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True kin

Each arcologies and their tiles. Their appearance in order is from left to right at the first row.

History Edit

In Caves of Qud, True Kin avoided mutation by staying in these self-supporting arcologies for thousands of years. If the player is a True Kin, you can choose the arcology you originate from, and your caste. Each arcology has four playable castes to choose from.

Arcologies Edit

Arcologies are self-contained, self sustaining cities that have systems for food production, sewage and waste disposal, and energy generation. Theoretically, a person would never need to leave an arcology; they could exist comfortably inside one.

The 3 Arcologies are as follows

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

See Also Edit

Mechanics t
Gameplay Mechanics Achievements - Character Creation(Calling - Arcologies) - Cooking and Gathering - Cooking Recipes - Desecration - Dismemberment - Journal - Faction Hero - Psychic Glimmer- Psychic Assassin - Modification - Relic - Scrap & Bits - Tinkering - Trade - Water Ritual - Reputation - Wish/Cheats - World Map
Character Mechanics Attributes - Quickness - Move Speed - AV - DV - Mental Armor - Hitpoints - Experience - Temperature - Skills - Mutation - Cybernetics - Mutants - True Kin
Major Categories Artifacts - Armor & Equipment - Weapons - Monsters - Factions - Locations - Quests
Elemental Damage > Acid - Electrical - Cold - Heat - Astral - EMP - Explosive - Light - Mental - Vibration
Status Effects > Astrally Burdened - Astrally Tethered - Bleeding - Confused - Dazed - Fates Have Their Way - Fear - Flaming - Frozen - Ill - Itchy Skin - Lovesick - Paralyzed - Phased - Poison - Prone - Sleep - Slipped - Sprinting - Stuck - Stunned
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