History VideoGame / CavesOfQud

10th Dec '17 1:59:04 PM UltraWanker
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* AtomicSuperpowers

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* %%* AtomicSuperpowers



* CharacterLevel



* HitPoints



* WeaponOfChoice
** AnAxeToGrind
** CarryABigStick
** GunsVsSwords
** HeroesPreferSwords
** LuckilyMyShieldWillProtectMe
** NukeEm
** SwordAndGun

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* %%* WeaponOfChoice
** %%** AnAxeToGrind
** %%** CarryABigStick
** %%** GunsVsSwords
** %%** HeroesPreferSwords
** %%** LuckilyMyShieldWillProtectMe
** %%** NukeEm
** %%** SwordAndGun



* YetAnotherStupidDeath

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* %%* YetAnotherStupidDeath
10th Dec '17 1:53:45 PM UltraWanker
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''Caves of Qud'' is a post-apocalyptic {{roguelike}} game heavily influenced by ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' and the [[TabletopGames tabletop]] TabletopGame/GammaWorld RPG. Set on a future Earth many centuries after an undefined [[AfterTheEnd apocalypse]], the game takes place in the titular region of Qud, a jungle-like area bordered by a desert of salt and large mountain ranges, and boasting a large number of ancient ruins. This realm is actually a [[DeathWorld terrible place to live]], but still attracts many adventurers due to the abundance of LostTechnology within its borders, particularly within its vast [[BeneathTheEarth cavern systems]]. However, things may be taking a turn for the (even) worse, as signs of an ancient evil begin to emerge from the dark and forgotten [[TitleDrop Caves of Qud]]...

The game is still in active development, and is now available on Steam Early Access [[http://store.steampowered.com/app/333640/ here.]]

to:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/qud1.png]]
''Caves of Qud'' is a post-apocalyptic ScienceFantasy {{roguelike}} game developed by
Freehold Games,
heavily influenced by ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' and the [[TabletopGames tabletop]] TabletopGame/GammaWorld ''TabletopGame/GammaWorld'' RPG. Set on a future Earth many centuries after an undefined [[AfterTheEnd apocalypse]], the game takes place in the titular region of Qud, a jungle-like area bordered by a desert of salt and large mountain ranges, and boasting a large number of ancient ruins. This realm is actually a [[DeathWorld terrible place to live]], but still attracts many adventurers due to the abundance of LostTechnology within its borders, particularly within its vast [[BeneathTheEarth cavern systems]]. However, things may be taking a turn for the (even) worse, as signs of an ancient evil begin to emerge from the dark and forgotten [[TitleDrop Caves of Qud]]...

The game is still in active development, and is now has been released available on Steam Early Access in 2015, which can be played [[http://store.steampowered.com/app/333640/ here.]]



!!Examples:

to:

!!Examples:!!The game provides examples of:
13th Sep '17 10:26:04 AM Zarester
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* GiantSpider: One category of monster, complete with webs for you to get stuck in.

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* GiantSpider: One category of monster, complete with webs for you to get stuck in. Interestingly, they behave somewhat realistically. They'll generally keep their distance from you and only attack if you get too close or get stuck in a nearby web.
9th Jun '17 8:31:00 AM Fighteer
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9th Jun '17 8:30:29 AM system
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9th Jun '17 8:08:37 AM ChainsawOfRedemption
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''Caves of Qud'' is a post-apocalyptic {{roguelike}} game heavily influenced by ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' and the [[TabletopGames tabletop]] TabletopGame/GammaWorld RPG. Set on a future Earth many centuries after an undefined [[AfterTheEnd apocalypse]], the game takes place in the titular region of Qud, a jungle-like area bordered by a desert of salt and large mountain ranges, and boasting a large number of ancient ruins. This realm is actually a [[DeathWorld terrible place to live]], but still attracts many adventurers due to the abundance of LostTechnology within its borders, particularly within its vast [[BeneathTheEarth cavern systems]]. However, things may be taking a turn for the (even) worse, as signs of an ancient evil begin to emerge from the dark and forgotten [[TitleDrop Caves of Qud]]...

The game is still in active development, and is now available on Steam Early Access [[http://store.steampowered.com/app/333640/ here.]]

to:

''Caves of Qud'' [[quoteright:200:http://static.tvtropes.org/pmwiki/pub/images/trucos_Fossil_Fighters_DS-825_9874.jpg]]
->''"Awaken an era."''
[[caption-width-right:200:Can you dig it?]]

A {{Mons}} series from Creator/{{Nintendo}} and Creator/RedEntertainment, ''Fossil Fighters'' (''Kaseki Horider'', or "Fossil Hunters", in Japan)
is a post-apocalyptic {{roguelike}} collection Mon RPG/paleontology sim series for the DS and 3DS.

On the tropical Vivosaur island, the Richmond archaeological foundation has built a fantastic resort. Using the brilliance of Dr. Diggins, they have developed a process to revive dead animals from fossil fragments. ([[Film/JurassicPark Sound familiar?]]) As a side-effect of this process, the dead animals are not complete copies of the creatures they originally were in life--they gain unusual appearances and best of all--superpowers. Vivosaur Island has become a playground for the rich where wealthy young dinosaur fanatics can revive extinct animals in the form of superpowered monsters and fight them against each other for glory and fame.

Like most games, this one stars a [[KidHero young boy]] (or girl, starting with the second game) who aspires ToBeAMaster. You hunt fossils, battle other fans, and raise in the ranks, with the help of his friends. But the island is lousy with groups of fossil thieves and general schemers who, naturally, want to TakeOverTheWorld.

Games in the series:
* ''Fossil Fighters'' (''Bokura wa Kaseki Horider'', or "We Are Fossil Hunters", in Japan), 2008 JP/2009 US Nintendo DS
* ''Fossil Fighters: Champions'' (''Super Kaseki Horider'', or "Super Fossil Hunters" in Japan), 2010 JP/2011 US Nintendo DS: This
game heavily influenced by ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' features improved, [[CelShaded cel-shaded graphics]] (with FMV cutscenes), a female player character, a revamped movement system, new islands, new villains, and the [[TabletopGames tabletop]] TabletopGame/GammaWorld RPG. Set on a future Earth many centuries after an undefined [[AfterTheEnd apocalypse]], ability to Super Revive certain Vivosaurs into evolved forms.
* ''Fossil Fighters: Frontier'' (''Kaseki Horider Mugengear'', or "Fossil Hunters Infinite Gear" in Japan), 2014 JP/2015 US Nintendo 3DS: The new feature for this title is
the game takes place in the titular region of Qud, a jungle-like area bordered by a desert of salt ability to fight wild Vivosaurs and large mountain ranges, and boasting a large number of ancient ruins. This realm is actually a [[DeathWorld terrible place to live]], but still attracts many adventurers due to the abundance of LostTechnology within its borders, particularly within its vast [[BeneathTheEarth cavern systems]]. However, things may be taking a turn for the (even) worse, as signs of an ancient evil begin to emerge from the dark and forgotten [[TitleDrop Caves of Qud]]...

drive around in customizable vehicles. The game is still in active development, and is now available on Steam Early Access [[http://store.steampowered.com/app/333640/ here.]]combat system has also been entirely overhauled.



!!Examples:
* AfterTheEnd: Just how ''long'' after the end is never specified. The elder of Joppa sets the cataclysm at [[ExactlyExtyYearsAgo a thousand years ago]], but does he [[AndManGrewProud really know for sure]]?
* AdvancedAncientAcropolis: If you're a True Kin, you get to pick one of these as your point of origin.
* AnyoneCanDie: Most of the named townspeople are much tougher than a starter character... but still mortal.
* ArtifactOfDoom: The Amaranthine Prism, which causes people who possess it to become obsessed with it. If you equip it at the end of the questline where you're sent to retrieve it, you'll never be able to remove it, and it will steadily amplify your Ego further and further while lowering your Willpower. Going by the in-game texts about it, it's the key to a SealedEvilInACan named Ptoh, though there doesn't seem to be any way to interact with it beyond that.
* AtomicSuperpowers
* BeCarefulWhatYouWishFor: The game literally has a "Wish" command (for debugging purposes). Naturally, this trope ensues.
* BearsAreBadNews:
** Bears can show up as early as Red Rock, and can be lethal for players who only have a level or two under their belt.
** The trope keeps going when you meet the Urshiib (sentient mutant bears), who run the second town most players visit. Not only are they located ''at the bottom of yet another dungeon'', but they insist that you complete a FetchQuest in a very dangerous location before they'll allow you full access to their enclave. You do get partial access, however, which still allows you to trade with a trader there.
** You think normal bears are bad? Meet slumberling: It's a bear crossed with puma. It's extremely tough, can do massive damage, ''can spawn in the first dungeon''. The AI code also is quite...crazy in that it will exclusively target your character ''even if it's been awakened/attacked by other hostile enemies''. Fortunately they are asleep most of the time, and if you evade their pursuit long enough they'll go back to sleep.
* BlackoutBasement: Potentially ''any'' dungeon, if you let your light source go out.
* BlessedWithSuck: Most of the mutations have no drawbacks, but a few do, and they can cause you a lot of grief if you're not paying attention. Woe unto the player who too casually uses disintegration (which paralyzes you for a few rounds as part of its "cooldown"), or uses the clone-creating temporal fugue [[TooDumbToLive while also having an area-effect attack]], or picks the Nomad class (whose biggest perk is a free recycling suit) after taking a mutation that disables body armor...
* BonusBoss:
** The lairs of legendary beasts can pop up randomly on the world map, and taking them on is optional.
** Additionally, in Bethesda Susa, [[spoiler:Saad Amus The Sky-Bear, a HumanPopsicle. If you wake him (or he gets woken up by, say, the insane rocket-wielding enemy in the same room), he's an outrageously tough boss fight, but successfully beating him will let you claim his sword and jetpack, two of the best items in the game.]]
** Oboroqoru, the Ape God of Kyakukya, can be found in a lair somewhere near that village; he's outrageously powerful, but if you beat him, you can claim the Fist of the Ape God, an InfinityPlusOneSword for anyone who uses clubs and is strong enough to carry it.
** While not unique, Leering Stalkers and, especially, Chrome Pyramids are stronger than almost any enemy in the game, never need to be fought as part of any quest, and will only be encountered by players exploring far far deeper into the caves than they ever need to go or wandering around the [[ShmuckBait Deathlands]].
* BoringButPractical: All those copper/silver/gold nuggets you see in merchant inventories? Those aren't just VendorTrash, they're a much lighter way of carrying your wealth than what they're worth in [[PracticalCurrency water]]. Also qualifying is the basic tinkering recipe for making ''lead slugs'' for your guns. Compass Bracelets are also highly valued by tinkers, since they're easy to modify and only take a wrist slot.
* BraggingRightsReward: On defeating a Chrome Pyramid, the strongest enemy in the game, it will sometimes drop its Swarm Rack, a weapon that fires eight rockets per shot and requires no ammo... and also weighs 1500 pounds. Anyone who can both beat a Chrome Pyramid and carry a Swarm Rack doesn't really need it.
* BreakableWeapons: Most of your weapons are vulnerable to rusting and/or breakage.
* CharacterLevel
* CommonplaceRare:
** Compass bracelets are massively valuable to tinker-focused characters (moreso than many items that seem much more rare and special) due to the ability to modify them in so many ways while only using a wrist slot.
** A Taco Suprema is an ungodly valuable item, with prices far beyond most legendary high-tech artifacts from lost civilizations.
* CoolKey: One category of artifact are the colored key cards that can unlock doors of the same color. Unfortunately for looters, keycards of ''any'' color tend to be rare and expensive as artifacts go. The {{psychometry}} bypasses the need for these Keycards, as you simply use your biological item scan to help the door "Remember" its passcode.
* CrapsackWorld: Even a thousand years after the apocalypse, most of Qud is still a ruined, barbarism-ridden, monster-infested, and sometimes radioactive DeathWorld with only the most isolated pockets of "civilization". Better yet, you have but to finish the first quest before you receive a big warning that it's about to [[FromBadToWorse get even worse]]...
* DevelopersForesight: Perhaps not yet to the level of ''VideoGame/NetHack'', but the game already features such things as being able to douse yourself with your own canteen if you're on fire, or use an enemy's acid spamming to breach a wall.
** The Spinnerets mutation allows you to spin webs. If you take the Phasing mutation as well (which allows you to phase out of reality), then activating your spinnerets will produce phase webs instead of normal ones, trapping anyone who is caught in them outside of reality until they escape.
** You can use the Kindle mutation to light webs on fire. If you do it with the aforementioned Phase Webs, the fire will be phased out and will only burn other phased-out things.
* DialogueTree: One feature that helps COQ stand out among roguelikes.
* DisadvantageousDisintegration:
** The Corrosive Gas Generation mutation is incredibly destructive... but after it kills enemies, it will rapidly dissolve anything they dropped.
** While the actual Disintegrate power leaves the enemy's gear behind, it will destroy anything that was already the floor, which makes it hard to use it without obliterating some of your potential loot.
** Pyrokinesis and Cryokinesis create damage fields which will destroy the stuff your enemy drops; Pyrokinesis (and other fire-related powers) have the added problem that they'll increase the temperature in the area, which can make stuff spontaneously combust and can start fires that spread over the entire level.
** And all of this gets worse if you use Temporal Fugue to create duplicates of yourself while you have them or recruit an enemy with these powers, since your allies are completely careless about destroying potential loot.
* DisasterScavengers: The player character, by default. The elder of Joppa ''used'' to be like this, but now sees himself as too old to risk his life plundering Qud's chrome caverns. (He encourages you to go right ahead, though!)
* DiscOneNuke: For players lucky enough to be offered the recipe for a grenade launcher or similarly blasty weapon when they take Tinkering 1 (easily achievable in the first few levels of the game - provided your character is smart enough for tinkering to begin with).
* DifficultySpike: Like many roguelikes before it, COQ isn't at all shy about suddenly introducing some new monster or hazard that can totally annihilate you right when you thought you were safe, or sending you to a new location that will bury you even though you plowed right through the last area without breaking a sweat. The Golgotha sequence particularly stands out here.
* DoNotRunWithAGun: Good advice if you've invested in the rifle skills, as passing a turn lets you "aim" and gain a to-hit bonus. More advanced skills along the rifle branch allow you to execute special attacks with your rifle if you're aiming. On the other hand, the Pistols tree contains a skill that specifically removes the accuracy penalty for firing while sprinting.
* DualWielding and GunsAkimbo: Actual skills in the game.
* DumpStat: Character creation uses a point system, and - like many such systems - there'll probably end up being at least one attribute that doesn't play a massive role in your particular character build. Mental stats in particular are less useful for anyone who doesn't use Esper powers; Willpower determines your resistance to mental attacks, and Ego is used in the places most games use Charisma (shop prices, recruiting allies), but neither application is particularly essential. Additionally, there's a Short Blades skill that allows you to substitute Dexterity for Strength when using a short blade, which turns Strength into a complete dump stat for certain builds.
* EasyExp: Looting the homes in Joppa. Did you find any artifacts? You can turn them into Argyle for his first couple of [[FetchQuest quests]] and make level 2 before you've even left the village.
* ElementalCrafting: Melee weapons and armor can be made of bronze, iron, steel, carbide, ''folded'' carbide, crysteel, metametal...
* {{EMP}}: Some of the weapons and mutations are based around EMP attacks.
* EnemyScan: You actually get some of this functionality for free, as you can see a monster's equipment and how relatively tough they are by simply (l)ooking at them. Having the right gear equipped will let you learn even more about them.
* EnergyBow: the Electrobow. Highly useful early on due to its high penetration, especially if you have solar cells. Other energy weapons will supplant it later, however.
* EverythingBreaks: You can destroy the walls, furniture, trees, and most everything else in Qud if you have a weapon that can penetrate their toughness. In fact, one of the best uses of the burrowing claws mutation is ''not'' combat, but simply to dig around locked doors that you don't have a keycard for. Mutants who overuse the Pyrokinesis mutation in combination with Temporal Fugue (cloning yourself) or high-level Mass Mind (rapidly resetting its cooldown) can take this a step further by discovering that the game's temperature system means that repeated applications of searing fire can eventually ''burn stone'', melting it with such heat that it can rapidly spread and destroy the entire level.
* EverythingTryingToKillYou: Some of Qud's plant life is just as obnoxious as any of its animals. The qudzu eats your equipment, the young ivory pop out of nowhere to slap you with massive bleeding, the jilted lover plants hold you in place (while eating you, of course), the seed-hurling plants have a better range than your line of sight... and all of those things can be found in the starter regions of Qud.
* ExpospeakGag: The Gaslight Flyssa. A flyssa is a type of saber, and gaslight is just a way of producing light. In other words, it's a [[LaserBlade lightsaber]].
* FamousFamousFictional: The in-game book ''On the Origins and Nature of the Dark Calculus'' lists advancements made by mathematicians such as "Russel, Godel, Eisencruft, Atufu, Wheatgrass, and Star System", who gave us advancements like "undecidability, pointed regularism, and abyssalism."
* FantasticFightingStyle: The sword branch of the skill tree offers several "stances" (with accompanying bonuses) for players to choose from.
* FantasticLightSource: The glowsphere and particularly the floating glowsphere. The latter is especially prized not only because it's expensive, but provides light without taking up one of your hands.
* FetchQuest: Argyle of Joppa is fond of handing these out. Becoming his apprentice involves finding him two separate artifacts, and then 200 feet worth of copper wire.
* FlashOfPain: A useful part of the interface is the way your (or a monster's) symbol will briefly change after an attack, letting you know whether the attack hit, failed to penetrate armor, or just missed completely.
* FiveRaces: Averted. The only playable races are True Kin and Mutated Humans. (Although plans exist to implement Mutated Animals and [[PlantPerson Sentient Plants]].)
* ForceField: One of the more powerful mutations, and practically a must if you've sunk all your points into being a mutation-heavy esper.
* FollowTheMoney: Not ''money'', exactly, but those 200 feet of copper wire that Argyle wants are just laying on the ground of the Rust Wells, and if you're particularly unlucky, you might end up collecting some of it 1 foot at a time.
* FunWithAcronyms: The game's abbreviation of "COQ" (aka "cock").
* GardenOfEvil
* GenderNeutralWriting: Like most roguelikes, no references of any kind are ever made to your character's gender.
* GiantSpider: One category of monster, complete with webs for you to get stuck in.
* GradualRegeneration: The most common healing tonics work by this principle.
* GreenHillZone: The watervine marsh around Joppa, the starting town, is one of the safest areas to explore; the most dangerous thing you're likely to encounter is an occasional crocodile or two. Everything becomes sharply more dangerous the moment you wander out of the marsh or into a cave.
* GreenThumb: The Burgeoning mutation, which lets you use the horrific plantlife of Qud against your enemies.
* GrimyWater: Purified water may be your currency, but most of the water you'll find in Qud isn't so nice...
* HealingFactor: The regeneration mutation, which even allows you to [[OnlyAFleshWound regrow lost limbs]].
* HiddenSupplies: The caves, lairs, and ruins of Qud can be surprisingly rich in chests and even whole rooms filled with useful loot.
* HitPoints
* HollywoodAcid: Played straight with acid grenades, corrosive gas, and other acid-based hazards. The corrosive gas is available as a player mutation and the grenades are craftable, if you get tired of being on the ''receiving'' end.
* IcePerson: The cryokinesis mutation.
* ImprovisedWeapon: The game will let you attack with any object that you can put in either hand.
* IntrepidMerchant: It's possible to encounter random traders while wandering the world map. This is also one of the starting backgrounds available to mutant characters.
* InUniverseGameClock: The game keeps track of (in-game) time. Luckily for players who don't want to be inconvenienced because they stumbled back into town at 2 AM, none of the merchants or quest dispensers ever seem to sleep or close their business.
* ItemCrafting: An entire branch of the skill tree is dedicated to disassembling the junk and artifacts you find, and reassembling the bits into useful gear.
* KillerRobot: Another class of enemy.
* KingMook: The monster races can spawn uniques and "legendary" variants of their type, both with names and a nice pink color to give you fair warning.
* KleptomaniacHero: You can get away with looting the houses in towns if no one can see you. This is particularly useful in Joppa at the beginning of the game, since the chests can contain guns, tonics, and other useful artifacts for getting your run started.
* KrakenAndLeviathan
* LevelGrinding: The game makes an effort to avert this (by progressively lowering the XP gain for killing monsters below your level), but grinding in level-appropriate areas is still possible and useful.
* LightEmUp: The light manipulation mutation.
* LinearWarriorsQuadraticWizards: It does this ''twice''; mutants are quadratic compared to True Kin, and psychic-oriented Esper mutants are quadratic even compared to other mutants.
** For Mutants vs. True Kin, mutants get a mutation point every level, which can upgrade their mutations; or they can spend four to learn a totally new one. In the long run, this has the potential to make you vastly more powerful than the stat bonuses and tiny extra skill points per level True Kin get, especially since skills tend to be dramatically weaker than mutations. True Kin have access to cybernetics later in the game, but only one of them, the arm cannon, actually helps in combat; even then, it's nowhere near as valuable as the better high-level mutations.
** For Espers, it's even more extreme. Ego raises the level of all your mental mutations at once, but provides no benefit until you're high enough level yourself to use them at that power; additionally, you can spend your chargen points to start with nothing but randomly get a more powerful random mutation later on as you advance in level. This means that a beginning Esper might start with only one usable mutation and nearly all their stat points locked up in a stat that does absolutely nothing at level 1; by level 20 they'll have 12 or so mental mutations at level 10 (as opposed to, say, two level 10 mutations for a physical mutant) and be able to teleport anywhere, clone themselves 7 times, and set the entire area on fire with their mind. On top of ''that'', many mutations have strong synergies; Mass Mind, for instance, resets the cooldown on all your mutations, while Clairvoyance allows you to target many mutations through walls. And many mutations themselves scale quadratically, like Mass Mind itself; it starts with a cooldown of 1000 turns and eventually lowers to a cooldown of ''5''...
* LockedDoor: A common feature of Qud's ruins. Luckily, the ''walls'' around these doors aren't always as [[RagnarokProofing Ragnarock-proofed]] - sometimes the map generation leaves gaps leading to the other side, or you can breach them with powerful weapons, acid attacks, and burrowing claws.
* MalevolentArchitecture: Fricking Golgotha. [[spoiler: Doing your quest there involves jumping down a one-way pit from the surface level, where you land on a conveyor belt that will be quickly overrun by an [[DeathTrap acid cloud or some other heavily-damaging hazard]]. The conveyor proceeds for several levels like this, eventually dumping you into a big scrap level that holds the object of your quest - and a horde of monsters eager to finish the job that the Conveyor Belt Of Death started. Afterwords, depending on how you handled the bossfight at the end, you could contract a disease which can make the game Unwinnable for certain builds, particularly characters with regeneration, who can no longer safely eat food, or drink water.]]
* TheMaze: The "underground" levels may not officially be a maze, but they apparently reach all over Qud and you can wind up in them if you go ''too deep'' in many dungeons.
* MonstersEverywhere
* MooksAteMyEquipment: The qudzu plants, which can rust your equipment with a hit. Luckily, they can't move. ''Less'' luckily, they can spawn on walls - including the walls surrounding one-tile corridors.
* MoreDakka: Available to those who are lucky enough to scavenge a chaingun.
* MultiArmedAndDangerous: The four arms mutation, just the thing for players who want to be [[MultiWielding human (or rather mutant) cuisinarts]].
* MultiMeleeMaster: In theory, you could gain enough skill points and attributes to max out all the melee weapons. In practice, though, most players stick to [[WeaponOfChoice one type of weapon]].
* {{Mutants}}: Of the second variety.
* MySpeciesDothProtestTooMuch: The leader of Kyakukya, the mushroom village, is an [[AlwaysChaoticEvil albino ape]] who proved too thoughtful to settle for his race's traditionally berserk lifestyle.
* NiceJobFixingItVillain: Those mutant skunks, worker ants, and other monsters that belch clouds of acid at you? You can lure them to that wall or door you can't get past, and let them melt it for you...
* NighInvulnerability: [[PurposelyOverpowered Chrome Pyramid]] which can be found in [[ExactlyWhatItSaysOnTheTin The Deathlands]]. [[MacrossMissileMassacre It will kill you]].
* NintendoHard: The game ''starts'' as this, [[HarderThanHard but once you get past the first few quests...]]
* OffWithHisHead: Subverted. Contrary to the easy way this trope usually goes, you need one of the more advanced axe skills to pull off a decapitation.
* OrganDrops: What you can get if you invest in the butchery skill tree.
* QuestGiver: The civilized towns have at least one (and sometimes multiple) inhabitants who serve this function.
* {{Permadeath}}: Luckily optional for those who don't like it.
* PhlebotinumOverdose: The artifact tonics are a good source of temporary powers and resistances... unless you try to use too many of them at once.
* PinataEnemy: The spark ticks, which continue to be worth their full XP even after you've far surpassed their level (unlike most monsters).
* PlayingWithFire: The pyrokinesis and (to a lesser extent) kindle mutations.
* PowerIncontinence: Some of the selectable bad mutations include teleportitis and randomly releasing EMP bursts.
* PracticalCurrency: Or is that ''Im''practical Currency? The game's basic currency is ''pure water''. This actually adds another layer to the challenge, as water is not only heavy, but you'll also need enough canteens to hold it all.
* PsychicPowers: Mutations! Clairvoyance, {{telepathy}}, precognition, {{psychometry}}, domination, sunder mind...
* RagnarokProofing: As with TabletopGame/GammaWorld itself, it's highly unlikely that all these guns, robots, artifacts, and (in some cases) ''Taco Supremas'' could have possibly survived ''this'' long after the apocalypse, but [[RuleOfFun that's not the point]].
* RandomEncounter: The world map throws this trope at you on steroids. You won't encounter random monsters when traveling overland - no, you'll ''get lost'', forcing you to explore one monster-infested zone after another until you finally regain your bearings and are allowed to return to the world map. To be fair, world map random encounters can also be ''good'' things, like [[IntrepidMerchant wandering merchants]], [[BonusDungeon ruins with loot]], or [[BonusBoss legendary monster]] lairs.
* RandomNumberGod: As usual for most roguelikes.
* RegeneratingHealth: Again as usual for most roguelikes. Having the regeneration mutation makes it even better, of course.
* {{Roguelike}}
* RequiredSecondaryPowers: The mutations that give you sleeping gas, acid gas, or the ability to spin webs also provide you with immunity to those things, thankfully. This applies even to ones created by enemies; in particular, the Sleeping Gas mutation makes you entirely immune to being slept.
* SacredHospitality: One of the game's skills is a "water rite" you can perform to befriend faction leaders and improve your reputation with their faction. If you kill them afterwards, ''everyone'' will hate you.
* ScavengerWorld: Most technology still can be manufactured with the right knowledge, but most people are seemingly unable to make anything beyond melee weapons and makeshift firearms, with anything more advanced gained through scavenging alone.
* ScienceHero: Any character that focuses heavily on tinkering is this.
* SchmuckBait: The big pink region way over on the eastern side of the world map... the one labeled "Deathlands" and described as "ancient radioactive ruins".
* SealedEvilInACan: According to the in-game texts about it, the Amaranthine Prism is the key to the prison for a mysterious space-warping entity named Ptoh, which was sealed on Qud long, long ago.
* ShockAndAwe: The electrical discharge mutation, with a free ChainLightning effect.
* ShortCutsMakeLongDelays: A secret tunnel leads from Joppa to Red Rock, providing an alternative to braving the world map... but the monsters in this tunnel are ''at least'' as dangerous as the ones around Joppa, and you can get lost in the vast underground map if you take a wrong turn.
* ShoutOut: The description for the hologram bracelet is a shout out to ''[[Film/TotalRecall1990 Total Recall]]''. You can also build a timecube, a ridiculously expensive one-use [[TimeStandsStill Time Stop]]. And the descriptions of several artifacts (including the Time Cube) reference Videogame/DwarfFortress.
* {{Sidequest}}: Many of the quests and locations are completely optional, but [[NoPointsForNeutrality finishing them is a good idea]] if you can manage it.
* SkillTree: A downplayed example. All skills require one 'root' skill for their category. Most don't require anything else beyond high enough stats, but there are a few skills with additional prerequisite skills, especially in the Long Blade and Bows / Rifles trees.
* SpikeShooter: One of the uses of the quills mutation. It fires in every direction at once, too, making it great for when you're surrounded by mooks.
* SpreadShot: A feature of the shotgun family of weapons.
* SquishyWizard: Dedicated enemy espers are like this. The player can be one by putting all their stat points in Ego and Will and focusing on ultra-long-range mutations, but (due to the point-build system for stats and mutant powers) that's not the only way to make a mental mutant; you can play a psionics-based MagicKnight, KungFuWizard or a NinjaPirateZombieRobot if you prefer.
* StatusBuff: A few of the mutations specialize in this, and then there's all those injectable tonics...
* SuicidalOverconfidence: With a few exceptions, most monsters won't hesitate to attack you on sight, even if you can plow through their ranks with ease. Also the cause of [[TheManyDeathsOfYou many a player death]].
* TimeStandsStill: One of the game's artifacts, a timecube, can be used as a one-shot item to stop time briefly for everyone but you.
* TheTurretMaster: The ''player'' can be this, if they invest enough in the Tinkering skill branch to learn how to make turrets.
* TheUnpronounceable: The uniques and legendary enemies tend to have names out of this trope's playbook.
* VampiricDraining: The life leech mutation.
* VideoGameCaringPotential: When merchants don't have enough water to complete a proposed trade, you're free to accept what they have anyway.
* TrialAndErrorGameplay: As usual for roguelikes, you'll probably lose a lot of characters learning how to play the game. Luckily, the potential frustration of this is somewhat lessened by all the variety in character creation...
* TheWanderingYou: If you manage to get lost on the Qud's world map (and you will), you'll certainly feel like you're getting brutalized by this trope.
* WarpWhistle: The town recoiler family of devices.
* WastelandElder: The elder of Joppa, and he does the [[MrExposition Mr. Exposition]] bit, too. Nuntu, the leader of Kyakukya, qualifies as well, despite being an albino ape.
* WeaponOfChoice
** AnAxeToGrind
** CarryABigStick
** GunsVsSwords
** HeroesPreferSwords
** LuckilyMyShieldWillProtectMe
** NukeEm
** SwordAndGun
* WeBuyAnything: Conveniently, any merchant will buy anything you're carrying.
* WingedHumanoid: The wings mutation, which can make it a lot easier to deal with hazards (like monsters and getting lost) when you're outdoors.
* WizardNeedsFoodBadly: Caves of Qud is even harsher than most roguelikes with this trope, as your character needs to eat ''and'' drink to survive. And your water doubles as your currency. [[spoiler: At one point in the early game questline, you contract a disease which makes both have a chance of killing you.]]
* YetAnotherStupidDeath

to:

!!Examples:
* AfterTheEnd: Just how ''long'' after the end is never specified. The elder of Joppa sets the cataclysm at [[ExactlyExtyYearsAgo a thousand years ago]], but does he [[AndManGrewProud really know for sure]]?
* AdvancedAncientAcropolis: If you're a True Kin, you get to pick one of these as your point of origin.
* AnyoneCanDie: Most of the named townspeople are much tougher than a starter character... but still mortal.
* ArtifactOfDoom: The Amaranthine Prism, which causes people who possess it to become obsessed with it. If you equip it at the end of the questline where you're sent to retrieve it, you'll never be able to remove it, and it will steadily amplify your Ego further and further while lowering your Willpower. Going by the in-game texts about it, it's the key to a SealedEvilInACan named Ptoh, though there doesn't seem to be any way to interact with it beyond that.
* AtomicSuperpowers
* BeCarefulWhatYouWishFor: The
!! This game literally has a "Wish" command (for debugging purposes). Naturally, this trope ensues.
provides examples of:

* BearsAreBadNews:
** Bears can show up as early as Red Rock, and can be lethal for players who only have a level or two under their belt.
** The trope keeps going when you meet the Urshiib (sentient mutant bears), who run the second town most players visit. Not only are they located ''at the bottom of yet another dungeon'', but they insist that you complete a FetchQuest in a very dangerous location before they'll allow you full access to their enclave. You do get partial access, however, which still allows you to trade with a trader there.
** You think normal bears are bad? Meet slumberling: It's a bear crossed with puma. It's extremely tough, can do massive damage, ''can spawn
AbsentMindedProfessor: Dr. Diggins in the first dungeon''. The AI code also is quite...crazy game, Professor Scatterly in that it will exclusively target your character ''even if ''Champions''.
* AbsurdlyLowLevelCap: In the first game,
it's been awakened/attacked by other hostile enemies''. Fortunately they are asleep most of the time, set surprisingly low at just twelve, and you can get as high as rank eight by fossil cleaning alone (''ten'' if you evade their pursuit long enough they'll get a full set of rare red fossils). The second game ups the cap to 20, though viviosaurs gain stats more slowly to go back to sleep.with it.
* BlackoutBasement: Potentially AcceptableHobbyTargets: InUniverse. The three commanders of the Barebones Brigade? They're a hipster, a hippie, and a metalhead. The game especially has fun taking potshots at Cole, the hipster, and Todd remarks that it's no wonder everyone was so terrified of him.
** [[spoiler: It's later {{deconstructed}}. The fact that they were such acceptable targets meant [[FriendlessBackground no one wanted to have anything to do with them]], meaning they desperately attached themselves to the first charismatic figure who appeared to them and had no trouble [[WhosLaughingNow turning on those who mocked them]]. But it's also why, despite the fact that they were used, they can't stay mad at said figure--they know he tried to do what he thought was right, and they were ecstatic that they'd been shown
''any'' dungeon, if you let your light source go out.
[[BecauseYouWereNiceToMe kindness at all]].]]
* BlessedWithSuck: Most of the mutations have no drawbacks, but a few do, and they can cause you a lot of grief if you're not paying attention. Woe unto the player AdventurerArchaeologist: Nevada Montecarlo, who too casually uses disintegration (which paralyzes you for a few rounds as part of its "cooldown"), or uses the clone-creating temporal fugue [[TooDumbToLive while also having an area-effect attack]], or picks the Nomad class (whose biggest perk is a free recycling suit) after taking a mutation that disables body armor...
* BonusBoss:
DarkSkinnedRedhead version of [[Franchise/TombRaider Lara Croft]] (with Franchise/IndianaJones' whip).
** The lairs ''Champions'' has an even more direct CaptainErsatz of legendary beasts can pop up randomly on the world map, and taking them on is optional.
** Additionally, in Bethesda Susa, [[spoiler:Saad Amus The Sky-Bear, a HumanPopsicle. If
Franchise/IndianaJones called Joe Wildwest.
* AllNaturalGemPolish: Everything
you wake him (or he gets woken up by, say, the insane rocket-wielding enemy find in the same room), he's an outrageously tough boss fight, but successfully beating him will let you claim his sword and jetpack, two of the best items in the game.Jewel Rocks.
* AncientAstronauts: [[spoiler:The dinaurians.
]]
** Oboroqoru, * AndYourRewardIsClothes: The first two games include a series of masks that your character can collect and wear.
* AgentPeacock: Ryne from
the Ape God ''Champions'' DLC. He wears the only pink Brigade suit in the game and draws attention to himself because of Kyakukya, can be found it. But he is also the first character in a lair the franchise to actually make his own Vivosaur, discounting [[spoiler: Zongazonga and his [[PurpleIsTheNewBlack purple evil]] zombiesaurs. [[WordSchmord Magic shmagic.]] [[MemeticMutation Booo!]]]]
* AmbiguouslyGay: Cole in ''Champions''. It's hard to tell which parts of his campness just come from his obsession with fashion, and which parts come from...
somewhere else.
* AnnouncerChatter: In the first two games, the two announcers like to prattle on with each other about nonsensical things only tangentially related to the battles taking place.
* AntiFrustrationFeatures: ''Frontier'' cleans up some of the issues with finding fossils in the field; identifying fossils on sight and allowing immediate excavations, rather than requiring the player to haul an entire inventory back to base before they even know what they have. Vivosaurs can also be revived from any fossils, not just the heads.
* ArtEvolution: ''Champions'' featured a much more detailed, and more {{Animesque}}, art style than the original's more cartoony look.
** ArtShift: [[spoiler: Rosie's icon in ''Champions'' is in the same style as the first game, making her stand out next to the anime-style characters from the second game.]]
** ''Fossil Fighters: Frontier'' seems to have significant change in the design of... just about everything, really.
* ArtisticLicensePaleontology: Fully justified by the fact that vivosaurs are explicitly stated to be dinosaur-''like'' creatures and not actual dinosaurs. Beyond that, it's generally averted since the creators have ShownTheirWork and keep their data as accurate as possible.
* AuthorAvatar: The first game's announcers are the game's two creators, and the idea of putting them in the game started out as a joke.
* AwesomeButImpractical: Many high-level vivosaurs with really high Attack or LP are devastating from the Attack Zone... but if they end up in the Support Zone somehow, they'll turn your attacker into a quivering pile of useless mush. T-Rex is a perfect example--he has the highest attack in the game and can attack all of your enemies at once, but, if he ends up in the support zone, he reduces all your attacker's stats by ''30%!''
** Zino and Centro. Every hit from them will be a critical-but their accuracy is so terrible that the rest of the team needs to be focused around buffing accuracy/evasion stats to get them to even land a hit. In other words: CriticalHitClass meets ATeamFiring.
* AwesomeMcCoolname: Joe Wildwest in ''Champions'' and Captain Stryker in ''Frontier''.
* [[BadJobWorseUniform Bad Sidequest, Worse Costume]]: So... how 'bout that Hare Club? Y'know, the one where you have to wear a bunny mask, then clean 100 fossils to 80 points or higher?
* BagOfHolding: We really have ''no'' idea how a twelve-year-old can lug around up to ''64'' fossils as long as his entire body and not get sore, esecially when some of those rocks contain an ''entire skeleton''. Justified and averted in ''Frontier'', where A) you travel by car, which can much more easily accommodate the size and weight, and B) fossils are processed automatically, so you're not even carrying them around in the first place.
* BigOlEyebrows: The samurai, with a BigOlUnibrow chaser.
* BittersweetEnding: Subverted in the first game. [[spoiler:Guhnash]] is defeated, but your partner didn't quite make it out of [[spoiler:stone sleep]]. You've saved the world, at a cost, and that's how it has to be... [[spoiler:and then the Digadig chieftain shows up and tells you to use the hip-shaker dance!!]]
* BlackAndNerdy: Dr. Diggins in the first game is a professional-grade [[Series/{{Scrubs}} blerd]]. Who's dorky enough to wear shorts and a Hawaiian shirt beneath his lab coat, no less.
* BluntMetaphorsTrauma: It's no wonder Nick Nack mangles foreign languages so bad--he barely gets ''English!'' "I can have my snacks and feet them too!"
* BodySurf: This is how [[spoiler:Zongazonga's immortality spell]] works in ''Champions''. His latest victim is actually [[spoiler:the owner of the Fossil Park, Joe Wildwest.]]
* BonusBoss: After you beat the final boss of the first game, almost ''every character you've fought before becomes a BonusBoss.'' Almost all of them have maxed-out teams, some of them you have to fight one right after the other, and the prizes for beating them range from "BraggingRightsReward" to "OlympusMons." You can even take on the FinalBoss again as often as you like! The most difficult BonusBoss fight, however, is probably against [[spoiler: Dynal, Duna, and Raptin]] ''all at once.''
** There's also an {{Early Bird|Boss}} BonusBoss named Petey, who requires you fight him with three very specific vivosaurs. If you take the time to max out said three and wait until you're
near that village; the end of the game, he's outrageously powerful, not so tough... But try him ''without'' copius LevelGrinding, and he proves to be quite the KillerRabbit.
* ABoyAndHisX: Thanks to the player getting a sidekick, ''Frontier'' is a "Boy/Girl and his/her dinosaur" story.
* ButtBiter: A RunningGag in ''Frontier'' involves your little vivosaur sidekick chomping down on Nate's butt. In the little guy's defense, Nate is usually literally asking for it by sticking his butt out and taunting him.
* ButtMonkey: Rosie.
* CallARabbitASmeerp: The names have been changed to emphasize that Vivosaurs aren't really dinosaurs, and to trim down the {{Overly Long Name}}s that real dinos often have. There's a mode that gives detailed information on the animals that inspired each dinosaur.
* CanonName: The main character of the first doesn't really have one,
but Nintendo's guide suggests "Buckland", after an early paleontologist. The official mini-manga gives his name as "Hunter." The second game's protagonists, though, are [[AnimalThemeNaming Dino and Dina]].
** ''Frontier'' has nameable protagonists "Jura" and "Tria". The puns just don't stop. The canonical name for their little dino sidekick is "Nibbles".
* CardboardPrison: Only in the first game, but it's exaggerated. [[PoliceAreUseless What happens in that police station is anybody's guess.]]
* CelShading: ''Champions'' uses cel-shaded graphics, as well as more detailed graphics in general.
* ChekhovsSkill: [[spoiler:The hip-shaking dance, used to revive Rosie/Duna from tainted stone sleep.]]
* [[TheChiefsDaughter The Chief's Granddaughter]]: [[spoiler:Pauleen.]]
* {{Cloudcuckoolander}}: Trip Cera in the second game. His first name [[WhatDoYouMeanItWasntMadeOnDrugs seems appropriate]].
* ChuckCunninghamSyndrome: The vast majority of Vivosaurs are absent in ''Frontier'', in particular nearly all of the non-dinosaur Vivosaurs are gone, with the exception of a few pterosaurs.
* CollectorOfTheStrange: Since you can't use them to revive vivosaurs, nobody wants dropping fossils. Except Nick Nack...
** John Guano replaces him in the sequel. John's even ''weirder,'' if that's possible. He's standing not three feet away from a lady who offers dropping fossils in exchange for fossil cleaning. The only catch is, he'd have to wear the Hare Mask to join the club to do so. EveryoneHasStandards?
* CombatCommentator: In ''Fossil Fighters'', they're {{Author Avatar}}s. In ''Champions'' we have a two talking Vivosaurs. ''Frontier'' doesn't have any announcers.
* ContinuityNod:
** In ''Champions'', Pauleen is a throwback to the first game's Digadig tribe. [[spoiler:You also get to fight Rosie in the post-game.]] [[spoiler:Duna, Raptin, and Dynal]] also make appearances in some bonus content.
** In ''Frontier'', the Vivosaur Island and Caliosteo Fossil Parks from the first two games get mentioned occasionally. Characters from ''Champions'' (or at least people with the same names) can show up in the in-game tournaments; one such team is Joanie, Pooch, and Tonzilla and another is Todd, Rupert, and Pauline.
* ConvectionSchmonvection: Mt. Lavaflow in the first game, and Mt. Krakanak in the second.
* CowardlyLion: Todd in ''Champions''.
* CrooksAreBetterArmed: Wanted vivosaur thief Blambeau carries around a shotgun. The [[PoliceAreUseless unarmed and largely ineffective police force]] send [[KidHero Hunter]] after him. Thrice.
* DarkSkinnedRedhead: Nevada Montecarlo, who also likes to WhipItGood.
* {{Deconstruction}}: Rosie can be seen as a deconstruction of TheLoad[=/=]DamselInDistress. She is those things, but realizes it, and is sorry for the times when you have to save her. After one instance she even asks
if you beat him, hate her.
* DefiedTrope: The final boss of ''Fossil Fighters Champions'':
-->''"Yes, well, [[BondVillainStupidity let's not waste any more time with empty threats]] or [[JustBetweenYouAndMe the revealing of plans]], mmm?"''
* DemBones: The [=BareBones=] Brigade's boneysaurs in ''Champions''.
* DidYouJustPunchOutCthulhu: Averted. When the bad guy pulls out an {{Olympus Mon|s}}, you need to get your own before
you can claim properly challenge him. (Unfortunately, you can't keep it - see NoPlansNoPrototypeNoBackup below)
** However, it's later played straight with [[spoiler:Guhnash--apparently, all you have to do is destroy his brains. Easy-peasy.]]
** In ''Champions'' [[spoiler:The FinalBoss, Zongazonga, is pretty much exactly this. A body-snatching skull that turns into a literally on fire zombie T-Rex with giant, bloody skeleton arms coming out of it? Just send some kid with his pet dinosaurs to beat it up.]]
* DinosaursAreDragons: The Fire-type Vivosaurs breathe fire, but remember - they're no longer Dinosaurs, they're ''[[CallARabbitASmeerp Vivosaurs]]''.
** In ''Champions'',
the Fist Super Revive function in the sequel plays this to the hilt, essentially morphing your Vivosaurs from dinosaur-like creatures into more draconic monsters. Also, [[spoiler:the BigBad Zongazonga literally refers to the dinosaurs as dragons in his magic chant in the penultimate battle.]]
* [[AnimalMotif Dinosaur Motif]]: In ''Champions,'' the male PC has a T-Rex motif, while the female PC has a triceratops motif.
* DiscOneFinalBoss: Frigisaur, and the leader
of the Ape God, an InfinityPlusOneSword for anyone who uses clubs BB Bandits with him.
* DiscOneFinalDungeon: Boy, isn't Mt. Lavaflow climactic! The lava! The HeelFaceTurn! The impending epic battle between the opposing forces of Frigisaur
and Ignosaur! ...Wait, whaddiya ''mean'' half the plot threads still haven't been followed up on?
* DiscOneNuke: The Spinax you're given at the beginning of the first game
is strong enough to carry it.
last you until endgame.
** While not unique, Leering Stalkers and, especially, Chrome Pyramids In ''Champions'' the starters are stronger than almost any enemy powerful enough to last you the entire game, particularly Dimetro.
** The 'Donation Point' dinosaurs also count, particularly Compso
in the game, never first game. There's nothing to stop you from grinding all the way to him the moment you get access to your first dig-site, and his support-effects will make you basically unstoppable for the rest of the game. To a lesser degree, Stego - being the cheapest of the DP-dinosaurs, you can, again, fairly easily get all 4 parts of him, in [[RareRandomDrop 'red' quality]], for an instantly high-level 'Tank' who can solo practically anything up to late-mid-game if needs be.
** Giga Raja in Champions, which is created by evolving Raja (available in the first area) with a gold fossil (can be found early with some dedication). Giga Raja's already powerful attacks can be bolstered by his ability to Charge-Up for a turn, causing him to hit like a meteor and deal damage exceeding the highest possible Life Points for anything in the game!
* DoWellButNotPerfect: In ''Champions,'' there's a man who wants your help making hard-boiled eggs in the hot springs. They
need to be fought as part of any quest, in there for 10 seconds ''exactly,'' and will hardly a millisecond longer. However, boiling the eggs for ''9.9 seconds exactly'' is the only be encountered by players exploring far far deeper into way to get the caves [[spoiler: elemental chick]] fossils. Better bring a stopwatch. Or learn how to count to 7-1.
* DownloadableContent:
** The original game briefly featured four of the five Mysterious Egg fossils available for download on the Nintendo Channel, but they were taken down eventually. (They're still available in-game, though; it just takes longer.)
** ''Champions'' features [[OlympusMons Frigisaur and Ignosaur]] from the first game, along with sidequests from a... ''strange'' character named Ryne, and downloadable fights with [[spoiler: Duna, Raptin, and Dynal.]]
** ''Frontier'' distributed its bonus content through AR cards rather
than they ever need to go or wandering around actual downloads; including some Bone Buggys, versions of Yutie in all four elements, the [[ShmuckBait Deathlands]].
villains' dark vivosaurs, and some ''actual'' dinosaurs.
* BoringButPractical: All those copper/silver/gold nuggets DudeWheresMyRespect: Averted. The [=NPC=]s' dialogue changes to praise you see as you progress through the story and ranks.
* {{Eagleland}}: The Fossil Park America
in merchant inventories? Those ''Frontier''. The whole place is lit up like Las Vegas, the Warden in charge is TotallyRadical and [[AmericansAreCowboys dresses like a cowboy]], and the first dig site is in a southwest canyon. To its' credit, the Starry Falls dig site is a South American jungle instead of being a US stereotype. Fossil Parks Asia and Europe aren't just VendorTrash, they're a all that much lighter way of carrying your wealth than what they're worth in [[PracticalCurrency water]]. Also qualifying is better when it comes to cultural stereotypes.
* ElementalPowers: It turns out that
the basic tinkering recipe for making ''lead slugs'' for your guns. Compass Bracelets are also highly valued by tinkers, since they're easy cloning process gives these to modify and only take animals as a wrist slot.
* BraggingRightsReward: On defeating a Chrome Pyramid, the strongest enemy
[[CursedWithAwesome side-effect]].
** BlowYouAway
** DishingOutDirt
** MakingASplash
** PlayingWithFire
** NonElemental
** InfinityPlusOneElement: "Legendary"
in the game, it will sometimes drop its Swarm Rack, a weapon that fires eight rockets per shot first two games, though in practice these vivosaurs are treated as Neutral; they just have better stats. The first game has [[spoiler:Frigisaur, Ignosaur, and requires no ammo... all the parts of Guhnash]] and ''Champions'' has [[spoiler:Zombie Tricera, Zombie Ptera, Zombie Rex, Zombie Plesio, and Zongazonga; plust the return of Frigi and Igno]]. ''Frontier'' drops the designation.
* ElementalRockPaperScissors: Fire beats Air, which beats Earth, which beats Water, which beats Fire. Neutral has no advantages or disadvantages.
* ElvisImpersonator: Rockin' Billy from ''Champions.'' Did you catch the PunnyName?
* EverythingsBetterWithDinosaurs: Duh!
* [[EverythingsBetterWithPrincesses Everything's Better With Princessaurs]]: Maia (Maiasaurus) is a pink dinosaur with a feminine face and a princess-crown. She's
also weighs 1500 pounds. Anyone who can a support-skill powerhouse, the only one in the game to have both beat a Chrome Pyramid healing and carry anti-status-ailment skills.
* EvolutionaryLevels: [[spoiler:The Dinaurians have
a Swarm Rack doesn't really need it.
* BreakableWeapons: Most
devolution beam. It turns humans into "triconodonta", a ratlike mammal ancestor.]]
** The three "Transformation-Class" Vivosaurs also transform into later descendants
of your weapons are vulnerable to rusting and/or breakage.
* CharacterLevel
* CommonplaceRare:
** Compass bracelets are massively valuable to tinker-focused characters (moreso than many items that seem much
theirs: Guan turns into T-Rex, and Proto turns into Tricera. Aoptryx is somewhat more rare and special) due to the ability to modify them in so many ways while only using a wrist slot.
** A Taco Suprema is an ungodly valuable item, with prices far beyond most legendary high-tech artifacts from lost civilizations.
* CoolKey: One category of artifact are the colored key cards that
confusing--it can unlock doors of the same color. Unfortunately for looters, keycards of turn into ''any'' color tend to be rare and expensive as artifacts go. The {{psychometry}} bypasses the need for these Keycards, as you simply use your biological item scan to help the door "Remember" its passcode.
* CrapsackWorld:
neutral-type Vivosaur. Even those that technically came before it. And even those it ''could not possibly be related to'' (Apato isn't even a thousand years after the apocalypse, most of Qud is still ''theropod!'').
** In ''Champions'', some vivosaurs can "Super Evolve" into stronger forms.
* {{Expy}}: Pauleen in ''Champions'' has
a ruined, barbarism-ridden, monster-infested, and sometimes radioactive DeathWorld lot in common with only the most isolated pockets of "civilization". Better yet, you have but to finish Rosie from the first quest before you receive a big warning that it's about game. In addition to [[FromBadToWorse get even worse]]...
* DevelopersForesight: Perhaps not yet to the level of ''VideoGame/NetHack'', but the game already features such things as
being able to douse yourself your designated female hanger-on and being surprisingly powerful for such a young age, both have bright pink TwinTails... and the same (accidental, in Rosie's case) VerbalTic.
* FeatheredFiend: Aopteryx. It can semi-reliably steal FP
with your own canteen if you're on fire, or use an enemy's acid spamming Thieving Talons, recover LP with Life Drain and as mentioned above, transform into any Neutral vivosaur. [[JokeCharacter Unfortunately, it needs significant support to breach a wall.
** The Spinnerets mutation allows you to spin webs. If you
dish out and/or take the Phasing mutation as well (which allows you to phase out damage...]]
* FetchQuest: AND HOW. The first game is loaded with these. Thankfully, most
of reality), then activating your spinnerets will produce phase webs instead of normal ones, trapping anyone who is caught in them outside of reality until they escape.
** You can use the Kindle mutation to light webs on fire. If you do it with the aforementioned Phase Webs, the fire will be phased out and will only burn other phased-out things.
* DialogueTree: One feature that helps COQ stand out among roguelikes.
* DisadvantageousDisintegration:
** The Corrosive Gas Generation mutation is incredibly destructive... but after it kills enemies, it will rapidly dissolve anything they dropped.
** While the actual Disintegrate power leaves the enemy's gear behind, it will destroy anything that was already the floor, which makes it hard to use it without obliterating some of your potential loot.
** Pyrokinesis and Cryokinesis create damage fields which will destroy the stuff your enemy drops; Pyrokinesis (and other fire-related powers) have the added problem that they'll increase the temperature in the area, which can make stuff spontaneously combust and can start fires that spread over the entire level.
** And all of this gets worse if you use Temporal Fugue to create duplicates of yourself while you have them or recruit an enemy with these powers, since your allies are completely careless about destroying potential loot.
* DisasterScavengers: The player character,
go by default. The elder of Joppa ''used'' to be like this, but now sees himself as too old to risk his life plundering Qud's chrome caverns. (He encourages you to go right ahead, though!)
* DiscOneNuke: For players lucky
quickly enough to be offered keep the recipe for a grenade launcher or similarly blasty weapon when they take Tinkering 1 (easily achievable story rolling.
* FireWaterJuxtaposition: Frigisaur and Ignosaur
in the first few levels game represent the Fire/Ice version.
* FlyingSeafoodSpecial: And [[WaterIsAir inverted]] when fighting in [[UnderTheSea Bottomsup Bay]].
* FossilRevival: ...It's the backbone
of the series.
* GeniusSweetTooth: Dr. Diggins has a weakness for Dino Cakes.
* GettingCrapPastTheRadar: Professor Scatterly in the second game manages to slip a [[DidNotDoTheBloodyResearch "Sod it"]] past the radar. Similarly,
the game - provided your character is smart enough for tinkering goes to begin with).
* DifficultySpike: Like many roguelikes before it, COQ isn't at all shy about suddenly introducing some new monster or hazard
absolutely ''zero'' lengths to disguise the fact that can totally annihilate you right when you thought you were safe, or sending you to Pauleen has a new location that will bury you even though you plowed right through [[HoYay girl crush]] on the last area without breaking a sweat. The Golgotha sequence particularly stands out here.
* DoNotRunWithAGun: Good advice if you've invested in
female protagonist. She grabs the rifle skills, as passing a turn lets you "aim" female PC's hands, stares deeply into her eyes, and gain a to-hit bonus. More advanced skills along then admits she has no idea why she's blushing.
* GlobalCurrencyException: Redundant fossils are donated to
the rifle branch allow you to execute special attacks with your rifle if you're aiming. On the other hand, the Pistols tree contains a skill that specifically removes the accuracy penalty for firing while sprinting.
* DualWielding and GunsAkimbo: Actual skills in the game.
* DumpStat: Character creation uses a point system, and - like many such systems - there'll probably end up being at least one attribute that doesn't play a massive role in your particular character build. Mental stats in particular are less useful for anyone who doesn't use Esper powers; Willpower determines your resistance to mental attacks, and Ego is used in the places most games use Charisma (shop prices, recruiting allies), but neither application is particularly essential. Additionally, there's a Short Blades skill that allows you to substitute Dexterity for Strength when using a short blade,
museum, which turns Strength into a complete dump stat for certain builds.
* EasyExp: Looting the homes in Joppa. Did
gives you find any artifacts? You can turn them into Argyle for his first couple of [[FetchQuest quests]] and make level 2 before you've even left the village.
* ElementalCrafting: Melee weapons and armor can be made of bronze, iron, steel, carbide, ''folded'' carbide, crysteel, metametal...
* {{EMP}}: Some of the weapons and mutations are
donation points based around EMP attacks.
* EnemyScan: You actually get some of this functionality for free, as you can see a monster's equipment and
on how relatively tough good they are. These points are by simply (l)ooking at them. Having the right gear equipped will let only currency the cleaning station store accepts. Averted in ''Frontier'', where you learn even more about them.
just get cash for extra fossils.
* EnergyBow: the Electrobow. Highly useful early on due to its high penetration, {{Gonk}}: Baron von Blackraven, especially if you have solar cells. Other energy weapons will supplant it later, however.
compared to his two PrettyBoy associates.
* EverythingBreaks: You can destroy GoodAllAlong: [[spoiler:Don Boneyard and the walls, furniture, trees, and most everything else in Qud if you have a weapon that can penetrate their toughness. In fact, one of [=BareBones=] Brigade, trying to stop the best uses of Caliosteo Cup in order to stop Zongazonga's scheme. Well, the burrowing claws mutation is ''not'' combat, Brigade didn't know Don Boneyard was a good guy, but simply to dig around locked doors that you they don't have a keycard for. Mutants who overuse the Pyrokinesis mutation in combination problem with Temporal Fugue (cloning yourself) or high-level Mass Mind (rapidly resetting its cooldown) can take this a step further by discovering that the game's temperature system means that repeated applications of searing fire can eventually ''burn stone'', melting it with such heat that it can rapidly spread and destroy the entire level.
when they find out.]]
* EverythingTryingToKillYou: Some of Qud's plant life is just as obnoxious as any of its animals. The qudzu eats your equipment, the young ivory pop out of nowhere to slap you with massive bleeding, the jilted lover plants hold you in place (while eating you, of course), the seed-hurling plants have a better range than your line of sight... and all of those things can be found GottaCatchEmAll
* GreenHillZone: Greenhorn Plains
in the starter regions of Qud.
first game, Treasure Lake in ''Champions'', and Paradise Beach in ''Frontier''.
* ExpospeakGag: HarmlessFreezing: Frigisaur freezes you and Rosie completely after your first fight with it. But you're still OK.
* HarmlessVillain:
The Gaslight Flyssa. A flyssa is a type of saber, and gaslight is just a way of producing light. In other words, it's a [[LaserBlade lightsaber]].
* FamousFamousFictional: The in-game book ''On the Origins and Nature of the Dark Calculus'' lists advancements made by mathematicians
Barebones Brigade aren't exactly what you'd call menacing at first. Their eeeeevil plans involve such plots as "Russel, Godel, Eisencruft, Atufu, Wheatgrass, "Pampering girls so they forget to participate in a tournament," and Star System", who gave us advancements like "undecidability, pointed regularism, "Fill the hot springs up with powdered gelatin so people get stuck and abyssalism.can't participate."
* FantasticFightingStyle: The sword branch of the skill tree offers several "stances" (with accompanying bonuses) for players to choose from.
* FantasticLightSource: The glowsphere and particularly the floating glowsphere. The latter is especially prized not only because it's expensive, but provides light without taking up one of your hands.
* FetchQuest: Argyle of Joppa is fond of handing these out. Becoming his apprentice involves finding him two separate artifacts, and then 200 feet worth of copper wire.
* FlashOfPain: A useful part of the interface is the way your (or a monster's) symbol will briefly change after an attack, letting you know whether the attack hit, failed to penetrate armor, or just missed completely.
* FiveRaces: Averted. The only playable races are True Kin and Mutated Humans. (Although plans exist to implement Mutated Animals and [[PlantPerson Sentient Plants]].)
* ForceField: One of the more powerful mutations, and practically a must if you've sunk all your points into being a mutation-heavy esper.
* FollowTheMoney: Not ''money'', exactly, but those 200 feet of copper wire that Argyle wants are just laying on the ground of the Rust Wells, and if you're particularly unlucky, you might end up collecting some of it 1 foot at a time.
* FunWithAcronyms: The game's abbreviation of "COQ" (aka "cock").
* GardenOfEvil
* GenderNeutralWriting: Like most roguelikes, no references of any kind are ever made to your character's gender.
* GiantSpider: One category of monster, complete with webs for you to get stuck in.
* GradualRegeneration: The most common healing tonics work by this principle.
* GreenHillZone: The watervine marsh around Joppa, the starting town, is one of the safest areas to explore; the most dangerous thing you're likely to encounter is an occasional crocodile or two. Everything becomes sharply more dangerous the moment you wander out of the marsh or into a cave.
* GreenThumb: The Burgeoning mutation, which lets you use the horrific plantlife of Qud against your enemies.
* GrimyWater: Purified water may be your currency, but most of the water you'll find in Qud isn't so nice...
* HealingFactor: The regeneration mutation, which even allows you to [[OnlyAFleshWound regrow lost limbs]].
* HiddenSupplies: The caves, lairs, and ruins of Qud can be surprisingly rich in chests and even whole rooms filled with useful loot.
* HitPoints
* HollywoodAcid: Played straight with acid grenades, corrosive gas, and other acid-based hazards. The corrosive gas is available as a player mutation and the grenades are craftable, if you get tired of being on the ''receiving'' end.
* IcePerson: The cryokinesis mutation.
* ImprovisedWeapon: The game will let you attack with any object that you can put in either hand.
* IntrepidMerchant: It's possible to encounter random traders while wandering the world map. This is also one of the starting backgrounds available to mutant characters.
* InUniverseGameClock: The game keeps track of (in-game) time. Luckily for players who don't want to be inconvenienced because they stumbled back into town at 2 AM, none of the merchants or quest dispensers ever seem to sleep or close their business.
* ItemCrafting: An entire branch of the skill tree is dedicated to disassembling the junk and artifacts you find, and reassembling the bits into useful gear.
* KillerRobot: Another class of enemy.
* KingMook: The monster races can spawn uniques and "legendary" variants of their type, both with names and a nice pink color to give you fair warning.
* KleptomaniacHero: You can get away with looting the houses in towns if no one can see you. This is particularly useful in Joppa at the beginning of the game, since the chests can contain guns, tonics, and other useful artifacts for getting your run started.
* KrakenAndLeviathan
* LevelGrinding: The game makes an effort to avert this (by progressively lowering the XP gain for killing monsters below your level), but grinding in level-appropriate areas is still possible and useful.
* LightEmUp: The light manipulation mutation.
* LinearWarriorsQuadraticWizards: It does this ''twice''; mutants are quadratic compared to True Kin, and psychic-oriented Esper mutants are quadratic even compared to other mutants.
** For Mutants vs. True Kin, mutants get a mutation point every level, which can upgrade their mutations; or they can spend four to learn a totally new one. In the long run, this has the potential to make you vastly more powerful than the stat bonuses and tiny extra skill points per level True Kin get, especially since skills tend to be dramatically weaker than mutations. True Kin have access to cybernetics later in the game, but only one of them, the arm cannon, actually helps in combat; even then, it's nowhere near as valuable as the better high-level mutations.
** For Espers, it's even more extreme. Ego raises the level of all your mental mutations at once, but provides no benefit until you're high enough level yourself to use them at that power; additionally, you can spend your chargen points to start with nothing but randomly get a more powerful random mutation later on as you advance in level. This means that a beginning Esper might start with only one usable mutation and nearly all their stat points locked up in a stat that does absolutely nothing at level 1; by level 20 they'll have 12 or so mental mutations at level 10 (as opposed to, say, two level 10 mutations for a physical mutant) and be able to teleport anywhere, clone themselves 7 times, and set the entire area on fire with their mind. On top of ''that'', many mutations have strong synergies; Mass Mind, for instance, resets the cooldown on all your mutations, while Clairvoyance allows you to target many mutations through walls. And many mutations themselves scale quadratically, like Mass Mind itself; it starts with a cooldown of 1000 turns and eventually lowers to a cooldown of ''5''...
* LockedDoor: A common feature of Qud's ruins. Luckily, the ''walls'' around these doors aren't always as [[RagnarokProofing Ragnarock-proofed]] - sometimes the map generation leaves gaps leading to the other side, or you can breach them with powerful weapons, acid attacks, and burrowing claws.
* MalevolentArchitecture: Fricking Golgotha.
NotSoHarmlessVillain: [[spoiler: Doing your quest there involves jumping down a one-way pit from Their fourth plan, the surface level, where you land on a conveyor belt that will be quickly overrun by an [[DeathTrap acid cloud or some other heavily-damaging hazard]]. The conveyor proceeds for several levels like this, eventually dumping you into a big scrap level that holds one Don comes up with, is to destroy the object of your quest - and a horde of monsters eager to finish the job that the Conveyor Belt Of Death started. Afterwords, depending on how you handled the bossfight at the end, you could contract a disease which can make the game Unwinnable for certain builds, particularly characters with regeneration, who can no longer safely eat food, or drink water.''entire Caliosteo island system''. Egads.]]
* TheMaze: The "underground" levels may not officially be a maze, but they apparently reach all over Qud ** [[spoiler: It's later {{justified|Trope}} when you learn that Don Boneyard is, in fact, the real Joe Wildwest in disguise. He didn't want to hurt anybody. When he [=OKed=] the third plan, things were getting ''extremely'' desperate, and you can wind up in them if you go ''too deep'' in many dungeons.
* MonstersEverywhere
* MooksAteMyEquipment: The qudzu plants, which can rust your equipment with a hit. Luckily, they can't move. ''Less'' luckily, they can spawn on walls - including the walls surrounding one-tile corridors.
* MoreDakka: Available to those who are lucky
it went slowly enough to scavenge a chaingun.
* MultiArmedAndDangerous: The four arms mutation, just
give the thing for players who want people plenty of time to be [[MultiWielding human (or rather mutant) cuisinarts]].
* MultiMeleeMaster: In theory, you could gain enough skill points and attributes to max out all the melee weapons. In practice, though, most players stick to [[WeaponOfChoice one type of weapon]].
* {{Mutants}}: Of the second variety.
* MySpeciesDothProtestTooMuch: The leader of Kyakukya, the mushroom village, is an [[AlwaysChaoticEvil albino ape]] who proved too thoughtful to settle for his race's traditionally berserk lifestyle.
* NiceJobFixingItVillain: Those mutant skunks, worker ants, and other monsters that belch clouds of acid at you? You can lure them to that wall or door you can't get past, and let them melt it for you...
* NighInvulnerability: [[PurposelyOverpowered Chrome Pyramid]] which can be found in [[ExactlyWhatItSaysOnTheTin The Deathlands]]. [[MacrossMissileMassacre It will kill you]].
* NintendoHard: The game ''starts'' as this, [[HarderThanHard but once you get past the first few quests...
evacuate.]]
* OffWithHisHead: Subverted. Contrary to HeelFaceTurn: [[spoiler: The BB Bandits - well, the easy way this trope usually goes, you need one of TerribleTrio team, anyway; the more advanced axe skills to pull off a decapitation.
* OrganDrops: What you can get if you invest in the butchery skill tree.
* QuestGiver: The civilized towns have at least one (and sometimes multiple) inhabitants who serve this function.
* {{Permadeath}}: Luckily optional for those who
{{Mooks}} don't like it.
* PhlebotinumOverdose: The artifact tonics are a good source of temporary powers and resistances... unless you try
seem to use too many of them at once.
* PinataEnemy: The spark ticks, which continue to be worth their full XP even after you've far surpassed their level (unlike most monsters).
* PlayingWithFire: The pyrokinesis and (to a lesser extent) kindle mutations.
* PowerIncontinence: Some of the selectable bad mutations include teleportitis and randomly releasing EMP bursts.
* PracticalCurrency: Or is that ''Im''practical Currency? The game's basic currency is ''pure water''. This actually adds another layer to the challenge, as water is not only heavy, but you'll also need enough canteens to hold it all.
* PsychicPowers: Mutations! Clairvoyance, {{telepathy}}, precognition, {{psychometry}}, domination, sunder mind...
* RagnarokProofing: As with TabletopGame/GammaWorld itself, it's highly unlikely that all these guns, robots, artifacts, and (in some cases) ''Taco Supremas'' could have possibly survived ''this'' long after the apocalypse, but [[RuleOfFun that's not the point]].
* RandomEncounter: The world map throws this trope at you on steroids. You won't encounter random monsters when traveling overland - no, you'll ''get lost'', forcing you to explore one monster-infested zone after another until you finally regain your bearings and are allowed to return to the world map. To be fair, world map random encounters can also be ''good'' things, like [[IntrepidMerchant wandering merchants]], [[BonusDungeon ruins with loot]], or [[BonusBoss legendary monster]] lairs.
* RandomNumberGod: As usual for most roguelikes.
* RegeneratingHealth: Again as usual for most roguelikes. Having the regeneration mutation makes it even better, of course.
* {{Roguelike}}
* RequiredSecondaryPowers: The mutations that give you sleeping gas, acid gas, or the ability to spin webs also provide you with immunity to those things, thankfully. This applies even to ones created by enemies; in particular, the Sleeping Gas mutation makes you entirely immune to being slept.
* SacredHospitality: One of the game's skills is a "water rite" you can perform to befriend faction leaders and improve your reputation with their faction. If you kill them afterwards, ''everyone'' will hate you.
* ScavengerWorld: Most technology still can be manufactured with the right knowledge, but most people are seemingly unable to make anything beyond melee weapons and makeshift firearms, with anything more advanced gained through scavenging alone.
* ScienceHero: Any character that focuses heavily on tinkering is this.
* SchmuckBait: The big pink region way over on the eastern side of the world map... the one labeled "Deathlands" and described as "ancient radioactive ruins".
* SealedEvilInACan: According to the in-game texts about it, the Amaranthine Prism is the key to the prison for a mysterious space-warping entity named Ptoh, which was sealed on Qud long, long ago.
* ShockAndAwe: The electrical discharge mutation, with a free ChainLightning effect.
* ShortCutsMakeLongDelays: A secret tunnel leads from Joppa to Red Rock, providing an alternative to braving the world map... but the monsters in this tunnel are ''at least'' as dangerous as the ones around Joppa, and you can get lost in the vast underground map if you take a wrong turn.
* ShoutOut: The description for the hologram bracelet is a shout out to ''[[Film/TotalRecall1990 Total Recall]]''. You can also build a timecube, a ridiculously expensive one-use [[TimeStandsStill Time Stop]]. And the descriptions of several artifacts (including the Time Cube) reference Videogame/DwarfFortress.
* {{Sidequest}}: Many of the quests and locations are completely optional, but [[NoPointsForNeutrality finishing them is a good idea]] if you can manage it.
* SkillTree: A downplayed example. All skills require one 'root' skill for their category. Most don't require anything else beyond high enough stats, but there are a few skills with additional prerequisite skills, especially in the Long Blade and Bows / Rifles trees.
* SpikeShooter: One of the uses of the quills mutation. It fires in every direction at once, too, making it great for when you're surrounded by mooks.
* SpreadShot: A feature of the shotgun family of weapons.
* SquishyWizard: Dedicated enemy espers are like this. The player can be one by putting all their stat points in Ego and Will and focusing on ultra-long-range mutations, but (due to the point-build system for stats and mutant powers) that's not the only way to make a mental mutant; you can play a psionics-based MagicKnight, KungFuWizard or a NinjaPirateZombieRobot if you prefer.
* StatusBuff: A few of the mutations specialize in this, and then there's all those injectable tonics...
* SuicidalOverconfidence: With a few exceptions, most monsters won't hesitate to attack you on sight, even if you can plow through their ranks with ease. Also the cause of [[TheManyDeathsOfYou many a player death]].
* TimeStandsStill: One of the game's artifacts, a timecube, can be used as a one-shot item to stop time briefly for everyone but you.
* TheTurretMaster: The ''player'' can be this, if they invest enough in the Tinkering skill branch to learn how to make turrets.
* TheUnpronounceable: The uniques and legendary enemies tend to have names out of this trope's playbook.
* VampiricDraining: The life leech mutation.
* VideoGameCaringPotential: When merchants don't have enough water to complete a proposed trade, you're free to accept what they have anyway.
* TrialAndErrorGameplay: As usual for roguelikes, you'll probably lose a lot of characters learning how to play the game. Luckily, the potential frustration of this is somewhat lessened by all the variety in character creation...
* TheWanderingYou: If you manage to get lost on the Qud's world map (and you will), you'll certainly feel like you're getting brutalized by this trope.
* WarpWhistle: The town recoiler family of devices.
* WastelandElder: The elder of Joppa, and he does the [[MrExposition Mr. Exposition]] bit, too. Nuntu, the leader of Kyakukya, qualifies as well, despite being an albino ape.
* WeaponOfChoice
** AnAxeToGrind
** CarryABigStick
** GunsVsSwords
** HeroesPreferSwords
** LuckilyMyShieldWillProtectMe
** NukeEm
** SwordAndGun
* WeBuyAnything: Conveniently, any merchant will buy anything you're carrying.
* WingedHumanoid: The wings mutation, which can make it a lot easier to deal with hazards (like monsters and getting lost) when you're outdoors.
* WizardNeedsFoodBadly: Caves of Qud is even harsher than most roguelikes with this trope, as your character needs to eat ''and'' drink to survive. And your water doubles as your currency. [[spoiler: At one point in the early game questline, you contract a disease which makes both have a chance of killing you.
turn.]]
** [[spoiler: The entire [=BareBones=] Brigade.]]
* YetAnotherStupidDeathHelloInsertNameHere: All games actually allow you to change your main character's name at any time! The first game doesn't allow you to name your {{Mon}}s, strangely, though this was changed in the second.
* HopelessBossFight: [[spoiler: Round one against Frigisaurus.]]
* HotSpringsEpisode: In the second game, there's a hot spring-themed dig site called Hot Spring Heights. Not surprisingly, most of the plot in that area revolves around the hot springs.
* HumansAreSpecial [[spoiler: Not only do they have the sci-fi standard "pluck," but the dinaurians are impressed by their capacity for both compassion and forgiveness.]]
* HypnotizeThePrincess: Comes into play late in Champions. [[spoiler: It's Todd.]]
* InconsistentDub: ''Frontier'' changes a couple names from previous games. The coin-like items vivosaurs are stored in were "Dino Medals" but are now "Dino Gears", and Becklespinax's vivosaur name goes from "Spinax" to "Beckles" - of course, the first two games identified it as an Altispinax, and its Japanese name was "Altis", which would explain the change.
* InfinityPlusOneSword: T-Rex in the first game, natch. Also, [[KillerRabbit Compso, who debuffs the enemy's attack power by 90%]]. Even moreso are [[spoiler:Duna, Dynal, and Raptin]], with their ridiculous support effects, and crazy abilities.
* InterspeciesRomance: [[spoiler:Before the final battle with Guhnash, you can choose to bring either Rosie or Duna with you. Choosing Duna leads to this. And considering that little mishap with the devolution ray, Rosie technically counts for this too.]]
* ItemGet: Every last fossil is one of these in the first two games. The hero bends over, picks up the rock, faces the camera and thrusts it above his/her head triumphantly. The fanfare plays, and a blurb appears stating the nature of the rock found. It's a thing of beauty.
* JokeCharacter: In the first game, Anato. Its expression can only be described as "derpy," and even the ''game'' goes out of its way to point out how stupid it looks. It's a vivosaur who tries to sell itself based ''solely on'' the fact that it looks ridiculous. From a gameplay perspective, it also tries to lay claim to having a 100% effective [[StandardStatusEffects Confusion skill]], but said skill also does no damage and costs ''240 FP.'' Similar skills on other vivosaurs not only do damage, they also cost ''over 100 FP less.''
** LethalJokeCharacter in ''Champions '' It gets an [[TookALevelInBadass upgrade]] to gold confusion which means that the vivosaur inflicted has a chance of attacking itself or any of its allies. In addition its super evolver form Papygon, is widely accepted as one of the best in the game.[[note]]However, it's worth nothing that Papygon's PaletteSwap brother Teffla is much more the fan favorite of the two, and can deal heavier direct damage.[[/note]]
* JustifiedTrope: The game goes out of their way to emphasize that Dinosaurs didn't really have superpowers, and a great deal of the Vivosaurs aren't even really revived from Dinosaurs, per se, but are rather other forms of prehistoric life.
** Driven home in ''Frontier'', where [[spoiler:you travel back in time and encounter ''real'' dinosaurs. Unlike vivosaurs, dinosaurs are all Neutral-type, [[RealIsBrown have brown skin]], and are identified by their full names (like "Triceratops" instead of "Tricera")]].
* KatanasAreJustBetter: Mihu, a ceratopsian found in Japan, has ''katanas for horns.''
* KidHero: The main characters.
* KingIncognito: During ''Champions'', you're tasked with finding the Princess of Nomadistan, who has quietly entered the tournament; and are shown a picture of a girl and her dog that you ran into earlier. [[spoiler:The Princess turns out to be ''the dog''; the girl's her retainer. Both the fact that this would have been good to know earlier and the absurdity of [[CaligulasHorse appointing dogs as royalty]] is lampshaded.]]
* LampshadeHanging: The {{Combat Commentator}}s sometimes do this.
-->'''P.A. Leon''': I was wondering, why do we talk through every fight?
-->'''Slate Johnson''': I'm wondering how we can ''see'' every fight happening!
-->'''P.A. Leon''': Excellent point, Slate.
* LargeHamAnnouncer: All the announcers, but special mention must be given to Trip Cera. A couple choice quotes:
-->Not as excited as me! BOOYAH, GRANDMA!

-->'''Trip:''' Just like my wife with a credit card! Zing!\\
'''Ty:''' You're not married, Trip.\\
'''Trip:''' I'M SO LONELY!

-->There is a literal river of sweat running over my laptop! Seriously, I may electrocute myself before the day is over!
* LastLousyPoint: The five elemental [[spoiler:baby birds]] in the first game, who can only be obtained by getting every other vivosaur in the game and then ''maxing their levels.'' Yikes! They used to be downloadable from the Nintendo Channel on the Wii, but have since disappeared, as the aforementioned channel is no longer supported.
** More generally, you may find yourself gritting your teeth over the last lousy point of every single fossil you can clean. Properly-cleaned fossils are worth a ton of experience points, way more than you can reasonably give any specific vivosaur through combat. It's not ''mandatory'' to get everything perfect, but for perfectionists...
* LeakedExperience: Three vivosaurs participate in each fight, but all five that you're carrying (including defeated ones) get the experience. Averted in ''Frontier'', where all vivosaurs are available to use at all times but only the one used in battle gets experience.
* LizardFolk: In the second half of the game [[spoiler:a race of dromaeosauridae that evolved into hyper intelligent humanoids become the main antagonists after the BB Bandits are defeated. They want to KillAllHumans, naturally.]]
* [[GratuitousForeignLanguage Gratuitous Foreign]] {{Malaproper}}: Nick Nack does this. Airy cat oh! Donkey shine!
* MaskedLuchador: There seems to be a thriving masked-battler community, since each game involves some:
** Saurhead in the first game, who wears [[RefugeInAudacity no less than]] ''[[RefugeInAudacity thirty]]'' full-head dinosaur masks at any given time. [[TheUnreveal Can't risk]] [[DramaticUnmask being unmasked]], after all.
** Pauleen from ''Champions'' also wears a mask. [[spoiler: She wears it because it's shy, and it helps her feel more confident--but the mask is enchanted to bestow confidence, and ''evil,'' so it takes over the wearer's body in a rather literal case of BecomingTheMask.]]
** In ''Frontier'', it's Dino Gigante. You have to find his old rival, the Flying Smile Kid, and draw him out of retirement to try and win his belt in order to get the piece of MacGuffin on it.
* MetalDetectorPuzzle: This is your entire means of finding {{Mons}}--you have sonar and need to search the ground for stuff.
* MisterMuffykins: Joannie and Madame Pooch in ''Champions''. [[spoiler:Joannie's pampering is justified as Madame Pooch is legitimately royalty as "Princess Pooch"; see KingIncognito above.]]
* {{Mon}}: It's a dinosaur-collecting and battling game.
* MythologyGag: Many visual details of the Vivosaurs are based on facts about their dinos:
** Some are [[PunnyName name puns]] (Krona is covered in clock-like Roman numerals, and Coatlus was made to look like its namesake, Quetzalcoatl.)
** Others are based on the location of their discovery (U-Raptor (''Utahraptor'') has feathers that look like a Native American headdress, Carchar has Egyptian details, Chinese Shanshan is designed to look like a ChineseGirl crossed with an Asian dragon.)
*** The fact that Breme (''Bradycneme draculae'') is vampiric is both a name and location reference, as it was discovered in Transylvania and and consequently named after {{Dracula}}.
** And more have their own fun facts (M-Raptor was exceptionally bird-like and so resembles a parrot; Megalo was one of the first discoveries ever, so according to the graphic designer "[[http://www.fossilfighters.com/html/making-of/5/ I deliberately used the design of a dinosaur as it was conceived by people long ago.]]")
* {{Nerf}}: Support effects were nerfed quite heavily in ''Champions.'' In the first game, vivosaurs had their full support effects regardless of their level, making things like [[GameBreaker Compso]] incredibly dangerous. In the sequel, support effects grow when your levels do... meaning the game gives you a Compso in the ''very beginning of the game,'' and feels no remorse.
** But there's also an inversion, as some game mechanics got stronger in the transition from the original game to ''Champions''. In the original game, only the vivosaur in the Attack Zone could have a negative status effect put on them, and switching zones got rid of status effects. This made attacks whose only purpose was to cause a status effect somewhat weak, but this hurt poison attacks especially--you would need to use a chain of either knockback or [[StandardStatusEffect excite]] skills to get a poison attack to work, and the extra damage frequently wasn't that spectacular. In the sequel, however, all zones can have status effects and rotating doesn't get rid of them, meaning the extra damage from poison is more likely to stick around.
** A similar inversion applies to counterattacks. In the first game, counterattacks only had a 40% chance of working, making them a rather weak and luck-based strategy. In the sequel, counterattacks were upped to a 70% success rate, making them far more dangerous.
* NinjaPirateZombieRobot: The Dinomatons are robot dinosaurs, and the aforementioned Breme is a vampire dinosaur.
** And the sequel brings us skeleton [[spoiler:and zombie]] dinosaurs.
* NoPlansNoPrototypeNoBackup: A rare living example in [[OlympusMons Frigi(saur) and Igno(saur)]]. As soon as you defeat the former, the latter vanishes as well due to them cancelling each other's powers out. Still, it removes a god-like power from your party to prevent a Game Breaker. [[spoiler:Until you can win them from post-game {{Bonus Boss}}es, anyway.]]
* NothingIsScarier: When [[spoiler: the BB Bandits take over Vivosaur Island]], no music plays even in friendly areas.
* NotQuiteBackToNormal: Poor Rosie. The other girl's ending shows she hasn't fully thrown off the effects of the Digadig charm ''or'' the [[spoiler: deevolution ray]].
* OddNameOut: Three of Holt's V-Raptors in the mini-manga are Odin, Thor, and Steve.
* OlympusMons: Frigisaur and Ignosaur.
* OneWingedAngel: [[spoiler:The main villains of both ''Champions'' and ''Frontier'' turn themselves into monstrous dino-beasts for the final battle.]]
* OverlyLongName: Avoided. Many dinos have these, but their Vivosaur counterparts have them cut short.
* PaletteSwap: In ''Frontier,'' certain dinos have variants (based off famous specimens) that are colored differently. They sometimes differ in elements and skills, too--Hypsi comes in Air, Water, and Fire versions.
* {{Panspermia}}: Subverted. [[spoiler: The Dinaurians seeded the planet with life, but it was Earth's own species that survived instead.]]
* PeninsulaOfPowerLeveling: There's a bonus boss post-game that most people have trouble with. However, with the right team (ex. Seismo, Hoplo, and Compso) you can consistently defeat said bonus boss over and over again in about 6 turns each time by abusing a team skill and how long-range attacks work, making leveling up all your vivosaurs to rank 12 easy.
** In the second game, there's the three Barebones Brigade officials. They use teams made up entirely of Boneysaurs; although Boneys have powerful support effects, they're also extreme {{Glass Cannon}}s, meaning vivosaurs several levels lower of them can take them out with some decent planning. They grant a full 30 points (in a game where level-ups come every 50 points) on defeat, making them great for grinding.
** Also in the second game, after you beat the game, you can talk to Prof. Scatterly to "reenact" the final battle with Zongazonga. By thee end of the game your vivosaurs will probably be strong enough to take him out no problem, and he gives you 50 points, so any dinosaurs can be leveled up just by being put in the support group.
* PlanetEater: [[spoiler:Guhnash.]]
* PlayableEpilogue: A whole crop of stuff opens up after you beat the game. UnusableEnemyEquipment becomes [[InfinityPlusOneSword usable]], new areas open up, everyone becomes a BonusBoss, you get ''both'' the OlympusMons...
* PhlebotinumKilledTheDinosaurs: [[spoiler:Inverted; Dinosaurs were introduced on Earth by the Dinaurians.]]
* PopQuiz: The second go through the Secret Tunnels has you correctly answering dinosaur trivia to advance in the maze.
** In ''Champions'' there's a roaming quiz show sidequest run by Tess Score.
* PowerTrio: Hunter, Rosie, and Holt become one of these in the mini-manga. In ''Champions'', it's the player, Todd, and Pauleen; with Rupert as SixthRanger.
* PowerupLetdown: Getting the upgrade for Dark Fossils lets you find red fossils, which you could already find anyway, jewels, which you could find anyway, and dino droppings, which you ''couldn't''. Also, dark fossils have an outer shell that can only be broken with a hammer. If there's a speck of outer shell covering that perfect red fossil, expect to lose some points smashing it.
** Yes, but you don't get challenged for finding Dark Fossils in the original. Meaning you don't have to fight tooth-and-nail for every [[VendorTrash Emerald and Diamond]] that you dig up. In addition, the best jewels are available in Dark Fossils, meaning you can now get those all-important case, sonar, and cleaning tool upgrades without running around swinging a pickaxe like a maniac for hours on end. BoringButPractical.
* PunnyName / MeaningfulName: Where to start? We've got name changer Ty Tull, advice giver Tipper, Sam Inaro who teaches seminars... And these are just from the ''first'' game.
** Gets lampshaded:
--->'''Rosie:''' Oh, I can't believe I didn't make the connection before... Knickknacks... ''Nick Nack''. Ugh. Waa ha ha! To think we're out looking for knickknacks for a guy named Nick Nack... It's like some awful joke!
** NeverHeardThatOneBefore: Even the [=NPC=]s warn you that "We've heard all the jokes" about Bea Ginner (who teaches novices).
* PurelyAestheticGender: Your gender has no effect on the plot in ''Champions'' or ''Frontier''.
* QuintessentialBritishGentleman: In ''Champions,'' both Professor Scatterly and Rupert show signs of it. Rupert is more of a nascent one, though he certainly shows signs of Britishness.
* RandomlyDrops: Some fossils are ''much'' rarer than others, and you'll have to go back and forth between the main town and the area where they're found if you want to complete your fossil collection. Averted in ''Frontier'', where fossils for a specific vivosaur can be counted on to show up near each other and always in the same areas; plus they're identified on sight and you no longer need to go back to town to excavate them.
* TheReptilians: [[spoiler:The dinaurians in the original game.]]
* RibcageRidge: Treasure Lake in the second game has a gigantic skull of some variety, smack dab in the middle of the lake.
** Could also be a parody DesertSkull. Food for thought.
* RichBitch: Bling sisters Ruby and Sapphire, aka "the Posh Pair", in ''Frontier'''s postgame; who consider the player a commoner and recruit him/her in a few schemes to get rare jewels. Averted with [[spoiler:Penny]], who is only revealed to come from a rich family in the postgame and is SpoiledSweet.
* RichIdiotWithNoDayJob: A great deal of the Fossil Fighters are implied to be this.
* RoadApples: Yes, you can dig up fossilized dino dung. Nick Nack and John Guano are the only ones who want it for whatever reason (the shop will ''accept'' it, but will pay next to nothing).
* RobotBuddy: [=KL-33N=], the cleaning robot. Rupert has a prototype digging robot called [=Di66-R=]. In ''Frontier'', the Bone Buggies have an onboard AI called [=VR-00M=] (whose picture looks like the robots from the prior games).
* RoseHairedSweetie: Nate from ''Frontier'' is a RareMaleExample, in {{Adorkable}} flavor.
* RuleOfCool: Dinosaurs battling it out is cool enough, but the sequels give them even more powerful, awesome-looking forms.
* RunningGag: In ''Champions'', every time [[spoiler: someone's skull jumps into your pocket]], it is always described as "lumpy."
* SamusIsAGirl: In ''Frontier,'' it's revealed that the MascotMook T-Rex--the big red, yellow, and black one that appears on the box art of every game--is specifically a female version (named [[GeniusBonus Sue]]). The male version is a [[RealMenWearPink purple]] variant named [[FluffyTheTerrible Stan.]]
* SaveScumming: If you save before you talk to the cleaning robot, you can reload the save until he gives satisfactory results. No longer the case in ''Frontier'', where you do all the cleaning out in the field where you ''can't'' save.
* SchmuckBait: The Secret Tunnels of the Mole Brothers contain several treasure chests, but a nearby plaque warns you that "greed is its own setback." Opening them keeps you from advancing in the maze. It's later confirmed that opening these chests is why Lemo and O'Mel got separated in the first place.
* SetBonus: Putting three vivosaurs with something in common on the field can unlock a special attack for each.
* ShoutOut:
** One poor nameless NPC is tasked with standing guard over a warehouse, and nothing else. Keep talking to him, and he'll eventually reveal the "deep, philosophical" thoughts he's been having: "'''What is a man''''s life worth? Nothing but guarding '''a miserable pile of secrets?'''"
** The cleaning robots resemble Japanese emoticons.
** A cinematic from the sequel shows [[Film/JurassicPark a helicopter transporting new people to the island.]]
** In ''Champions'', one park staffer is trying to come up with new ideas:
-->Fast cars are exciting, right? Maybe we could [[Anime/YuGiOh5Ds have people battle while driving around a racetrack]]! [[TakeThat No, you're right. That's a dumb idea.]]
** Stella, Staff leader of Ribular Island informs the Hero(ine) that "[[VideoGame/SuperMarioBros1 Your dig site is on another island!]]" once they progress past Round 2 of the Cup. She then wonders why that sounds familiar.
** ''Champions'' also features a fisherman who became lost at sea. His name is [[Literature/RobinsonCrusoe Robinson,]] and he also talks to [[Film/CastAway a ball, whom he calls his best friend]].
** When its programming goes haywire, Rupert's robot says things such as "[[VideoGame/TheLegendOfZelda I AM ERROR.]]" and "[[Videogame/ProWrestling A WINNER IS YOU.]]"
** In ''Frontier'', if you talk to a shopkeeper about cleaning a daily random fossil, they'll say [[VideoGame/TheLegendOfZelda "It's a secret to everybody."]] During a tournament during one of the postgame quests, one character will also reference [[UsefulNotes/NintendoEntertainmentSystem "playing with power"]].
* ShownTheirWork: The information on the extinct animals, also see MythologyGag above.
* SignificantAnagram: The Mole Brothers' names are Lemo and O'Mel. Hm. I wonder what ''those'' [[SarcasmMode are anagrams of]]?
* SinisterSchnoz: Snivels, no question.
* SkullForAHead: Don Boneyard [[spoiler:and anyone else who became a victim of Zongazonga]].
* SlasherSmile: [[spoiler: Guhweep]] has one, but it's not immediately obvious until it [[spoiler: uses Tears of Dark Light... and turns upside down]].
* SlippySlideyIceWorld: The Glacier dig site from the first game, though it doesn't open up until the endgame.
** All of the Ilium Island digsites in ''Champions'' apply. Ilium isn't called "The island where warmth goes to die" for nothing!
* TheSlowPath:
** In the first game, [[spoiler:Dr. Diggins after he's sent back to the Jurassic. Thank goodness he manages to find the Stone Sleep device!]]
** Also seen in ''Frontier''. [[spoiler:While time-traveling, your vivosaur partner gets left behind in the late Cretaceous in order to make sure you get home safely. Eventually, you realize that a fossilized Dino Gear-like artifact you'd found earlier in the game really ''is'' your partner's Dino Gear.]]
* StanceSystem: Used in ''Frontier''. While previous games had tactical systems based on a vivosaur's placement on the field, ''Frontier'' instead focuses on how your vivosaur is standing: straight ahead, rearing up, ducking down, or turned around and baring its tail. Each vivosaur has a different set of strong and weak stances, and different attacks can change your or your opponents' stances (though a vivosaur's stance is always reset when it takes its turn).
* StarterMon: Each game in the series does it differently:
** ''Fossil Fighters:'' You start the game with a Spinax who, while common, is decently powerful. However, at the game start, you also get a free bonus fossil of a dinosaur based on how you answer some questions about what you like in your dinos.
** ''Champions:'' Joe Wildwest lets you pick between dinos of the four basic elements, which are hard to get until late game. All can [[MagikarpPower Super Evolve.]] Plus, boys get a T-rex and girls get a Tricera.
** ''Frontier:'' You befriend Chomp, the most traditionally mons-like dino in the series. He's no recognizable dinosaur species, he's quite powerful, and he evolves at certain points in the game. Plus, he's your TeamPet and your close friend.
* StatGrinding: A mild case in the first game; most stat gains are at levelups but vivosaurs also gain HP gradually between levels. ''Champions'' removes this.
* StockDinosaurs: But also includes any new prehistoric mammals and dinosaurs discovered during the creation of the game.
** The sequel appears to be continuing this, including many other prehistoric creatures from before and after the age of dinosaurs.
* StopHavingFunGuys: [[{{In-Universe}} Rupert]] in ''Champions''. After witnessing Todd take his loss to you in stride, he's baffled as to why Todd's not upset about losing. Though it turns out it's less arrogance that his way is the right one and more ignorance that there are other ways in the first place.
** Turns out it comes from his dad, who tried to drive the "have fun" mentality out of him and wanted him to bail out when facing even a 50% chance of failure. [[spoiler:This game being high on the idealistic end of the scale, this was just dad trying to protect Rupert from the pain of losing. [[ManipulativeBastard Or so he says...]]]]
* StrangelyEffectiveDisguise: [[spoiler: Somehow, the majority of the Dinaurians are fooled by yours and Dr. Diggins' masks.]]
** See also ''Champions'', where the hero(ine) receives a Ty Ranno mask for disguise purposes. No other mask keeps [=NPC=]s from immediately knowing who he/she is; how is this mask different?
* SummonBiggerFish: Calling up Ignosaur to fight Frigisaur.
* TakeThat: After completing the main quest and all the sidequests of ''Frontier'', you'll take a group photo with the main cast; to which Dahlia comments "And it's a PICTURE, got it? Not a selfie. That word is so overused these days."
* TakenForGranite: [[spoiler:The [[LizardFolk dinaurians]] have technology that can do this. The technology that un-stones them is also responsible for how you can revive dinosaurs in the first place.]]
* ATasteOfPower: Do you go straight to the confrontation with [[spoiler: Ignosaur]] in your party... or do you have some fun with the [[OlympusMons godlike beast]] beforehand?
* TerribleTrio: The BB Gang. Also counts as the GoldfishPoopGang for the first half of the game. In the sequel, it's the Barebones Brigade. ''Frontier'' has Baron von Blackraven and his gang.
* TheTetrisEffect: Expect to see fossils in various states of cleaning every time you close your eyes.
* TyrannosaurusRex: The game's mascot, and somewhat of the InfinityPlusOneSword. One NPC ensures the player near the end of the game that "all the hype you've ever heard about it is true!"
* TheUnintelligible: Rex of the BB Bandits.
** EloquentInMyNativeTongue: [[spoiler:His true speech patterns tend toward SesquipedalianLoquaciousness. Those kooky English bulldogs...]]
* UnknownItemIdentification: In the first two games, fossils had to be brought back to base and excavated before they could be identified. In ''Frontier'', fossils are "unknown" the first time they're excavated but the sonar will be able to ID them afterward.
* UnusableEnemyEquipment: Boy, the Dinatomatons sure are cool, aren't they? Who wouldn't want a [[VideoGame/RobotDinosaursThatShootBeamsWhenTheyRoar Robot Dinosaur That Shoots Beams When It Roars?]] Well, sorry, but ''you don't get none.'' And you'll have to keep your paws off [[spoiler:Duna, Dynal, and Raptin]] too... [[spoiler:until they all become available in the postgame, that is.]]
* VendorTrash: Digging up and cleaning gemstones is the only way to make money. The better the gem, the more money.
* VerbalTic: The Digadigs, including Pauleen in ''Champions''. Rosie [[GotMeDoingIt picks it up]] when she is mystically made part of the tribe, and she is very ''diga-''displeased.
* VideoGameCrueltyPotential: Roise asks "you probably hate me now, don't you?". You actually are ABLE to say "yes".
** In ''Frontier,'' when you [[spoiler: travel back in time]], you can encounter dino nests. You can cheerfully drive your Bone Buggy over them and shatter them to pieces, for no other reason than they're there. (Though they magically reform themselves if you wait.)
* XMeetsY: ''Franchise/JurassicPark'' meets {{Mon}}s. (''Magazine/NintendoPower'' said "meets ''Franchise/{{Pokemon}}''", but "meets ''VideoGame/{{Spectrobes}}''" is much more apt.)
* WeCannotGoOnWithoutYou: In the first game's Master-rank Level-Up Battles, losing even one vivosaur makes you lose the whole fight.
* WellDoneSonGuy: Rupert's father is... difficult to please, shall we say.
* {{Whateversaurus}}: Along with the term "vivosaur" itself, this is used liberally for the various made-up species.
* WindIsGreen: Air-type Viviosaurs are revived from green fossils.
* WombLevel: The Bonehemoth in ''Champions.''
* WordSaladTitle: In ''Champions,'' all the songs in the sound test have silly and non-indicative names, like "Sleepy Robin," "Chocolate Soiree," or "Raspberry Bell."
* YouGottaHaveBlueHair: Rosie's pink hair could be passed off as an [[LiteraryAgentHypothesis artistic rendtion]] of a strawberry blonde, but there's ''really'' no explaining why Dr. Diggins' hair is ''green.''
** Siamo actually has blue hair, despite being a dinosaur.
23rd Apr '17 1:52:53 PM zaqq
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''Caves of Qud'' is a post-apocalyptic {{roguelike}} game heavily influenced by ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' and the [[TabletopGames tabletop]] TabletopGame/GammaWorld RPG. Set on a future Earth many centuries after an undefined [[AfterTheEnd apocalypse]], the game takes place in the titular region of Qud, a jungle-like area bordered by a desert of salt and large mountain ranges, and boasting a large number of ancient ruins. This realm is actually a [[DeathWorld terrible place to live]], but still attracts many adventurers due to the abundence of LostTechnology within its borders, particularly within its vast [[BeneathTheEarth cavern systems]]. However, things may be taking a turn for the (even) worse, as signs of an ancient evil begin to emerge from the dark and forgotten [[TitleDrop Caves of Qud]]...

to:

''Caves of Qud'' is a post-apocalyptic {{roguelike}} game heavily influenced by ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' and the [[TabletopGames tabletop]] TabletopGame/GammaWorld RPG. Set on a future Earth many centuries after an undefined [[AfterTheEnd apocalypse]], the game takes place in the titular region of Qud, a jungle-like area bordered by a desert of salt and large mountain ranges, and boasting a large number of ancient ruins. This realm is actually a [[DeathWorld terrible place to live]], but still attracts many adventurers due to the abundence abundance of LostTechnology within its borders, particularly within its vast [[BeneathTheEarth cavern systems]]. However, things may be taking a turn for the (even) worse, as signs of an ancient evil begin to emerge from the dark and forgotten [[TitleDrop Caves of Qud]]...
23rd Feb '17 2:49:20 AM Aquillion
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* CommonplaceRare: While not ''overwhelmingly'' commonplace, compass bracelets are massively valuable to tinker-focused characters (moreso than many items that seem much more rare and special) due to the ability to modify them in so many ways while only using a wrist slot.

to:

* CommonplaceRare: While not ''overwhelmingly'' commonplace, compass CommonplaceRare:
** Compass
bracelets are massively valuable to tinker-focused characters (moreso than many items that seem much more rare and special) due to the ability to modify them in so many ways while only using a wrist slot.slot.
** A Taco Suprema is an ungodly valuable item, with prices far beyond most legendary high-tech artifacts from lost civilizations.



* RagnarokProofing: As with TabletopGame/GammaWorld itself, it's highly unlikely that all these guns, robots, and artifacts could have possibly survived ''this'' long after the apocalypse, but [[RuleOfFun that's not the point]].

to:

* RagnarokProofing: As with TabletopGame/GammaWorld itself, it's highly unlikely that all these guns, robots, artifacts, and artifacts (in some cases) ''Taco Supremas'' could have possibly survived ''this'' long after the apocalypse, but [[RuleOfFun that's not the point]].
29th Jan '17 12:30:40 AM Aquillion
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* BoringButPractical: All those copper/silver/gold nuggets you see in merchant inventories? Those aren't just VendorTrash, they're a much lighter way of carrying your wealth than what they're worth in [[PracticalCurrency water]]. Also qualifying is the basic tinkering recipe for making ''lead slugs'' for your guns.

to:

* BoringButPractical: All those copper/silver/gold nuggets you see in merchant inventories? Those aren't just VendorTrash, they're a much lighter way of carrying your wealth than what they're worth in [[PracticalCurrency water]]. Also qualifying is the basic tinkering recipe for making ''lead slugs'' for your guns. Compass Bracelets are also highly valued by tinkers, since they're easy to modify and only take a wrist slot.
29th Jan '17 12:29:00 AM Aquillion
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Added DiffLines:

** While not unique, Leering Stalkers and, especially, Chrome Pyramids are stronger than almost any enemy in the game, never need to be fought as part of any quest, and will only be encountered by players exploring far far deeper into the caves than they ever need to go or wandering around the [[ShmuckBait Deathlands]].


Added DiffLines:

* BraggingRightsReward: On defeating a Chrome Pyramid, the strongest enemy in the game, it will sometimes drop its Swarm Rack, a weapon that fires eight rockets per shot and requires no ammo... and also weighs 1500 pounds. Anyone who can both beat a Chrome Pyramid and carry a Swarm Rack doesn't really need it.
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