Since Dungeons of Dredmor seems to lack any online FAQs...or instructions...or documentation...I figured that we could write one and submit it to some sites GameFAQs/Gamespot. I don't think that I'm up to writing it all myself though, so I want your input. Write up anything you think should be added and I'll add it if it's good. Here's what I have so far: Code: Dredmor FAQ ========= Controls ========= ----------------- STANDARD CONTROLS ----------------- W - Move up S - Move Down A - Move Left D - Move Right UP - Move up DOWN - Move Down LEFT - Move Left RIGHT - Move Right C - Open/Close Character Sheet I - Open/Close Inventory K - Open/Close Skills Panel M - Open Menu/Close Inventory/Close Character Sheet ESC - Open Menu/Close Inventory/Close Character Sheet [To open the menu without closing the character sheet or inventory, click the "Menu" button on the GUI] = - Speed up animations - - Slow Down Aminations Left-click - Move to Square/Pick up Object to cursor/Use interactive dungeon fixture (doors, chests, levers, refridgerators, barbecues, etc)/Interact with GUI interface Right-click - Use currently selected skill at cursor (if possible)/Use item/Select ammo, thrown weapon, etc. Alt+Left-click - Take individual item from stack of items Shift+Left-click - Pick up object directly into inventory (if possible)/Sell items (from inventory) when inside stores/Drop items (from inventory) when not in stores/Move items from belt to inventory (1-9) - Select appropriately numbered skill from skill belt Shift+(1-9) - Use (if possible) or select item from item belt -------------- DEBUG CONTROLS -------------- In debug mode, there are several additional controlsm including: B - Go to pocket dimension (even if you don't have the wizard key or the countdown hasn't reset) I - Spawns random loot in inventory Uppercase "L" - Reveal entire map for current dungeon level Lowercase "l" - Levels up the hero fifteen (15) times Uppercase "P" - Go to previous dungeon level Lowercase "p" - Go to next dungeon level/Go from wizardland to level 1 Left-click - Left-clicking on the minimap in debug mode takes you to the corresponding location Ctrl+A - Updates your autosave Alt+F4 - Exits the game without saving UNLESS YOU HAVE RECIEVED A CURSE FROM A KRONG ANVIL SINCE YOU LAST SAVED. (to reload from a point before krong's curse either kill the game from the windows task manager or {in debug mode only} use CTRL+A to autosave before using the Anvil of Krong then exit with Alt+F4 but reload from THE AUTOSAVE, NOT THE MAIN SAVE) ========= Classes ========= --------- Class Types --------- Every character class falls into one of three types, which determines what Primary Stat increases you gain from a level in that class in addition to the class's special abilities. WIZARD: ------- At each level in a wizard class, you gain 2 Sagacity, 2 Savvy, 2 Stubbornness, 1 Nimbleness, 1 Burliness, 1 Caddishness Wizard classes Include: (In the main game:) Alchemy, Astrology, Blood Magic, Fleshsmithing, Golemancy, Ley Walker, Magic Training, Necronomiconomics, Promethian Magic, Psionics, Vampirism, Viking Wizardry, Wand Lore (In the expansions:) Egyptian Magic, Emomancy, Magical Law, Tourist, Warlockery ROGUE: ------- For each level in a rogue class, you gain 2 Nimbleness, 2 Caddishness, 2 Savvy, 1 Burliness, 1 Sagacity, 1 Stubbornness Rogue Classes Include: (In the core game:) Archaeology, Archery, Artful Dodger, Assassination, Burglary, Daggers, Fungal Arts, Perception, Thrown Weapons, Tinkering (In the Expansions:) Bankster, Demonologist Paranormal Investigator, Piracy, Rogue Scientist, Werediggle WARRIOR: ------- For each level in a warrior class, you gain 2 Burliness, 2 Caddishness, 2 Stubbornness, 1 Sagacity, 1 Nimbleness, 1 Savvy Warrior Classes Include: (In the core game:) Axes, Berserker Rage, Dual Wielding, Maces, Master of Arms, Polearms, Shield Bearer, Smithing, Staves, Swords, Unarmed Combat (In the Expansions:) Battle Geology, Big-Game Hunter, Clockwork Knight, Communist, Killer Vegan ---------------- Specific Classes ---------------- ========= Rooms ========= ---------- Brax Shops ---------- Brax shops, displayed in pink on the minimap, have several special properties, the most important is that they are the only location where you can sell items for zorkmids (the currency of the game). You can also purchase a ramdom assortment of items there, if you remove one of the items being sold without paying, or if Brax takes damage, it will trigger an attack by a massive horde of monsters called Dread Collectors which continually replenishes itself until every Brax on that floor is killed. Dread collectors will not spawn on floors where you have not stolen from or attacked Brax however, even if they are still active on another floor. Selling items is done by either picking up the item to your cursor and clicking on Brax the shopkeeper (or onto an empty pedistal), or by Shift+clicking on items in your inventory while in the store; dropping items on Brax will trigger a confirmation dialog and advance the game by one tick, but shift-clicking will not Be aware that the command to quick sell things to Brax, Shift+Click is the same as the shortcut to drop items on the floor when not in a shop, so be wary of accidentally selling things that you merely mean to drop. ------------ Monster Zoos ------------ Monster Zoos, displayed in blue on the minimap, are special rooms that are filled entirely with monsters. If you can kill every monster that was inside the monster zoo when you opened it without leaving the dungeon level or visiting the pocket dimension you will recieve a random artifact upon killing the last monster. Monster zoos have the special property that all non-water tiles in the zoo are immediately ------- Shrines ------- ------------ Other Rooms ------------ ------------ ------------------- The Room of Demands ------------------- This is a room with a lever and several "runes" laying on the floor. Placing the runes in the slots north of the lever and then pulling the lever will make a vending machine appear; which type of vending machine depends on the order of the runes: (From top to bottom) Growth and Decay -> Pillars -> Scruitny = Craft Vending Machine Growth and Decay -> Scrutiny -> Pillars = Throwing Weapon Vending Machine Pillars -> Growth and Decay -> Scrutiny = Food Vending Machine Pillars -> Scruitny -> Growth and Decay = Bolt Vending Machine Scruitny -> Growth and Decay -> Pillars = Drink Vending Machine Scruitny -> Pillars -> Growth and Decay = Nothing ========= Wizardlands ========= ========= Wizardlands ========= ------------- What Are Wizardlands ------------- The "Conquest of the Wizardlands" expansion adds a new type of mini levels called "wizardlands" which are accessible from the pocket dimension ------------- Accessing Wizardlands ------------- In ------------- Resetting/Reusing the Wizardlands ------------- To make used wizardlands usable again, delete the file wkeys_all.dat
What's the purpose of the guide? To give an introduction to new players, to be a strategy guide, or to give spoilers or what? If it has multiple purposes, then you need to really break it up into 2 or 3 separate sections, and each can be treated as if it were a completely separate guide for a completely different kind of reader with a different purpose for reading that guide. I'm just speaking from my personal experience with some game guides I've encountered. The ones that are the best are the ones that cover very narrow subjects (Eg. general walkthroughs for rpgs and/or adventure games). The ones that try to cover everything at once often tend to make a mess of it. So start with the broadest overview possible in the easiest English language terms, then get into some simple specifics (character creation, the overview of the UI, movement, attacking, wearing armor, the different kinds of things you can wear or wield (swords, shields, tomes, orbs, scarves, gloves, amulets, etc.). Anything that could be considered a spoiler by any stretch of the imagination ought to be omitted from this section. Anything that gets too technical (stats and so on) needs to go into a separate section later on. It's kind of like how I learned to write an article in a journalism class. When you write a newspaper article, you have to assume that the reader may not read the whole article, (or your editor may cut it off for length to make room for an advertisement or another story). So the most basic stuff has to go first, and each successive section or paragraph can start covering more and more specific stuff.
Considering what sort of "game FAQs" you can usually find on that site, I wager a guess it is one supposed to help those who can't win do it with the least effort. An almost-cheating guide, so to say.
That's part of it. But I also want to write something to make up for the game's lack or a proper instruction manual and similar documentation.
Code: ------- Shrines ------- Inconsequentia ------ The shrine of Inconsequentia (displayed as a yellow exclamation point on the minimap when unused and as a grey exclamation point after it is used) tasks the player with a random sidequest for which the player will be rewarded with a random artifact upon its completion. The quests usually involve either bringing a random nonequippable item (spawned either somewhere on the level or in the player's inventory) to The Eyeball Shrine or The Mellow Shrine or The Monolith, finding a specific item in the current dungeon level, defeating a boss version of a monster, defeating a group of regular monsters, or some combination of these tasks. Mellow Shrine, Eyeball Shrine, and Monolith ------ These shrines are used in sidequests granted by the Inconsequentia shrine. Krong ----- The Anvil of Krong (displayed as a golden anvil on the minimap when unused) will randomly add bonuses or penalties to an equippable item placed on it (pick up the item with the cursor and then select the anvil while standing adjacent to it). It has a Five in Seven chance of adding an bonus averaging about two points distributed among random stats, and a two in seven chance of adding a penalty averaging about four points, distributed among random stats. The anvil of krong does not ever seem to add or remove points in crafting skills or missile reflection. Lutefisk God ------ If a large enough number of pieces of lutefisk are brought to shrines of the Lutefisk God, the player will be rewarded with a random artifact.
Updated Shrine section with additional info from Professor Science Code: ------- Shrines ------- Inconsequentia ------ The shrine of Inconsequentia (displayed as a yellow exclamation point on the minimap when unused and as a grey exclamation point after it is used) tasks the player with a random sidequest for which the player will be rewarded with a random artifact upon its completion. The quests usually involve either bringing a random nonequippable item (spawned either somewhere on the level or in the player's inventory) to The Eyeball Shrine or The Mellow Shrine or The Monolith, finding a specific item in the current dungeon level, defeating a boss version of a monster, defeating a group of regular monsters, or some combination of these tasks. Mellow Shrine, Eyeball Shrine, and Monolith ------ These shrines are used in sidequests granted by the Inconsequentia shrine which instruct the player to take an item to the Mellow Shrine/Eyeball Shrine/Monolith. Place the item on the monolith's square. You don't even have to be next to the monolith to do it- just select the item and click on the monolith. There can only be one monolith on each dungeon level, but if you get a monolith quest there will be one on that dungeon level. You can use both items on the same monolith, so long as the monolith is on the same dungeon level you got the quest items on. All of this also applies to eyeball shrine and mellow shrine quests. Every level has a Mellow Shrine, Eyeball Shrine, or Monolith, (and no level will ever have more than one) but not every dungeon level will have a quest that uses them. Krong ----- The Anvil of Krong (displayed as a golden anvil on the minimap when unused) will randomly add bonuses or penalties to an equippable item placed on it (pick up the item with the cursor and then select the anvil; you do not need to be standing adjacent to it). It has a Five in Seven chance of adding an bonus averaging about two points distributed among random stats, and a two in seven chance of adding a penalty averaging about four points, distributed among random stats. The anvil of krong does not ever seem to add or remove points in crafting skills or missile reflection. Lutefisk God ------ If a large enough number of pieces of lutefisk are brought to shrines of the Lutefisk God, the player will be rewarded with a random artifact. All of the above mentioned types of shrines are displayed on the minimap once discovered EDIT: Also, another section that I just realized needs to be added to this guide is a list of the effects of debuffs that you apply to monsters (things like Nerve Staple and Crushed Bones and such; It's not always immediately apparent what they do to the monsters they get applied to)
Code: ------- Debuffs ------- Nerve Staple ------- 20 Turns -3 Sagacity -3 Caddishness -3 Stubbornness -3 Savvy -10 Spell Resistance +20 Existential Resist Beklam's Diminuating Calculus ------- 10 turns -3 Burliness -1 Nimbleness -2 Melee Power -3 Life (Hit-Points) The Recursive Curse ------- 10 Turns -1 Caddishness -1 Stubbornness -1 Savvy Mini Recursive Curse ------- 10 turns -1 Caddishness -1 Stubbornness -1 Savvy -1 Hp Unholy Warcry ------- 12 Turns -2 Nimbleness -3 Armor -3 Melee Power -1 Crush resist -1 Slashing resist Weak Acid Burn ------- 5 turns -4 HP -1 Armor -1 Slashing Resist -1 Crushing Resist Acid Burn ------- 5 turns -4 HP -1 Armor -1 Slashing Resist -1 Crushing Resist Strong Acid Burn ------- 8 turns -10 HP -10 Armor -5 Slashing Resist -5 Crushing Resist Projector Acid Burn ------- 8 Turns -10 Armor -5 Curshing Resist -5 Slashing Resist Crushed Bones ------- 68 turns (!?) -2 Burliness -4 Nimbleness -2 Melee Power -5 Block -3 Armor Geysering Wound ------- 4 turns -20 Block -2 Armor -3 Melee Power -1 Crushing Resist -1 Slashing Resist -1 Blasting Resist -1 Piercing Resist Bleeding Out ------- 8 Turns -1 Burliness -3 HP Crippling Wound ------- 24 turns -2 Burliness -1 Sagacity -4 Nimbleness -3 HP Arctic Swirly ------- 4 turns -1 Nimbleness -5 Dodge -1 Hyperborean Resist Arctic Vortex ------- 7 turns -1 Nimbleness -2 Dodge -1 Hyperborean Resist Stunned ------- 2 Turns -100 Crit -100 Dodge -100 Counter -20 Block -20 Spell Resistance Dazed ------- 8 turns -40 Crit -40 Dodge -30 Counter -20 Block -20 Spell Resistance The Black Spot ------- 20 Rounds -20 Counter -20 Block -20 Dodge -5 Melee Power -5 Armor -4 Crushing Resist -4 piercing Resist -4 Slashing Resist -10 Existential Resist Fleshbore ------- 4 turns -20 Block -2 Armor -3 Melee Power -1 Crushing Resistance -1 Slashing Resistance -1 Blasting Resistance -1 Piercing Resistance Mechanical Evisceration ------- 6 turns -2 Burliness -3 Nimbleness -10 Block -100 Counter -10 Spell Resistance Sand In Eyes ------- 30 Turns -1 Sight Radius -10 Enemy Dodge Reduction (EDR) -2 Trap Sight Radius The Ruin of Time ------- 24 Turns -3 Burliness -3 Armor -2 Blasting Resist Unpleasant poison ------- 20 turns -2 life regen -5 life (HP) Vile Poison ------- 30 turns -4 life regen -8 life (HP) -1 Burliness -1 Sagacity -1 Nimbleness -1 Caddishness -1 Stubbornness -1 Savvy Terrible Poison ------- 42 turns -8 life regen -10 life (HP) -2 Burliness -2 Sagacity -2 Nimbleness -2 Caddishness -2 Stubbornness -2 Savvy Inevitable Doom ------- 100 turns -4 life regen -8 life (HP) -1 Burliness -1 Sagacity -1 Nimbleness -1 Caddishness -1 Stubbornness -1 Savvy