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  • Hitpoints (HP) (category Battle Mechanics)
    Hitpoints, HP, or are an integer value which measures how close a creature is to death or how intact items and walls are. This article has information
    3 KB (378 words) - 17:42, 15 June 2022
  • Mental Armor (MA) (category Battle Mechanics)
    This article is a stub. You can help Caves of Qud Wiki by expanding it. This article is a stub. You can help Caves of Qud Wiki by expanding it. Mental
    2 KB (202 words) - 17:23, 23 August 2023
  • Armor (AV) (category Battle Mechanics)
    AV, also called Armor Value or , is a combat-relevant stat which, along with the →PV of the incoming attack, determines how much damage an attack does
    2 KB (197 words) - 09:33, 20 November 2021
  • Dodge (DV) (category Battle Mechanics)
    DV or Dodge Value or is a stat that indicates how likely this creature is to dodge an attack. All creatures have a base DV of 6. The formula of calculating
    2 KB (291 words) - 09:33, 20 November 2021
  • Damage (category Battle Mechanics)
    This article may need cleanup to meet quality standards. Please help improve this page by editing it. Reason: "Needs review, additional detail, and/or
    5 KB (748 words) - 08:06, 14 April 2022
  • Penetration (PV) (category Battle Mechanics)
    more general information about attacking, refer to the relevant combat mechanics page: Melee combat Missile weapon combat Thrown weapon combat A weapon's
    12 KB (1,095 words) - 10:18, 8 February 2024
  • Mental shield (category Battle Mechanics)
    The subject of this article or section has no official name presented in-game. As a result, a name for it was chosen at the discretion of wiki editors
    3 KB (720 words) - 16:31, 14 January 2024
  • Save (category Battle Mechanics)
    A save is a term derived from "saving throw", a term originating from tabletop role playing games as a defensive check to see if a player will take or
    9 KB (254 words) - 03:36, 19 June 2022
  • Explosions (category Battle Mechanics)
    This article has information that is missing or not up to par. Reason: This page describes previous logic used for explosive effects. The explosion logic
    3 KB (326 words) - 22:11, 18 July 2023
  • Critical hit (category Battle Mechanics) (section Base Mechanics)
    Critical hits are a combat mechanic that guarantee a successful hit with a small chance. To-hit rolls use a roll on a 1d20 dice, if the result is equal
    3 KB (504 words) - 07:14, 31 October 2023
  • Missile weapon combat (category Battle Mechanics)
    not up to par. Reason: This section needs more info about how the "Hit" mechanics work for missile weapons, and possibly a little cleanup. Also, info on
    12 KB (1,222 words) - 18:56, 16 June 2022
  • Thrown weapon combat (category Battle Mechanics) (section Hit Mechanics)
    This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it. This article has information
    11 KB (1,349 words) - 19:49, 4 April 2024
  • Melee combat (category Battle Mechanics)
    same to-hit calculation as normal weapons. However, their penetration mechanics differ in the following ways: The attacker's penetration bonus is affected
    15 KB (2,091 words) - 00:41, 19 January 2024
  • Death (category Battle Mechanics)
    Death is an inevitable part of Caves of Qud. Anything dies when it reaches 0 HP or less, although there are also various means of instant death. In Classic
    5 KB (366 words) - 23:30, 25 March 2024
  • Unarmed combat (category Battle Mechanics)
    Unarmed combat occurs when a player or creature has no weapon equipped in their primary hand or in additional limbs capable of attacking. Unarmed combat
    3 KB (267 words) - 18:39, 25 April 2022
  • Hit bonus (category Battle Mechanics)
    staff +1 electric snail shell -1 Fist of the Ape God +3 opal-pommeled steel battle axe +1
    1 KB (57 words) - 13:55, 1 October 2021
  • Accuracy (category Battle Mechanics)
    This disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point
    271 bytes (75 words) - 19:37, 5 October 2021
  • Combat (category Battle Mechanics)
    This information is reliable as of patch 2.0.190.1. If this is no longer the current patch, you can help by updating it. Combat is the main fighting mechanic
    7 KB (698 words) - 20:33, 15 June 2022
  • Experience (category Mechanics) (section Battle Experience Formula)
    Experience or XP is awarded primarily when a player or creature kills another creature that is of a similar level or higher. XP drops off exponentially
    4 KB (508 words) - 20:21, 18 July 2023
  • Commerce (category Mechanics)
    long sword $1500 4# Long Blades zetachrome halberd $1500 9# Axes zetachrome battle axe $1500 5# Axes zetachrome warhammer $1500 9# Cudgels zetachrome hammer
    3 KB (324 words) - 05:32, 28 November 2023

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