World map

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Revision as of 17:03, 10 November 2019 by Teamtoto (talk | contribs) (Added section about world tier)
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This article is a stub. You can help Caves of Qud Wiki by expanding it.

The map in Caves of Qud is composed of procedurally-generated pixel art creating complex environments and locations.

Interactive Map

Click on any unique location to send you to that page!

The Six Day StiltRed RockJoppaThe Rust WellsKyakukyaThe Rainbow WoodTomb of the EatersRusted ArchwayGrit GateGolgothaBethesda SusaAsphalt MinesGarden of GethOmonporchShadow of the SpindleThe Hidden Village of Bey LahThe Trembling DunesBanana GroveRiver SvyRiver SvyOpal's DuskwatersRiver OpalRiver Yonthmountain streamRiver SvyRiver SvyRiver YonthRiver YonthRiver SvyThe 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

World map.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

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 decend 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

File:Joppaworld with tiers2.png

Each overworld terrain tile has a specific Tier associated with it. In general, a tier represents the minimum level in that terrain. The 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. Because terrain tiers stop at 5 instead of the usual 8 like item and creature tiers, terrain tier 5 is a combination of all 5-8 item and creature tiers

Apart from it being a difficulty indicator, it also is used to generate the location of Kindrish, which is always in a terrain with tier 4-5.

Pure Text Version

These tiers can be found looking in Test.txt, titled "JoppaWorld_ZoneTier".

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Underground

Main article: 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 . This means that the difficulty and rarity of items increase the deeper the player character goes.