Descend into the depths of the dungeon until you reach the foul daemon known as "He who the author cannot spell consistently", or, Baezl'bub. When you have slain Baezl'bub in heroic combat, or, if Baezl'bub dies in any way, retrieve his black heart and bring it to the surface world.
To understand POWDER, you should first understand roguelikes.
"Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
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