In Caves of Qud, Character Creation is the process of selecting your character's base attributes and skills. Given the game's Roguelike qualities, a character can die at any time and players can expect to go through Character Creation frequently even after they become experienced adventurers.

Character Options Edit

First, players must choose from the following options. Only the first option will allow the player to build a completely new character.

  • Create new character
  • Roll random character
  • Choose character build from your library
  • Play weekly challenge with fixed character build and world seed
  • Play daily challenge with fixed character build and world seed
  • Play specific world seed with fixed character build
  • Replay most recent character

Select Genotype Edit

If "Create new character" was selected, the next options determine the character's general play-style and can affect later options in Character Creation. Mutated Humans have considerably more versatility in the long run due to the wide variety of Mutations, while True Kin, humans free of mutation, start with better stats and can eventually access Cybernetics. The game presents the choices as follows:

  • Mutated Human
    • Mutations
    • Moderate starting attributes
  • True Kin
    • High starting attributes
    • 20 bonus skill points each level
    • Bonus resistances based on arcology of origin
    • May rebuke robots
    • +600 reputation with Putus Templar

Choose Attributes Edit

All Attributes start at 10 and you are given 44 points to spend in raising them. You cannot put more points once you reach an attribute level of 24. Initially, raising each attribute costs 1 point but costs go up with increasing attribute levels:

From level 10 to 17 - 1 point per level

From level 18 to 24 - 2 points per level

Also keep in mind that you only get an attribute point starting at level 3 and every 6 levels afterward. Similarly, starting at level 6 and every 6 levels afterward, *ALL* your attributes are raised by 1. Plan accordingly!

The following attributes are available:

  • Strength - "Your strength score determines how effectively you penetrate your opponents' armor with melee attacks, how much damage your melee attacks do, your ability to resist forced movement, and your carry capacity."
  • Agility - "Your agility score determines your accuracy with both melee and ranged weapons and your ability to dodge attacks."
  • Toughness - "Your toughness score determines your number of hit points, your hit point regeneration rate, and your ability to resist poison and disease"
  • Intelligence - "Your intelligence score determines your number of skill points and your ability to examine artifacts."
  • Willpower - "Your willpower score determines the frequency with which you may use your mental mutations, your hit point regeneration rate, and your ability to resist mental attacks."
  • Ego - "Your ego score determines the potency of your mental mutations, your ability to haggle with merchants, and your ability to dominate the wills of other living creatures."

At this point, Character Creation follows one of two different paths depending on the character's genotype. Mutated Human characters will go to Pick Mutations, while True Kin characters will go to Select Arcology and Caste.

Pick Mutations Edit

Characters with the Mutated Human genotype are directed to this menu. Here, players can choose among various physical and mental mutations plus the ability to restrict random mutations to one of the two types. The player is given 12 mutation points to distribute. The square brackets indicate the cost. After selecting mutations, the player proceeds to the Select Calling menu.

Morphotypes Edit

Physical Mutations Edit

[4] Adrenal Control

  • +5 Quickness
  • Active Skill: Increase your grade adrenaline
    • + Increase quickness (+10/grade)
    • - Increase chance of getting exhausted (+3%/grade)
      • Once exhausted, you'll fall asleep 5 rounds later and stay asleep for 5 rounds

[3] Burrowing Claws

  • Can dig through walls
  • +1 AV
  • Claw penetration bonus +3
  • Cannot wear gloves

[4] Carapace

  • +3 AV
  • - 6 DV
  • +10 Heat resist
  • +10 Cold resist
  • Active Skill: Doubles Carapace AV bonus
  • Cannot wear armor
  • +400 Reputation with Tortoises

[4] Corrosive Gas Generation

  • Active Skill: Release corrosive gas around yourself for 1 turn

[4] Double-muscled

  • +2 Strength
  • -6 Move Speed
  • Chance to daze opponent on melee attack

[4] Electrical Generation

  • Max charges: 4
  • +1 charge every 10 rounds
  • Damage per charge 1d4
  • Active Skill: Release stored electricity to damage enemies and arcs to adjacent targets

[3] Electromagnetic Pulse

  • Active Skill: Release an electromagnetic pulse that disables artifacts and machines in a 5x5 area for the duration of the skill
  • Cooldown: 200 rounds
  • Duration: 6 - 15 rounds

[5] Flaming Hands

  • Active Skill: Emit a cone of fire from your hands in 9-square ray
  • Cooldown: 10 rounds
  • Damage 1d6
  • Cannot wear gloves

[5] Freezing Hands

  • Active Skill: Emit a cone of cold from your hands in 9-square ray
  • Cooldown: 10 rounds
  • Damage 1d6
  • Cannot wear gloves

[3] Heightened Hearing

  • Detect unseen enemies in a radius of 5 around you
  • Chance to identify nearby detected enemies

[4] Heightened Quickness

  • +7 Quickness
  • -1 Toughness

[3] Horns

  • 20% chance on melee attack to trigger additional damage
  • Damage: 2d3
  • May cause bleeding
  • +0 AV initially
  • Cannot wear helmets
  • +100 reputation with Antelopes and Goatfolk

[4] Multiple Arms

  • Each extra arm has an 8% chance to attack with its equipped weapon
  • Allows wielding two-handed melee weapons in each primary and secondary hand

[5] Multiple Legs

  • +8 Move Speed
  • +6% Carry Capacity

[1] Night Vision

  • Enables you to see a moderate distance in the dark

[5] Phasing

  • Active Skill: Move through solid objects for the duration of the skill

[3] Photosynthetic Skin

  • You require sunlight instead of food
  • Increased hit point regeneration outside (at daytime)
  • Active Skill: Bask in the sunlight to regain hit points
  • +200 reputation with Roots, Trees, Vines, and the Consortium of Phyta.

[4] Quills

  • Active Skill: Expel quills in a burst around yourself. Damaging enemies
  • Regenerate quills periodically
  • + AV as long as you have half of your quills (1 AV otherwise)
  • Enemies attacking you in melee combat may damage themselves on your quills
  • Cannot wear armor

[5] Regeneration

  • Increased hit point regeneration
  • Severed limbs grow back

[3] Sleep Gas Generation

  • Active Skill: Release sleep gas around yourself for 1 turn

[1] Slime Glands

  • Active Skill: Spit slime at your enemies

[4] Spinnerets

  • Active Skill: Leave webs in your wake as you move for the duration of the skill
  • +200 reputation with Arachnids

[3] Stinger (Confusing Venom)

  • 20% chance on melee attack to sting your opponent
  • Stinger venom confuses your opponent into acting randomly
  • Active Skill: Attempt to Sting a target at +4 to hit and +2 penetration
  • Cannot wear equipment on back
  • +200 reputation with Arachnids

[3] Stinger (Paralyzing Venom)

  • 20% chance on melee attack to sting your opponent
  • Stinger venom completely paralyzes your opponent for a short time
  • Active Skill: Attempt to Sting a target at +4 to hit and +2 penetration
  • Cannot wear equipment on back
  • +200 reputation with Arachnids

[3] Stinger (Poisoning Venom)

  • 20% chance on melee attack to sting your opponent
  • Stinger venom poisons your opponent to inflict damage over time
  • Active Skill: Attempt to Sting a target at +4 to hit and +2 penetration
  • Cannot wear equipment on back
  • +200 reputation with Arachnids

[1] Thick Fur

  • + Heat resistance
  • + Cold resistance
  • + 100 reputation with Apes

[4] Triple-jointed

  • + Agility
  • - Strength
  • Small chance to dodge a physical melee or ranged attack

[3] Two-headed

  • Mental actions costs less energy
  • Small chance to shake off negative mental status effects

[4] Two-hearted

  • + Toughness
  • - Speed
  • Small chance when badly wounded to regain some hit points

[3] Wings

  • Travel over land at increased speed
  • Reduced chance of becoming lost
  • When outside, Active Skill: You can fly and can not be targeted my melee opponents
  • When Flying, there is a small chance of falling to the ground
  • Cannot wear equipment on back
  • +400 reputation with Birds and Winged Mammals

Physical Defects Edit

[-2] Albino

  • You regenerate hit points at one-fifth the usual rate in daylight.

[-3] Amphibious

  • You require approximately 67% more water than usual.
  • +100 reputation with Frogs

[-2] Analgesia

  • You can only determine your general state of health and not your number of hit points.

[-2] Beak

  • -1 Ego
  • You can't wear anything on your face.
  • You occasionally peck at your opponents.
  • +300 reputation with Birds

[-2] Cold-Blooded

  • Your base quickness score is reduced by 10
  • Your quickness increases as your temperature increases and decreases as your temperature decreases.
  • +100 reputation with Unshelled Reptiles

[-4] Brittle Bones

  • You suffer 150 damage from falling, attacks made with cudgels, and other sources of concussive damage.

[-2] Electromagnetic Impulse

  • There is a small chance each round that you release and electromagnetic pulse with radius 3, deactivating Robots and artifacts (including those you carry) for 11-20 rounds.

[-4] Hemophilia

  • It takes much longer than usual for you to stop bleeding.

[-4] Hooks For Feet

  • Your move speed is reduced by 10
  • You cannot wear shoes.

[-2] Myopia

  • You can only see up to a radius of 4.

[-3] Spontaneous Combustion

  • There is a small chance each round that you spontaneously erupt into flames.

Mental Mutations Edit

Mental Defects Edit

[-3] Amnesia

  • Anything you have not seen in the last 20 rounds disappears from your map.

[-3] Blinking Tic

  • There is a small chance each round that you randomly teleport to a nearby location.

[-3] Evil Twin

  • Each time you embark on a new location, there is a small chance that a parallel version of yourself has tracked you down and attempts to destroy you.

[-4] Narcolepsy

  • There is a small chance each round that you fall asleep for 20-29 rounds.

[-2] Socially Repugnant

  • Merchants charge you five times the usual prices for their wares and will only pay one-fifth the usual prices for your wares.

Select Calling Edit

Characters with the Mutated Human genotype are directed to this menu after selecting Mutations. Callings are professions which provide an additional boost to specific Attributes and unlock unique Skills. Players must select one Calling, and which they will proceed to the review screen.

  1. Apostle
    • +2 Ego
    • Skills: Intimidate, Proselytize, Tactful
  2. Arconaut
    • +2 Agility
    • Skills: Gadget Inspector, Scavenger, Spry
    • Dodge, Short Blade Expertise
    • Starts with random junk and artifects
  3. Greybeard
    • +3 Willpower, -1 Strnegth
    • Skills: Cudgel Proficiency, Berate, Calloused
    • +100 reputation with Bears
  4. Gunslinger
  5. Marauder
    • +2 Strength
    • Skills: Axe Proficiency, Dismember
    • Butchery, Charge
  6. Pilgrim
    • +2 Willpower
    • Skills: Meditate, Fasting Way, Iron Mind, Mind's Compass
  7. Nomad
  8. Scholar
    • +2 Intelligence
    • Skills: Gadget Inspector, Staunch Wounds, Heal Wilderness Lore: Random, Wildernness Lore: Random, Harvestry, Hurdle
  9. Tinker
    • +2 Intelligence
    • Skills: Gadget Inspector, Disassemble, Lay Mine/Set Bomb, Repair, Tinker I
    • Begins with a number of random artifacts and scrap
    • +100 reputations with The Barathrumites
  10. Warden
    • +2 Strength
    • Skills: Long Blade Proficiency, Block
    • Shield Slam, Steady Hands (Bows and Rifles)
    • +400 reputation with The Fellowship of Wardens
  11. Water Merchant
    • +2 Ego
    • Skills: Snake Oiler
    • Allowed entrances to many settlements for purposes of trade
    • Starts with trade goods
    • +200 reputation with Water Barons
  12. Watervine Farmer
    • +2 Toughness
    • Skills: Harvestry, Skillful Harvestry, Axe Proficiency, Wilderness Lore: Marshes
    • Stats with access to Farmers' Markets
    • +100 reputation with The Villagers of Joppa

Select Arcology and Caste Edit

Characters with the True Kin genotype are directed to this menu. Here, players must choose a single Caste for their character, which will also determine the character's arcology of origin. Each Caste is similar to a Calling, boosting certain Attributes and unlocking unique Skills. After selecting a Caste, players proceed to the review screen.

The Toxic Arboreta of Ekuemekiyye, the Holy City Edit

  • Horticulturist
    • +10 Bleeding Resist
    • +3 Intelligence
    • Skills: Harvestry, Masterful Harvestry, Axe Proficiency, Steady Hands (Bow & Rifles), Wilderness Lore: Jungles
  • Priest of All Suns
    • +10 Bleeding Resist
    • +3 Ego
    • Skills: Cudgel Proficiency, Staunch Wounds, Heal, Snake Oiler, Intimidate, Wilderness Lore: Jungles
  • Priest of All Moons
    • +10 Bleeding Resist
    • +2 Willpower, +2 Toughness
    • Skills: Axe Proficiency, Butchery, Skillful Butchery, Lionheart, Poison Tolerance, Wilderness Lore: Jungles
  • Syzygyrior
    • +10 Bleeding Resist
    • +3 Agility
    • Skills: Off-hand Strikes, Ambidexterity, Wilderness Lore: Jungles

The Ice-Sheathed Arcology of Ibul Edit

  • Artifex
    • +15 Cold Resist
    • +3 Intelligence
    • Skills: Gadget Inspector, Repair, Deploy Turret, Tinker I, Tinker II
  • Consul
    • +15 Cold Resist
    • +3 Ego
    • Skills: Proselytize, Inspiring Presence
  • Praetorian
    • +15 Cold Resist
    • +2 Strength, +1 Toughness
    • Skills: Long Blade Proficiency, Block, Shield Slam, Steady Hands (Bows & Rifles)
  • Eunuch
    • +15 Cold Resist
    • +2 Agility, +2 Intelligence
    • Skills: Dagger Proficiency, Shank, Steady Hands (Pistols), Weak Spotter, Dodge, Hurdle

The Crustal Mortars of Yawningmoon Edit

  • Child of the Hearth
    • +15 Heat Resist
    • +3 Strength
    • Skills: Cudgel Proficiency, Slam, Strapping Shoulder, Calloused
  • Child of the Wheel
    • +15 Heat Resist
    • +2 Agility, +1 Strength, +1 Ego
    • Skills: Dagger Proficiency, Axe Proficiency, Cleave, Off-hand Strikes, Iron Mind
  • Child of the Deep
    • +15 Heat Resist
    • +3 Toughness
    • Skills: Strapping Shoulder, Tank, Shake It Off, Wilderness Lore: Mountains, Wilderness Lore: Canyons
  • Fuming God-Child
    • +15 Heat Resist
    • +4 Willpower
    • Skills: Poison Tolerance, Meditate, Lionheart, Fasting Way, Intimidate

Complete Edit

The player can now make a final review of their created character. Attributes, vital stats, and Mutations or Caste are displayed, along with a "Character build code" that can be recorded to quickly recreate that exact build in later playthroughs. At this time, the player can still return to prior menus to make any last-minute adjustments.

The final step before beginning the game is to enter the character's name. Players can enter any name they wish, or allow the game to randomly generate a name. Once this is complete, the game world is generated and a new adventure begins in Caves of Qud, at the remote hamlet of Joppa.