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Greatly expanded the page, adding several sections which describe and list some of the more important mechanics. Noted at the top that this is a non-exhaustive list.
(Created page with "{{stub}} '''Mechanics''' go into the details of how exactly the game functions. ==Subcategories within Mechanics== {{#cargo_query:table=_pageData|where=_categories HOLDS 'Me...")
 
(Greatly expanded the page, adding several sections which describe and list some of the more important mechanics. Noted at the top that this is a non-exhaustive list.)
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'''Mechanics''' go into the details of how exactly the game functions.  
'''{{name}}''' are the systems in {{gamename}} which govern how various actions and interactions behave in the game.


==Subcategories within Mechanics==
For a full list of mechanics, please see [[:Category:Mechanics]]. A ''non-exhaustive'' summary of the more central mechanics is included below.
{{#cargo_query:table=_pageData|where=_categories HOLDS 'Mechanics' AND _pageName LIKE 'Category:%'|format=category}}


==Pages in Mechanics==
 
{{#cargo_query:table=_pageData|where=_categories HOLDS 'Mechanics' AND _pageName NOT LIKE 'Category:%'|format=category}}
==Combat Mechanics==
{| class="wikitable"
|-
! Mechanic !! Description
|-
| [[Hitpoints (HP)]] || The amount of health a creature has. If this drops to zero, the creature dies.
|-
| [[Armor (AV)]] || How heavily-armored a creature is. Defends against penetration in an attack roll.
|-
| [[Dodge Value (DV)]] || How evasive a creature is. Defends against accuracy in an attack roll.
|-
| [[Mental Armor (MA)]] || How shielded or resilient a creature's mind is, somewhat analogous to AV. Used when resisting various psychic attacks.
|-
| [[Penetration]] || The ability of an attack to penetrate the target's AV.
|-
| [[Accuracy]] || The ability of an attack to hit the target (contested by the target's DV).
|-
| [[Quickness]] || How quickly a creature performs actions. More quickness means the player can perform more actions each turn.
|-
| [[Resistances]] || How resistant a creature is to various elemental effects.
|}
 
==Item Mechanics==
{| class="wikitable"
|-
! Mechanic !! Description
|-
| [[Item Mods]] || The various modifications that can be applied to a base item, both by players with the appropriate [[Tinkering]] skill and by the game when it generates the item.
|-
| [[Commerce]] || The mechanic governing how much various items are worth when trading with a creature.
|-
| [[Artifact examination]] || The process by which the player can identify [[unidentified artifacts]].
|}
 
==Food/Drink Mechanics==
{| class="wikitable"
|-
! Mechanic !! Description
|-
| [[Hunger]] || How hungry the player character is. Hunger cannot kill the player, but becoming {{Qud text|&r Famished!}} will inflict a [[quickness]] penalty.
|-
| [[Thirst]] || How thirsty the player character is. Excessive thirst can kill the player.
|-
| [[Cooking]] || The process by which a player cooks ingredients into useful food. Cooking is done at a {{favilink|campfire}} or {{favilink|clay oven}}.
|-
| [[Cooking Effects]] || The special effects which the player gets by eating cooked meals. Different ingredients give different effects.
|}
 
==Creature/Player Mechanics==
{| class="wikitable"
|-
! Mechanic !! Description
|-
| [[Attributes]] || A creature's stats.
|-
| [[Reputation]] || How a creature is viewed by the various [[factions]] present in {{gamename}}.
|-
| [[Glimmer]] || A stat increased by having a high number of high-level mental mutations. Represents how noticeable the player's mind is to psychic creatures (including those from other dimensions), with higher glimmer attracting more dangerous psychic assassins.
|-
| [[Illnesses]] || Various non-fungal diseases which the player can contract in Qud.
|-
| [[Fungal Infections]] || Various fungal diseases which the player can contract in Qud.
|-
| [[Experience]] || The stat representing how seasoned and experienced a creature is. Experience is awarded for a variety of things, including killing [[creatures]], completing [[quests]], and giving [[book|books]] to {{favilink|Sheba Hagadias, Librarian of the Stilt}}. After gaining enough experience, a creature or player can level up.
|-
| [[Effects]] || The various status effects that can be applied to an entity in {{gamename}}.
|}
 
==World Mechanics==
{| class="wikitable"
|-
! Mechanic !! Description
|-
| [[Fast Travel]] || The mechanic allowing the player to quickly travel across the world map, at risk of getting [[lost]].
|-
| [[Zone Tier]] || A general description of how "high-level" a region of the map is. Higher-tier zones tend to have more dangerous creatures and better loot.
|}
 
==Misc/General Mechanics==
{| class="wikitable"
|-
! Mechanic !! Description
|-
| [[Phase]] || A mechanic determining whether two entities can interact. Creatures/players/items/walls with the same phase can interact, those with different phases cannot.
|-
| [[Quests]] || The objectives a player completes to guide them through the main storyline of {{gamename}}.
|-
| [[Tier]] || A general description of how strong, good, valuable, or powerful something in {{gamename}} is.
|-
| [[Water Ritual]] || A ritual in which two creatures share water and exchange secrets or ask for help. Performing the water ritual is the main way a player affects and uses their reputation in {{gamename}}.
|}
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