Noise

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Both the avatar and monsters make noise as they move about the dungeon. Particularly noisy creatures are likely to be heard at a distance, and may also wake sleeping creatures nearby. (However, hearing creatures in advance is not something you can rely on -- see below!) Deaf monsters, naturally, cannot hear anything.

Noise levels range from 0 to 4 (or more) which gives the distance in squares at which they can be heard (if you're lucky). When examining creatures, or yourself, the noise levels starting at 0 are reported as "silent", "quiet", "noisy", "loud", and "very loud" (Anything above noise level 3 is "very loud"). (In item descriptions, noise level 2 ("noisy") is instead dubbed "average".) The avatar defaults to noise level 1, and various monster forms have their own base noise levels. Any creature can make more noise if they are wearing noisy equipment; Footwear, shields, and weapons only make noise when actually used, but other slots (notably body armor) make noise every round. Having the Noisy intrinsic (Squeaky Shoes!) adds a level 3 noise every round, even if you're not walking. When in combat, the attacker's weapon, and the defender's armour, also make extra noise, according to the items involved.

Any time the avatar makes a noise that's "loud" (level 3) or worse, they have a 1 in 30 chance of losing piety with Quizar, 1 point for each noise level above 2. This is not the accumulated level described below, but applies separately to each source of noise. So, Banded Mail, Noisy, and a Gold Necklace (all "loud") means three chances per turn to lose a point of piety, not one chance to lose 2 or 3 points.

Noise is recomputed each round, and has no duration of its own. Noises accumulate each round as follows:

  • Your noise level starts at your natural noise level (1 for the adventurer).
  • Any "noises" at level 0 ("silent") do not add to your noise level. Otherwise...
  • A noise at your current noise level will raise your noise level by one
  • A noise one level lower has a 50% chance of bumping up your noise level, two levels lower has a 25% chance, etc..
  • A noise higher than your current noise level, replaces your noise level and may add 1 for the lesser (original) noise as above.
  • Anytime noise is reported, it will randomly report any value from 0 to the creature's current noise level, so even the noisiest creature can't be heard every round.

Example 1: A Cave Troll has natural noise level 2. If it's wearing chainmail (also noise level 2), that would raise its "walking-around" noise level to 3. But any time the troll swings its warhammer, that dominates with noise level 4, and the other (level 3) noise gives a 50% chance of an additional bump.

Example 2: A human avatar (basic noise level 1) wears a pair of clogs (noise level 3)... which also turn out to be Squeaky Shoes. Assuming their other armor is silent, they will be "loud" (3) even at rest, with a 25% chance of being "very loud" (4). When walking, they will be "very loud", with a 12.5% chance of a further boost to noise level 5.

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