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Please help improve this if you can. The Discussion page may contain suggestions.

Caves of Qud provides several damage types aside from physical ones (which are either sharp or blunt). Each of these damage types has its own unique interactions with the player, creatures, and environments.

Primary Elements[]

There are currently four elemental damage types: Heat, Cold, Acid, and Electricity.

Resistances to these damage types are statistics ranging from 0-100 which are (for the player character) shown in the character sheet. Directly, these resistances reduce the amount of damage taken from attacks of that damage type by a percentage corresponding to that resistance’s score. (So, a creature with 50 Heat resistance would take half damage from heat damage.) A resistance of 100 grants complete immunity to damage of that type.

Additionally, Heat and Cold resistance grant a resistance to forced temperature changes which would push a creature further from the 25-50T “normal” temperature range. This temperature change resistance is proportional to the resistance score in the same way that the damage resistance is.

Heat[]

Heat damage relates to high temperature and can eventually cause various effect ranging from Flaming to Vaporization. Various weapons, mutations, and mods can cause direct damage and increase temperature. There are currently no locations with hot ambient temperature. Creatures killed by heat damage will leave a pile of ashes behind, and will not generate a corpse.

Cold[]

Cold Damage relates to low temperature and can eventually cause various effects ranging from a loss of Quickness to Freezing. Various weapons, mutations, and mods can cause direct damage and decrease temperature. Bethesda Susa is currently the only location that has cold ambient temperature. Cold resistance also affects the minimum temperature you can be before being affected by it.

Acid[]

Acid Damage is rather common despite being the only element that is not available as a weapon mod. Acid damage can be caused by stepping in acid pools, standing in corrosive gas, or getting hit by natural acid melee attacks. Acid resistance also does not prevent liquid acid from damaging your equipment.

Electrical[]

Electrical Damage is a rarer damage type, but the creatures and hazards that cause it can heavily punish players who don't have countermeasures like rubbergum injectors or equipment that grants electricity resistance. Thankfully, most sources of electricity damage have short range.

  • Shock damage, despite being differently named in the message log, is identical to electrical damage. Shock damage is uniquely caused by the Prayer Rod.

Special Elements[]

Generally unlisted element that have its own hidden resistance stats

Other Damage Types[]

  • Explosive damage always ignores both DV and AV, but can be blocked by walls and avoided if you aren't in the same phase as the explosion.
  • Vibro damage instead uses the target's AV as it's penetration value, as such they rarely ever penetrate more than thrice (four times if using Sharp mod)
  • EMP damage will disable robots for a certain period of time. This type of damage is very useful when fighting against late game robots such as Chrome Pyramids.
  • Disintegration damage ignores penetrations like explosive damage, but it also deals x10 as much damage to structural objects like walls and doors.
  • Astral damages & abilities link to being neutralized by Normality Gas and Ontological Anchor
  • Umbral & Cosmic damage are unique elemental damage modifiers that are used by Haggabah Who Plies the Umbral Path and Chrome Pyramids, respectively. The purpose of this elemental damage being unique is so that there is no way for player to resist it should they fail to dodge the attack