When you save, the game ends, and when you load, the save marks itself as loaded from, and if you load it again (known as 'save scumming') you are not eligible for placement in the high scores. You only get one shot at the dungeon with each adventurer. This brings to light another part of the game: permanent death. This is determined at the beginning of each new game, requiring you to identify which type of magical item has what enchantment on it every time you have a new adventurer, and that will be quite often. Winged boots, on the other hand, may be boots of speed, boots of water-walking, or a few other specific shoe enchantments, in addition to the potential bonus and cursed/holy state. Leather sandals, for example, may have a 1 or -1 bonus applied to them or be cursed or blessed, and you will not know until you either identify them through a spell, scroll, or potion, or wear them for a while. Smitings come in the form of such actions as spontaneous immolation, cursing your equipment, polymorphing you into a ridiculously weak creature, and temporarily causing your mana to drain for a period of time.Īll of the equipment you pick up starts in an unidentified state, and certain specific items have randomly determined magical properties. These miracles range from healing you when you are injured to enchanting your weapons or simply granting you XP. Each deity prefers to see certain actions performed, and dislikes others if they like you (or hate you) enough, they may grant you a miracle (or a smiting). You receive skills and spells from your deity or from books found around the dungeon, up to a maximum determined by your physical or mental levels, which in turn are determined by which class you level as. Each time you gain a level, you can select from a list of classes determined by which patron deities like you enough, or you can forgo deities entirely and simply level as an adventurer. You move around each level of the dungeon, exploring tunnels and rooms, fighting monsters, gathering equipment, and leveling once you have gathered enough experience. POWDER is a turn-based RPG with movement based on square tiles. Your mission is to slay him and bring his black heart to the surface as a trophy. To that purpose, you have entered the dungeon containing Baezl'bub, or "He Who The Author Cannot Spell Consistently". You are an aspiring adventurer, and you have decided that you want to win glory and fame. Well, the story is primarily an excuse to have a game. The controls are comparatively simple, as the game auto-prompts you to interact with most things such as stairs and objects instead of requiring you to find the correct keyboard key, and buttons can be easily re-mapped in-game to suit your playing style. You would be surprised to find how many extra minutes you can cram into playing this game, especially as you can save at any point and can usually pick up where you left off no matter how long it has been between sessions. One of the main boons of POWDER in particular is that it was built from the ground up to support hand-held systems, and as such, it is ideal for taking with you on the road. It adheres to many of the main tenets, however, of randomly generated levels, perma-death, self-destructing saved games, complex object interactions combined with a large number of different objects, a potentially-sophisticated series of actions for identifying magical items, high difficulty, tile-based movement, a turn-based system, and combat that emphasizes tactical play. The game itself departs from the standard Rogue-likes in a few ways, some due to memory restrictions, some for ease of control, and some for enhancing the pick-up nature of the game. As of the writing of this article, it is in version 112. He has ported it to several other systems, including Windows, Linux, OSX, Nintendo DS, PSP, and GP2X. POWDER is an open-source roguelike RPG written almost exclusively by Jeff Lait for the Game Boy Advance.
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