Dungeons of Dredmor

Dungeons of Dredmor

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Hermetic Gadgetry
File Size
0.172 MB
Jul 12, 2012 @ 2:46pm
Aug 24, 2012 @ 12:33pm
2 Change Notes ( view )

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Hermetic Gadgetry

In 1 collection by Kaerius
Kaerius' Release Pack
4 items
You've studied the practical applications of the Secret of Hermes. Rogue skill.

Level 0: Mental Transmutation. Monsters sometimes drop vials of mercury (new reagent)
Level 1: Hermetic Seal. Seal away annoying monsters in a glass tube.
Level 2: Principle of Vibration. Monsters sometimes drop vibrating widget (new reagent)
Level 3: Gadget Copter (landings may not always be accurate)
Level 4: As Above, So Below. Monsters sometimes drop bottled sunlight (new reagent)
Level 5: Gadget arms. May boost your melee and thrown damage occasionally.
Level 6: Refridge-a-Gadget. Make nearby enemies chill out.

The mod adds an additional 12 new crafted item, 3 each for wand, potion, thrown, and bolt, as well as the 3 new reagents. All the new crafted items require one of the new reagents as well as some other reagents.

UPDATE: Lowered cooldown and landing randomness of Gadget Copter.

Spoiler Thread: http://community.gaslampgames.com/threads/skill-hermetic-gadgetry-beta.3909/
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Ysrgrim Aug 13, 2014 @ 10:11am 
I keep crashing when I cast Hermetic Seal, game locks up and won't respond... I'm playing with several other mods right now, so it may be a conflict with something, but it might still be worth looking into if anyone else has the same issue!
Tek Jan 12, 2014 @ 10:35am 
Isn't it kind of dumb to not know what your skills do? lol
I don't think it's something I'd call spoilers.

Anyways, it seems like a nice complimentary tree for a Clockwork build, I'll try it again another time.
Kaerius  [author] Jan 12, 2014 @ 10:28am 
Re: Baron Praxis. I did it this way so that those who only want flavor don't get spoilered, those who like a bit more information can find it here, and those who want full spoilers can find them on the gaslampgames forum, link provided in the description here.
Tek Jan 12, 2014 @ 10:00am 
Without reading this page on the workshop, it's really hard to tell what exactly the skill tree's abilities do in-game. I suggest adding a short sentence or two after the flavor text in the description, that explains what happens.
Kaerius  [author] Aug 8, 2012 @ 3:15pm 
And just so there's no confusion: the conflict issue was due to bugs in mo' steampunk, mainly relating to use of non-english characters.
Kaerius  [author] Aug 8, 2012 @ 3:41am 
I have no idea why that is occuring... and since I'm currently running a hotfixed exe, I cannot download mo' steampunk to look at that code. mo' steampunk is the newer mod though.
Alistaire Aug 8, 2012 @ 3:37am 
Kaerus this mod conflicts with Mo' Steampunk. It adds stats from the armour 'Diver's Armour' which has classname "Diver's Gear" to your items.
Kaerius  [author] Aug 1, 2012 @ 10:11am 
There's a reason the crafted items this mod provides are all expendable items. Potions, throwing weapons, bolts, wands. Not gear...

Also I wanted to make ranged weaponry scale better for later floors, they lack evil chest weapons.
kram314 Aug 1, 2012 @ 9:56am 
Yea, I spoke too soon. Crafting is really cool till like level 10, when every staff of Goldwyn has better stats than all of your items you crafted combined. Also, this mod and the other skills that it supports/that support it will all become much nicer when I can phase to that crafting dimension. =) I'll make Craft-Man, user of no mana! (except for breathing sometimes)
Kaerius  [author] Jul 25, 2012 @ 12:28pm 
Depends what you compare them with. Check out the core weapon skills... or crafting skills. It has less than either. But sure, more than clockwork knight / rogue scientist.