Skills and Powers
- 1 Skill Points
- 2 Additional Requirements
- 3 Learning Skills With Reputation
- 4 Skills
- 4.1 Acrobatics
- 4.2 Axe
- 4.3 Bow and Rifle
- 4.4 Cooking and Gathering
- 4.5 Cudgel
- 4.6 Customs and Folklore
- 4.7 Dual Wield
- 4.8 Endurance
- 4.9 First Aid
- 4.10 Heavy Weapon
- 4.11 Long Blade
- 4.12 Persuasion
- 4.13 Pistol
- 4.14 Self-discipline
- 4.15 Shield
- 4.16 Short Blade
- 4.17 Tactics
- 4.18 Tinkering
- 4.19 Wayfaring
Skills can either be passive or active actions that increases proficiency in various aspect of play, either in battle or increasing reputation with other factions. To use a skill, the base skill must be purchased first.
Skill Points[edit | edit source]
Buying skills requires skill points, which are attained by leveling up. The amount that is gained upon each level-up is dependent on the creature's Intelligence score, as well as the player's chosen genotype.
Before Intelligence is applied, True Kin gain 70 skill points per level, while Mutants gain 50. Each point of Intelligence above 10 increases the number of skill points gained by 4 per level, and is applied retroactively, meaning that if a level 10 character at 10 Intelligence gained one additional point of Intelligence, they would earn 40 skill points instantly. The opposite is also true for each point below 10.
Additional Requirements[edit | edit source]
Each skill, in addition to their skill point cost, requires one or more of the player's attributes to be at or above a certain value. For example, players cannot purchase the Trash Divining skill unless their Intelligence is 21 or greater, even if they have the 150 required skill points to purchase it. This is also true of the base skill for each skill tree, which cannot be purchased unless the player meets the attribute requirements for the first "free" skill in the tree. Temporary attribute bonuses, such as those granted by wearing certain pieces of equipment or effects such as Ego Projection, do not contribute to the attribute requirement. Some skills have a required value of 0 for their listed attribute, meaning the player need only have enough skill points to purchase them.
Learning Skills With Reputation[edit | edit source]
In addition to learning skills through purchasing them, the player can be taught skills through the water ritual. Rather than needing to spend skill points, learning skills through the water ritual requires reputation with the teacher's primary faction, with the amount often pertaining to how much the skill would cost to purchase normally. What skill is taught also depends on the faction of the creature. Rarely, individuals can teach skills that their faction cannot.
Skills that are learned in this way ignore the usual requirements that must be met to purchase them, including attribute requirements and any skills that must already have been learned.
By Faction[edit | edit source]
By Individuals[edit | edit source]
Skills[edit | edit source]
You are skilled at acrobatics.
Skills in the Acrobatics skill tree
|Swift Reflexes||0||17 Agility||Acrobatics||You gain a +5 bonus to your DV when flinching away from missile attacks.|
|Spry||100||17 Agility||You gain a +2 bonus to your DV.|
|Jump||100||17 Strength||You jump into an unoccupied square within range 2. You cannot jump over a square occupied by a creature.|
|Tumble||150||23 Agility||Juke||You gain a +1 bonus to your DV. Additionally, Juke's cooldown is reduced to 20.|
Axe[edit | edit source]
You are skilled with axes.
Skills in the Axe skill tree
|Axe Proficiency||0||0 Strength||Axe||You get +2 to hit with axes.|
|Charging Strike (Axe)||100||19 Strength||Cleave • Charge||When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.|
|Cleave||150||19 Strength||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 half your strength modifier, rounded up, +1 on a critical hit.|
|Dismember||150||21 Strength||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||23 Strength||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.
|Decapitate||150||25 Strength||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||29 Strength||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 Berserk puts Dismember on cooldown.|
You are skilled with bows and rifles.
Skills in the Bow and Rifle skill tree
|Draw a Bead||0||19 Agility||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.|
|Steady Hands||0||19 Agility||For the purpose of determining your accuracy with bows and rifles, your agility is treated as if it were 4 points higher.|
|Sure Fire||150||19 Agility||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.|
|Wounding Fire||150||19 Agility||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.|
|Suppressive Fire||150||19 Agility||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.|
|Kickback||50||19 Strength||Whenever you fire a two-handed weapon at a target in melee range, you attempt to kick the target backwards.|
|Beacon Fire||200||25 Agility||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.|
|Flattening Fire||200||25 Agility||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.|
|Disorienting Fire||200||25 Agility||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.|
|Ultra Fire||300||29 Agility||Draw a Bead||Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have.|
You are skilled at cooking and gathering meal ingredients.
Skills in the Cooking and Gathering skill tree
|Meal Preparation||0||15 Intelligence||While at a campfire, you can cook from recipes, choose up to two ingredients to cook with, and preserve fresh foods.
Meals cooked from recipes bestow special status effects. Meals cooked with selected ingredients bestow dynamically-generated status effects.Preserved foods are used as meal ingredients.
|Butchery||50||15 Intelligence||You can butcher fresh ingredients and other usable parts from animal corpses.|
|Harvestry||50||15 Intelligence||You can harvest fresh ingredients and other usable parts from plants.|
|Spicer||50||17 Intelligence||When you choose ingredients to cook with, you can choose up to three instead of two. Meals cooked with three ingredients bestow more powerful status effects.|
|Carbide Chef||100||17 Intelligence||Whenever you gain a level, and 5% of the time you explore a new map, you become inspired for two days. While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.|
You are skilled with crushing and bludgeoning weapons.
Skills in the Cudgel skill tree
|Cudgel Proficiency||0||0 Strength||You get +2 to hit with cudgels.|
|Bludgeon||150||17 Strength||Whenever you hit with a 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 (Cudgel)||100||19 Strength||Bludgeon • Charge||When you charge with a cudgel and hit, you automatically daze your opponent.|
|Conk||150||21 Strength||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||100||23 Strength||Whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.|
|Slam||150||25 Strength||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||29 Strength||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.|
You are familiar with the customs and folklore of Qud.
Skills in the Customs and Folklore skill tree
|Tactful||0||19 Intelligence||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||21 Intelligence||Whenever you rifle through trash, there's a 5% chance you piece together clues and learn a random [[secret]].|
You are skilled at two-weapon fighting. Your chance to attack with an offhand weapon is increased.
Skills in the Dual Wield skill tree
|Flurry||0||17 Agility||Activated; cooldown 60. You make an attack with every hand, including extra hands granted by mutation or technology.|
|Offhand Strikes||0||17 Agility||Your chance to strike with an off-hand weapon increases to 35%.|
|Ambidexterity||300||21 Agility||Offhand Strikes||Your chance to strike with an off-hand weapon increases to 55%. Flurry's cooldown is reduced by 10.|
|Two-weapon Fighting||300||25 Agility||Ambidexterity||Your chance to strike with an off-hand weapon increases to 75%. Flurry's cooldown is reduced by 10.|
You are skilled at enduring harsh conditions and situations.
Skills in the Endurance skill tree
|Shake It Off||0||0 Toughness||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||15 Toughness||Reduces the movement speed penalty when swimming (normally 50 points) by 25 points.|
|Poison Tolerance||100||19 Toughness||You take 25% less initial damage from poison and the duration of poison is reduced by 25%.|
|Weathered||200||21 Toughness||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 Toughness||You may ingest one additional tonic without it reacting adversely to the tonic you have already ingested.|
|Calloused||200||23 Toughness||Your natural AV improves to 1.|
|Longstrider||250||25 Toughness||You may sprint for an additional 10 turns.|
You are skilled at first aid.
Skills in the First Aid skill tree
|Staunch Wounds||0||0 Intelligence||Activated; non-combat only. You use a bandage and instantly cure any bleeding effect.|
|Heal||100||17 Intelligence||During each round you spend healing, you regain 5% 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||19 Intelligence||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 canceled.|
You are skilled with heavy weapons.
Skills in the Heavy Weapon skill tree
|Strapping Shoulders||0||19 Strength||You shoulder your weapons more effectively. Heavy weapons count for half their weight toward your encumbrance.|
|Tank||150||23 Strength||You suffer no movement penalty while wielding a heavy weapon.|
|Sweep||200||27 Strength||You fire five shots with your heavy weapon sweeping over a ninety degree cone.|
You are skilled with long thrusting and slashing blades.
Skills in the Long Blade skill tree
|Long Blade Proficiency||0||0 Strength||You gain access to two stances.
Aggressive stance: While wielding a long blade in your primary hand, your long blade and short 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||17 Agility||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.
|Dueling Stance||200||17 Intelligence||You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit with long blades and short blades.|
|Swipe||200||17 Strength||Activated; cooldown 15.
Aggressive stance: You make an attack against all adjacent opponents. Defensive stance: You push all adjacent creatures back 1 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.
|Improved Dueling Stance||100||21 Intelligence||Your to-hit bonus in dueling stance is increased to +3.|
|Improved Defensive Stance||100||23 Agility||Your DV bonus in defensive stance is increased to +3.|
|Improved Aggressive Stance||100||23 Strength||Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -3.|
|En Garde!||300||29 Strength 23 Agility||Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.|
You are skilled at convincing others.
Skills in the Persuasion skill tree
|Menacing Stare||0||17 Ego||You stare down a nearby opponent and send him fleeing in terror.|
|Intimidate||200||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||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||19 Ego||For purposes of bartering, your ego is treated as though it were 4 points higher.|
|Proselytize||300||23 Ego||You persuade an intelligent creature to join you.|
|Inspiring Presence||250||25 Ego||Your words embolden your companions.|
You are skilled with pistols of various kinds.
Skills in the Pistol skill tree
|Steady Hand||0||0 Agility||For purposes of determining your accuracy with pistols, your agility is treated as if it were 4 points higher.|
|Akimbo||150||17 Agility||If you wield two pistols, you fire a shot with each of them whenever you make a ranged attack.|
|Weak Spotter||150||19 Agility||You are 5% more likely to score critical hits with pistols (standard chance is 5%).|
|Sling and Run||50||21 Agility||You receive no accuracy penalties for firing pistols while running.|
|Disarming Shot||100||23 Agility||You have an agility-based chance to disarm your opponent when you score a hit with a pistol.|
|Dead Shot||200||25 Agility||Critical hits you score with pistols are more deadly.|
|Empty the Clips||300||27 Agility||Cooldown 200. For 20 rounds, the action cost of firing pistols is reduced from 1000 to 500.|
|Fastest Gun in the Rust||400||29 Agility||The action cost of firing pistols is reduced by 25%.|
You are skilled at maintaining self-discipline.
Skills in the Self-discipline skill tree
|Meditate||0||0 Willpower||During each round in which you meditate, you regenerate at thrice the normal rate. Additionally, each round spent meditating counts as three rounds for 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||50||17 Willpower||You hunger and thirst at one-half the normal rate. Metabolic effects from meals last twice as long.|
|Iron Mind||100||21 Willpower||Each round you are confused, you have a (Willpower-10)% chance to shake off the effect.|
|Lionheart||100||21 Willpower||Each round you are terrified, you have a (Willpower-10)% chance to shake off the effect.|
|Conatus||150||23 Willpower||You may sprint for an additional 10 turns.|
|Mind over Body||150||29 Willpower||You hunger and thirst at one-sixth rate.
Metabolic effects from meals last six times as long.You suffer no penalty for becoming famished.
You are skilled at wielding shields.
Skills in the Shield skill tree
|Block||0||0 Strength||As long as you wield a shield, there is a 50% chance you block one melee attack per round. When you block an attack, you add the shield's AV bonus to your AV for that attack. If you equip multiple shields, the one block per round limit is per shield, and you only can attempt to block a given attack once, using your best usable shield.|
|Shield Slam||100||17 Strength||Activated; cooldown 40. You attempt to knock an opponent down 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||19 Agility||Your chance to block with a shield improves to 75%.|
|Swift Blocking||200||19 Agility||You may block an additional attack per round.|
|Staggering Block||200||21 Strength||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||25 Willpower||For the next three rounds, you automatically block all incoming melee attacks (may not be used with bucklers).|
You are skilled with small one-handed knives and blades.
Skills in the Short Blade skill tree
|Short Blade Expertise||0||0 Agility||You get +1 to hit with short blades. Also, you make primary-hand attacks with short blades as if your quickness were 25% higher.|
|Jab||100||17 Agility||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.|
|Bloodletter||150||17 Agility||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.|
|Hobble||150||21 Agility||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||23 Agility||Juke||Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.|
|Rejoinder||250||25 Agility||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||27 Agility||Activated; cooldown 10 (primary) or 20 (offhand). 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.|
You are aware of basic combat tactics.
Skills in the Tactics skill tree
|Hurdle||0||0 Agility||Tactics||You receive no penalty to your DV when you sprint.|
|Deft Throwing||50||10 Agility||Your throw range is increased by 3 and your throw variance is halved when throwing at a target inside your throw range.|
|Charge||150||17 Strength||You charge forward two or three squares and perform a melee attack at +1 penetration.|
|Juke||200||21 Agility||Activated; cooldown 40. You move one square at no action cost. You may swap squares with a hostile opponent.|
You are skilled at examining, building, repairing and modding artifacts.
Skills in the Tinkering skill tree
|Gadget Inspector||0||15 Intelligence||You are much more successful at examining artifacts.|
|Scavenger||100||15 Intelligence||Whenever you step over garbage, you astutely rifle through it and occasionally discover scrap. Additionally, you harvest extra scrap from robots you destroy.|
|Disassemble||100||15 Intelligence||You can disassemble scrap and artifacts for bits. You get the most significant bit from the item schematic plus a 50% chance to receive each remaining bit.|
|Lay Mine / Set Bomb||50||17 Intelligence||You may lay down grenades as mines or set them as bombs.|
|Repair||100||17 Intelligence||You may repair broken items with Bits.|
|Deploy Turret||100||17 Intelligence||You may deploy missile weapons as static turrets.|
|Tinker I||100||19 Intelligence||You may build items from low-tier schematics and you get 1 free schematic. You can also recharge energy cells and capacitors.|
|Tinker II||200||23 Intelligence||Tinker I||You may build items from medium-tier schematics and you get 1 free schematic.|
|Reverse Engineer||10||25 Intelligence||Disassemble||Whenever you disassemble an item, you have a 25% chance to learn how to build the item.|
|Tinker III||300||29 Intelligence||Tinker II||You may build items from high-tier schematics and you get 1 free schematic.|
You are skilled at wilderness survival.
Skills in the Wayfaring skill tree
|Make Camp||0||15 Intelligence||Start a campfire for cooking meals and preserving foods.|
|Mind's Compass||0||15 Intelligence||Doubles the chance of regaining your bearings when you are lost.
Reduces chance of getting lost by about 15%.You travel on the overland map twice as quickly.
|Wilderness Lore: Flower Fields||25||15 Intelligence||Doubles the chance of interesting encounters while traveling in the flower fields.
Reduces the chance of getting lost in the flower fields from base 12% to 1%.On the overland map, you travel through the flower fields twice as quickly.
|Wilderness Lore: Marshes||50||15 Intelligence||Doubles the chance of interesting encounters while traveling in the salt marshes and watervine fields.
Reduces the chance of getting lost in the salt marshes and watervine fields from base 12% to 1%.On the overland map, you travel through the salt marshes and watervine fields twice as quickly.
|Wilderness Lore: Canyons||50||17 Intelligence||Doubles the chance of interesting encounters while traveling in the desert canyons.
Reduces the chance of getting lost in the desert canyons from base 12% to 1%.On the overland map, you travel through the desert canyons twice as quickly.
|Wilderness Lore: Mountains||50||17 Intelligence||Doubles the chance of interesting encounters while traveling in the hills and mountains.
Reduces the chance of getting lost in the hills and mountains from base 12% to 1%.On the overland map, you travel through the hills and mountains twice as quickly.
|Wilderness Lore: Jungles||50||19 Intelligence||Doubles the chance of interesting encounters while traveling in the jungles.
Reduces the chance of getting lost in the jungles from base 12% to 1%.On the overland map, you travel through the jungles twice as quickly.
|Wilderness Lore: Salt Pans||50||19 Intelligence||Doubles the chance of interesting encounters while traveling in the salt pans.
Reduces the chance of getting lost in the salt pans from base 10% to 1%.On the overland map, you travel through the salt pans twice as quickly.
|Wilderness Lore: Ruins||50||21 Intelligence||Doubles the chance of interesting encounters while traveling through chrome ruins.
Reduces the chance of getting lost in ruins from base 12% to 1%.On the overland map, you travel through ruins twice as quickly.