Difference between revisions of "POWDER/Weapons"

From RogueBasin
Jump to navigation Jump to search
(formatting, added note)
m
 
(12 intermediate revisions by 3 users not shown)
Line 2: Line 2:


==Held Weapons==
==Held Weapons==
Damage is given first as the damage generator format, then translated into a damage range.  Other factors can influence the damage amounts, as well.  Most items can give 1d2 (1-2) damage when wielded.
Damage is given first as the damage generator format, then translated into a damage range.  Other factors can influence the damage amounts, as well.  Most items can give 1d2 (1-2) damage when wielded. In addition to differences in damage, weapons can have a bonus or malus to their chance to hit, show in square brackets (e.g. [+1]). This makes a rapier an excellent weapon for an unskilled character; the bonus to hit allows you to be fairly effective even with no weapon skill. Included in {curly brackets} is the size of the weapon, important principally because one of your three possible weapon skill stars comes from skill with weapons of a given size.


===Edged Weapons===
===Edged Weapons===
*Knife - 1d3+0 (1-3)
*Knife - 1d3+0 (1-3) [+1] {Tiny; Small for skill purposes}
*Dagger - 1d4+0 (1-4)
*Short Sword - 1d6+0 (1-6) [0] {Small}
*Silver Dagger - 1d4+0 (1-4)
*Long Sword - 1d8+0 (1-8) {Medium}
*Short Sword - 1d6+0 (1-6)
*Silver Sword - 1d8+0 (1-8) [0] {Medium}
*Long Sword - 1d8+0 (1-8)
** Bonus damage to silver-sensitive monsters
*Silver Sword - 1d8+0 (1-8)
*Flaming Sword - 1d8 (1-8) [0] physical damage + 1d3 (1-3) fire damage {Medium}
*Flaming Sword - Unknown
** Grants light radius 2
** Created by dipping a Long Sword into a potion of Greek Fire or in lava


===Pointed Weapons===
===Pointed Weapons===
*Rapier - 1d7+0 (1-7)
*Dagger - 1d4+0 (1-4) [+1] {Small}
*Lightning Rapier - Unknown
*Silver Dagger - 1d4+0 (1-4) [+1] {Small}
*Spear - 1d9+1 (2-10)
** Bonus damage to silver-sensitive monsters
*Silver Spear - 1d9+1 (2-10)
*Rapier - 1d7+0 (1-7) [+2] {Medium}
*Lightning Rapier - 1d12 (1-12) [+4] {Medium} - note awesome "to hit" bonus
** Damage is type "shock" rather than type "physical"
** A lightning rapier has a number of charges, when they are exhausted it becomes a rapier
** Created by exposure to electricity (spells or dragon breath)
** Maximum charge is 99
*** The number of charges depends on how many times it is hit by the electrical blast.  Once gives the rapier 20 charges, twice gives the rapier 70 charges, etc.
** Striking an enemy with the Lightning Rapier will cause the wielder to quicken briefly.
*Spear - 1d9+1 (2-10) [0] {Large}
*Silver Spear - 1d9+1 (2-10) [0] {Large}
** Bonus damage to silver-sensitive monsters


===Blunt Weapons===
===Blunt Weapons===
*Club - 1d4+1 (2-5)
*Club - 1d4+1 (2-5) [0] {Small}
*Torch - Unknown
*Torch - 1d5 (1-5) [-1] {Small}
*Mace - 1d6+1 (2-7)
** Damage is type "fire" rather than type "physical"
*Ice Mace - Unknown
** Grants light radius 3
*Warhammer - 2d4+3 (5-11)
** May be created by dipping a club into Greek Fire, but can be found in dungeon
*Staff 2d2+0 (2-4)
*Mace - 1d6+1 (2-7) [0] {Medium}
*Crook 2d2+0 (2-4) <small>(likely considered part of the staff category, not confirmed)</small>
*Ice Mace - +2 Cold, 1d6+1 Physical {Medium}
** Created by freezing water containing a submerged mace, then extracting mace after melting the ice
** Striking with the Ice Mace will cause the target to be slowed briefly, similar to Chilling Touch.
*Warhammer - 2d4+3 (5-11) [0] {Large}
*Earth Hammer - 2d4+5 (7-13) {Large}
** Created by dropping a Warhammer in a pit, filling the pit, and then exposing the hammer.
** When the pit is filled, a notice about a yellow glow is given.
** The Earth Hammer grants the ability "can dig".
*Staff 2d2+0 (2-4) {Large}
*Crook 2d2+0 (2-4) [0] {Large} <small>(likely considered part of the staff category, not confirmed)</small>


==Ranged Weapons==
==Ranged Weapons==
Most items in the game can be thrown 2 spaces, and do 1d2+0 damage. Tiny items, such as rings, only do 1 damage, and some items when thrown (such as staffs) do no damage at all.  Those that do special damage when thrown or fired are listed below.
Most items in the game can be thrown 2 spaces, and do 1d2+0 damage. Tiny items, such as rings, only do 1 damage, and some items when thrown (such as staffs) do no damage at all.  Those that do special damage when thrown or fired are listed below.


(# - Distance item can be thrown):Thrown damage generator (translated damage)
(# - Distance item can be thrown):Thrown damage generator (translated damage) [to-hit modifier]
*Rock - (4):1d2+2 (3-4)
*Rock - (4):1d2+2 (3-4)
*Knife - (6):1d3+2 (3-5)
*Knife - (6):1d3+2 (3-5) [+3]
*Dagger - (5):1d4+2 (3-6)
*Dagger - (5):1d4+2 [+2] (3-6)
*Silver Dagger - T(5):1d4+2 (3-6)
*Silver Dagger - (5):1d4+2 [+2] (3-6)
*Arrow (shot from a bow) - T(6):2d4+0 (2-8)
** Bonus damage to silver-sensitive monsters
*Spear - (4):1d8+2 (3-10) [+1]
*Silver Spear - (4):1d8+2 (3-10) [+1]
** Bonus damage to silver-sensitive monsters
*Torch - (5):1d5+2 (3-7) [-2]
** Damage is type "fire" rather than type "physical"
** While not ineffective as a weapon primary reason for throwing torches is illumination
*Arrow (shot from a bow) - (6):2d4+0 [0] (2-8)
*Flaming Arrow (shot from a bow) - Unknown
*Flaming Arrow (shot from a bow) - Unknown
** Created by dipping arrows into Greek Fire (or lava?)
*Bottles (empty bottle, potion) - (4):1d2 (1-2) [0]
** Note damage is no better than other items, but better range and accuracy for throwing potions.
*Ring - (7): 1 (1) [0]
** Note that while all but useless for damage (except silver ring on silver-phobes), rings throw rather well - is there some usefulness to this yet to be discovered?
*Weapons confirmed to be standard (2):1d2 (1-2) [-2]:
** Rapier, Silver Sword, Warhammer, Mace, Lightning Rapier, Crook, Short Sword, Bow, Flaming Sword, Club
[[Category:POWDER]]

Latest revision as of 19:26, 21 March 2009

POWDER homepage : POWDER Gameplay

Held Weapons

Damage is given first as the damage generator format, then translated into a damage range. Other factors can influence the damage amounts, as well. Most items can give 1d2 (1-2) damage when wielded. In addition to differences in damage, weapons can have a bonus or malus to their chance to hit, show in square brackets (e.g. [+1]). This makes a rapier an excellent weapon for an unskilled character; the bonus to hit allows you to be fairly effective even with no weapon skill. Included in {curly brackets} is the size of the weapon, important principally because one of your three possible weapon skill stars comes from skill with weapons of a given size.

Edged Weapons

  • Knife - 1d3+0 (1-3) [+1] {Tiny; Small for skill purposes}
  • Short Sword - 1d6+0 (1-6) [0] {Small}
  • Long Sword - 1d8+0 (1-8) {Medium}
  • Silver Sword - 1d8+0 (1-8) [0] {Medium}
    • Bonus damage to silver-sensitive monsters
  • Flaming Sword - 1d8 (1-8) [0] physical damage + 1d3 (1-3) fire damage {Medium}
    • Grants light radius 2
    • Created by dipping a Long Sword into a potion of Greek Fire or in lava

Pointed Weapons

  • Dagger - 1d4+0 (1-4) [+1] {Small}
  • Silver Dagger - 1d4+0 (1-4) [+1] {Small}
    • Bonus damage to silver-sensitive monsters
  • Rapier - 1d7+0 (1-7) [+2] {Medium}
  • Lightning Rapier - 1d12 (1-12) [+4] {Medium} - note awesome "to hit" bonus
    • Damage is type "shock" rather than type "physical"
    • A lightning rapier has a number of charges, when they are exhausted it becomes a rapier
    • Created by exposure to electricity (spells or dragon breath)
    • Maximum charge is 99
      • The number of charges depends on how many times it is hit by the electrical blast. Once gives the rapier 20 charges, twice gives the rapier 70 charges, etc.
    • Striking an enemy with the Lightning Rapier will cause the wielder to quicken briefly.
  • Spear - 1d9+1 (2-10) [0] {Large}
  • Silver Spear - 1d9+1 (2-10) [0] {Large}
    • Bonus damage to silver-sensitive monsters

Blunt Weapons

  • Club - 1d4+1 (2-5) [0] {Small}
  • Torch - 1d5 (1-5) [-1] {Small}
    • Damage is type "fire" rather than type "physical"
    • Grants light radius 3
    • May be created by dipping a club into Greek Fire, but can be found in dungeon
  • Mace - 1d6+1 (2-7) [0] {Medium}
  • Ice Mace - +2 Cold, 1d6+1 Physical {Medium}
    • Created by freezing water containing a submerged mace, then extracting mace after melting the ice
    • Striking with the Ice Mace will cause the target to be slowed briefly, similar to Chilling Touch.
  • Warhammer - 2d4+3 (5-11) [0] {Large}
  • Earth Hammer - 2d4+5 (7-13) {Large}
    • Created by dropping a Warhammer in a pit, filling the pit, and then exposing the hammer.
    • When the pit is filled, a notice about a yellow glow is given.
    • The Earth Hammer grants the ability "can dig".
  • Staff 2d2+0 (2-4) {Large}
  • Crook 2d2+0 (2-4) [0] {Large} (likely considered part of the staff category, not confirmed)

Ranged Weapons

Most items in the game can be thrown 2 spaces, and do 1d2+0 damage. Tiny items, such as rings, only do 1 damage, and some items when thrown (such as staffs) do no damage at all. Those that do special damage when thrown or fired are listed below.

(# - Distance item can be thrown):Thrown damage generator (translated damage) [to-hit modifier]

  • Rock - (4):1d2+2 (3-4)
  • Knife - (6):1d3+2 (3-5) [+3]
  • Dagger - (5):1d4+2 [+2] (3-6)
  • Silver Dagger - (5):1d4+2 [+2] (3-6)
    • Bonus damage to silver-sensitive monsters
  • Spear - (4):1d8+2 (3-10) [+1]
  • Silver Spear - (4):1d8+2 (3-10) [+1]
    • Bonus damage to silver-sensitive monsters
  • Torch - (5):1d5+2 (3-7) [-2]
    • Damage is type "fire" rather than type "physical"
    • While not ineffective as a weapon primary reason for throwing torches is illumination
  • Arrow (shot from a bow) - (6):2d4+0 [0] (2-8)
  • Flaming Arrow (shot from a bow) - Unknown
    • Created by dipping arrows into Greek Fire (or lava?)
  • Bottles (empty bottle, potion) - (4):1d2 (1-2) [0]
    • Note damage is no better than other items, but better range and accuracy for throwing potions.
  • Ring - (7): 1 (1) [0]
    • Note that while all but useless for damage (except silver ring on silver-phobes), rings throw rather well - is there some usefulness to this yet to be discovered?
  • Weapons confirmed to be standard (2):1d2 (1-2) [-2]:
    • Rapier, Silver Sword, Warhammer, Mace, Lightning Rapier, Crook, Short Sword, Bow, Flaming Sword, Club