FORUM ARCHIVED

Crafting feels overwhelming to learn

Discussion in 'Dungeons of Dredmor General' started by Chopkinsca, Feb 8, 2012.

  1. Chopkinsca

    Chopkinsca Member

    I've only put 27 hours into the game, so I still have a lot to learn. I find the crafting skills to be overwhelming. Trying to figure out what materials to keep and keeping track of all the recipes. The only 'crafting' I've done so far is making omelettes. Another issue is inventory space. I barely have space without saving any of the crafting materials.

    So, does anybody have tips to ease someone into the crafting skills?
     
  2. Essence

    Essence Will Mod for Digglebucks

    Yep: pick one and don't worry about the rest. Look at the default recipes, and pick 3-4 things you'd like to make. Write down what you need for those, and work towards them. It's generally better to pick high-end items and save up for them than it is to build low-end items (except those that are parts for high-end items). Pick things that use different raw materials so that you don't end up needing too much of any one.

    For example, pick Smithing, and determine to make yourself a Die Kohlaxe (iron), a set of Full Plate Mail (steel), a Fine Aluminum Helm (aluminum), a Bronze Aspis (bronze), some fine Bronze Greaves (bronze + gold), and a couple of Brass Rings (brass).

    Be ready to shift gears as you find advanced recipes, and save everything you don't use for your 'core set' for the purpose of making advanced-recipe stuff with it. Write down the high-end advanced recipes you find so that you'll have them ready to build toward on future runs.


    Then, when you die, start over with the same skill and choose different 'core' items to build toward. Over a dozen or so runs, you'll get a very solid idea of how to craft with that skill. Then choose a different skill. :)q
     
  3. Ruigi

    Ruigi Will Mod for Digglebucks

    Smithing is good for melee oriented builds. Tinkering is good for ranged oriented builds. Alchemy is good for magic oriented builds. fungal arts offers diverse options for alchemy. Wandcrafting is good for utility abilities like healing, but can't stand on its own.
    Smith/Tinker will give you the most options for melee and throwing oriented builds.
    Tinker/Alchemy/Wands will give you the most options for crossbow oriented builds.
    smithing/alchemy gives the most options for magic and/or throwing oriented builds.

    important resources
    smithing: iron/steel/bronze/copper/tin/coal/chalk/blackpearl
    tinkering: iron/brass/plastic/copper/steel/zinc/coal/chalk/blackpearl
    alchemy: rust/powderaluminum/aquavitae/fruit/wine/aquaregia/gems
    wands: gems/salt/sulphur
     
  4. Chopkinsca

    Chopkinsca Member

    Thanks for the answers. I think I'll try smithing for my next melee build run. I suppose it just comes down to learning the items, just like what potions/mushrooms to keep and what to get rid of.