Dungeons of Dredmor

Dungeons of Dredmor

Kerma Jul 20, 2013 @ 5:01pm
Just some tips for new players. Old player? Share your tips here!
Just going to be dropping some info I have on the game. I've played 98 hours of Dredmor and haven't beaten it yet but I've gotten as close as floor 11. I hear a lot of people saying they're not getting past floor 3 or something similar so I just feel like I should pass on some advice I have for the game. Are you a regular player as well? Pass on your advice and help people who are getting it in the sale! Anyways, on to the info-

The hardest floors/floors you should be careful and spend the most time on (of course, imo, but other people say similar things) are usually floor 1, 2, 3, 7, and 10+. Floor 1 is probably where most newbies die, whether it's the eely that spawns sometimes for no reason or accidentally stepping on 3 traps in a row or accidentally picking vampirism... And floor 2 is similar with the added risk of randomly having dwarven express posts and monster zoos. Floor 3 adds many debuffs and hard monsters to the mix, but it's doable. After 3, if you spend enough time on the first 3 floors you should be good to go until floor 7 which is when there's a random spike in difficulty. There's good drops on floor 7 though, so if you tinker around enough in floor 7-8 you should be fine for floor 10 at least.

If you have the expansion pack, use your pocket dimension as a place to put "good, but not good enough items". Things like ingots to craft or armor to sell. I wouldn't reccomend putting food or drink in there, despite food usually clogging up your inventory.

Necroeconomics is not for beginners but is a great skill tree that you should check out. Same goes for egyptian wizardry, both are really great for instantly clearing out a zoo. Necroeconomics is a danger to your health, Egyptian Wizardry is a danger to your mana bar. Enjoy the millions of hitmarker sounds.

A few newbies I talk to seem to think it's almost necessary to have a weapon proficiency, even if it's unarmed. Although it's reccomended to have one, if you're going a mage you might not need one. Tagging along blood magic or ley walking helps greatly and if you have something like Necroeconomics or Promethean Magic you can just generically fireball people. You don't really need the staff mastery, it adds a few buffs to your magic but you're better off just getting something like Magic Training.

If you're really hard pressed and want to survive to see the later floors, Go arms master and max it out. It's a really boring skill tree that just involves you wearing a heavy suit of armor with massive health regen but every time i've taken it i've gotten at least 2-3 floors deeper than I usually do. You could probably take it even on mages or rogues. But I like mixing things up so usually I just ignore it altogether.

Thrown Weapons and Archery are two really underrated skills. Try them out sometime!

Stealing from Brax has long term consequences and isn't reccomended, but if I see some godly mace in his store and really don't like where the run is going I like to try it out anyways.

Here's a more obvious one: + and - raise and lower gamespeed respectively. I like playing and the 2nd slowest setting, honestly anything higher is just asking for accidentally stepping on traps.

This is a more personal opinion, but I always go for dwarven express posts. If you see a sign with a lever around, read the sign and if it says "Dwarven Express Post." pulling the lever spawns 3 evil chests. Evil chests have a chance of spawning an insanely good artifact or a really hard monster. I usually open all 3 chests and run, because usually a monster spawns out of at least one. Run for the exit of the room, and see if you can kill the monsters because they usually drop good EXP rewards as well.

Anyways, hope at least some of my information was helpful for new players. If you're a more experienced player, why not share some of your tips here with new players as well? Anyways, hope you enjoy playing dredmor!

Last edited by Kerma; Jul 20, 2013 @ 5:05pm
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Showing 1-15 of 17 comments
Lostedge Jul 24, 2013 @ 12:20am 
Here are few obvious tips that I really would have wanted to know before playing:
- You can sell items by dragging them over Drax or placing them on empty item table
- Use your pocket dimension to store items when inventory is full
- Honestly there is not much point collecting Lutefish. Though you can get good item early, you waste lot of time doing so.
- Do not try to melee Dredmor or Vlad Digula (unless you have high dodge). Use ranged weapons, use teleportation when they get close, equip a shield that will reflect some of the spells.
- Concentrate on certain damage statistics. Instead of for example having: 1 holy, 1 piercing, 1 something else, you should go for 3 piercing (or same attack type).
- Do not sell your Drill arrowheads (Actually you should buy them so you can kill Vlad Digula or Dredmor)
Last edited by Lostedge; Jul 24, 2013 @ 4:40am
Use Horadric Lutefisk cube for lutefisk storage. Download MLP modification
Last edited by Юичка|Hail_Tea; Jul 24, 2013 @ 3:07am
Bothersome Bat Jul 24, 2013 @ 3:08am 
One thing I find somewhat useful, unless you have a plan for a certain kind of cheese, or cheese are your only healing items at the time, you should grind all of your cheeses into shredded cheese EXCEPT for the yellow holed cheese that heals for 7 HP. Shredded cheese and Diggle Eggs can be used for Cheese Omelettes, and Bread and Cheese can make Grilled Cheese. These are fairly effective healing items.
Also, you can Alt+Click something to remove one item from a stack of items. This makes it easy to sell extra crafting devices you pick up.
quiet gamer Jul 24, 2013 @ 4:22am 
I've actually played this game HEAPS and I think the furthest I ever got was floor 10 without ever actually finding dredmor, I may have even more tips in future but this is what comes to mind immediately

For starters 2 recommendations for new players: Pressing space can casue you to "wait" a turn, if a monster is 1 square away from you, it can be smart to do this to make them approach and let you strike first

Secondly while I've personally played permadeath since I got this game, beginners might want to make sure that it's NOT activated the first times they play.

Plus I'm not sure if this is still the case or not, but I remember at one point the unarmed skill tree applied its bonus while using "book" items, also "book" items apply to your ranged attacks as well as melee, unarmed strike skill may or may not also apply to ranged attacks but this may have been fixed since I noticed that.

[A way of generating large amounts of small healing items or lutefisk, maximizing the effect of those items, an easy encrusting recipe for 30 or more extra HP, and potentially a little bonus EXP]

I have a strong tendency to take the "Big game hunter" in combination with "archeologist" when I play, as a result I've wound up with a fairly effective way of generating lutefisk and/or food. Also note that I have every expansion so if I mention something you haven't heard of or can't do that may be why, I also use some community mods but I recall a large amount of this from before I ever found the steam workshop.

Having big game hunter will cause you to create various meat related items to appear quite frequently IF you put just one (1) advancement into big game hunter (More if you put in 3), new players could have a great resource for healing items right there, for some of you that may be just what you need. As certain advances of Big game hunter can increase EXP yield in defeating monsters I personally tend to raise this to rank 4 "The most dangerous game" before anything else (I only reccomend THAT to experienced players though)

To maximize either HP restorative items or lutefisk it's basically the same method, upon finding a grinder grind all "offal" and "cubes of flesh" into "ground meat", [note: I haven't actually fact checked the following example "exact" numbers of this but the concept is entirely true] while one of cube of flesh or offal restores more HP than ground meat you'll get several items of ground meat for a single offal or flesh cube. So for example if cube of flesh healed say 4, and you grinded it into 3 ground meats which heal 3 you'd have a total healing of 9 against the 4 of your meat cube you made them from.

DO NOT ever grind a "old steak", "steak", or "fresh steak", INSTEAD wait until you find a GRILL at some point in the dungeon, drag and drop any other kind of steak onto the grill and you'll get a "grilled steak". Which a) heals more=10, and b) creates more ground meat when you grind it.

(Side note: big game hunter is also very good for a certain encrusting recipe that gives you extra health, If i recall correctly you use an ingot grinder and do not even require crafting skill for it, it requires 1 steak of each type, old, fresh, grilled, and "steak". This will give you 5 extra HP each time, you can usually do it at least twice to an item safely, you can do this on pants, chest, and head item so you can usually gain a good 30 max hp this way, which really helps if you're new, HOWEVER you will need to find this encrusting recipe on a bookshelf so it won't be immediately available but I have still found it on pretty much every character I play)

As for why I mentioned archeologist you can create large amounts of ground meat using these methods which with a horadric lutefisk cube you can turn into lutefisk, you can then trade these in for artifacts at a lutefik shrine drag and drop lutefisk onto the shrine, after advancing archeologist one (1) rank you can use a power called "this belongs in a museum" on the item (provided you don't want to use or sell it) you will lose the item but gain EXP. As such you can gain some bonus EXP via lutefisk. This will not work on EVERY item, only ones with names or otherwise enhanced in some manner for example from a lutefisk shrine a krong altar, gained from an "evil chest", victory over a monster zoo (for experienced players), or potentially just found in certain areas usually with some kind of challange.

Two more small notes: If you have sufficient ability to make wands, then creating "Meat wands" will also produce lots of meat for you (As well as hurting the enemy), one of the ingredients for crafting it is the very meat it creates so as long as you have enough salt or whatever the other item is you can pretty much loop the production.

Also I've never really used the "Tourist" tree much before, but I looked at it once and a certain ability called something along the lines of "eat anything" can be used once every 5 rounds to eat pretty much any item in your inverntory for between 5 and 8 HP, you could potentially use this to eat ground meat (or lutefisk, or other below 5HP food item) for more HP than you'd normally get.
Last edited by quiet gamer; Jul 24, 2013 @ 4:48am
whoisbatman Jul 24, 2013 @ 9:26am 
If you just want an easier time to get to Dredmor, a rogue character with the crossbow skill, tinkering, perception, big game hunter and archeologist is the way to go. The two other skills are optionally whatever you want but something like artful dodger, shield bearer or unarmed combat will work.
Then here's what you do:
- Keep making those arrows whenever you find or craft ingots.
- Send artifacts you don't need to the museum.
- Win the game.
Last edited by whoisbatman; Jul 24, 2013 @ 9:26am
Haldurson Jul 24, 2013 @ 1:30pm 
Always check the game guides -- this is not just true for Dredmor, but any game that you wish to learn to play better (Shameless plug -- I wrote one of the Dredmor guides, but I do recommend all of the others).

Besides that, I want to share some of my favorite links to threads or websites that can help you play, whether you are a newbie or an old-timer (I'm the latter, but I still frequently use some of these).
Gas Lamp Games Forums: If something is known about the game, then odds are one of the people who knows it will be ready to answer your questions on these forums:

Dredmor Wiki: This Wiki is not 100% accurate on every subject nor fully up to date, but it still is a good place to look for answers to your questions:

Dredmorpedia: An amazing database covering not just the base game but some of the more popular mods. The data comes directly from the game files. It doesn't cover everything (for example, encrusting recipes), and the information is not always in as user friendly a format as the wiki, so sometimes the wiki is better for some things. But it's still great:

Project: Community Skills Guide: This is an ongoing discussion of Dredmor's skills, which skills work best together with which other skills, what are thre strengths and weaknesses of the various skills and so on. Especially see the embedded document. They've started adding discussions of some mod skills, btw:

Threads regarding Wizardland Codes: (self explanatory):

Mr. Strange's Unofficial Strategy Guide: Mr. Strange blogs about all sorts of things, many game-related, and one of his many interests happens to be Dungeons of Dredmor. I don't necessarily agree with everything he's written and some of it is undoubtedly dated. But you should still take a look, especially if you want to see someone elses take on the game, and especially on some of his recommended builds for the game:

That should be enough to keep everyone occupied for a while. There are certainly other good threads and websites and so on. But these are my top choices.
AvG Jul 25, 2013 @ 3:46pm 
Here are my more lesser known tips that may prove to be useful. Give them a shot next time you are playing.

1. Always drink fountains. There is a slim chance, between 5-10% that you receive a ten star (highest quality) ring or amulet item. Finding even one of these in the early levels will make early life considerably easier. The worst drawback is drinking acid debuff but well worth the risk for the chance of said item.

2. Never bust chests open. Wait until you have lockpicks. Many a decent item are lost when you break them open, and they serve as road blocks to creatures until they are opened.

3. Anvil of Krong are a fairly big gamble, I would stick to no more than one Anvil of Krong attempt per item you have so you don't risk losing your best items to debuffs. You can be more experimental if you have Archeology or using created gear.

4. Magic Reflect is fairly easy to obtain if you use shields. However this will only protect you from about 60% of debuffs and attacks. 30% are special abilities and the last 10% are wacky things that seem to penetrate anything. If you are going to use magic reflect you will also need magic resist which will reduce damage from anything that does get past. Magic Reflect also blocks almost all non-physical traps, like gargoyle acid arrows and fire arrow traps.

5. Many artifacts have secret abilities. There doesn't seem to be a lot of documentation about them that is easy to find. These items tend to have a straight forward name rather than a random jump of words and make things viable when they normally wouldnt.

6. In regards to resists, Voltaic (lightning), Conflagratory (fire), Acidic(green acid), and Necromantic(purple skull) are by far the most plentiful of the elemental damage in the dungeon and you should try to have plenty of these. For melee resists, Piercing is the most common damage due to diggles. Armor absorption points block each type of melee damage by 1 point. Also try to spread out your resists unless you know the floor is covered in a particular damage type. There is a robotic, cold, fire, and toxic/acid floor for example.

7. Magic creatures will corrupt your gear in melee, and there is a few that will corrupt at range. You will want to deal with them as quickly as possible and at range at all costs. Your gear will get negative stats quickly in close combat. There is usually a hint in their description, the two that stand out are pink magic golems and purple magic dragons. Use ranged attacks to take them out quickly or disable them with certain skills.

8. The skills you take affect your base stats each level up. That is what the bar is showing next to your level. This includes the first 7 skills you choose and gives a rough indicator of how your character will develop. A character that has all rogue skills will have amazing dodge and sneak skills that would be fairly difficult to reach verses a hybrid. This also enhances bonuses on your gear at high levels towards your specialization.
Puntzi Jul 25, 2013 @ 3:57pm 
Save often.
Haldurson Jul 27, 2013 @ 8:21am 
I have some tips about builds -- most are probably obvious to old-timers.

With every build, you might want to think about a few things:
1. You need to survive long enough to level the first time. Sometimes this is as simple as choosing a skill that gives you an item at the start that will help keep you alive, sometimes it's a skill that gives you a default special attack, sometimes its a skill that gives you defense. Examples of this include Thrown Weapons, Crossbow, Berserker rage, Daggers, Communism, and Tourist

2. You need to survive the first few levels. This means you want a skill or skills that have fast pay-offs, such as an early pet, the ability to craft things that you can make use of early, that give you even more attack or defense, and so on. Skills in this category included Shield Mastery, Master of Arms, Fungal Arts, Alchemy, Tinkering, Smithing, Golemancy, the various weapon skills, unarmed, etc.

3. You need to survive monster zoos. That means that you need everything I mentioned before PLUS skills that allow you to run away, as well as skills to allow you to kill massed swarms of enemies. Skills like this include (for running away) Dodge, Burglary, Mathemagics, Ley Walker. For killing swarms, this includes skills such as Clockwork Knight, Warlockery, Promethean Magic, Egyptian Magic, Necronomiconomics, Fleshsmithing, and Rogue Scientist.

Also, you need to think about what skills work best with which other skills (ie. synergies). Part of this is understanding which are the primary stats needed for a type of build.

The easiest type of build to understand is the generic Mage build (there are special cases, but this works for most Mage builds). The most imporant stats for a mage are:
Magic Power, Haywire Chance, Mana, and Mana regen. Depending on the specifics, Mana and Mana Regen may be less important, simply because skills like Blood Magic and Ley Walker may totally eliminate (in most cases) their importance. For other builds, they may be critical -- some builds simply require more mana than others. Ones that depend on very mana-intensive buffs (such as Astrology or Egyptian Magic) tend to be in that category.

A good rule of thumb for Mage builds is that every mage skill you choose will tend to improve your magic power and haywire chance more than any non-mage skill. So mage skills work best with other mage skills.

(Continued in my next post).
Haldurson Jul 27, 2013 @ 8:40am 
Melee builds are more complicated, because gear that improves one set of melee stats the best sometimes acts to reduce different melee stats. (eg. Warrior vs. Rogue stats). The difference tends to be that warrior stats are what allow you to survive being hit the most, whereas rogue stats tend to be more about damage avoidance. The problem though is less about the skills, and more about the gear. Heavy armor tends to reduce your nimbleness, which in turn, reduces your dodge chance, enemy dodge reduction, counter chance, and sneakiness. Most of the best armor tends to favor warriors over rogues. Furthermore, you can't totally keep from getting hit. So I tend to favor defense over avoidance, or some combination of the two. Going the all-avoidance route is very risky and requires a great deal of luck in getting just the right gear.

Melee builds require defense of some kind, and it's not a great idea to depend on the luck of getting the best gear. So I always choose 1 or 2 of the following skills for a melee build: Master of Arms, Shield Mastery, Artful Dodger, Smithing. Note that Smithing is only giving you the defense you need for the early to mid-game. Unless you are playing with NTTG (No Time to Grind) , you are likely to find sufficiently good armor by the late game.

Next you have the more specialized synergies. Knowing how skills scale to what stats here is important. For example Vampirism's Life Drain scales to Health Regen, so any skill that will, even temporarily, increase health regen will actually be very important to Vampirism. Clockwork Knight's attacks tend to scale to either Smithing or Tinkering, so those two skills are mandatory for any Clockwork Knight build.

And any crafting skill (or skills) is going to be helped by Perception, and to a lesser extent, Paranormal Investigator. Perception will give you (among other things) random drops from killing things, and those random drops will include more crafting materials. The higher your perception, the more random drops you will get. The Paranormal Investigator skill "Alien Autopsy" can give you random recipes when killing things. It's a low percentage, so it's best to get "Alien Autopsy" early.

Anyway, that's enough for now. Synergies are discussed more extensively in the "Project: Community Skills Guide" that I linked above.
Last edited by Haldurson; Jul 27, 2013 @ 8:47am
Dragon Leftovers Jul 30, 2013 @ 9:33pm 
Open the door to a monster zoo, throw in a squid bolt and close the door. Watch your exp fly up, especially if you have high haywire. To add to the fun, if you have about level 4 perception skill, watch the loot pile up at your feet.

If you have burglary, the part where you steal a random item when first entering a shop, be sure you have an empty inventory slot or you won't get the item. It happened to me, and the item was the tinkerer goggles that I badly needed.
Sharkey Jul 31, 2013 @ 3:36pm 
Probably obvious but remember to clear the early floors to get as much exp as possible to not get destroyed later
----One of the biggest hills to climb is dealing with multiple monsters simultaneously.------

You have several options here:

1.Plan ahead and drop some traps at a convenient location, if you get overwhelmed fall back to that area and hopefully at least one of the mobs will stride over the trap(s). (traps that you will have picked up if you have a high enough trap affinity).
-Alternatively if you don't have any trap ability (oh god why) then use the traps already existing, draw the mobs over them rather than attempt to defuse them.
-Linked to this is watching your health and mana before opening the next door, if you can die to walking over one trap you WILL die to walking over one trap.

2. Get an ability like the "we can never be together" from the emomancy, or lockup from the burglary skill trees or any sort of crowd control. There's several more buried in the trees. Anything to stop monsters in their tracks. A stationary enemy is a dead one.

3. Keep a few concussion bombs handy for forcing the mobs back. Or any kind of thrown weaponry, even if you don't have the peltast skill, spamming those softballs is a useful guide in determining how tough the opponent facing you will be to kill.

4. If you have the DLC use the pocket dimension ASAP to stock up on, well everything. It's the "oh♥♥♥♥♥♥ button I use.

5. Often the magic skill trees will have some sort of crowd control ability in them if you're not sure. Or some sort of funky magic you can use as a last chance card, so to speak.

-----"But there's one in front of me and one behind me, I'm so screwed!"-------
1. Prioritise the target that deals the most damage to you and/or the one that has the lowest health. If you don't know which one it is, you'll soon find out.

2. Take a moment to think, there's no rush and the game is turn based. You have all the time in the world to look over your inventory and see if you haven't got some magical potion or secret weapon you forgot about.

3. Think ahead, again this links back to the first piece of advice, use your skill trees, some of them have pets you can summon, while some of them are dubious in ability at later levels they're still useful as a distraction.
-Some also have curious teleporting abilities, now would be a good time to try those out.

4. Blow them up with grenades/traps
Those puffballs that drop all that weird steamy/water effect? They screw up the AI in the target area, confusing them. Sometimes they can be handy for those close encounters.
If you have a trap in your inventory you can drop that down in front of the mob if you have space. Sometimes even the dangerously explosive ones are useful to use at close quarters if you have no other option.

------The next big hill is dealing with boss monsters. You know those monsters about 2-5 levels higher than you who have no buisiness threatening you at level 1-2.-------

1. Special Crossbow bolts, some of them are incredibly useful at debuffing and dealing damage. Don't waste them on trash mobs, use them on the nasty bosses. They're usually easy to tell apart because they'll be fairly expensive in those vending machines.
-Bolas, those little collections of balls can root the target to the spot. A stationary enemy is a dead one.

2. Unless you're certain of your tanking ability never melee them. I've died numerous times to bosses attempting one or two melee hits.

3. Don't be afraid to run away. Always have an escape plan ready. I usually keep some invisibillty potions on me, and I always leave a certain set of doors open to the level entrance.
-But if you do go back down to that level, those mobs will likely be waiting were you left them. So go down a different route you did remember to clear the whole floor out before you went down right?

4. Know your enemy. Although this is a bit useless because by the time you know the enemies you've probably already played a good 50+ hours of the game already.
But knowing which ones are casters and tanks, which ones to nuke from a great distance is pretty important.

Experiment, make a character now and then purely to try out those strange skills you're not sure about. Try out weird tactics strategies. Goodness knows you're almost certainly going to die anyway, might as well learn something from it.

------Finally Finally--------
Have fun. If the game becomes a chore to do at some points, then you should question why you're playing it in the first place. Take a break, go punch some trees or something if frustrated. Come back and realise what mistake you made last time you died and share the painful memory on the forums.
Dragon Leftovers Aug 12, 2013 @ 4:22pm 
Unless you're using burnt up wands to craft new ones, leave 1 charge on it and sell it back for the same price as a fully charged wand.
Last edited by Dragon Leftovers; Aug 12, 2013 @ 4:23pm
Haldurson Aug 12, 2013 @ 7:08pm 
Originally posted by Dragon Leftovers:
Unless you're using burnt up wands to craft new ones, leave 1 charge on it and sell it back for the same price as a fully charged wand.
I do that all the time, particularly with bling wands. But unless you have sufficient skill or items to replace that last charge, certain wands MIGHT just be valuable enough to you that you'll want to even use that last charge. For example Zodiacal wands, and Coral Wands can both save your life. Other wands, depending on your skill set and situation, can also be important, such as Tentacular wands. But overall, you are correct -- you may as well use up all those charges except that last one, if you intend to sell it anyway. The problem with wands is that they each take up one whole spot in your inventory, and the damage that some of them do don't always justify that spot as compared with, for example, huge stacks of throwing stars or cruelly barbed arrows, or poison flasks.

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Date Posted: Jul 20, 2013 @ 5:01pm
Posts: 17