Follow TV Tropes

Following

History VideoGame / CavesOfQud

Go To

OR

Is there an issue? Send a MessageReason:
None


** With all that being said, you're an unknown quantity to most pre-existing robots, so most of them won't like you. Your best chance at changing that is getting in the good graces of the [[TheFairFolk Naphaali tribe]], and then sharing oil with their [[MachineWorship chrome idols]].

to:

** With all that being said, you're an unknown quantity to most pre-existing robots, so most of them won't like you. Your best chance at changing that is getting in the good graces of the [[TheFairFolk Naphaali Naphtaali tribe]], and then sharing oil with their [[MachineWorship chrome idols]].

Added: 1136

Removed: 62

Is there an issue? Send a MessageReason:
None


* AfterTheEnd: A thousand years after the end, to be precise.


Added DiffLines:

* AfterTheEnd: A thousand years after the end, to be precise.
* AIIsACrapshoot: Surprisingly averted... [[BossInMooksClothing mostly]]. The robots in this game just do what their programming tells them to do, and the majority of them (the [[SentryGun turrets]]) will shut down without complaint if shown the proper security card. You can even [[TheTurretMaster create your own turrets]], and they won't backstab you. In fact, the AI's you chat with in the main quest are rather affable, though one's a LiteralGenie.
** With all that being said, you're an unknown quantity to most pre-existing robots, so most of them won't like you. Your best chance at changing that is getting in the good graces of the [[TheFairFolk Naphaali tribe]], and then sharing oil with their [[MachineWorship chrome idols]].


Added DiffLines:

* BanditMook: The second floor of the Tomb of the Eaters has strip flies, robots who will steal items from you [[ForTheEvulz just to drop them down chutes to the first floor]]. The setting and their name suggest that they're meant to strip bodies slated for cremation; their behavior suggests that they're just [[AIIsACrapshoot jerks]].
Is there an issue? Send a MessageReason:
Got my furthest ever with Syzygyrior; listed my experiences here, and mentioned the interface screw stuff

Added DiffLines:

* AwesomeButImpractical: The Syzygyrior is a [[DualWielding dual-wielding]] melee Caste, more likely than not to [[YouHaveResearchedBreathing remember to use their off-hand in battle]]. This sounds amazing, and it is on paper, but it runs into problems in ''most'' cases; one of your hands is going to need to hold a torch in the dark, after all, if you didn't take [[NightVisionGoggles Night Vision]] during character-creation. This also comes up for the Praetorian, whose off-hand would rather carry their [[ShieldBash shield]] than a torch.


Added DiffLines:

* InterfaceScrew: Eating [[HealingPotion witchwood bark]] may confuse you, shuffling the tiles on the screen every turn, and replacing the names and symbols of everything in your inventory with gobbledygook.
** Monochrome is an in-game condition caused by a color-draining vampire [[spoiler:bug]], that can resurface and become chronic on its own if you're bitten by one twice in quick succession. It makes everything gray.
** The [[NightVisionGoggles Night Vision]] Cybernetic replaces all the colors on the screen with green and black, [[GuideDangIt while it's turned on]].


Added DiffLines:

* InventoryManagementPuzzle: For the Grit Gate (the second dungeon in the main quest), your quest-giver grants you an item that pacifies its [[KillerRobot waydroids]]. When held in the hand, the waydroids will attack the Gate's other intruders ''instead'' of you. The Gate isn't lit, however, so your other hand will have to hold a torch ([[CrazyPrepared unless you accounted for darkness during character-creation, or found a wearable light source later]]). Of course, then there are the creatures in the Grit Gate who will ''still'' try to kill you; [[ItMakesSenseInContext if you don't have an extra pair of arms]], you'll have to either juggle between your droid-pacifier and your weapon, or get liberal with your ammo and your throwables.

Added: 285

Changed: 11

Is there an issue? Send a MessageReason:
None


* SprintShoes: Ninefold boots send you forward twelve squares in the time it would normally take you to move three squares, for essentially a 300% speed increase. They actually do this by [[FlashStep teleporting you forward those extra nine squares]], however; in other words, [[GravityIsAHarshMistress keep these turned off while walking in skyscrapers]].

to:

* SprintShoes: Ninefold boots send you forward twelve squares in the time it would normally take you to move three squares, for essentially giving a 300% speed increase. They actually do this by [[FlashStep teleporting you forward those extra nine squares]], however; in other words, [[GravityIsAHarshMistress keep these turned off while walking in skyscrapers]].skyscrapers]].
** If that's too crazy for you, there are bounding boots; these provide a standard speed increase while walking normally, and boost your sprinting speed from double to ''triple'' your walking speed, though you have to wear them for one hundred turns before they'll improve your sprint.

Added: 867

Removed: 152

Is there an issue? Send a MessageReason:
None


** There's a waterlogged tunnel connecting the bottom of Red Rock to Joppa, allowing you to skip all of Red Rock to reach its boss. [[RidiculouslyDifficultRoute This route is significantly tougher than Red Rock]], but it does have some high-end loot, including an item that increases your carrying capacity by having ''[[InsaneTrollLogic negative]]'' weight.



* StarScraper: The Spindle, so large it takes up multiple grid spaces on the world map. Naturally, the end game is based around opening and climbing it.


Added DiffLines:

* SprintShoes: Ninefold boots send you forward twelve squares in the time it would normally take you to move three squares, for essentially a 300% speed increase. They actually do this by [[FlashStep teleporting you forward those extra nine squares]], however; in other words, [[GravityIsAHarshMistress keep these turned off while walking in skyscrapers]].
* StarScraper: The Spindle, so large it takes up multiple grid spaces on the world map. Naturally, the end game is based around opening and climbing it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FromCataclysmToMyth: The civilization of the Eaters and the reign of the Sultans are long passed, but fragmentary lore from that age remains in various books and the occasional (''very'') long-lived NPC.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ApocalypseCult: The Glow-Wights are adorers of the Girsh, the most destructive creatures to come from the plagues of the Gyre. They congregate around sources of Qud's horrific diseases, believing that their body-destroying effects are the work of the gods, and the highest-ranking among them roam the Moon Stair in search of the (currently-unimplemented) Girsh Nephilim.


Added DiffLines:

* GodGuise: The baetyls (giant spherical robots that [[AntiMagic stabilize reality around them]]) are a point of schism in the Mechanimist faith, since some of them talk and act like gods. Those around the Six Day Stilt insist that they were made by the Argent Fathers and [[JustIgnoreIt shouldn't be trusted or given things]], but those in [[spoiler:Bethesda Susa]] seem to think they possess the Argent Fathers' spirits.
* GoingNative: Yd Freehold's Warden is the only indisputable True Kin in the settlement of frog-people, and one of only two humans in the entire place. [[note]]There's also Rokhas, the local slug herder, who moved in from the Salt Dunes.[[/note]] He happens to be so thoroughly-modified with cybernetics that [[HeWhoFightsMonsters he spooks even the locals]], needing to hide his BodyHorror under an animal costume.


Added DiffLines:

* MagicAIsMagicA: The only ability you can have that works differently in enemies' hands is Precognition. When you use it, it acts as a time-balanced form of SaveScumming, letting you undo a mistake you make shortly afterwards. When enemies use it, it's functionally a temporary OneUp, though only because the game fast-forwards through the re-done turns from the player's perspective (since you have RippleEffectProofMemory and the game doesn't want to waste your time).


Added DiffLines:

** The first few Wardens (settlement sheriffs) you meet are Magic Knights, and all goatfolk shamans have one physical mutation to compliment their psychic abilities.


Added DiffLines:

* SaltTheEarth: By far the worst thing the Gyre did, making it so most liquids on the ground will get salty in a handful of turns. Qud's subsistence farmers have to grow watervine, a hardy and barely-edible plant that Resheph bred for its water-storing properties, to survive.

Added: 1196

Changed: 422

Is there an issue? Send a MessageReason:
None


* ArmorIsUseless: [[ZigZaggedTrope Zig-zagged]]. Armor increases survivability against mundane attacks by providing Armor Value (AV), while Strength goes against this by providing extra Penetration Value (PV). Due to how "penetration rolls" work if an attack connects, you need a ''lot'' more AV than your foe's PV bonus to reliably no-sell attacks, but being under-armored will result in you taking ''far'' more damage than your foe's damage dice would suggest. On the other hand, the PV benefit from Strength is capped depending on what kind of weapon you're using (making weapons of lower-grade materials less effective against armor made of better stuff), and the damage dice on weapons are generally [[ScratchDamage rather small]].
* ArmorPiercingAttack: The Cleave ability, used with Axes, damages the target's AV if successful.
** There are also weapons and weapon-mods that largely blow off defenses, such as [[StuffBlowingUp explosives]]. "Vibro" weapons, in particular, always set their PV to match the target's AV.



* CloudCuckooLander: Qud's white books have text that is randomly generated every game (via Markov chains). The resulting prose is... very reminiscent of this trope. [[spoiler: Two of these books have clues buried in their text that lead to the location of the Ruin Of House Isner artifact pistol.]]

to:

* CloudCuckooLander: Qud's white books have text that is randomly generated every game (via Markov chains).chains, with most of the sentence fragments and proper nouns coming from other parts of the game). The resulting prose is... very reminiscent of this trope. [[spoiler: Two of these books have clues buried in their text that lead to the location of the Ruin Of House Isner artifact pistol.]]



** Even more valuable is the "mental aggregator", a TinfoilHat of greater rarity and value-density than a helmet made of leftover material from the creation of the universe.



* TheSixStats: Strength, Agility, Endurance, Intelligence, Willpower, and Ego. Ego is somewhat unusual because it represents how much the character influences other people via speech or intimidation, and the effectiveness of their psychic powers.

to:

* TheSixStats: Strength, Agility, Endurance, Agility (Dexterity), Endurance/Toughness (Constitution), Intelligence, Willpower, Willpower (Wisdom), and Ego. Ego is somewhat unusual because it represents how much the character influences other people via speech or intimidation, and (Charisma). Ego impacts the effectiveness of their psychic powers.powers (on top of persuasion and intimidation effects), while Willpower impacts the length of [[{{Cooldown}} cooldowns]] (on top of determining mental resilience).
Is there an issue? Send a MessageReason:
None


* ForbiddenFruit: Putus Templar leaders carry [[spoiler:Eaters' nectar, which provides permanent stat boosts but may mutate the "impure".]] None of them are brave enough to try it.

to:

* ForbiddenFruit: Putus Templar leaders carry [[spoiler:Eaters' nectar, which provides permanent stat boosts but may instead mutate the "impure".]] None of them are brave enough to try it.
Is there an issue? Send a MessageReason:
Templar details (I swear I'm not fans of these guys, they're the bad guys)

Added DiffLines:

* ForbiddenFruit: Putus Templar leaders carry [[spoiler:Eaters' nectar, which provides permanent stat boosts but may mutate the "impure".]] None of them are brave enough to try it.


Added DiffLines:

* YeGoodeOldeDays: How most look back on Qud's pre-apocalyptic days. The Putus Templar takes this a step further; they are willfully ignorant to any secrets you might have regarding the past, though their reasons are not specified.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheHorseshoeEffect: The only factions who deploy [[SlaveryIsASpecialKindOfEvil essentially-enslaved]] beings stolen from other factions are the [[KnightTemplar Putus Templar]], the [[HollywoodSatanism Children of Mamon]], and the [[ReligionOfEvil Seekers of the Sightless Way]]. The Templar is an order of zealous True Kin bent on rebuilding the old world ([[YeGoodeOldeDays or what they remember of it]]) on the backs of everything new, the Children are a fanatical bunch of [[GruesomeGoat goatfolk]] who brainwash their kin to grow their ranks, and the Seekers are [[PsychicPowers Esper]] Mutants who worship an [[TheOldGods ancient enemy of the old world]] and enslave people [[ForTheEvulz because they can]]. The Templar ''despises'' the other two factions, but more for [[FantasticRacism surface-level reasons]] than the slavery bit or conflicting beliefs, while the Children and the Seekers only get along because they [[PiecesOfGod coincidentally idolize the same thing]].


Added DiffLines:

* OurCentaursAreDifferent: Practically anyone can gain extra pairs of legs through a physical Mutation, with the notable exception of Espers. Chimeras can theoretically end up with an odd number of legs, too.
** Most possessors of the Mutation are Hindren, [[spoiler:originating from the [[HiddenElfVillage unmapped village of Bey Lah]]]], and know everyone else as "Kendren".
Is there an issue? Send a MessageReason:
I was wrong about the necessity of shield skills


* LuckilyMyShieldWillProtectMe: Shields can be held in the hand or (in the case of the smaller ones) worn on the arm, providing extra points of "Armor Value" that go against the attacker's "Penetration Value" when deciding how grievous a connecting blow is; when you successfully block the attack, anyway. Proper shield use requires the appropriate skills; [[DidntThinkThisThrough without them, shields just hamper your dodging]].

to:

* LuckilyMyShieldWillProtectMe: Shields can be held in the hand or (in the case of the smaller ones) worn on the arm, providing extra points of "Armor Value" that go against the attacker's "Penetration Value" when deciding how grievous a connecting blow is; when you successfully block the attack, anyway. Proper shield use requires is helped by the appropriate skills; [[DidntThinkThisThrough without them, them,]] shields just hamper won't block very often, and most will restrict your dodging]].dodging.
Is there an issue? Send a MessageReason:
powered armor

Added DiffLines:

* PoweredArmor: The powered exoskeleton, "slate tubes assembled to scaffold the human form", which looks like a [[https://wiki.cavesofqud.com/wiki/File:Powered_exoskeleton_unidentified.png folding chair]] to the uninitiated. Standard versions merely supplement the wearer's strength, and aren't actual "armor" beyond restricting movement somewhat, but they can be customized extensively.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CursedWithAwesome: Amphibiousness is considered a physical defect in that you have to keep your skin moist instead of drinking, resulting in you using two-thirds more of your [[PracticalCurrency water]] for [[CurrencyCuisine immediate survival purposes]]. On the other hand, it gives you additional Mutation Points during character creation, and it makes Glotrot (a disease that destroys your tongue) less of a death sentence by letting you circumvent your throat.


Added DiffLines:

* LuckilyMyShieldWillProtectMe: Shields can be held in the hand or (in the case of the smaller ones) worn on the arm, providing extra points of "Armor Value" that go against the attacker's "Penetration Value" when deciding how grievous a connecting blow is; when you successfully block the attack, anyway. Proper shield use requires the appropriate skills; [[DidntThinkThisThrough without them, shields just hamper your dodging]].
Is there an issue? Send a MessageReason:
None


* {{Roguelike}}

to:

* {{Roguelike}}{{Roguelike}}: Somewhat [[DownplayedTrope downplayed]]; the Caves and almost all other random components of the game are not necessary for progression in the main questline, which takes place entirely in locations and dungeons with fixed layouts and positions on the world map. The {{Permadeath}} can be shut off entirely, turning settlements into [[SavePoint Save Points]], and there are ways to get "save states" and skirt death even with it kept on. With all that being said, you're not required to do the non-random stuff either.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StarScraper: The Spindle, so large it takes up multiple grid spaces on the world map. Naturally, the end game is based around opening and climbing it.
Is there an issue? Send a MessageReason:
precursor stuff

Added DiffLines:

* AwakeningTheSleepingGiant: Saad Amus, the Sky-Bear, is an Eater who was so awesome that his kin put him in cryostasis and tried cloning him. Some say he even brought down Ptoh, a [[TheGhost fortunately-unseen]] being who can fold space-time down to the subatomic level, imprisoning him somewhere in Qud. Thawing him out is not recommended, unless you want his [[JetPack jetpack]].


Added DiffLines:

* LostTechnology: Layers upon archaeological layers of the stuff, complete with a tier system. The higher-end stuff is almost always ''older'' than the lower-tech stuff (unless you've made it yourself through MacGyvering), owing to a thousand years without any civilization [[spoiler:and a couple millennia cut off from aliens before that]].


Added DiffLines:

* {{Precursors}}: The Eaters, previous lords of Qud ([[spoiler:Or "Salum" as they called it]]), who "ate earth and belched freight at the stars". [[spoiler:The Spindle (Or "Gjaus" as they called it) was their SpaceElevator until their world was cut off from interstellar trade and travel, upon which its base became repurposed as the Tomb of the Eaters.]] All True Kin descend from higher-class Eaters and can use Eater cybernetics, though the playable ones all come from outside of Qud.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HaveANiceDeath: Your first in-game death earns the achievement "Welcome to Qud".


Added DiffLines:

* TheManyDeathsOfYou: Done primarily in "tombstone" text for failed runs, featuring gems such as "crushed under the weight of a thousand suns". Some get achievements, too.
Is there an issue? Send a MessageReason:
Cool Cathedras

Added DiffLines:

* CoolChair: The most exclusive cybernetics are four floating thrones that each massively increase your mobility, stamina, and Ego, with each one having its own unique power when activated. [[spoiler: The downside is that once you sit in one, you'll never stand again.]]
Is there an issue? Send a MessageReason:
None


* MultiMeleeMaster: In theory, you could gain enough skill points and attributes to max out all the melee weapons. In practice, though, most players stick to [[WeaponOfChoice one type of weapon]].

to:

* MultiMeleeMaster: In theory, you could gain enough skill points and attributes to max out all the melee weapons. In practice, though, most players stick to [[WeaponOfChoice one type of weapon]].weapon.
Is there an issue? Send a MessageReason:
None


** Golgotha is normally a maze full of deathtraps, slime, and absurd quantities of [[TheSwarm vent crabs]]. However, breaching the bunker on the surface lets you access an elevator shaft that leads directly to the bottom floor. Surviving the fall is another story, but possible with a Rubbergum Injector and over 100 hit points. Having some form of flight also allows you to just flap your way down the shaft, level by level. Just, uh, make sure your flight is good enough to have you fumble mid-descent...

to:

** Golgotha is normally a maze full of deathtraps, slime, and absurd quantities of [[TheSwarm vent crabs]]. However, breaching the bunker on the surface lets you access an elevator shaft that leads directly to the bottom floor. Surviving the fall is another story, but possible with a Rubbergum Injector and over 100 hit points. Having some form of flight also allows you to just flap your way down the shaft, level by level. Just, uh, make sure your flight is good enough to have you fumble avoid fumbling mid-descent...



** A lot of the nomenclature is sourced from early Semitic culture, as well: [[https://en.wikipedia.org/wiki/Resheph Resheph]] was a god in the same Semitic pantheon that gave rise to Yahweh, and Qudshu (which is extremely similar to "qudzu", the rusting plant) is a variant name for the deity usually identified as [[https://en.wikipedia.org/wiki/Qetesh Qetesh]] today. And of course, Resheph as depicted in ''[=CoQ=]'' has a massive number of similarities to Jesus of Nazareth.

to:

** A lot of the nomenclature is sourced from early Semitic culture, as well: [[https://en.wikipedia.org/wiki/Resheph Resheph]] was a god in the same Semitic pantheon that gave rise to Yahweh, and Qudshu (which is extremely similar to "qudzu", the rusting plant) is a variant name for the deity usually identified as [[https://en.wikipedia.org/wiki/Qetesh Qetesh]] today. And of course, Resheph as depicted in ''[=CoQ=]'' has a massive number of similarities to Jesus of Of Nazareth.



* SlaveryIsASpecialKindOfEvil: While the [[ANaziByAnyOtherName Putus Templar]] explicitly have the overall goal of eradicating Qud of all mutants, it's briefly mentioned that they also keep mutants in slave pens. Perhaps thankfully, no mention is made of exactly ''what'' kind of slavery the human supremacists engage in.

to:

* SlaveryIsASpecialKindOfEvil: While the [[ANaziByAnyOtherName Putus Templar]] explicitly have the overall goal of eradicating Qud of all mutants, mutants in Qud, it's briefly mentioned that they also keep mutants in slave pens. Perhaps thankfully, no mention is made of exactly ''what'' kind of slavery the human supremacists engage in.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SleepyEnemy: Slumberlings are a sleepy sort of BossInMooksClothing that you can easily and ''thankfully'' avoid, common enough to find even in [[NoobCave the Rust Wells]]. They're giant craggy [[BearsAreBadNews bears]] big enough to mistake for boulders, and heavy enough sleepers that no amount of mayhem nearby will wake them up. Only direct damage can wake them up, at which point they will start swinging to kill, charge quickly across the field, and ''always'' make a beeline for the player. They're very quick to fall asleep again if they don't immediately reach you, so you have an option if you whacked one through accidental AOE attacks and aren't high enough level to survive their swipes more than a couple turns.

Added: 1110

Changed: 1339

Is there an issue? Send a MessageReason:
None


** Golgotha is normally a maze full of deathtraps, slime, and absurd quantities of [[TheSwarm vent crabs]]. However, breaching the bunker on the surface lets you access an elevator shaft that leads directly to the bottom floor. Surviving the fall is another story, but possible with a Rubbergum Injector and over 100 hit points.

to:

** Golgotha is normally a maze full of deathtraps, slime, and absurd quantities of [[TheSwarm vent crabs]]. However, breaching the bunker on the surface lets you access an elevator shaft that leads directly to the bottom floor. Surviving the fall is another story, but possible with a Rubbergum Injector and over 100 hit points. Having some form of flight also allows you to just flap your way down the shaft, level by level. Just, uh, make sure your flight is good enough to have you fumble mid-descent...



* ExpospeakGag: The Gaslight Flyssa. A flyssa is a type of saber, and gaslight is just a way of producing light. In other words, it's a [[LaserBlade lightsaber]].

to:

* ExpospeakGag: ExpospeakGag:
**
The Gaslight Flyssa. A flyssa is a type of saber, and gaslight is just a way of producing light. In other words, it's a [[LaserBlade lightsaber]].



* {{Expy}}: The Putus Templar sound and behave like the Knights of Genetic Purity in ''TabletopGame/GammaWorld''. If you're a mutant, they will attack you on sight.

to:

* {{Expy}}: The Putus Templar sound and behave like the Knights of Genetic Purity in ''TabletopGame/GammaWorld''. If you're a mutant, they will attack you on sight. If you ''aren't'' a mutant... they're still pretty skeptical of you for hanging around mutants so casually and having been exposed to Qud solo, and it doesn't take a whole heck of a lot to get on their shit list. [[spoiler:Proceeding through the main quest without doing anything to boost your Templar rep will absolutely get True Kin player characters to hostile with the Templars.]]



** The Putus Templar in a nutshell. They're a radical faction of True Kins, and they want to exterminate everyone who is not a pure, unmutated human.
* FantasyCounterpartCulture: Qud has some elements from Middle Eastern culture. The Eaters who inhabited Qud ("Quds" in Arabic means "holy") before the cataclysm called their rulers Sultans, creatures that resemble humanoid camels are the most common merchants, the Six Day Stilt (itself already somewhat reminiscent of a Middle Eastern bazaar) has tents for people to smoke hookahs, and the term "Saad" (Arabic for "prosperity" or "success") is used as an honorific for certain prominent individuals.

to:

** The Putus Templar in a nutshell. They're a radical faction of True Kins, and they want to exterminate everyone who is not a pure, unmutated human.
human. And even "being exposed to Qud outside of sanctioned Templar missions" is enough to get fellow Kin (like, say, the player character) the side-eye from them.
* FantasyCounterpartCulture: FantasyCounterpartCulture:
**
Qud has some a number of elements from Middle Eastern culture. The Eaters who inhabited Qud ("Quds" in Arabic means "holy") before the cataclysm called their rulers Sultans, creatures that resemble humanoid camels are the most common merchants, the Six Day Stilt (itself already somewhat reminiscent of a Middle Eastern bazaar) has tents for people to smoke hookahs, and the term "Saad" (Arabic for "prosperity" or "success") is used as an honorific for certain prominent individuals.individuals.
** A lot of the nomenclature is sourced from early Semitic culture, as well: [[https://en.wikipedia.org/wiki/Resheph Resheph]] was a god in the same Semitic pantheon that gave rise to Yahweh, and Qudshu (which is extremely similar to "qudzu", the rusting plant) is a variant name for the deity usually identified as [[https://en.wikipedia.org/wiki/Qetesh Qetesh]] today. And of course, Resheph as depicted in ''[=CoQ=]'' has a massive number of similarities to Jesus of Nazareth.



* FissionMailed: In the Tomb of the Eaters, [[spoiler: you must enter Brightsheol, but the only way to do that is to lay in Resheph's sarcophagus and ''[[DeathIsTheOnlyOption die]]''. If you do this, the game will indeed tell you that you died and even present a standard death screen with your score... but a brief InterfaceScrew places you in Brightsheol, and your quest continues.]]

to:

* FissionMailed: In the Tomb of the Eaters, [[spoiler: you [[spoiler:you must enter Brightsheol, but the only way to do that is to lay in Resheph's sarcophagus and ''[[DeathIsTheOnlyOption die]]''. If you do this, the game will indeed tell you that you died and even present a standard death screen with your score... but a brief InterfaceScrew places you in Brightsheol, and your quest continues.]]
Is there an issue? Send a MessageReason:
None


The game is still in active development, has been released available on Steam Early Access in 2015, which can be played [[http://store.steampowered.com/app/333640/ here.]] The {{Wiki|Rule}} is [[https://wiki.cavesofqud.com here]].

to:

The game is still in active development, has been released available on Steam Early Access in 2015, which can be played [[http://store.steampowered.com/app/333640/ here.]] The {{Wiki|Rule}} is [[https://wiki.cavesofqud.com here]].]]
Is there an issue? Send a MessageReason:
None


* BreakableWeapons: Most of your weapons are vulnerable to rusting and/or breakage.

to:

* BreakableWeapons: Most of your weapons are vulnerable to rusting and/or breakage. They can be fixed with Fix-it Spray Foam or by asking a Tinker to repair it.



* UnknownItemIdentification: Artifacts must be identified before they are wielded. The player can identify items based on their intelligence, or pay a tinker to identify them. Trying to examine an item with low intelligence can cause it to break.

to:

* UnknownItemIdentification: Artifacts must be identified before they are wielded. The player can identify items based on their intelligence, or pay a tinker to identify them. Trying to examine an item with low intelligence can cause it to break.break, including large devices in the world.
Is there an issue? Send a MessageReason:
None


*** Since individual reputations are randomly generated, you can sometimes get into a situation where the Head Watervine Farmer in Joppa is immediately mobbed and slain by the other farmers, for anything from eating their young to [[ArsonMurderAndJaywalking cheating at dice]].

to:

*** Since individual reputations are randomly generated, you can sometimes get into a situation where the Head Watervine Farmer in Joppa is immediately mobbed and slain by the other farmers, for anything from eating their young to [[ArsonMurderAndJaywalking cheating winning at dice]].dice too much]].
Is there an issue? Send a MessageReason:
None


* ArtifactOfDoom: The Amaranthine Prism, which causes people who possess it to become obsessed with it. If you equip it at the end of the questline where you're sent to retrieve it, you'll never be able to remove it, and it will steadily amplify your Ego further and further while lowering your Willpower... until eventually [[spoiler:your willpower hits zero and you die.]] Going by the in-game texts about it, it's the key to a SealedEvilInACan named Ptoh, though there doesn't seem to be any way to interact with it beyond that.

to:

* ArtifactOfDoom: The Amaranthine Prism, which causes people who possess it to become obsessed with it. If you equip it at the end of the questline where you're sent to retrieve it, you'll never be able to remove it, and it will steadily amplify your Ego further and further while lowering your Willpower... until eventually [[spoiler:your willpower hits zero and you die.]] Going by the in-game texts about it, it's the key to a SealedEvilInACan named Ptoh, though there doesn't seem to be any way to interact with it beyond that. Highly Entropic Beings seem to actively ''want'' it used, too, because if you try to play it safe and equip it only in a cancelled Precognition you'll ''feel'' their disappointment.



* ShmuckBait: The game warns you ''repeatedly'' not to equip the Amaranthine Prism. If you do so anyway, you'll never be able to remove it, will fail the quest to retrieve it, and [[spoiler:will inevitably die as it strips away your willpower.]]

to:

* ShmuckBait: The game warns you ''repeatedly'' not to equip the Amaranthine Prism. If you do so anyway, you'll never be able to remove it, will fail the quest to retrieve it, and [[spoiler:will inevitably die as it strips away your willpower.]]]] Equipping it in a Precognition and reloading is much safer, but not without consequence; multiple ''somethings'' across the psychic sea will notice and get pissed at you for chickening out.
Is there an issue? Send a MessageReason:
Direct link.


* SkillTree: A downplayed example. All skills require one 'root' skill for their category. Most don't require anything else beyond high enough stats, but there are a few skills with additional prerequisite skills, especially in the Long Blade and Bows / Rifles trees.

to:

* SkillTree: SkillScoresAndPerks: A downplayed example. All skills require one 'root' skill for their category. Most don't require anything else beyond high enough stats, but there are a few skills with additional prerequisite skills, especially in the Long Blade and Bows / Rifles trees.

Added: 246

Changed: 70

Is there an issue? Send a MessageReason:
None


* ArtifactOfDoom: The Amaranthine Prism, which causes people who possess it to become obsessed with it. If you equip it at the end of the questline where you're sent to retrieve it, you'll never be able to remove it, and it will steadily amplify your Ego further and further while lowering your Willpower. Going by the in-game texts about it, it's the key to a SealedEvilInACan named Ptoh, though there doesn't seem to be any way to interact with it beyond that.

to:

* ArtifactOfDoom: The Amaranthine Prism, which causes people who possess it to become obsessed with it. If you equip it at the end of the questline where you're sent to retrieve it, you'll never be able to remove it, and it will steadily amplify your Ego further and further while lowering your Willpower. Willpower... until eventually [[spoiler:your willpower hits zero and you die.]] Going by the in-game texts about it, it's the key to a SealedEvilInACan named Ptoh, though there doesn't seem to be any way to interact with it beyond that.


Added DiffLines:

* ShmuckBait: The game warns you ''repeatedly'' not to equip the Amaranthine Prism. If you do so anyway, you'll never be able to remove it, will fail the quest to retrieve it, and [[spoiler:will inevitably die as it strips away your willpower.]]
Is there an issue? Send a MessageReason:
Vendor Trash is being disambiguated


* BoringButPractical: All those copper/silver/gold nuggets you see in merchant inventories? Those aren't just VendorTrash, they're a much lighter way of carrying your wealth than what they're worth in [[PracticalCurrency water]]. Also qualifying is the basic tinkering recipe for making ''lead slugs'' for your guns.

to:

* BoringButPractical: All those copper/silver/gold nuggets you see in merchant inventories? Those aren't just VendorTrash, junk, they're a much lighter way of carrying your wealth than what they're worth in [[PracticalCurrency water]]. Also qualifying is the basic tinkering recipe for making ''lead slugs'' for your guns.

Top