Endgame:Ending

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Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
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This information is reliable as of patch 2.0.209.44. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.209.44.

A run of Caves of Qud can end a few different ways.

  • The player can die, and if they are in Classic Mode, the run will immediately end, or if they are in Roleplay or Wander Mode, then the player may choose to end the run rather than restore from a previous point.
  • The run can be abandoned from the game menu.
  • The player can achieve a Victory.

Victories

Crossing into Brightsheol

On entering the Thin World by becoming entombed at the Tomb of the Eaters, the player may ask Rainwater Shomer to cross into Brightsheol rather than return to Qud by recoming at Gyl. This is distinct from the other victory types as while the player does not die, they do not see the end credits or enter the Epilogue. This is referred to in the conversation with Rainwater Shomer as a lesser victory.

North Sheva

A variety of different victory types can be achieved at the North Sheva. After completing We Are Starfreight, the player ascends the Spindle and arrives at the North Sheva. After this point, the player may not return to Qud without ending the game. There are five different victory types available at the North Sheva, and on completing any of them the end credits will roll, and the player will enter the Epilogue.[1] These victory types are:

  • Return, where the player returns to Qud
  • Covenant, where the player forms a covenant with Resheph, remaining on the North Sheva
  • Accede, where the player agrees with Resheph's plan to annihilate intelligent life on Qud
  • Launch, where the player leaves the North Sheva on the Exodus at the Starfarer's Quay
  • Marooned, where the player is unable to leave the North Sheva or participate in the other ending types

Additionally, if the player has killed or pacified every Girsh Nephilim, including Starformed Ehalcodon, the Gyre will be annuled. Starformed Ehalcodon will be present at Reclamation if the player has killed or pacified every other Girsh Nephilim prior to Reclamation.[2] Annulling the Gyre raises the grade of these victories from a victory to a greater victory.[3]

Return

The player returns from North Sheva and goes back to Qud. This victory can be achieved one of two ways:

Either of these actions will immediately end the game in a victory.

Covenant

The player convinces Resheph to form a new covenant, and remains on the North Sheva to guide the denizens of Qud from above. To achieve this victory, the following conditions must be met:

Accede

The player accedes to Resheph's plan to till the noosphere. To achieve this victory, the following conditions must be met:

Launch

The player leaves both the North Sheva and Qud behind, leaving on the Exodus at the Starfarer's Quay. To achieve this victory, the following conditions must be met:

  • The Exodus must not have already launched without the player.

Barathrum the Old will automatically attempt to leave on the Exodus on arriving at the top of the Spindle. If the player ascended with Barathrum, the player must either follow him and join him as the Exodus is being launched, or prevent him from launching it by trapping or killing him. If Barathrum does not start the launch sequence, then the player may by interacting with the pilot console on the Exodus.[7]

Once the launch sequence has started the starship will launch after 200 rounds, and the player will achieve the Launch victory if they are on board.[8]

Marooned

The player is stranded on the North Sheva, and cannot achieve any of the other victory types.

The conditions as implemented are:[9]

After these conditions have been met, then the game will end with a Marooned victory after the player takes a turn.[10]

Gyre Annullment

If the player has killed or pacified every Girsh Nephilim, then the Gyre will be annulled. This provides the player more leverage in the conversation with Resheph and is reflected in the Ending in positive ways.

This article has information that is missing or not up to par.
Reason: describe gyre anullment, super victory

Endmarks

This article has information that is missing or not up to par.
Reason: describe the different messages/sprites the player can see on victory, with images

Epilogue

The epilogue is the post-credits narrative where the player sees a village in Qud 1,000 years later. The village is similar to a standard procedurally generated Village in the salt marsh, desert canyons, or hills. The characteristics of this village are variable based on the player's actions on and off Qud. In the epilogue:

  • The player will not control their old character, but a new level 1 randomly generated Mutated Human, with the possibility of Epilogue-specific variants of existing Callings
  • There will be Epilogue-specific sprites for various objects, like chests and witchwood trees
  • The world's factions will be different, depending on the conditions of the ending
  • The player cannot leave the village without ending the game permanently
This article has information that is missing or not up to par.
Reason: describe epilogue, different victory types effects on epilogue

Epilogue Ending Conditions

Depending on the type and conditions of the Ending, Qud may be left in three different broad states. These are:

  • Not Plagued: Where the Gyre has been lifted
  • Plagued: Where the plagues of the Gyre remain in the world
  • Ruined: Where all intelligent life in Qud has been killed
Ending Type / Gyre Status Covenant Return Marooned Launch Accede
Gyre Not Annulled No Plague Plagued Plagued Ruined/Plagued* Ruined
Gyre Annulled No Plague No Plague No Plague No Plague Ruined

* If Resheph was destroyed by breaking or opening the nondeterministic core, then Qud will not be Ruined in a standard Launch ending and only Plagued.[11]

Plagued

In a Plagued Epilogue:

  • The villagers will share a disease, either Glotrot or Ironshank.[12]
  • A plagueyard will be present.[13] The plagueyard will contain tombstones with inscriptions indicating that the villager died of the randomly determined shared disease.[14]
  • 4-6 clusters of vantabud will be present.[15]
  • Two fewer villagers will be present.[13]

Ruined

In a Ruined Epilogue:

  • The generated village will be abandoned. No villagers will be present, and structures will be destroyed.[12]
  • The player will be a giant amoeba.[16]
  • The world's factions will be dramatically changed. Most factions will be gone, and new ones representing the non-sapient life that was spared from Resheph's plan will emerge.[17][18]

Starshiib

If either of the following conditions have been met, an ursine locket will be present in a building.[13]

The ursine locket will initially be unidentified. Once identified, it can be used similarly to a hologram bracelet to produce a hologram of outworlder.

Epilogue Villagers

Faction Villagers

If the village is not ruined, the Epilogue village will be populated by villagers. The base villager type for the village is determined by the player's reputation. Whichever eligible faction the player has the highest reputation with will be the primary village faction. Not every faction is eligible, but the majority of factions that weren't procedurally generated are eligible. [20]

The villagers that are a part of this faction group will be a unique Epilogue-exclusive creature of this faction. See Category:Chiliad_Creatures for a list. They will have a name, description, and colour variation based on the village's location in the world.[21]

Slynth Immigrant

If the player has completed Landing Pads then there will be a slynth immigrant in the Epilogue village.[22][23] This immigrant will be different based on the settlement the slynth chose as their home.[24]

Settlement Slynth
Joppa slynth irrigator
Grit Gate slynth wrenchmonk
Bey Lah slynth scout
Kyakukya slynth cidermouth
Ezra slynth exile
Yd Freehold slynth piper
Six Day Stilt slynth cantor
Tomb of the Eaters slynth friend
Chavvah crystal slynth
Any procedurally generated Village slynth villager

Notably absent is the Pariahs faction. If the slynth choose to join the pariahs with Lulihart, hindren pariah, then there will be no slynth immigrant in the Epilogue village.

If the Slynth immigrant is a slynth wrenchmonk, then they will be prioritized as a candidate for the position of village tinker. If they are a slynth irrigator or slynth cidermouth, then then they will be prioritized as a candidate for the position of village apothecary.[25]

Gyre Conversant

If the Gyre was annuled, then among the creatures in the village will be a special conversant. The conversant depends on the methods used to defeat the Girsh Nephilim, either killing them or pacifying them.[26]

Method Conversant
Pacification and killing Girsh godling
Pacified every True Girsh godling
Killed every fool of the Gyre

Epilogue Factions

By the time of the Epilogue, many of Qud's factions will have changed drastically, and new ones will be present. The player's victory type and their actions on Qud determine the changes.

This article has information that is missing or not up to par.
Reason: describe unique epilogue factions, ideally with images, secrets, pretty formatting

Mechanimists

The Mechanimists will always be known as the Chromaic Church.[27]

Grit Gate

In a Covenant ending, when the player is requesting a covenant with Resheph they may request access to the Gemara Sophia for either themself or for Grit Gate. This will determine the name of Grit Gate in the Epilogue.

  • If access is granted to Grit Gate, then it will be known as the Synagogue at Grit Gate in the Epilogue.[27]
  • If access is granted to the player, then Grit Gate will be known as the Tabernacle at Grit Gate.
  • If access is not granted, then Grit Gate will be known as the monastery at Grit Gate.

In a Launch ending where the Gyre was annuled, Grit Gate will be known as the Tinkers' Guild.

In a Return ending Grit Gate will be known as "denizens of the Grit Gate Freehold".

Bey Lah

If Kith and Kin was not resolved, or the village collapsed as a result of the quest, Bey Lah will not be present in the Epilogue.[27]

If Kith and Kin was completed and Hindriarch Keh is the Hindriarch, then Bey Lah will be the Hindriarchy of Bey Lah.

If Kith and Kin was completed and Eskhind is the Hindriarch, then the faction will be known as the denizens of the Bey Lah Freehold.

Raising Indrix

The Children of Mamon will not be present. If the player has completed Raising Indrix then a faction known as the Grandchildren of Mamon will be present.[27]

Gyre Annulment

If the Gyre was annuled, then the Girsh and Gyre Wights factions will not be present. If any of the Girsh Nephilim were pacified, then the Nephilim faction will be present.[27]

Putus Templar

In most situations, the Putus Templar will not be present in the world. However, if they are the Epilogue village's base faction since they were the faction with the highest reputation with the player then they will remain a faction.[27]

Epilogue Curiosities

There are a number of unique items that will be conditionally present in the Epilogue depending on the player's actions during certain Quests.

Raising Indrix

Love and Fear

If the player has started Love and Fear by picking up the crumpled sheet of paper at the charred tree, then one of two books will be present in a wooden bookshelf or other container that descends from it:[30]

Fraying Favorites

If the player has completed Fraying Favorites, then a unique object will be placed in the Tinker's hut appropriate to the Child the player gave the repulsive device to.[31]

Child Object
Nacham Nacham's loom
Va'am Va'am's blower
Kah Kah's conveyor
Dagasha Dagasha's crucifix

If, Then, Else

If the player has started or completed If, Then, Else, then one of three figurines will be present in the inventory of the village merchant, or elsewhere in the village if none is present:[29]

Epilogue Sultan History

A shrine to the player's character will be present in the village.[32] They will be considered a historical figure in the same manner as the Sultan histories and will be logged in the player's journal as such. Historical accounts of their journey through Qud will be seen throughout the village.

The term used for these historical figures may have changed from Sultan in the interim, and the term used is based on the player's victory type.[11]

Victory Type Name
Return, Marooned Freeholder
Accede, Launch Sultan
Covenant Resheph

The gospel recorded on the player statue will depend on the victory type and the village region.[33]

Victory Type Gospel
Marooned "In =event.year=, a triad of plagues afflicted the land. Tongues rotted away in the mouths of kith and kin, their legs annealed to iron, and darkness bloomed from the earth. The warden physickers voiced a prayer to =subject.name= the Above and walked beneath the chrome arches to heal the sick.
Covenant In =event.year=, =subject.name= cleansed the =village.region= of the plagues of the Gyre and, through the tutelage of the tinker monks at Grit Gate, taught =mayor.name= to sow =village.plant= along their fertile tracks.
Accede In =event.year=, =subject.name=, the Above, forsook the people of Qud in favor of its sludges and microorganisms, and then disappeared. They were 216 years old.
Return In =event.year=, a triad of plagues afflicted the land. Tongues rotted away in the mouths of kith and kin, their legs annealed to iron, and darkness bloomed from the earth. =subject.name= and their warden physickers walked beneath the chrome arches and healed the sick.
Launch At twilight in the shadow of the Spindle, the people of =village.name= saw an image on the horizon that looked like a =subject.personTerm= bathed in starfire. It was =subject.name=, and after they came and left =village.name=, the people built a monument to =pronouns.objective=, and thenceforth called them =subject.PersonTerm=-in-Starfire.

If the player achieved an Accede victory, then the statue will be desecrated. If the player annulled the Gyre, then the statue will be gold colored.[34]

This article has information that is missing or not up to par.
Reason: describe player history

References

  1. XRL.World.Conversations.Parts.EndGame, method Start
  2. XRL.World.Quests.ReclamationSystem, method GetValidNephal
  3. Several methods and HiddenConversations.xml. The check if Ehalcodon has been foiled tends to happen in the places where the ending type is declared and XRL.World.Parts.EndGame.Start is called.
  4. 4.0 4.1 HiddenConversations.xml, conversation ID Resheph
  5. XRL.World.Parts.AscensionCable, method TryDescend
  6. HiddenConversations.xml, conversation ID Barathrum
  7. XRL.World.Parts.ShevaStarshipControl, method HandleEvent
  8. XRL.World.Parts.ShevaStarshipControl, method CheckTimer
  9. XRL.World.Conversations.Parts.EndGame, method CheckMarooned
  10. XRL.World.Parts.ArkCore, method StartEnd
  11. 11.0 11.1 11.2 11.3 XRL.World.Conversations.Parts.EndGame, method EvaluateState
  12. 12.0 12.1 XRL.World.ZoneBuilders.VillageCoda, method GenerateVillageEntity
  13. 13.0 13.1 13.2 XRL.World.ZoneBuilders.VillageCoda, method BuildZone
  14. XRL.World.ZoneBuilders.VillageCodaBase, method FabricatePlagueyard
  15. XRL.World.ZoneBuilders.VillageCodaBase, method FabricateVantabudCluster
  16. XRL.World.Conversations.Parts.EndGame, method CreatePlayer
  17. ChiliadFactions.xml
  18. XRL.World.Conversations.Parts.EndGame, method EvaluateFactionState
  19. XRL.World.Parts.ShevaStarshipControl, method CheckTimer
  20. XRL.World.XRL.World.Conversations.Parts.EndGame, method GetBaseFaction
  21. XRL.World.ObjectBuilders.CreatureRegionSpice, method Apply
  22. XRL.World.ZoneBuilders.VillageCoda, method GenerateVillageEntity
  23. XRL.World.ZoneBuilders.VillageCoda, method SlynthPopulationInflux
  24. XRL.World.ZoneBuilders.VillageCoda, method GetSlynthType
  25. XRL.World.ZoneBuilders.VillageCoda, method GetSlynthRole
  26. XRL.World.ZoneBuilders.VillageCodaBase, method GetUltraConversant
  27. 27.0 27.1 27.2 27.3 27.4 27.5 XRL.World.Parts.EndGame, method EvaluateSpecific
  28. XRL.World.ZoneBuilders.VillageCoda, method PopulateCodaApothecary
  29. 29.0 29.1 XRL.World.ZoneBuilders.VillageCoda, method PopulateCodaMerchant
  30. XRL.World.ZoneBuilders.VillageCoda, method PlaceEtaEarthling
  31. XRL.World.ZoneBuilders.VillageCoda, method PopulateCodaTinker
  32. XRL.World.ZoneBuilders.VillageCoda, method FabricatePlayerStatue
  33. XRL.World.ZoneBuilders.VillageCoda, method GenerateEndEvent
  34. XRL.World.ZoneBuilders.VillageCoda, method SetStatueVisuals