Difference between revisions of "POWDER/Weapons"
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** Striking with the Ice Mace will cause the target to be slowed briefly, similar to Chilling Touch. | ** 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 | ** 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 |
Revision as of 16:52, 30 August 2008
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