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YAAP: POWDER v104 (I felt like Superman)

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Lim-Dul

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Apr 25, 2008, 6:53:02 PM4/25/08
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Well - if you read my previous posts my victory was just a matter of
time. =)

I described my character more or less in the Leap Attack thread although
in the end he collected even more ridiculously overpowered weapons - I
mean, c'mon, not counting the magical enhancements:

- 2d5+1+1 fire + 1d8 physical (and holy and silver)
- 2d7+3 (! 0_o) cold + 1d8 physical
- 2d3+3 (death - nice draining -.-) + 1d6 (and some armor as well!)
- 2d7+3 (death) + 1d6 (worse armor than above)
- 2d7+3 cold + 2d4+3 physical (0_o) (warhammer)

And the plate mail with light radius 3 I got early on? Or the reflective
amulet? I even got a breathless sword and some life saved item
(admittedly I had an uber-good ring with life saved but I died on depth
4 or something ^^).
I even lost some valuable artifacts (like a 2d7+1 light sword and a cool
silver spear) because of turning my DS off without saving...

When I got to over 1000 faction with Klaskov and completed my fighter
outfit the game started being obscenely easy. There wasn't a single and
I really mean NOT A SINGLE enemy in the game that could have hurt me
really badly even when surrounding me from all sides (and I could always
teleport out - doh) when I used the right combination of weapons and
rings. Cockatrices and green dragons? Don't make me laugh - they
couldn't even survive my barrage of spears I threw at them at first
sight and later on I was killing them faster than you can spell their
names...
I finished the game with 5694 Klaskov faction, 2517 H'ruth and even 473
Xom - they were all helping me ALL the time. When some smart-ass god
(all the others were at around -1000 except for Pax at -500) polymorphed
me into some useless creep I wasn't able to change back through dying
because my worshipped gods constantly healed me... Bah...
I haven't used a single heal or anything for Baezl'bub - he died in god
(Klaskov :-D) knows how few turns when I bashed him with my cold sword.
He managed to bring me down to around 100 hp or something - wow, what a
guy - I had more problems with water elementals before getting the
breathless sword (but I killed like 16 of them anyway). Living frosts
fell to my fiery sword faster than Giant Rats and any living creature
(strangely enough golems seem to count as living as well) was
mercilessly drained by my death swords...
The most useless skill in the game from my point of view was Endure
Hunger - I would've had much more MP if I hadn't been full half the
time. At a certain point I even unlearned this skill but wanted to have
it back to look more awesome in my char dumps. ;-)
You don't see the weapon I started (well, at least found it early on)
the game with in this dump - it was a Holy rapier I brought to +7 but
then threw it away when I found my powerful artifacts. Rapiers seem to
be overpowered (IMHO) as well - 1d7+2 by default? And unlike some
weapons a really useful special as well?
Besides - I was throwing lots of spears all the time as well - you can
see that I have a full stock of silver, holy and +1 ones and I could've
found more if I had taken the time to identify them all.

My only problem with the game in general is that it's so damn hard to
identify stuff. I found out what all the artifacts were doing by
equipping them and using potions of enlightenment which are far more
common than scrolls of identify - even then my character was too dumb to
note what was giving him the boni so I had to write them down. ;-)
Also, why can't you change the key bindings for all the DS buttons
except for L and R? When I learned Leap Attack I wanted to have easy
access to it but for other commands as well and I didn't need casting
spells at all except for emergency situations... Like I wrote in my Leap
Attack thread I'd like to see a "quick draw/quick equip" skill that
would let you have one free equipment change per turn in POWDER since I
changed my weapons and rings all the time... Some other RLs and
pen&paper RPGs have something like that.

All in all I had a great time playing POWDER even though I'm a RL
veteran and some people say that POWDER is too simplistic. Well - for me
it's like a turn-based Diablo - quick and easy to get into and that is
fantastic - especially on handhelds. I'm considering a donation... ^^

Nevertheless I think I will have to impose some handicaps on myself for
the next playthrough because sticking to one god, especially Klaskov,
seems to make the game far too easy. Maybe a weak-ass mage or rogue will
do the trick - contrary to non-melee classes in other RLs I have no idea
how these chars are supposed to survive. OK, mages I can understand
(although I'm guessing that they have to dual-class to get some HP
going) but rogues? Barbarians? I had all their skills as a fighter and
far more HP and AC and better weapons... Unless they're getting some
kick-ass blessings from their respective gods that I don't know about I
don't see them as particularly useful.

Character dump follows:

POWDER 104
NDS Version
Name: Lim-Dul
------------------------------------------------------------------------
Physical: 213/38 (max 213)
Mental: 35/0 (max 35)
AC: 61
X: 920
Depth: 1
36849 moves over 5h51m47s
Score: 10122
------------------------------------------------------------------------
Intrinsics:
* Fire resistance
x Cold resistance
x Poison resistance
x Position fixed
x Regeneration
+ Vulnerable to fire
+ Vulnerable to cold
x Warning
+ Walk on water
+ Dodge skill
+ Moving target skill
+ Search skill
+ Evade trap skill
+ Endure hunger skill
+ Butchery skill
+ Clean kill skill
+ Charge skill
+ Leap attack skill
+ Dual wield skill
+ Ambidextrous
+ Helmet skill
+ Shield skill
+ Body armour skill
+ Boots skill
+ Cloth armour skill
+ Leather armour skill
+ Iron armour skill
+ Exotic armour skill
+ Small weapon skill
+ Medium weapon skill
+ Large weapon skill
+ Ranged weapon skill
+ Edged weapon skill
+ Blunt weapon skill
+ Pointed weapon skill
+ Improvised weapon skill
+ Bleeding wound skill
+ Disarm skill
+ Impale skill
+ Riposte skill
+ True aim skill
+ Parrying skill
+ Knockout skill
+ Stun skill
+ Knockback skill
+ Cast heal
+ Dressed as a fighter
------------------------------------------------------------------------
Spells:
+ Heal
------------------------------------------------------------------------
Skills:
+ Dodge
+ Moving Target
+ Search
+ Evade Traps
+ Endure Hunger
+ Butchery
+ Clean Kill
+ Charge
+ Leap Attack
+ Dual Wield
+ Ambidextrous
+ Helmets
+ Shields
+ Body Armour
+ Boots
+ Cloth Armour
+ Leather Armour
+ Iron Armour
+ Exotic Armour
+ Small Weapons
+ Medium Weapons
+ Large Weapons
+ Ranged Weapons
+ Edged Attacks
+ Blunt Attacks
+ Pointed Attacks
+ Improvised Attacks
+ Bleeding Wounds
+ Disarm
+ Impale
+ True Aim
+ Riposte
+ Parry
+ Knock Out
+ Stun
+ Knockback
------------------------------------------------------------------------
Equipped Items:
- +6 Iron helm on head.
- Amulet of poison resistance around neck.
- Holy +9 silver sword Treebrask in right hand.
- +4 Tower shield in left hand.
- Plate mail Zubtreewang over body.
- Holy ring of regeneration on right finger.
- Ring of fire resistance on left finger.
- +2 Iron shoes on feet.
------------------------------------------------------------------------
Artifacts:
The knife Bazbaz
This artifact grants shock resistance.
Melee: 1d4[+1] (cold), 1d3[+1] (physical)
Thrown 6: 2d3+3[+4] (physical), 1d3+2[+3] (physical)

The holy +9 silver sword Treebrask
This artifact grants cold resistance.
Melee: 2d5+1[+1] (fire), 1d8 (physical)
Thrown 2: 1d2[-2] (physical)

The rapier Barorcslug
This artifact grants poison resistance.
Melee: 1d2+2[+2] (acid), 1d7[+2] (physical)
Thrown 2: 1d2[-2] (physical)

The +2 long sword Upawangshock
This artifact grants reflective, telepathic.
Melee: 2d7+3 (cold), 1d8 (physical)
Thrown 2: 1d2[-2] (physical)

The mithril chainmail Froodybrask
This artifact grants warning, armour 6.
Melee: 2d5+1[+2] (physical)
Thrown 2: 1d2[-2] (physical)

The tower shield Smashwere
This artifact grants vulnerable to cold, life saved, armour 5.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)

The wand of trapping (4) Klaysmash
This artifact grants stoning resistance, reflective.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)

The holy wand of trapping (4) Slugtree
This artifact grants light radius 3.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)

The short sword Treeklayklay
This artifact grants search, breathless.
Melee: 1d2+2 (physical), 1d6 (physical)
Thrown 2: 3[-2] (physical)

The evil potion of enlightenment Treyamy
This artifact grants light radius 2.
Melee: 1d2 (physical)
Thrown 4: 1d2 (physical)

The wand of light (10) Treefroody
This artifact grants reflective.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)

The poisoned warhammer Treyzub
This artifact grants stoning resistance.
Melee: 2d7+3 (cold), 2d4+3 (physical)
Thrown 2: 1d2[-2] (physical)

The holy +9 short sword Omazub
This artifact grants poison resistance, armour 3.
Melee: 2d3+3 (death), 1d6 (physical)
Thrown 2: 1d2[-2] (physical)

The warhammer Treetreyorc
This artifact grants regeneration, light radius 2, armour 1.
Melee: 1d4 (light), 2d4+3 (physical)
Thrown 4: 3[-2] (physical)

The holy +3 short sword Slugzub
This artifact grants sleep resistance, armour 1.
Melee: 2d7+3 (death), 1d6 (physical)
Thrown 2: 1d2[-2] (physical)

The plate mail Zubtreewang
This artifact grants warning, light radius 3, armour 8.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
------------------------------------------------------------------------
Inventory Items:
- Bottle of unholy water.
- Knife Bazbaz.
- Holy +9 silver sword Treebrask.
- Baezl'bub's black heart.
- Rapier Barorcslug.
- +2 Long sword Upawangshock.
- Ring of polymorph.
- Holy smoke potion.
- Holy silver spear.
- Wand of polymorph (4).
- 2 Scrolls of light.
- Wand of polymorph (6).
- Mithril chainmail Froodybrask.
- Tower shield Smashwere.
- Book of bashing (6).
- Holy scroll of identify.
- Guide to armour (4).
- Manual of armour (3).
- Book of blades (4).
- Manual of guile (6).
- Scroll of magic mapping.
- Scroll of healing.
- Tome of divination (2).
- 2 Scrolls of fire.
- Holy scroll of healing.
- Wand of trapping (4) Klaysmash.
- Holy wand of trapping (4) Slugtree.
- Ring of see invisible.
- 2 Heal potions.
- Holy ring of cold resistance.
- Ring of teleport control.
- Short sword Treeklayklay.
- Wand of speed (5).
- Wand of sleep (9).
- Evil potion of enlightenment Treyamy.
- Ring of searching.
- Ring of fire resistance.
- Ring of teleportation.
- Wand of fire (7).
- Poison potion.
- 3 Cure potions.
- Holy ring of invisibility.
- Wand of ice (6).
- Wand of digging (7).
- Holy wand of invisibility (3).
- Ring of acid resistance.
- Holy cure potion.
- Wand of light (10) Treefroody.
- Ring of polymorph control.
- 4 Mana potions.
- Holy ring of regeneration.
- Staff of death.
- Utility staff.
- Amulet of poison resistance.
- Jump boots.
- Poisoned warhammer Treyzub.
- Holy +9 short sword Omazub.
- 8 Silver spears.
- Book of H'ruth (1).
- Amulet of reflection.
- Wand of teleport (9).
- 2 +1 Spears.
- Glowing y-rune.
- Warhammer Treetreyorc.
- Book of sharp points (5).
- Holy fur-lined boots.
- Holy +3 short sword Slugzub.
- +6 Iron helm.
- +4 Tower shield.
- Boots of water walking.
- Wand of polymorph (2).
- Plate mail Zubtreewang.
- +2 Iron shoes.

Best regards,
Lim-Dul

P.S. The vulnerabilities are some side effect on me munching on
everything I can find. They are temporary. :-D

P.P.S. The ring of regeneration got into the char-dump by mistake. Of
course I wasn't wearing it when in full fighter armor - I was playing
around with dual-wield on my way up and forgot to change the ring back
for my "victory pose". ^^

Lim-Dul

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Apr 25, 2008, 7:25:55 PM4/25/08
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Ah - by the way. You might notice that I have ONLY artifacts I might use
in my inventory. I got EXTREMELY lucky when it comes to artifacts on
this playthrough. If I hadn't discarded stuff I wouldn't have worn/used
because of my dress-code and such I could've filled at least 2/3 of my
inventory with artifacts - I kind you not - I might descend again and
pick them all up just to show off but that would be probably too boring.
Since in life everything has to be balanced I was extremely unlucky when
it comes to necklaces and scrolls of identify. I found just 3 of them
and I think only a dozen or so TOTAL before the library level... Of the
three necklaces one was a necklace of strangulation but the other ones
were OK...

Best regards,
Lim-Dul

Lim-Dul

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Apr 25, 2008, 7:40:16 PM4/25/08
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On 2008-04-26 01:25, Lim-Dul wrote:
> [...] I kind you not [...]

Read: I kid you not... -.-

Skjef

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Apr 26, 2008, 2:14:32 PM4/26/08
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Congrats! I've been trying to ascend for a while, but I kept getting
strangled to death by water elementals. (And then I found Stone Soup
(auto-explore is awesome)).

Key-binding is pretty easy in POWDER. Just open up the command list
with [Start], scroll to the command you want to bind, press [Select]
and the key you want it bound to. This works for all the face buttons.

Lim-Dul

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Apr 26, 2008, 5:22:56 PM4/26/08
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On 2008-04-26 20:14, Skjef wrote:
> Congrats! I've been trying to ascend for a while, but I kept getting
> strangled to death by water elementals. (And then I found Stone Soup
> (auto-explore is awesome)).

My solution to the water elementals if you don't have a breathless item:
lots of hitpoints, huge AC and a way to heal yourself. :-D

Better yet - attacking at distance...

The elementals never got close to killing me (especially after I found
my crappy breathless sword) but unlike other monsters they always made
me retreat for a while for the strangulation effect to wear off.

> Key-binding is pretty easy in POWDER. Just open up the command list
> with [Start], scroll to the command you want to bind, press [Select]
> and the key you want it bound to. This works for all the face buttons.

Hey pal! Thanks for the hint! I didn't know about the start+select
method. I assumed all keys were bound like L+R, that is directly. I
guess the answer should have been "RTFM" since it's explained in the
in-game help menu (but not in the readme and the tutorial =).

Best regards,

Lim-Dul

Jeff Lait

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Apr 27, 2008, 12:56:09 AM4/27/08
to

On the Secret Doors sign post it says:

"Note that almost any entry of the Command menu can be bound to [L] or
[R] in this way. To bind to [A] or [B] hit [Select] over the command
and then [A] or [B]. The bottom of the status line provides hints as
to the currently bound commands. After binding search, the far left
will change from M to s."

I can definitely understand why you didn't figure it out, however.
Button binding is a more esoteric art. I'm rather surprised that I
never use the buttons any more, however. The stylus proves sufficient
and is easier to wield with gloves on. (Very useful when waiting for
a train in sub-zero weather)
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)

Jeff Lait

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Apr 27, 2008, 12:57:50 AM4/27/08
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On Apr 27, 3:14 am, Skjef <dougler...@gmail.com> wrote:
> Congrats! I've been trying to ascend for a while, but I kept getting
> strangled to death by water elementals. (And then I found Stone Soup
> (auto-explore is awesome)).

People keep saying auto-explore is awesome. The concept intrigues
me. I'm not sure if it would work with my personality, as I tend to
find pleasure in the manual mapping of the level, but I do plan on
investigating it to see if there is something to learn.

Jeff Lait

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Apr 27, 2008, 1:10:26 AM4/27/08
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On Apr 26, 7:53 am, Lim-Dul <lim_d...@poczta.onet.pl> wrote:
> Well - if you read my previous posts my victory was just a matter of
> time. =)
>
> I described my character more or less in the Leap Attack thread although
> in the end he collected even more ridiculously overpowered weapons - I
> mean, c'mon, not counting the magical enhancements:
>
> - 2d5+1+1 fire + 1d8 physical (and holy and silver)
> - 2d7+3 (! 0_o) cold + 1d8 physical
> - 2d3+3 (death - nice draining -.-) + 1d6 (and some armor as well!)
> - 2d7+3 (death) + 1d6 (worse armor than above)
> - 2d7+3 cold + 2d4+3 physical (0_o) (warhammer)

Wow! That is a very awesome warhammer you located. Yeah, with that
warhammer, I'd consider switching to blunt weapons.

> And the plate mail with light radius 3 I got early on? Or the reflective
> amulet? I even got a breathless sword and some life saved item
> (admittedly I had an uber-good ring with life saved but I died on depth
> 4 or something ^^).

Ah, a little overconfident, eh?

> When I got to over 1000 faction with Klaskov and completed my fighter
> outfit the game started being obscenely easy. There wasn't a single and
> I really mean NOT A SINGLE enemy in the game that could have hurt me
> really badly even when surrounding me from all sides (and I could always
> teleport out - doh)

I always consider it a good sign in a roguelike when I look at my
final inventory after dying and say: "doh!"

> when I used the right combination of weapons and
> rings. Cockatrices and green dragons? Don't make me laugh - they
> couldn't even survive my barrage of spears I threw at them at first
> sight and later on I was killing them faster than you can spell their
> names...

Clearly, I need to simplify their spelling.

> (strangely enough golems seem to count as living as well)

Not so strange when you figure out how to make them.

> The most useless skill in the game from my point of view was Endure
> Hunger - I would've had much more MP if I hadn't been full half the
> time. At a certain point I even unlearned this skill but wanted to have
> it back to look more awesome in my char dumps. ;-)

Yeah, this is pretty useless to eat-any-thing melee fighters. It
really shines for Necromancers and Clerics. The former because they
are always transforming their food into more useful forms, and the
latter due to their piety.

> You don't see the weapon I started (well, at least found it early on)
> the game with in this dump - it was a Holy rapier I brought to +7 but
> then threw it away when I found my powerful artifacts. Rapiers seem to
> be overpowered (IMHO) as well - 1d7+2 by default? And unlike some
> weapons a really useful special as well?

1d7[+2], I believe. The square brackets denote a bonus to attack
rather than bonus to damage. Rapiers thus do slightly less damage
than a long sword but are more likely to hit.

> My only problem with the game in general is that it's so damn hard to
> identify stuff. I found out what all the artifacts were doing by
> equipping them and using potions of enlightenment which are far more
> common than scrolls of identify - even then my character was too dumb to
> note what was giving him the boni so I had to write them down. ;-)

One option is to note them by naming things in your inventory. This
saves the need for external paper. You can't name artifacts, however.

> All in all I had a great time playing POWDER even though I'm a RL
> veteran and some people say that POWDER is too simplistic. Well - for me
> it's like a turn-based Diablo - quick and easy to get into and that is
> fantastic - especially on handhelds. I'm considering a donation... ^^

Thank you very much. I'm glad you didn't find it too simplistic. I
think a lot of people confuse a streamlined interface with a
simplistic game-model. I belong to the hack-like school of thought,
so there are a lot of interactions buried in the code.

> Nevertheless I think I will have to impose some handicaps on myself for
> the next playthrough because sticking to one god, especially Klaskov,
> seems to make the game far too easy. Maybe a weak-ass mage or rogue will
> do the trick - contrary to non-melee classes in other RLs I have no idea
> how these chars are supposed to survive. OK, mages I can understand
> (although I'm guessing that they have to dual-class to get some HP
> going) but rogues? Barbarians? I had all their skills as a fighter and
> far more HP and AC and better weapons... Unless they're getting some
> kick-ass blessings from their respective gods that I don't know about I
> don't see them as particularly useful.

Rogues do well since they get both HP and MP. I usually dual-class
with Rogue and Wizard since I like having fancy spells at my
disposal. They actually tend to end up with less kick ass blessings.
You end up losing a lot of piety defending yourself from H'ruth.

> The poisoned warhammer Treyzub
> This artifact grants stoning resistance.
> Melee: 2d7+3 (cold), 2d4+3 (physical)
> Thrown 2: 1d2[-2] (physical)

With stoning resistance as well? Now that would be the most perfect
weapon to find on level 1.

Lim-Dul

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Apr 27, 2008, 11:05:24 AM4/27/08
to
On 2008-04-27 06:56, Jeff Lait wrote:
> On the Secret Doors sign post it says: [...]

>
> I can definitely understand why you didn't figure it out, however.
> Button binding is a more esoteric art. I'm rather surprised that I
> never use the buttons any more, however. The stylus proves sufficient
> and is easier to wield with gloves on. (Very useful when waiting for
> a train in sub-zero weather)

Well - shame on me for not reading everything closely. I guess that's
because I was so convinced of my status as a RL veteran that I didn't
need too many instructions for a simpler RL like POWDER. :-D

The problem with the stylus is that I have a screen-protector and it
makes the borders of the touch-screen a little bit less responsive and
less precise. Hitting the small command buttons can prove to be a chore
for me.

Besides - there's only a handful of commands I'm using with each
character on a regular basis. Binding search to a button so as to mash
it repeatedly can also be useful. Speaking of which - couldn't you add
some status line message informing the player that he is searching? I
sometimes don't know if the command registered or not when tapping it
with the stylus (see my problems above =).

Best regards,

Lim-Dul

Lim-Dul

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Apr 27, 2008, 11:06:56 AM4/27/08
to

Precisely my attitude. Auto explore? Maybe add a complete auto-play
feature? Or you could just download Progress Quest instead. ;-)

http://www.progressquest.com

Best regards,

Lim-Dul

Lim-Dul

unread,
Apr 27, 2008, 11:26:16 AM4/27/08
to
On 2008-04-27 07:10, Jeff Lait wrote:
>> - 2d7+3 cold + 2d4+3 physical (0_o) (warhammer)
>
> Wow! That is a very awesome warhammer you located. Yeah, with that
> warhammer, I'd consider switching to blunt weapons.

Yeah, it was awesome but it has been bound too late in the game. I
preferred dual wielding stuff or having huge amounts of armor.

>> And the plate mail with light radius 3 I got early on? Or the reflective
>> amulet? I even got a breathless sword and some life saved item
>> (admittedly I had an uber-good ring with life saved but I died on depth
>> 4 or something ^^).
>
> Ah, a little overconfident, eh?

Yeah well. It's not as if I don't keep dying in POWDER. I have more
YASDs now than I could care for BUT this playthrough was an exception. I
really didn't feel ANY danger at all and that was a new (awesome)
feeling in a RL. ^^
Maybe it's because artifacts were dropping like candy and the gods loved
me so much that they didn't let anything come even close to harming me.

>> When I got to over 1000 faction with Klaskov and completed my fighter
>> outfit the game started being obscenely easy. There wasn't a single and
>> I really mean NOT A SINGLE enemy in the game that could have hurt me
>> really badly even when surrounding me from all sides (and I could always
>> teleport out - doh)
>
> I always consider it a good sign in a roguelike when I look at my
> final inventory after dying and say: "doh!"

Yeah, ha, ha. "Oh, so I COULD have zapped this Ice Demon and his Living
Frost with my 2 wands of fire instead." ^^

>> when I used the right combination of weapons and
>> rings. Cockatrices and green dragons? Don't make me laugh - they
>> couldn't even survive my barrage of spears I threw at them at first
>> sight and later on I was killing them faster than you can spell their
>> names...
>
> Clearly, I need to simplify their spelling.

Like what? Cocks? :-D

>> (strangely enough golems seem to count as living as well)
>
> Not so strange when you figure out how to make them.

Yeah well. I guess it depends on the world the game is set in. Some
fantasy settings consider golems to be more mechanical-magical and some
consider them more mystical-bound-souls. I guess as an avid Terry
Pratchett fan I shouldn't argue about golems not being living things. :-D

>> The most useless skill in the game from my point of view was Endure
>> Hunger - I would've had much more MP if I hadn't been full half the
>> time. At a certain point I even unlearned this skill but wanted to have
>> it back to look more awesome in my char dumps. ;-)
>
> Yeah, this is pretty useless to eat-any-thing melee fighters. It
> really shines for Necromancers and Clerics. The former because they
> are always transforming their food into more useful forms, and the
> latter due to their piety.

Yup. Realized that on my current playthrough with a Necromancer. That is
- he sadly doesn't have this skill but another one in a previous
playthrough attempt had it.

>> You don't see the weapon I started (well, at least found it early on)
>> the game with in this dump - it was a Holy rapier I brought to +7 but
>> then threw it away when I found my powerful artifacts. Rapiers seem to
>> be overpowered (IMHO) as well - 1d7+2 by default? And unlike some
>> weapons a really useful special as well?
>
> 1d7[+2], I believe. The square brackets denote a bonus to attack
> rather than bonus to damage. Rapiers thus do slightly less damage
> than a long sword but are more likely to hit.

Yes, I know what the [+2] meant - unlike my ignorance towards
button-binding. ^^
However, I still insist that it's a pretty awesome attribute for a
weapon that does only 1 damage (tops) less than a sword. By no means do
I think that you should change it. I heard that other people were
complaining about rapiers being underpowered - the fools.

> One option is to note them by naming things in your inventory. This
> saves the need for external paper. You can't name artifacts, however.

You answered your question yourself. =)
I only cared for artifacts. ^^

> Thank you very much. I'm glad you didn't find it too simplistic. I
> think a lot of people confuse a streamlined interface with a
> simplistic game-model. I belong to the hack-like school of thought,
> so there are a lot of interactions buried in the code.

Yeah, I can see that. Even though I've been playing POWDER like a madman
for the past few days I still keep finding some awesome little surprises.

> Rogues do well since they get both HP and MP. I usually dual-class
> with Rogue and Wizard since I like having fancy spells at my
> disposal. They actually tend to end up with less kick ass blessings.
> You end up losing a lot of piety defending yourself from H'ruth.

Yeah, I noticed that it's easy to be loved by both Belweir and Quizar
when playing something even remotely resembling a ranged character.

Strangely enough my necromancer is loved more by Belweir and Quizar (and
for some completely unknown reason by Klaskov as well) than by Tlosh who
seems harder to please. In fact everybody loves Katamari, ehm, my
necromancer except for Pax and obviously H'ruth.

>> The poisoned warhammer Treyzub
>> This artifact grants stoning resistance.
>> Melee: 2d7+3 (cold), 2d4+3 (physical)
>> Thrown 2: 1d2[-2] (physical)
>
> With stoning resistance as well? Now that would be the most perfect
> weapon to find on level 1.

Sadly I found it quite late in the game...

Best regards,

Lim-Dul

Jeff Lait

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Apr 30, 2008, 2:21:24 AM4/30/08
to

I used to have output when you searched but it spammed the message
log. That is a good idea to just add "Searched" or similar to the
status line to show you just searched, however. Mind you, won't help
you know if you hit it the second time or not...

Note that you can search by tapping on yourself, thus avoiding your
edge button problem. (Yes, this is in the tutorial :>)

Jeff Lait

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Apr 30, 2008, 2:22:51 AM4/30/08
to

ProgressQuest is the wrong genre. You want:
http://www.zincland.com/7drl/savescummer
Note that Save Scummer has an optional Manual Play mode as well if you
want to end auto-play.

Jeff Lait

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Apr 30, 2008, 2:27:15 AM4/30/08
to
On Apr 28, 12:26 am, Lim-Dul <lim_d...@poczta.onet.pl> wrote:
> On 2008-04-27 07:10, Jeff Lait wrote:
>
> >> (strangely enough golems seem to count as living as well)
>
> > Not so strange when you figure out how to make them.
>
> Yeah well. I guess it depends on the world the game is set in. Some
> fantasy settings consider golems to be more mechanical-magical and some
> consider them more mystical-bound-souls. I guess as an avid Terry
> Pratchett fan I shouldn't argue about golems not being living things. :-D

POWDER ends up in the mystical bound soul camp, I believe. It is
possible the background material is contradictory, but I've read that
it is important for creators to have inconsistencies in their
universes. It gives something for the fans to argue about.

> >> You don't see the weapon I started (well, at least found it early on)
> >> the game with in this dump - it was a Holy rapier I brought to +7 but
> >> then threw it away when I found my powerful artifacts. Rapiers seem to
> >> be overpowered (IMHO) as well - 1d7+2 by default? And unlike some
> >> weapons a really useful special as well?
>
> > 1d7[+2], I believe.  The square brackets denote a bonus to attack
> > rather than bonus to damage.  Rapiers thus do slightly less damage
> > than a long sword but are more likely to hit.
>
> Yes, I know what the [+2] meant - unlike my ignorance towards
> button-binding. ^^
> However, I still insist that it's a pretty awesome attribute for a
> weapon that does only 1 damage (tops) less than a sword. By no means do
> I think that you should change it. I heard that other people were
> complaining about rapiers being underpowered - the fools.

Excellent. I am glad that the rapier is properly appreciated.

> > One option is to note them by naming things in your inventory.  This
> > saves the need for external paper.  You can't name artifacts, however.
>
> You answered your question yourself. =)
> I only cared for artifacts. ^^

Ah, but the old Nethack trick is to name non-artifacts to tell you
about the artifacts. Ie, you can name your mundane ring of light
specifically "barbaz is shock" to remember what resistance the barbaz
artifact gave.

Lim-Dul

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Apr 30, 2008, 8:22:53 AM4/30/08
to
On 2008-04-30 08:21, Jeff Lait wrote:
> Note that you can search by tapping on yourself, thus avoiding your
> edge button problem. (Yes, this is in the tutorial :>)

I solved the problem by binding search to one of the face buttons (now
that I know how to do it ^^).

Best regards,

Lim-Dul

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