Difference between revisions of "POWDER/Weapons"

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** Created by exposure to electricity (spells or dragon breath)
** Created by exposure to electricity (spells or dragon breath)
** Maximum charge is 99
** 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}
*Spear - 1d9+1 (2-10) [0] {Large}
*Silver Spear - 1d9+1 (2-10) [0] {Large}
*Silver Spear - 1d9+1 (2-10) [0] {Large}
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** May be created by dipping a club into Greek Fire, but can be found in dungeon
** May be created by dipping a club into Greek Fire, but can be found in dungeon
*Mace - 1d6+1 (2-7) [0] {Medium}
*Mace - 1d6+1 (2-7) [0] {Medium}
*Ice Mace - Unknown
*Ice Mace - +2 Cold, 1d6+1 Physical {Medium}
** Created by freezing water containing a submerged mace, then extracting mace
** 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}
*Warhammer - 2d4+3 (5-11) [0] {Large}
*Staff 2d2+0 (2-4)
*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>
*Crook 2d2+0 (2-4) [0] {Large} <small>(likely considered part of the staff category, not confirmed)</small>


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** Note damage is no better than other items, but better range and accuracy for throwing potions.
** Note damage is no better than other items, but better range and accuracy for throwing potions.
*Ring - (7): 1 (1) [0]
*Ring - (7): 1 (1) [0]
** Note that while all but useless for damage (except silver ring on silverphobes), rings throw rather well - is there some usefulness to this yet to be discovered?
** 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]:
*Weapons confirmed to be standard (2):1d2 (1-2) [-2]:
** Rapier, Silver Sword, Warhammer, Mace, Lightning Rapier, Crook, Short Sword, Bow, Flaming Sword, Club
** 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