Caves of Qud
|Caves of Qud|
|Influences||ADOM, Omega, Dune, Gamma World, and Gene Wolfe|
|Released||May 5th, 2010|
|Updated||September 11th, 2015 (2.0.5733.34732 beta)|
|Licensing||Freeware, Closed Source|
|P. Language||.NET 2.0|
|Official site of Caves of Qud|
- Procedurally generated world with static and random elements. Static elements include towns, quest objectives, and the world map. Random elements include legendary monster lairs and the zoomed-in map.
- Fully contiguous world with multi-level underground, similar to Dwarf Fortress
- Hand written and procedural quest lines
- No time limit, but characters must eat food and drink uncontaminated water regularly to stay alive.
- Two-tiered character creation system. "True Kin" start with better equipment, extra attribute points, and gain more skill points each experience level. "Mutants" have fewer attributes and skill points but have access to physical and mental mutations. Physical mutations include claws, multiple arms, and photosynthetic skin. Mental mutations include teleportation, psychic attacks, and time manipulation.
- Characters trade with merchants using a barter system. The currency is 'drams' of fresh, drinkable water. For reference, a character must drink a dram of water about every hour or become thirsty. A laser pistol without the battery might cost a few thousand drams of water, and a simple copper sword would be about fifty drams of water.