. Live and drink, friend.

General Navigation

You can ascend to the the world map from any surface zone by pressing the Move Up directional key. By default, this is the NumPad Minus (-) key. You can then use the directional keys to move around on the world map. To enter a particular part of the world map that you have traveled to, press the Move Down directional key (+). If there are hostiles nearby, you cannot ascend into the world map. You must be in a safe location first,either by defeating the hostiles or by running away.

Getting Lost

Each time that you move a space on the world map, there is a chance that your character will become lost. If this happens, you'll be forced to enter the zone you're currently travelling over, and you won't be able to re-enter the world map until you regain your bearings. You can regain your bearings by talking to another humanoid, or if you can't find someone to talk to, you will have a chance to regain your bearings naturally each time that you enter a new zone.

Distance

Parasangs.png

Distance on the world map is measured in parasangs.

Each tile on the world map is one parasang from the next tile. This example image shows a chunk of the world map that is 3 parasangs tall and 8 parasangs wide. The player is currently one parasang south of Red Rock.

It is common for village quests to involve finding a location that is a certain number of parasangs from another location, and you can use the world map tiles as a guide to help you with such quests.

Zones

Zones are the "screens" that your character moves through, fights in, or completes most other actions. Zones are the actual locations that you can enter from the world map (in other words, everything besides the world map). 1 parasang or tile on the World map represents a 3x3 area of 9 zones. When you descend downward from the world map, you'll arrive by default in the central zone of that parasang. If you've previously discovered special locations, such as ruins, lairs, villages, or other places, you'll be given an option to decide which part of the parasang you want to descend into from the world map.

Here's an example of what 1 parasang of the world map looks like. As you can see, it is a 3 x 3 area composed of 9 total zones.

Zone01.png Zone02.png Zone03.png
Zone04.png Zone05.png Zone06.png
Zone07.png Zone08.png Zone09.png

Navigation

World Tier

Main article: Zone Tier

Each overworld parasang has a base difficulty tier associated with it. In general, a tier represents the minimum level of creatures and objects in that terrain. World map locations have a surface tier value from 0 to 5, and this value is used to determine the zone tier of specific zones within each parasang, whether on the surface or underground.

Refer to the zone tier article for images and additional detail.

History of the World Map

The following are a few historical snapshots of the tile-based World Map over time:

World Map, Circa 2015

World map 2015.png

World Map, Circa 2019

World map 2019.png

World Map, Circa 2020

World map 2020.png

World Map, Circa 2021

Qud World Map (reef version).png