Difference between revisions of "POWDER Gameplay"

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= Overview =
= Overview =


This page is to discuss frequent POWDER gameplay questions.  Feel free to add new categories or improve the answers within categories.  We might want to separate spoiler/non-spoiler issues at some point - for now assume everything to be possible spoiler.
This page is to discuss frequent [[POWDER]] gameplay questions.  Feel free to add new categories or improve the answers within categories.  We might want to separate [[spoiler]]/non-spoiler issues at some point - for now assume everything to be possible spoiler.


= Deities =
= Deities =


There are many gods that will be the main audience during the adventure. Each has it's own likes and dis-likes and will likely smite you if you piss them off. Likes may include a "dress code", specific to each deity and reflective of the class they represent.
There are many [[god]]s that will be the main audience during the adventure. Each has its own likes and dislikes and will likely smite you if you anger them. Likes may include a "dress code", specific to each deity and reflective of the class they represent.


=== God Points ===
=== God Points ===
Picking "Pray" on the verb list shows a list of the gods, set up like this:
Picking "Pray" on the verb list (or pressing "_" using keyboard commands) shows a list of the gods, set up like this:
God: n???? (n????)
God: n???? (n????)
Like this:
Like this:
"No one God: 0 (0)"
"No one God: 0 (0)"
What are these numbers? Described in [http://angband.oook.cz/rgrm.php?showpost=102997 a newsgroup post].
What are these numbers? Described in [http://angband.oook.cz/rgrm.php?showpost=102997 a newsgroup post].
These numbers change depending on your actions. In a nutshell, the number on the right states the "quantity" of any action the god might do (heal you a little or a lot) and the number on the left states the chances of that god of taking action. If it's positive, the higher the more often he will intervene in your favor. If it's negative, the opposite is true.
These numbers change depending on your actions. In a nutshell, the number on the right states the "quantity" of any action the god might do (e.g., heal you a little or a lot) and the number on the left states the chances of that god of taking action. If it is positive, the higher the more often he will intervene in your favor. If it is negative, the opposite is true.


== no one god ==
== no one god ==
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'''Dress Code'''
'''Dress Code'''
Dressing like a fighter requires heavy armour:
Dressing like a fighter requires heavy [[armour]]:
* Iron Helm
* Iron Helm
* Tower Shield
* Tower Shield
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* Iron Shoes
* Iron Shoes


This results in getting regeneration
This results in getting regeneration.


== Belweir ==
== Belweir ==
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'''
'''
Dress Code'''
Dress Code'''
Dressing like a wizard not only makes you look silly and please Belweir, it also accelerates your Mana regeneration.  
Dressing like a wizard not only makes you look silly and please Belweir, it also accelerates your [[Mana]] regeneration.  
* Floppy Hat
* Floppy Hat
* Plain Robe
* Plain Robe
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'''
'''
Dress Code'''
Dress Code'''
Dressing as a Rogue requires:
Dressing as a Ranger requires:
* Leather Cap
* Leather Cap
* Bow
* Bow
* Studded Leather Tunic
* Studded Leather Tunic
* Hiking Boots
* Hiking Boots
(While Quizar is the "patron god of rogues", the dress code is a ranger dress code and I have seen the messages for the dress code refer to looking like a "ranger". -- RDH)


== Tlosh ==
== Tlosh ==
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'''
'''
Dress Code'''
Dress Code'''
Since Powder 079 it should be possible to dress as a Cleric. It might involve a book and amulet, but nothing is confirmed.
Since Powder 079 it should be possible to dress as a Cleric. It might involve a book and [[amulet]], but nothing is confirmed.


== ><0|V| ==
== ><0|V| ==
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How do you avoid being turned into an object d'art?
How do you avoid being turned into an object d'art?


*Kill it from range - For this, you will need either to be fast, or preferably, to be able to jump, so you can keep your distance, and either spells, wands or a stack of thrown weapons large enough to kill it.  
*Kill it from range - For this, you will need either to be fast, or preferably, to be able to jump, so you can keep your distance, and either spells, wands or a stack of thrown weapons large enough to kill it. You can also slow the cockatrice as an alternative to making yourself fast.


*Amulet of Unchanging - This stops you from being petrified, but may be difficult to find.
*Amulet of Unchanging - This stops you from being petrified, but may be difficult to find. Note that you must be wearing it when you would be petrified. Wearing the amulet when hit by the cockatrice, but taking it off before the stoning process attempts to complete the transformation will lead to a tragically unnecessary demise.


*Acid Potion - Drink while hardening to remove the effect. Can't drink potions if you're already full--if you are next to a wall, throw the potion at it and the splash damage will stop the stoning.
*Acid Potion - Drink the potion while hardening to remove the effect. You cannot drink potions if you are full--if you are next to a wall, throw the potion at it and the splash damage will stop the stoning.


*Polymorph - Polymorphing yourself cures you, and you won't keep on hardening after changing back into yourself. Polymorphing into something with unchanging can prevent hardening. Polymorphing the cockatrice may, at least temporarily, turn it to something easier to deal with (or it may not - I don't recommend using this, expect as a last resort).
*Polymorph - Polymorphing yourself cures you, and you won't keep on hardening after changing back into yourself. Polymorphing into something with unchanging can prevent hardening. Polymorphing the cockatrice may, at least temporarily, turn it to something easier to deal with (or it may not - I don't recommend using this, expect as a last resort). Also, killing a polymorphed creature returns it to its original state, so you have to deal with it without killing it, or you are back to where you started.


*Stone to flesh spell
*Stone to flesh spell
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*Kill it from range - Green dragons are the only dragons without a breath weapon. See the entry on cockatrices.
*Kill it from range - Green dragons are the only dragons without a breath weapon. See the entry on cockatrices.


*Poison resistance - Even with poison resistance, the dragon's poison will deal about 30 points of damage, but by itself, that is not enough to kill most characters.
*Poison Resistance - Even with poison resistance, the dragon's poison will deal about 30 points of damage, but that is not enough to kill most characters.


*Spells - Cure poison will solve the problem, and Slow Poison can give you time so you can find a solution.
*Spells - Cure Poison will solve the problem, and Slow Poison can give you time so you can find a solution.


*Polymorph - If you polymorph yourself, you will not suffer from the poison in your new form, but will have to deal with it once you change back to your original form. Also consider polymorphing the green dragon if you're about to be poisoned, and have no way to deal with it.
*Polymorph - If you polymorph yourself, you will not suffer from the poison in your new form, but will have to deal with it once you change back to your original form. Also consider polymorphing the green dragon if you are about to be poisoned, and have no way to deal with it.


== Water Elementals ==
== Water Elementals ==


Sure, you've killed the water elemental.  But you still can't breathe!
Sure, you have slain the dreaded water elemental, Hero.  But you still can't breathe!


*Breathless - There are some artifacts that grant you this intrinsic. If you don't need oxygen, choking isn't a problem, is it?
*Breathless - There are some artifacts that grant you this intrinsic. If you don't need oxygen, choking isn't a problem, is it?
*Macho Priest - At least one player reports having survived by having a lot of hit points and the Heal spell.


= Identifying Items =
= Identifying Items =
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*Greek fire - Dipping a long sword will cause it to catch fire.  This only works for regular longswords, not silver.  Will turn clubs into torches.  May work on other wooden items such as crooks or wooden shields (unconfirmed).
*Greek fire - Dipping a long sword will cause it to catch fire.  This only works for regular longswords, not silver.  Will turn clubs into torches.  May work on other wooden items such as crooks or wooden shields (unconfirmed).
*Acid - Will destroy most any item dipped in.  One way to remove cursed items that you'd rather wear.
*Acid - Will destroy most any item dipped in.  One way to remove cursed items that you'd rather destroy than wear.
*Mana - Dipping wands or books will recharge them.
*Mana - Dipping wands or books will recharge them.
*Poison - Will coat your item with slime.  If you are going to poison a weapon with the intent to wield it, make sure it is equipped before dipping.  Otherwise you will be poisoned upon equipping.
*Poison - Will coat your item with slime.  If you are going to poison a weapon with the intent to wield it, make sure it is equipped before dipping.  Otherwise you will be poisoned upon equipping. You will also poison the meat of anything killed with it.
*Cure - Dipping a poisoned item will remove the poison.
*Cure - Dipping a poisoned item will remove the poison.
*Holy or Cursed Water - Will change status of an item if not already the same as the water.
*Holy or Cursed Water - Will change status of an item if not already the same as the water.
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= Intrinsics =
= Intrinsics =


There are many stat changes you can go through. This is an uncomplete list, focusing on harmful intrinsics and their respective remedies.
There are many state changes you can go through. This is an incomplete list, focusing on harmful intrinsics and their respective remedies.


*Poisoned - Varies from mild to deadly.  Cured with Cure potion, deity intervention.  Will also fade eventually.
*Poisoned - Varies from mild to deadly.  Cured with Cure potion, deity intervention, or the Cure Poison spell.  Will also fade eventually.
*Aflame - Will fade eventually.  Quenched by throwing bottle of water against an adjacent wall or creature.
*Aflame - Will fade eventually.  Quenched by throwing bottle of water against an adjacent wall or creature.
*Hardening - Cured with Acid potion, polymorphing self, or deity intervention.
*Hardening - Cured with Acid potion, polymorphing self, or deity intervention. Prevented from completion by Unchanging.
*Blind - Fades eventually.
*Blind - Fades eventually. Allows telepathy to function.
*Strangled - Equip water breathing item.  Will fade eventually.
*Strangled - Equip water breathing item.  Will fade eventually.
*Bleeding - Remove item causing effect, dip in holy water if item is cursed.
*Bleeding - Remove item causing effect, dip in holy water if item is cursed.

Revision as of 04:50, 26 February 2008

P6.jpg

Overview

This page is to discuss frequent POWDER gameplay questions. Feel free to add new categories or improve the answers within categories. We might want to separate spoiler/non-spoiler issues at some point - for now assume everything to be possible spoiler.

Deities

There are many gods that will be the main audience during the adventure. Each has its own likes and dislikes and will likely smite you if you anger them. Likes may include a "dress code", specific to each deity and reflective of the class they represent.

God Points

Picking "Pray" on the verb list (or pressing "_" using keyboard commands) shows a list of the gods, set up like this: God: n???? (n????) Like this: "No one God: 0 (0)" What are these numbers? Described in a newsgroup post. These numbers change depending on your actions. In a nutshell, the number on the right states the "quantity" of any action the god might do (e.g., heal you a little or a lot) and the number on the left states the chances of that god of taking action. If it is positive, the higher the more often he will intervene in your favor. If it is negative, the opposite is true.

no one god

Description

  • Class: Adventurer
  • Stat gain: +5/+5

Klaskov

Description

  • Class: Fighter
  • Stat gain: +15/+0

Dress Code Dressing like a fighter requires heavy armour:

  • Iron Helm
  • Tower Shield
  • Plate Mail
  • Iron Shoes

This results in getting regeneration.

Belweir

Description

  • Class: Wizard
  • Stat gain: +0/+15

Dress Code Dressing like a wizard not only makes you look silly and please Belweir, it also accelerates your Mana regeneration.

  • Floppy Hat
  • Plain Robe
  • two rings
  • Pointed Slippers

Quizar

Description

  • Class: Rogue
  • Stat gain: +10/+5

Dress Code Dressing as a Ranger requires:

  • Leather Cap
  • Bow
  • Studded Leather Tunic
  • Hiking Boots

(While Quizar is the "patron god of rogues", the dress code is a ranger dress code and I have seen the messages for the dress code refer to looking like a "ranger". -- RDH)

Tlosh

Description

  • Class: Necromancer
  • Stat gain: +5/+10

H'ruth

Description

  • Class: Barbarian
  • Stat gain: +20/+0

Pax

Description

  • Class: Cleric
  • Stat gain: +10/+10

Dress Code Since Powder 079 it should be possible to dress as a Cleric. It might involve a book and amulet, but nothing is confirmed.

><0|V|

Description

  • Class: Cultist
  • Stat gain: Based on faction with Xom.

Feared Monsters

Specific monsters that cause the most grief and ideas about what to do about them.

Cockatrices

How do you avoid being turned into an object d'art?

  • Kill it from range - For this, you will need either to be fast, or preferably, to be able to jump, so you can keep your distance, and either spells, wands or a stack of thrown weapons large enough to kill it. You can also slow the cockatrice as an alternative to making yourself fast.
  • Amulet of Unchanging - This stops you from being petrified, but may be difficult to find. Note that you must be wearing it when you would be petrified. Wearing the amulet when hit by the cockatrice, but taking it off before the stoning process attempts to complete the transformation will lead to a tragically unnecessary demise.
  • Acid Potion - Drink the potion while hardening to remove the effect. You cannot drink potions if you are full--if you are next to a wall, throw the potion at it and the splash damage will stop the stoning.
  • Polymorph - Polymorphing yourself cures you, and you won't keep on hardening after changing back into yourself. Polymorphing into something with unchanging can prevent hardening. Polymorphing the cockatrice may, at least temporarily, turn it to something easier to deal with (or it may not - I don't recommend using this, expect as a last resort). Also, killing a polymorphed creature returns it to its original state, so you have to deal with it without killing it, or you are back to where you started.
  • Stone to flesh spell

Green Dragons

How do you avoid a quick death by poison?

  • Kill it from range - Green dragons are the only dragons without a breath weapon. See the entry on cockatrices.
  • Poison Resistance - Even with poison resistance, the dragon's poison will deal about 30 points of damage, but that is not enough to kill most characters.
  • Spells - Cure Poison will solve the problem, and Slow Poison can give you time so you can find a solution.
  • Polymorph - If you polymorph yourself, you will not suffer from the poison in your new form, but will have to deal with it once you change back to your original form. Also consider polymorphing the green dragon if you are about to be poisoned, and have no way to deal with it.

Water Elementals

Sure, you have slain the dreaded water elemental, Hero. But you still can't breathe!

  • Breathless - There are some artifacts that grant you this intrinsic. If you don't need oxygen, choking isn't a problem, is it?
  • Macho Priest - At least one player reports having survived by having a lot of hit points and the Heal spell.

Identifying Items

Many items can be identified relatively safely, without the use of an Identify scroll or spell.

Potions

The following potions may be identified by the following experimental dipping.

  • Greek fire - Dipping a long sword will cause it to catch fire. This only works for regular longswords, not silver. Will turn clubs into torches. May work on other wooden items such as crooks or wooden shields (unconfirmed).
  • Acid - Will destroy most any item dipped in. One way to remove cursed items that you'd rather destroy than wear.
  • Mana - Dipping wands or books will recharge them.
  • Poison - Will coat your item with slime. If you are going to poison a weapon with the intent to wield it, make sure it is equipped before dipping. Otherwise you will be poisoned upon equipping. You will also poison the meat of anything killed with it.
  • Cure - Dipping a poisoned item will remove the poison.
  • Holy or Cursed Water - Will change status of an item if not already the same as the water.

Wands

Use wands under under the following circumstances to identify.

Targeting an item

  • Polymorph - Great way to turn throwaway books into useful ones, same for scrolls, wands, etc.
  • Teleport - Item will be relocated elsewhere.
  • Fire
  • Ice
  • Digging
  • Create monster

Targeting a creature or self

  • Invisibility
  • Speed
  • Slow
  • Polymorph - I'd recommend on testing with an item first.
  • Teleport
  • Fire
  • Ice
  • Digging

Targeting an empty tile

  • Fire
  • Ice
  • Digging
  • Create monster

If no effect seen on creature or item

  • Wand of nothing

Intrinsics

There are many state changes you can go through. This is an incomplete list, focusing on harmful intrinsics and their respective remedies.

  • Poisoned - Varies from mild to deadly. Cured with Cure potion, deity intervention, or the Cure Poison spell. Will also fade eventually.
  • Aflame - Will fade eventually. Quenched by throwing bottle of water against an adjacent wall or creature.
  • Hardening - Cured with Acid potion, polymorphing self, or deity intervention. Prevented from completion by Unchanging.
  • Blind - Fades eventually. Allows telepathy to function.
  • Strangled - Equip water breathing item. Will fade eventually.
  • Bleeding - Remove item causing effect, dip in holy water if item is cursed.
  • Amnesic - Will fade quickly once soul sucker is killed.
  • Confused - Fades quickly.
  • Slow - Will fade eventually. Zapping self with wand of speed does not help.
  • Buried - Teleport or dig yourself out.
  • Deaf - Fades eventually.
  • Sensitive to Silver - Permanent intrinsic. Achieved by eating liches, daemons, ice daemons, Baezl'bub.
  • Sensitive to Gold - Fades quickly. Caused by Gold Beetles.