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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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Click on any 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>File:Qud_World_Map_(reef_version).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]]
rect 78 48 96 72 [[Six Day Stilt]]
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poly 1103 0 1103 23 1055 23 1055 47 1024 47 1024 23 992 23 992 0 [[Mountains]]
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rect 1088 432 1103 455 [[Lake Hinnom]]
rect 1088 432 1103 455 [[Lake Hinnom]]
rect 1120 360 1135 383 [[Palladium Reef]]
rect 1120 360 1135 383 [[Palladium Reef]]
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rect 1152 0 1183 23 [[Mountains]]
rect 1152 0 1183 23 [[Mountains]]
rect 384 216 399 239 [[Ruins]]
rect 384 216 399 239 [[Ruins]]
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rect 704 528 719 551 [[Ruins]]
rect 704 528 719 551 [[Ruins]]
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poly 863 528 863 551 847 551 847 575 832 575 832 528 [[Ruins]]
poly 1072 576 1072 552 1119 552 1119 575 1087 575 1087 599 1056 599 1056 576 [[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.
poly 1071 240 1071 264 1103 264 1103 312 1119 312 1119 335 1088 335 1088 311 1040 311 1040 288 1056 288 1056 263 1040 263 1040 240 [[Ruins]]
rect 991 288 960 311 [[Baroque ruins]]
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rect 1168 360 1183 383 [[Baroque ruins]]
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rect 1200 480 1215 503 [[Baroque ruins]]
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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.
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#Mountains, hills, Deathlands for the eastern edge of the map.
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rect 304 24 1199 599 [[Jungle]]
rect 304 24 1199 599 [[Jungle]]


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=== [[: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]] ===
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=== 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.
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<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;">
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* [[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;">
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</div>
</div>
</div>
</div>
==World Tier==
==World Tier==
{{Main|Zone Tier}}
{{Main|Zone Tier}}
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===World Map, Circa 2020===
===World Map, Circa 2020===
[[Image:World map 2020.png|600px|class=scalable]]
[[Image:World map 2020.png|600px|class=scalable]]
===World Map, Circa 2021===
[[Image:Qud_World_Map_(reef_version).png|600px|class=scalable]]


{{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