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How to learn skills and abilitiesEdit

Caves of Qud has an extensive array of skills that the player can learn. You gain Skill Points (sp) when levelling up (base 50 + 4 per int over 10. Obtaining additional intelligence from attribute points or levels will retroactively give you skill points.), and you can spend those on skills. You first have to learn the main skill before learning any associated abilities. E.g. you must learn Acrobatics before being able to learn Jump. The skill menu can be reached by pressing P.

List of skills and abilitiesEdit

The brackets contain the prerequisites for the skills. 0sp skills are automatically learned when you fulfill the prerequisites. "Ex:" means that to take the skill, you cannot have whatever follows (For example, Fasting Way cannot be learned if you have the mutation Ravenous).


[-] Acrobatics [75sp]Edit

You are skilled at acrobatics.

  • Swift Reflexes [0 sp, 17 Agi]
    • You gain a +5 bonus to your DV when flinching away from missile attacks.
  • Spry [100 sp, 17 Agi],
    • You gain a +2 bonus to your DV.
  • Jump [100 sp, 17 Str]
    • You jump into an unoccupied square within range 2. You cannot jump over a square occupied by a creature.
  • Tumble [150sp, 23 Agi, Juke]
    • You gain a +1 bonus to your DV. Additionally, Juke's cooldown is reduced to 20.


[-] Axe [50 sp]Edit

You are skilled with axes.

  • Axe Proficiency [0 sp, 0 Str]
    • You get +2 to hit with axes.
  • Cleave [150sp, 19 Str]
    • Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to your strength modifier.
  • Charging Strike [100sp, 19 Str, Cleave]
    • When you charge an opponent with an axe and hit, if you cleave their aror, they get anadditional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
  • Dismember [150sp, 21 Str]
    • Activated; cooldown 30.
    • You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
  • Hook and Drag [150 sp, 23 Str]
    • Activated; cooldown 50.
    • You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save.)
    • This effect lasts for 9 rounds or until you dismember the opponent.
  • Backswing [100sp, 23 Str]
    • Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
  • Decapitate [150sp, 25 Str, Dismember]
    • Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
  • Berserk! [300 sp, 29 Str, Dismember]
    • Activated; cooldown 100.
    • You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Bersekr puts Dismember on cooldown.


[-] Butchery [50 sp]Edit

You are skilled at butchering corpses.

  • Butcher [0sp, 13 Agi]
    • You occasionally butcher corpses successfully for food.
  • Skillful Butchery [150 sp, 17 Int, Butcher]
    • You butcher corpses more often and with greater yield.
  • Masterful Butchery [250 sp, 21 Int, Butcher]
    • You occasionally harvest special items from some corpses.


[-] Bows and Rifles [100 sp]Edit

You are skilled with bows and rifles.

  • Steady Hands [0 sp, 19 Agi]
    • For the purpose of determining your accuracy with bows and rifles, your agility is treated as if it were 4 points higher.
  • Draw a Bead [0 sp, 19 Agi]
    • You spend a turn to draw a bead on a target and mark it. Whenever you fire at a marked target with a bow or rifle, your agility is treated as if it were 2 points higher for the purpose of determining your accuracy. You may only mark one target at a time. If you lose vision of a marked target, that target becomes unmarked.
  • Kickback [50 sp, 19 Str]
    • Whenever you fire a two-handed weapon at a target in melee range, you attempt to kick the target backwards.
  • Suppressive Fire [150 sp, 19 Agi, Draw a Bead]
    • You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked.
  • Flattening Fire [200 sp, 25 Agi, Draw a Bead, Suppressive Fire]
    • As long as your target is surrounded by 6 or more solid obstacles, Suppressive Fire is upgraded to Flattening Fire. Flattening Fire also knocks your target prone and disarms them.
  • Wounding Fire [150 sp, 19 Agi, Draw a Bead]
    • You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked.
  • Disorienting Fire [200 sp, 25 Agi, Draw a Bead, Wounding Fire]
    • As long as your target can't see or hear any faction allies, Wounding Fire is upgraded to Disorienting Fire. Disorienting Fire also reduces your target's DV and MA by 4.
  • Sure Fire [150 sp,19 Agi, Draw a Bead]
    • You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked.
  • Beacon Fire [200 sp, 25 Agi, Draw a Bead, Sure Fire]
    • As long as your target is flaming, luminous, or phosphorescent, Sure Fire is upgraded to Beacon Fire. Beacon Fire shots are also treated as critical hits.
  • Ultra Fire [300 sp, 29 Agi, Draw a Bead]
    • Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have.


[-] Cudgel [50 sp]Edit

You are skilled with crushing and bludgeoning weapons. (Cudgel skills also affect unarmed attacks with your fists.)

  • Cudgel Proficiency [0 sp, 0 Str]
    • You get +2 to hit with cudgels.
  • Bludgeon [150 sp, 17 Str]
    • Whenever you hit with an [sic] cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
  • Charging Strike [100sp, 19 Str, Bludgeon]
    • When you charge with a cudgel and hit, you automatically daze your opponent.
  • Conk [150 sp, 21 Str, Bludgeon]
    • Activated; cooldown 10.
    • You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds. (unconscious opponents wake up dazed when they take damage).
  • Backswing [100sp, 23 Str]
    • Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
  • Slam [150 sp, 20 Str]
    • Activated; cooldown 50.
    • You make an attack with a cudgel at an adjacent opponent at +1 penetration. If you hit, you slam your opponent backwards up to 3 spaces, pushing other creatures and breaking through walls if their AVs are less than 5 times your strength modifier. Opponents who get pushed are stunned for 1 round plus an additional round for each space pushed. Opponents who are pushed through or against walls take extra weapon damage for each wall. Colossal opponents don't get pushed but are still stunned for 1 round.
    • You can also use this power to destroy a wall or door if its AV is less than 5 times your strength modifier.
  • Demolish [300 sp, 29 Str, Slam]
    • Activated; cooldown 100.
    • For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.


[-] Customs & Folklore [150 sp]Edit

You are familiar with the customs and folklore of Qud.

  • Tactful [0 sp, 19 Int]
    • Whenever you begin the water ritual with a new creature, you gain 25 bonus reputation. If you purchase this power after you treat with a creature, you gain 25 bonus reputation the next time you treat with them.
  • Trash Divining [150 sp, 21 Int]
    • Whenever you rifle through trash, there's a 5% chance you piece together clues and learn a random secret.


[-] Dual Wield [300 sp]Edit

You are skilled at two-weapon fighting. You [sic] chance to attack with an offhand weapon is increased.

  • Flurry [0 sp, 17 Agi]
    • Activated; cooldown 60. You make an attack with every hand, including extra hands granted by mutation or technology.
  • Offhand Strikes [0 sp, 17 Agi]
    • Your chance to strike with an off-hand weapon increases to 35%.
  • Ambidexterity [300 sp, 21 Agi, Offhand Strikes]
    • Your chance to strike with an off-hand weapon increases to 55%. Flurry's cooldown is reduced by 10.
    • (Flurry now has cooldown 50.)
  • Two Weapon Fighting [300 sp, 25 Agi, Ambidexterity]
    • Your chance to strike with an off-hand weapon increases to 75%. Flurry's cooldown is reduced by 10.
    • (Flurry now has cooldown 40.)


[-] Endurance [100 sp]Edit

You are skilled at enduring harsh conditions and situations.

  • Shake it off [0 sp, 0 Tou]
    • Each round you are dazed or stunned, you have a (Toughness - 10)% chance to shake off the effect. You also take 25% less initial damage from poison and the duration of poison is reduced by 25%.
  • Swimming [100 sp, 15 Tou]
    • You fatigue at half-rate while swimming.
  • Poison Tolerance [100 sp, 19 Tou]
    • You take 25% less initial damage from poison and the duration of poison is reduced by 25%.
  • Weathered [200 sp, 21 Tou]
    • You take 15% less damage from heating and cooling effects. Additionally, the severities of effects that change your temperature are reduced by 15%.
  • Juicer [150, 23 Tou]
    • You may ingest one additional tonic without it reacting adversely to the tonic you have already ingested.
  • Calloused [200 sp, 23 Tou]
    • Your natural AV improves to 1.
  • Longstrider [250 sp, 25 Tou]
    • You may sprint for an additional 10 turns.


[-] First Aid [100 sp]Edit

You are skilled at first aid.

  • Staunch Wounds [0 sp, 0 Int]
    • Activated; non-combat only. Uses a bandage and instantly cures any bleeding effect. If you have hemophilia, you'll have to use Staunch Wounds a few times to stop bleeding.
  • Heal [100 sp, 17 int]
    • During each round you spend healing, you regain 4% of your maximum HP. If you take any action other than pass or you are attacked, the healing process is canceled. You may heal for up to five turns.
  • Set Limb [100 sp, 19 int]
    • If you spend five turns setting a limb, you may remove the Crippled status effect. If you take any action other than pass or you are attacked, the setting process is cancelled.


[-] Harvestry [75 sp]Edit

You know how to harvest useful items from plants.

  • Harvest [0 sp, 13 Int]
    • You harvest useful plants from the earth.
      • Can be learned from Mehmet in Joppa Village for 75 Joppa Village Reputation.
  • Skillful Harvestry [150 sp, 17 Int, Harvest]
    • You produce twice the yield when you harvest plants.
  • Masterful Harvestry [250 sp, 21 int, Harvest]
    • You may harvest special items from some plants.


[-] Heavy Weapon [100 sp]Edit

You are skilled with heavy weapons.

  • Strapping Shoulders [0sp, 19 Str]
    • You shoulder your weapons more effectively. Two-handed guns count for half their weight toward your encumbrance.
  • Tank [150 sp, 23 Str]
    • You suffer no movement penalty while wielding a heavy weapon.
  • Sweep [200 sp, 27 Str]
    • You fire five shots with your heavy weapon sweeping over a ninety degree cone.


[-] Long Blade [100 sp]Edit

You are skilled with long thrusting and slashing blades.

  • Long Blade Proficiency [0 sp, 0 Str]
    • You gain access to two stances.
    • Aggressive stance: While wielding a long blade in your primary hand, your long blade attacks gain +1 penetration but -2 to hit.
    • Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.
  • Lunge [200 sp, 17 Agi]
    • Activated; cooldown 15.
    • Aggressive stance: You lunge through one empty space at an opponent and make an attack at +2 penetration. You must move through the empty space.
    • Defensive stance: You make an attack at an opponent then lunge backward 2 spaces.
    • Dueling stance: You make an attack at an opponent at +1 penetration. The attack is guaranteed to hit and penetrate at least once.
  • Swipe [200 sp, 17 Str]
    • Activated; cooldown 15.
    • Aggressive stance: You make an attack against all adjacent opponents.
    • Defensive stance: You push all adjacent creatures back once space and attempt to trip the ones that are opponents (strength save; difficulty 30).
    • Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
  • Dueling Stance [200 sp, 17 Int]
    • You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit.
  • Improved Aggressive Stance [100 sp, 23 Str]
    • Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -4.
  • Improved Defensive Stance [100 sp, 23 Agi]
    • Your DV bonus in defensive stance is increased to +3.
  • Improved Dueling Stance [100 sp, 21 Intelligence, Dueling Stance]
    • Your to-hit bonus in dueling stance is increased to +3.
  • En Garde! [300 sp, (29 Str, 23 Agi) or (29 Agi, 23 Str)]
    • Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.


[-] Persuasion [50 sp]Edit

You are skilled at convincing others.

  • Menacing Stare [100 sp, 19 Ego]
    • You stare down a nearby opponent and send him fleeing in terror.
  • Intimidate [200 sp, 17 Ego]
    • Cooldown 50. You try to terrify adjacent, hostile creatures (1d8 + [Ego modifier] penetration roll vs. MA). On success, a frightened creature flees from you for 4d4 rounds.
  • Berate [150 sp, 19 Ego]
    • Cooldown 50. You shame a nearby creature for 6d6 rounds, giving it a -4 penalty to DV, to-hit, Ego, Willpower and a -10 penalty to quickness.
  • Snake Oiler [150 sp, 19 Ego]
    • For purposes of bartering, your ego is treated as though it were 4 points higher.
  • Proselytize [300 sp, 23 Ego]
    • You persuade an intelligent creature to join you.
    • Converts someone into an ally. It works on nearly anything of lower level than you, including creatures with no obvious way to communicate; but a very high Ego is needed to use it successfully. You can only have one proselytized ally at a time; successfully recruiting a second ally will cause the first one to stop following you. However, you can have both an ally from this and an ally from Beguiling at the same time.
  • Inspiring Presence [250 sp, 25 Ego]
    • Your words embolden your companions.
    • (This skill passively grants all of your followers a 4 * [your ego mod] hitpoint bonus.)

[-] Pistol [100 sp]Edit

You are skilled with pistols of various kinds.

  • Steady Hand [0 sp, 0 Agi]
    • For purposes of determining your accuracy with pistols, your agility is treated as if it were 4 points higher.
  • Akimbo [150 sp, 17 Agi]
    • If you wield two pistols, you fire a shot with each of them whenever you make a ranged attack.
  • Weak Spotter [150 sp, 19 Agi]
    • You score critical hits with pistols twice as often.
  • Sling and Run [50 sp, 21 Agi]
    • You receive no accuracy penalties for firing pistols while running.
  • Disarming Shot [100 sp, 23 Agi]
    • Agility-based chance, on a successful hit with a pistol, to disarm your opponent.
  • Dead Shot [200 sp, 25 Agi]
    • Critical hits you score with pistols are more deadly.
  • Empty the Clips [300 sp, 27 Agi]
    • Cooldown 200. For 20 rounds, the energy cost of firing pistols is reduced from 1000 to 500.
  • Fastest Gun in the Rust [400 sp, 29 Agi]
    • The energy cost of firing pistols is reduced by 25%


[-] Self Discipline [150 sp]Edit

You are skilled at maintaining self-discipline.

  • Meditate [0 sp, 0 Wil]
    • During each round in which you meditate, you regenerate at thrice the normal rate. Additionally, each round spent meditating counts as three rounds fro the purposes of counting down the duration of negative status effects. The meditation is broken if you take any action other than 'pass' or you take in a single round an amount of damage which exceeds (Willpower*3)-60.
  • Fasting Way [100 sp, 17 Wil] Ex: Ravenous
    • You hunger and thirst at two-thirds the normal rates.
  • Iron Mind [100 sp, 21 Wil]
    • Each round you are confused, you have a (Willpower-10)% chance to shake off the effect.
  • Lionheart [100 sp, 21 Wil]
    • Each round you are terrified, you have a (Willpower-10)% chance to shake off the effect.
  • Conatus [250 sp, 23 Wil]
    • You may sprint for an additional 10 turns.
  • Mind Over Body [250 sp, 29 Wil]
    • You hunger and thirst at one-sixth the normal rates.


[-] Shield [100 sp]Edit

You are skilled at wielding shields (This skill is required for shields/bucklers to contribute to AV.)

  • Block [0 sp, 0 Str]
    • As long as you wield a shield, there is a 50% chance you block on melee attack per round. When you block an attack, you add the shields AV bonus to your AV for that attack.
  • Shield Slam [100 sp, 17 Str]
    • Activated; cooldown 40. You attempt to knock an opponent prone and deal (strength modifier)d4 + your shield's AV bonus in damage. Your opponent gets a chance to resist (strength save; difficulty 20 + your strength modifier). Whenever you charge an opponent with a shield equipped, you get a free Shield Slam attack against them.
  • Deft Blocking [200 sp, 19 Agi]
    • Your chance to block with a shield improves to 75%.
  • Swift Blocking [200 sp, 19 Agi]
    • You may block an additional attack per round.
  • Staggering Block [200 sp, 21 Str]
    • Whenever you block an opponent's attack, there is a (Strength*2)-35% chance that your opponent is stunned for 1d2 rounds.
  • Shield Wall [200 sp, 25 Wil]
    • For the next three rounds ,you automatically block all incoming melee attacks (may not be used with bucklers).


[-] Short Blades [50 sp]Edit

You are skilled with small one-handed knives and blades.

  • Short Blade Expertise [0 sp, 0 Agi]
    • You get +2 to hit with short blades.
  • Bloodletter [150 sp, 17 Agi]
    • Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
  • Jab [100 sp, 17 Agi]
    • When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
  • Hobble [150 sp, 21 Agi]
    • You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
  • Pointed Circle [100 sp, 23 Agi, Juke]
    • Whenever you juke an opponent while wielding a short blade in your primary hand, you make an attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
  • Rejoinder [250 sp, 25 Agi]
    • Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
  • Shank [250 sp, 27 Agi]
    • Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.


[-] Tactics [50 sp]Edit

You are aware of basic combat tactics.

  • Hurdle [0 sp, 0 Agi]
    • You receive no penalty to your DV when you sprint.
  • Charge [150 sp, 17 Str]
    • You charge forward two or three squares and perform a melee attack at +1 penetration.
  • Juke [250 sp, 21 Agi]
    • Activated; cooldown 40. You move one square at no energy cost. You may swap squares with a hostile opponent.


[-] Tinkering [100 sp]Edit

You are skilled at examining, building, repairing, and modding artifacts.

  • Gadget Inspector [0 sp, 15 Int]
    • You are much more successful at examining artifacts.
  • Disassemble [100 sp, 15 Int]
    • You can disassemble scrap and artifacts for bits. You get 1 random bit from the item schematic plus a 50% chance at a second random bit.
  • Reverse Engineer [100 sp, 25 Int, Disassemble]
    • Whenever you disassemble an item, you have a 25% chance to learn how to build the item.
  • Scavenger [100 sp, 15 Int]
    • Whenever you step over garbage, you astutely rifle through it and occasionally discover scrap. Additionally, you harvest extra scrap from robots you destroy.
  • Repair [100 sp, 17 Int]
    • You may repair broken items with Bits.
  • Deploy Turret [100 sp, 17 Int]
    • You may deploy missile weapons as static turrets.
  • Lay Mine/Set Bomb [50 sp, 17 Int]
    • You may lay down grenades as mines or set them as bombs.
  • Tinker I [100 sp, 19 Int]
    • You may build items from low-tier schematics and you get 1 free schematic. You can also recharge energy cells
  • Tinker II [200 sp, 23 Int, Tinker I]
    • You may build items from medium-tier schematics and you get 1 free schematic.
  • Tinker III [300 sp, 29 Int, Tinker II]
    • You may build items from high-tier schematics and you get 1 free schematic.


[-] Wayfaring [100 sp]Edit

You are skilled at wilderness survival.

  • Mind's Compass [0 sp, 15 Int]
    • Doubles the chance to regain your bearings when you are lost.
  • Wilderness Lore: Plains [50 sp, 15 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while traveling in the plains.
  • Wilderness Lore: Marshes [50 sp, 15 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while traveling in the salt marshes and watervine fields.
  • Wilderness Lore: Mountains [50 sp, 17 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while hiking in the hills and mountains.
  • Wilderness Lore: Canyons [50 sp, 17 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while navigating the winding canyons of Qud.
  • Wilderness Lore: Jungles [50 sp, 19 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while bushwacking the dangerous jungles of Qud.
  • Wilderness Lore: Salt Pans [50 sp, 19 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while trekking in the salt pans.
  • Wilderness Lore: Ruins [50 sp, 21 Int]
    • Doubles the chance of interesting encounters and reduces the chance of getting lost while exploring the chrome ruins that litter the land.

Pages in category "Skills"

The following 6 pages are in this category, out of 6 total.

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