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Attributes define a character's strengths and weaknesses. They are also sometimes referred to as stats. The core attributes include:

  • Strength
  • Agility
  • Toughness
  • Willpower
  • Intelligence
  • Ego

Attributes affect how well a character performs certain skills or actions, such as attacking and dodging attacks. Many skills also have attribute requirements. For example, a character must have at least 17 strength to learn the Jump skill.

Attributes can be increased (or decreased) by a variety of means, including Mutations, Cybernetics, Equipment, and on level up:

  • Every 6 levels, starting at level 6, every attribute increases by 1 (level 6, 12, 18, 24, ...)
  • Every 6 levels, starting at level 3, you gain 1 attribute point, which can be used to increase a single attribute by 1 (level 3, 9, 15, 21, ...)[1]

Attribute Modifiers

A variety of game calculations use a character's modifier for a particular stat. Here are just a few examples:

  • A character's dodge value (DV) is increased by the amount of their agility modifier.
  • A character's penetration value (PV) is increased by the amount of their strength modifier.
  • A character must succeed at a toughness save (1d20 + toughness modifier) to stop bleeding. The difficulty of that save varies depending on the severity of bleeding.

Attribute modifiers are listed in parentheses after the attribute on the character's stat sheet in game. For example, if you have a strength of 21, your strength modifier is +2:

Strength       21 (+2)

An attribute modifier increases or decreases by one for each 2 points that the attribute goes above or below 16.

You can use the following formula for calculating an attribute modifier:[2]

  • Stat values of 16 or higher: (value - 16) ÷ 2 rounded down.
  • Stat values of 15 or lower: (value - 16) ÷ 2 rounded up.



Strength focuses on increasing the PV of melee weapons, and is used as an attribute for skills that focus on brute force and heavy lifting. It is needed the most in the Axe and Cudgel skill trees.

Skill Tree Total Skills That Require STR
Acrobatics 1
Axe 7
Cudgel 7
Heavy Weapon 3
Long Blade 2
Multiweapon Fighting 3
Shield 3
Single Weapon Fighting 4
Tactics 2

By default, a character's carry capacity (the total weight in pounds they can carry in their inventory and equipment slots) is equal to 15 times their strength attribute. The strength modifier also affects the penetration of melee weapons. The modifier is added onto the base 4 PV of most weapons, but has a max limit specified depending on what weapon it is.

It is also used in saves that require resisting forced movement. An example would be getting stuck in asphalt or a web.


Agility affects creatures' DV and accuracy as well as being required for certain skill trees that require finesse like both missile weapons trees and Acrobatics.

Skill Tree Total Skills That Require AGI
Acrobatics 3
Bow and Rifle 8
Dual Wield 2
Long Blade 4
Multiweapon Fighting 3
Pistol 8
Shield 2
Short Blade 7
Single Weapon Fighting 4
Tactics 3

The DV formula is:

Agility is also used in determining whether an attack will hit, which is detailed within the DV page.


Toughness controls how much HP the player character has. It's also used for the Endurance skill tree.

Skill Tree Skill Required Attribute
Endurance Endurance 0 Toughness
Endurance Swimming 15 Toughness
Endurance Poison Tolerance 19 Toughness
Endurance Weathered 21 Toughness
Endurance Calloused 23 Toughness
Endurance Juicer 23 Toughness
Endurance Longstrider 25 Toughness

Toughness at level one is how much HP you start with, but also affects how much you gain later on, as well as how fast you regain lost HP. Visit the HP page for a more indepth formula.

Toughness is similar to Constitution in D&D where it is also used to resist illness and poison.


Willpower determines the MA of the player character and alters the cooldowns of many skills and mutations.

Skill Tree Total Skills That Require WIL
Self-discipline 6
Shield 1

Each point of a character's willpower attribute higher than 16 reduces their ability cooldowns by 5% of the ability's base cooldown, up to a maximum reduction of 80% (at 32 willpower) or a minimum cooldown of 5 rounds. Each point of willpower below 16 increases the cooldowns by 5% of their base cooldown.

A character's MA is modified by an amount equal to their willpower modifier. Additionally, the willpower modifier is a factor in how fast a character regenerates lost HP.


Intelligence is a requisite attribute for many skills involving observation and history. It is used mostly for Tinkering, Cooking and Gathering, and Wayfaring.

Skill Tree Total Skills That Require INT
Cooking and Gathering 5
Customs and Folklore 2
First Aid 2
Long Blade 2
Physic 4
Tinkering 10
Wayfaring 9

Intelligence also alters how many skill points are gained each level up; Before Intelligence is applied, True Kin gain 70 skill points per level, while Mutants gain 50. Each point of Intelligence above 10 increases the number of skill points gained by 4 per level, and is applied retroactively, meaning that if a level 10 character at 10 Intelligence gained a single point, it would earn 40 skill points instantly. The opposite is also true for each point below 10.

Intelligence is also used when uncovering hidden creatures as well as examining artifacts.

For NPCs, Intelligence also determines their pathfinding behavior. Creatures with an Inteligence of 6 or less will often fail to take into account terrain penalties when moving.[3]

Temporary Intelligence

Intelligence can be temporarily granted through wearing certain equipment. This will not count towards the threshold for stat requirements, but will apply most passive effects. How temporary intelligence affects skill points gain is different than real intelligence. This boost only alters total skill points on level up: the creature will gain the amount of skill points as if they actually had that bonus intelligence. However, once it is removed and they level up again, they will be penalized that exact amount and will gain less points that level. This results in a zero net sum.


Ego affects how much items are traded for, and are used for the Persuasion skill tree.

Skill Tree Skill Required Attribute
Persuasion Persuasion 17 Ego
Persuasion Intimidate 17 Ego
Persuasion Berate 19 Ego
Persuasion Snake Oiler 19 Ego
Persuasion Proselytize 23 Ego
Persuasion Inspiring Presence 25 Ego

Ego is also used for recruiting other creatures by either using Proselytize, Rebuke Robot, or Beguiling. Unlike other attributes, Ego is the only one that can affect mutation levels. All Category:Mental Mutations will be given (or penalized) levels depending on their ego modifier.

Equipment by Attribute Bonus

The following items offer stat bonuses when worn.

Equipment Strength Agility Toughness Willpower Intelligence Ego
amaranthine prism - ? + ?
chrome mantle + 1
crystalline halo + 1
dream rondure + 2
Earth Face + 1 + 1 + 1 + 1 + 1 + 1
elastyne gloves + 1
Fist of the Ape God + 4
Flume-Flier of the Sky-Bear + 1
gentling cone -1
gentling mask -1
kaleidocera cape + 1
kaleidocera krakows + 1
kaleidocera muffs + 1
Kesil Face + 1 + 1 + 1 + 1 + 1 + 1
Klanq + 1
knollworm skull + 1
Levant Face + 1 + 1 + 1 + 1 + 1 + 1
mirrorshades + 1
murmur mask -1
ogre fur cloak + 1
ogre fur gloves + 1
ogre fur hat + 1
Olive Face + 1 + 1 + 1
Ruin of House Isner + 1
Shemesh Face + 1 + 1 + 1 + 1 + 1 + 1
square cap + 1 + 1
still crystal chime + 1
Stopsvalinn + 1

Other items offer stat bonuses when powered.


  1. XRL.World.Parts.Leveler, method LevelUp
  2. XRL.Rules.Stat, method GetScoreModifier
  3. XRL.World.Zone, method CalculateNav(GameObject, bool, bool, bool, bool, bool)