Castes
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This information is reliable as of patch 2.0.207.72. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.207.72. If this is no longer the current patch, you can help by updating it.
Castes are the True Kin subtypes that the player may choose from during character creation in Caves of Qud.
Players who begin the game as a mutant will instead have a choice of calling.
There are 12 castes available. Each of those castes is associated with one of the following three arcologies:
- The Toxic Arboreta of Ekuemekiyye, the Holy City: Castes from this arcology have extra resistance to bleeding effects and may choose nocturnal apex as their unique starting cybernetic.
- The Ice-Sheathed Arcology of Ibul: Castes from this arcology have exceptional cold resistance and may choose cherubic visage as their unique starting cybernetic.
- The Crustal Mortars of Yawningmoon: Castes from this arcology have exceptional heat resistance effects and may choose air current microsensor as their unique starting cybernetic.
List of Castes
This section shows additional details about each of the starting castes, including the name of castes, their attribute bonuses, starting skills, and starting equipment and items.
The Toxic Arboreta of Ekuemekiyye, the Holy City |
Horticulturist
+3 Intelligence
+2 to saves vs. bleeding
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 3-4 Ekuemekiyyen greens
- 30-50 wooden arrows
- 1d3+12-4 (Avg: 3) defoliant grenade mk I
- 1-3 salve injectors
- 2-6 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 3-4 witchwood barks
Can select nocturnal apex as their starting cybernetic
Priest of All Suns
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 3-4Ekuemekiyyen greens
- 3d63-18 (Avg: 10.5) bandages
- 30-50 wooden arrows
- 2-4 salve injectors
- 2-5 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
Can select nocturnal apex as their starting cybernetic
Priest of All Moons
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 steel butcher knife
- 3 waterskins with 32 drams of fresh water
- 3-4 Ekuemekiyyen greens
- 30-50 wooden arrows
- 2-4 salve injectors
- 2-5 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
Can select nocturnal apex as their starting cybernetic
Syzygyrior
Equipped:
- 2 things from Melee Weapons 2
- 1 vine-weave tunic
- 1 panther's cloak
- 1 sun and moon mask
- 1 sandals
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 3-4 Ekuemekiyyen greens
- 1-3 salve injectors
- 2-5 injectors from Injectors
- 0-2 things from Artifact 1
- 0-1 things from Artifact 2
- 3-4 witchwood barks
Can select nocturnal apex as their starting cybernetic
The Ice-Sheathed Arcology of Ibul |
Artifex
+3 Intelligence
+15 cold resistance
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 2-3 food cubes
- 1 basic toolkit
- 1-3 salve injectors
- 2-4 injectors from Injectors
- 0-1 things from Trinkets 1
- 1-4 things from Junk 1
- 6-12 pieces of scrap from Scrap 1
- 2-4 energy cells from Cells
- 1-2 things from Artifact 2
- 0-2 things from Artifact 3
- 3-4 witchwood bark
Can select cherubic visage as their starting cybernetic
Consul
+3 Ego
+15 cold resistance
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 4 waterskins with 32 drams of fresh water each
- 1 waterskin with 2d6+13-13 (Avg: 8) drams of wine
- 2-3 food cubes
- 1 basic toolkit
- 1-3 salve injectors
- 2-4 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 1-2 things from Artifact 3
- 3-4 witchwood barks
Can select cherubic visage as their starting cybernetic
Praetorian
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 2-3 food cubes
- 20-33 lead slugs
- 2-3 salve injectors
- 1-3 injectors from Injectors
- 1 energy cell from Cells
- 0-2 things from Artifact 2
- 3-4 witchwood barks
Can select cherubic visage as their starting cybernetic
Eunuch
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 2-3 crusty loafs
- 30-50 lead slugs
- 1-3 salve injectors
- 2-4 injectors from Injectors
- 1 energy cell from Cells
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 3-4 witchwood barks
Can select cherubic visage as their starting cybernetic
The Crustal Mortars of Yawningmoon |
Child of the Hearth
+3 Strength
+15 heat resistance
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 3-4 smoldered mushrooms
- 4-8 injectors from Injectors
- 0-2 energy cells from Cells
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
Can select air current microsensor as their starting cybernetic
Child of the Wheel
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 3-4 smoldered mushrooms
- 4-8 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
Can select air current microsensor as their starting cybernetic
Child of the Deep
+3 Toughness
+15 heat resistance
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 3-4 smoldered mushrooms
- 4-8 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-1 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
Can select air current microsensor as their starting cybernetic
Fuming God-Child
+4 Willpower
+15 heat resistance
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 3-4 smoldered mushrooms
- 4-8 injectors from Injectors
- 1-2 energy cells from Cells
- 0-1 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-1 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
Can select air current microsensor as their starting cybernetic
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