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Callings are the varying professions available to mutant characters. They are similar in function to the True Kin's Castes. Callings affect your attributes, skills, and starting items.

ApostleEdit

Apostles rely on their ego bonus as well as skills in the Persuasion tree to make their way in Qud.

AdvantagesEdit

  • +2 Ego
  • Intimidate
  • Proselytize

Starting EquipmentEdit

  • Witchwood Wreath
  • Cloth Robe
  • Staff
  • Leather Moccasins
  • ~20 Unburned Torches
  • Various food items
  • 64 drams of water

Strategy Edit

  • Apostles make excellent Espers due to their Ego bonus.
  • Apostles' lack of heavy weaponry or armor at game start encourages a more hands-off approach to the early game. Consider Proselytizing watervine farmers and leading them to their bloody dooms in the Salt Marshes one by one until they or their targets drop a good array of kit for the player to use.

ArconautEdit

Arconauts use Tinkering and Short Blades to their advantage in conflict with the deadly denizens of Qud.

AdvantagesEdit

  • +2 Agility
  • Gadget Inspector
  • Scavenger
  • Spry Dodge
  • Short Blade Expertise

Starting EquipmentEdit

  • Pocketed Vest
  • (Sometimes) Furs
  • (Sometimes) Leather moccasins
  • Vinewood sap mask
  • Bronze dagger x2
  • Short bow/Wooden arrows x24
  • (Sometimes) Iron battle axe
  • Canned mystery meat x6-7
  • (Sometimes) Vinewafers
  • Basic toolkit
  • 64 drams of water, 32 in a Canteen
  • 'Random junk and artifacts', including scrap and possible grenades

Strategy Edit

  • Arconauts might capitalize on their high Agility and Short Blade skills, neglecting combat use of Strength altogether if they can find a Gaslight Kris.

GreybeardEdit

Greybeards offset a Strength penalty with a large Willpower bonus.

AdvantagesEdit

  • +3 Willpower
  • Cudgel Proficiency
  • Berate
  • Calloused
  • Reputation bonus with Bears

Disadvantages Edit

  • -1 Strength

Starting EquipmentEdit

  • Cloth Robe
  • Sandals
  • Walking Stick
  • Bear Jerky x~8
  • Unburnt Torches x~30

Strategy Edit

  • Greybeards' limited equipment and Strength make for a challenging early game. At least you don't need to worry as much about Bear attacks.

GunslingerEdit

Gunslingers augment good Pistol skills with an Agility bonus.

AdvantagesEdit

  • +2 Agility
  • Steady Hands (Pistol)
  • Weak Spotter
  • +200 reputation with Mysterious Strangers

Starting EquipmentEdit

  • Woven Tunic
  • Borderlands revolver x2 - Lead slug x60
  • Bear Jerky x~9
  • Unburnt torch x~20
  • 32 drams of water

StrategyEdit

  • Gunslingers have powerful starting weaponry and can charge off in search of Snapjaws right off the bat.
  • Players who choose the Gunslinger over the Arconaut (the other Agi-boosting Calling) will probably be tempted to emphasize Pistol skills over all else, but consider branching into at least one other combat skill for when you inevitably run out of ammo.

MarauderEdit

The Marauder is an axe-wielding warrior perfectly suited to carve a path through Qud.

AdvantagesEdit

  • +2 Strength
  • Axe proficiency
  • Dismember

Starting EquipmentEdit

  • Furs
  • Bronze battle axe
  • ~9 Raw Bear Meat
  • ~20 Unburnt Torches
  • 32 drams of water

StrategyEdit

  • Marauders are well-set up to advance in the game as melee warriors, but might find that their lack of reach puts them in jeopardy against strong, slow enemies. Consider bringing a Short Bow along to deal with Jilted Lovers and Qudzu vines, which otherwise will be a pain to engage.

PilgrimEdit

Pilgrims are hardy wayfarers inured to the mundane difficulty of life on the road..

AdvantagesEdit

  • +2 Willpower
  • Meditate
  • Fasting Way
  • Iron Mind
  • Mind's Compass

Starting EquipmentEdit

  • Cloth Robe
  • Staff
  • Sandals
  • ~9 Crusty Loaf
  • ~30 Unburnt Torches
  • 64 drams of water

StrategyEdit

  • Pilgrims face a moderately difficult early game due to their lack of any particular combat skill. Meditate is useful for dungeon-crawling efficiency, but Iron Mind only comes into play during situations that are typically already too dire to survive.
  • Fasting Way and Mind's Compass are not very useful, but at least you'll be able to enjoy your Crusty Loaves a bit longer before you revert to the traditional Qud diet of watervine wafers.

NomadEdit

The Nomad is a fierce desert wanderer who safeguards water and life with equal effort.

AdvantagesEdit

  • 2 Toughness
  • Weathered
  • Wilderness Lore: Salt Pans
  • Harvestry
  • Mind's Compass

Starting EquipmentEdit

  • Recycling Suit
  • Desert Kris
  • ~15 Salthopper chips
  • ~30 Unburnt torches
  • 32 drams of water in a canteen

StrategyEdit

  • The Recycling Suit is the best starting armor available to any class. Not only does it have a high AV with no DV penalty, it also acts as a slowly-refilling water container while worn.
  • High Toughness, Weathered, and Harvestry make this an extremely survivable Calling.

ScholarEdit

TinkerEdit

WardenEdit

Water MerchantEdit

Watervine FarmerEdit

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