Gameplay Basics Guide, for Beginners WIP (v.6)

Personal Playstyle And Advice

In this section I will cover my personal playstyle and some general tips that I've learned.

You can have up to four (4) tools equipped at any time, but for the fastest and most effiecient dysmantler, you should only equip two (2) at a time. I always equip my best Blunt and Slashing weapons, only equiping a third item when the time permits. Cycling items takes time, and only having the two items you'll always be using equipped makes cycling faster.

When entering Cold or Hot biomes, you should equip the Fur Hat (-10°C) or Cowboy Hat (+5°C) first, followed by the Hot Water Bottle (-5°C) or Ice Brick (+5°C) before choosing the Winter Coat (-15°C) or Safari Outfit (+15°C). If the temperature exceeds your Hat and Trinket, unequip the Trinket and equip the Outfit. The reason for this is that the Lumberjack Outfit is more important mostly for its additional +10% Attack Speed. Will explain more below.

Destroying 'Searchable' objects, harvestable Berry Bushes, and all crop types will still give experience, benefit from passive bonuses/skills, and is faster. 'Searchable' objects will still benefit from 'Search Efficiency' while destroying Berry Bushes will be both faster and benefit from 'Double Gather Chance.' Likewise, simply slashing or clubbing all your freshly grown produce is faster and still yields a full harvest.

The Motorcycle Helmet's +10% Slashing Damage applies to objects, and is very helpful.

If objects are stacked on top of each other, in most cases, destroying the bottom object will cause all objects stacked on top to also be destroyed. This can be used to quickly destroy several objects, objects you cannot damage yet, or save you time switching from one damage type to another. In some cases, mostly with clutter and some wall objects, destroying the main object causes the clutter to float.

When I first played this back near the end of last year/beginning of this year I found that using the Frag Grenade Special Item is one of the most efficient ways of clearing any structure.

Simply hold your assigned key to choose where to throw it; preferably in the centre of a small-medium room with lots of weaker items. Specifically wood, or anything you could destroy with a basic, unlevelled weapon. The shrapnel will damage most objects in a 360° angle making it significantly easier to clean up with your chosen weapon.

It is worth noting that the explosion damages things on its elevation so make sure the grenade is in an open space and on the ground for best results. Also, the grenade only hurts you if you're standing in the red circle. The shrapnel doesn't hurt you.

Personal LoadoutBelow is my preferred loadout and why. As I continue playing and unlock new items I will update the list.

Outfit and Hat

I always prefer to wear the Lumberjack Outfit. The Lumberjack Outfit provides +30% Damage to Trees and an extra +10% Attack Speed. Even if you don't find yourself chopping as many trees as I do (I chop a lot) I recommend it solely for the increased Attack Speed. Accompanying the outfit, I wear the Motorcycle Helmet. It provides 10% Damage Reduction and +10% Slashing Damage, providing more damage to the world.

Tools

I don't equip no more than two tools at a time, unless I need it at that moment. I simply use my best Blute and Slashing weapons. If I find a fishing hole, I equip the Fishing Rod, unequipping it when I'm done. My reasoning for this is that it's faster to cycle between two items than it is three or four.

Special Items

I don't use special items often. Early on I used Throwing Knives to kill fleeing Deer and Caribou but now I can easily kill them with a single hit. I used – and sometimes still do – Frag Grenades to destroy a good amount of furniture in rooms, ultimately saving time. Later on you unlock the Material Transporter which allows you to empty your inventory into Storage from anywhere, up to 4 times. I always use the Material Transporter as it is insanely helpful. The final item I chose to use are the Bandages.

Trinkets

Easily the first Trinket I recommend is the Material Magnet, incrementally increasing the range at which you pick stuff up. Secondly, I recommend the Counterweight, which incrementally increases your Critical Hit Damage. Thirdly, the Berserker Charm, increasing damage while also increasing the damage you take. Finally, the Dice for that boost to Critical Hit Chance, which helps significantly if you spend a lot of time destroying the world. The final Trinket I use are the Laces.

Hunting For Beginners

Hunting Tips/Notes:

Animal Friend is a skill with 3 levels, increasing 'Animal Friendliness' and finally allowing animals that are following you to assist in combat. Animal Friendliness reduces the chance that they will run away.

Animal Friendliness can also be increased with Animal Treats, unlockable by investing into the first level of Animal Friend.

Animal Treats allow animals to start following you.

Animal Friendliness and items that reduce enemy sight range such as the Booney Hat seem to stack.

Baby Deer are slower and weaker than adult Deer.

Petting animals will heal them.

DeerWhen you first escape the starting area and find yourself in the vast wilderness, you may encounter Deer. They're more alert than enemies, having a seemingly wider sight cone. Hunting Deer is essential to early progression due to your Backpack requiring Hide, one of three resources a Deer drops.

To successfully – and efficiently – hunt a Deer, don't sprint and most certainly don't approach from the front or sides. Approach from the rear at normal walking speed and use a Power Attack, which should immediately kill it with one hit from your Crowbar.

Possible Drops (x2): Meat, Hide, Bones

CaribouTravelling north you'll discover Caribou. They're essentially Deer but with more health and drop an additional resource.

Depending on your progress, a well-placed Power Attack from behind and a single well-thrown Throwing Knife immediately afterwards should kill Caribou.

Possible Drops (x3): Meat, Hide, Bones

First Encounters

This section is specifically for encountering the enemies for the first time. Once you progress and develop your character and invent new tools you'll easily dispatch of your foes.

Some basic notes for early combat:

Attacking from behind always causes extra damage to enemies. Combine this with a Power Attack for insane damage!

Power Attacks have farther reach than standard attacks.

Throwing Knives can cause bonus damage if they are thrown at an enemy from behind. I am uncertain if Shiv Trio benefits from this as well.

Most enemies need to be stationary to attack. You can easily exploit this by moving out of the way at the last second (or dodging) and performing a quick counterattack.

On the flip side, some enemies can attack while moving. They only do this, however, if you're moving. To counter enemies that can move and attack simultaneously, stop moving when they get near and move/dodge out of the way just as they perform a standard attack, countering immediately after.

ScrapperThe most basic enemy you will encounter, found everywhere. While easy to kill they still do a decent amount of damage if they hit you. A simple Power Attack from behind should kill one in any circumstance.

Possible Drops (x1): Scrap Metal, Scrap Fabric

HurlerIf the Hurler is alerted to your presence he will hurl toxic goo at you from afar. It does a fair amount of damage and leaves a puddle that deals damage while standing in it.

Tackling these foes is tough in the early game. If you manage to close the distance, the Hurler will continuously move away from or attack you with a more powerful melee attack. I suggest sneaking up behind and charging a Power Attack. Throwing Knives could help you kill Hurlers easily.

Observation: The damage dealt by the toxic puddles seems to be determined both by where you run through it and how long. For example, just tagging the edge of a puddle seems to always do 1 Damage. However, running through seems to cause anywhere between 6-17 (observed numbers) Damage.

Possible Drops (x1): Scrap Metal, Plastic

Mutated HurlerEncountered much later in the game, Mutated Hurlers lob three explosive globs per attack at you. Rather than leaving a puddle of goo behind, they explode after a couple second delay or immediately if they hit you. One must be careful when performing melee attacks against a Mutated Hurler as getting hit by all three projectiles while in close range could kill you even with high maximum health.

Possible Drops (x1): Scrap Electronics, Rubber

ChaserMuch faster and deadlier than Scrappers and Hurlers, Chasers are able to make sure you are unable to escape them. They are able to attack while running, so your best bet at defeating one is by remaining still until they perform a basic attack and move/dodging then counterattacking.

Possible Drops (x1): Ceramic, Scrap Fabric

PukerPukers are the same as The False Gatekeeper, the first boss you fight. The only exception is that they do not have the mortar attack.

Only puking in an arc in front of him, attacking from behind with Power Attacks is the easiest way to down one. Attacking will interrupt his current attack so be ready to move again.

Possible Drops (x1): Iron, Rubber

WolfFast, deadly, and can attack while moving. A Throwing Knife in the back followed by immediately charging a Power Attack should easily down a Wolf early on.

Early Spawn Warnings:

There are only four Wolf spawns between the beginning of the game and the Evacuation Site. You'll find one locked up nice and safe not too far to the northwest of the Evac Site at the Maximum Gas Station and another three slightly southwest of the Evac Site, off the road guarding buried treasure.

Possible Drops (x1): Hide, Bones

StalkerStalkers are extremely dangerous early on. They're fast, durable, and deadly. Able to attack while moving you shouldn't let them get near you or you'll probably be dead. Performing a Power Attack from behind should deal at least a quarter to half of its health in damage during the early game. You should then be careful as, like Chasers, they run faster than you. When facing a Stalker head-on, remain stationary and move out of the way at the last second to avoid a running attack against you, then counter.

Possible Drops (x1): Scrap Electronics, Iron

DwellerOnly encountered during Shelter Defenses. If you don't get too close while attacking they will ignore you entirely. Power Attacks to their backs are the best way to kill them.

Possible Drops (x0): None

SpikeballNot really a threat, as long as you don't try to hug it. You should be able to destroy it with a Power Attack without getting close enough for it to attack you.

Guaranteed Drops: Plant Matter (x2), Bones (x1)

Mortar PodA stationary Hurler. Shoots globs of toxic goo upwards at you, leaving a puddle causing damage over time while standing in it. The pod tracks your movement and tries to hit you while moving, so dodge. Has a barrage attack, quickly firing five globs.

Observation: The damage dealt by the toxic puddles seems to be determined both by where you run through it and how long. For example, just tagging the edge of a puddle seems to always do 1 Damage. However, running through seems to cause anywhere between 6-17 (observed numbers) Damage.

Guaranteed Drops: Plant Matter (x3)

Machine Gun and Rocket TurretsThe enemy Turrets are extremely deadly to the survivor, instantly killing them regardless of health. When approaching a turret, a red laser will follow you but will not fire at you unless you get too close.

Destroying a turret is easy. Just get close enough where you can manually lob a Frag Grenade and one should be enough if it directly impacts the turret. If not, a second will finish it off.

Tomb GuardThe Tomb Guard is an undead enemy with a melee weapon. They can both attack while moving and dodge your attacks. They're fairly easy to kill.

Possible Drops (x1): Iron, Steel

Bosses

While exploring or attempting quests you will encounter bosses, which can be very tough opponents. Everything has a weakness though, so let's get to it. Additional information on existing entries is requested and welcome.

The False Gatekeeper: The first boss you'll encounter. Vomiting toxic puddles in front of itself which damage over time, the best way to defeat this boss is to keep attacking from behind. The False Gatekeeper has a sort of mortar attack if I remember correctly, spewing toxic projectiles upwards all around it.

The Vicious Twins: If you struggle with Chasers then you may have trouble with the Twins. That's all they are; Chasers. You'll just be facing two at once.

The Alpha Wolf: A really dangerous Wolf found in the north. Its attacks are very quick and deadly. I ended up killing it too quickly so I wasn't able to observe anything about this boss. Additional information is welcome!

The Law: Most likely the first Fuel Cell you'll come across, The Law is a large battle mech with bullet hell projectiles and mortars. Just dodge the bullets and avoid the red circles when it fires mortars. If you have Frag Grenades, keep throwing them at The Law. During the boss fight you'll be able to replenish your consumables.

The Ruthless Pitcher: A more dangerous Hurler, accompanied by 3 Scrappers.

The Reaper: Another mech, similar to The Law. Has two health thresholds, becoming more dangerous at each one.

Full Health: Chases after you while shooting a stream of bullets. Slams into the ground when you're within melee range.

75% Health: Fires slow homing rockets in between the stream of bullets.

50% Health: Fires impact rockets while shooting and will crouch down, shooting a stream of bullets in a 360° angle.

N/A: !!Found at O-25, 996° 592°, Sanctuary Farm!! I was not paying attention when I encountered this boss, instead thinking it was a mutated varient of an enemy, like the Mutated Hurler. I only realized it was a boss when it dropped one of those orbs. Please provide info!

The Old Loyal Champion: A larger Tomb Guard but with a shield. Can dodge and attack while running.

The Skinless Skulkers: Two Stalker bosses, one small and one large. It would appear that the small Skulker is quicker but deals less damage, while the large Skulker is slower but deals more damage. Both Skulkers can attack while moving. The best strategy is to isolate and kill one at time. I recommend a ranged attack from afar against the Small Skulker, running away a bit, then killing it. Then sneak behind the Large Skulker and perform a Power Attack and try not to get hit.

Dietary Information

Back when I first played Dysmantle nearly a year ago and was being tutored on creating meals to permanently increase my stats I was unsure whether or not they stacked if you repeatedly made the same meal. They do not.

I don't believe the game clearly tells you that the permanent boosts food gives you only applies to the first time you create the meal. Afterwards it becomes a standard healing item. I focused naught on food and creating meals at the time. This time I am making every recipe I find and consuming it once.

Speaking of healing, picking up the first level of the Culinary skill allows you to consume food in your inventory to give you some health back. While I haven't used it yet I assume this includes all veggies, berries, eggs, and mushrooms.

Berries, eggs, and mushrooms do not seem to respawn. As per the previous update(s), I mentioned them possibly respawning. I think this to be false.

Equipment Introduction

Dysmantle features a wide array of different tools and trinkets to help you survive. You unlock the ability to invent new equipment as you level up. These unlocks can range from weapons and tools to clothing and trinkets. You can also unlock additional features to invent.

Melee weapons have two types of damage; Blunt and Slashing. Each effective against different objects. Tires for Rubber and trees for Wood require Slashing, while chainlink fences for Scrap Metal and Iron require a Blunt tool.

Below I will list all equipment by category (weapons, tools, special items, etc.) and explain what they do. Please be aware that I am updating this guide based on self-discovery/progress. If an item is missing it's likely because I haven't discovered or unlocked it yet.

Weapons

The most important among the equipment categories are weapons, whose primary focuses are to destroy the world around you and kill anything that gets in your way. As you level up and collect resources, you will be able to improve your weapons to increase their destructive power allowing you to gather more advanced materials and clear obstacles, or simply kill enemies faster.

Note: All Damage and Bonus values are when the item in question is fully levelled, and before modifiers.

The Crowbar is your starting weapon. A decent weapon capable of Blunt damage and able to destroy most everything you encounter, including enemy skulls.

Max Damage: 28 Blunt

+60% Power Attack Damage

The Sickle is a new weapon introduced with v0.9.0. The first Slashing weapon you unlock, it is capable of dealing damage to more than one obstacle per attack, ideal for harvesting crops.

Max Damage: 35 Slashing

+15% Power Attack Damage

+3 Extra Obstacle Targets per Attack

+4.5% Backstab Critical Hit Chance

The Machete is a powerful and fast Slashing weapon, capable of easily dispatching enemies and allowing you to cut down trees.

Max Damage: 55 Slashing

+120% Critical Hit Damage

+30% Power Attack Damage

+20% Damage vs. Enemies

The Baseball Bat provides great Power Attack damage and very strong Knockback. A good weapon for keeping enemies at bay.

Max Damage: 54 Blunt

+125% Power Attack Damage

+220 Knockback

The Fireaxe is a very powerful Slashing weapon, capable of crippling enemies hit with it.

Max Damage: 80 Slashing

+150% Power Attack Damage

+50% Chance to Slow

The Katana is a Side Quest reward located in Narrows Vale. It allows you to attack multiple enemies at once, especially helpful during Shelter Defense.

Max Damage: 40 Slashing

+4 Extra Enemy Targets per Attack

+100% Damage vs. Enemies

The Sledgehammer is a reward for storyline progression. It is a very powerful Blunt weapon capable of destroying a significant amount of the environment. It is also capable of stunning enemies.

Max Damage: 80 Blunt

+40% Stun Chance

+200% Power Attack Damage

The Hunting Rifle is a ranged weapon with limited uses, replenished by resting at a Campfire.

Max Damage: 120 Piercing

Max Uses: 9

Tools

Searching for buried treasure, fishing, and farming are some of the features you gain access to by inventing Tools.

The Shovel is used to dig up the ground almost anywhere. Its primary focus is dig up treasure but can sometimes unearth some basic, buried resource. Treasure seems to be cleverly indicated by environmental hints. The quality and quantity of resources found when unearthing treasure appears to depend on your progress from the starting zone.

The Seed Bag is used to plant seeds into tilled soil. Farming is essential to multiply your veggies and ultimately craft delicious food recipes. Required to unlock the Hoe.

The Hoe is used to till soil in farms, allowing you to plant more seeds.

The Fishing Rod is used to fish in indicated spots found all around the island. There's a whole guide about fishing found here.

Animal Treats allow you to tame animals, making them follow and even fight for you with the 3rd level of Animal Friend.

The Builder's Kit allows you to construct various contraptions which I will cover in a later section. It also increases your Build Limit by 5.

Special Items

Consumables whose charges replenish when resting at a Campfire.

Note: All values are when the item in question is fully levelled, and before modifiers.

Amber Pills allow you to respawn at the last Campfire you rested at in exchange for dropping all currently held materials. Holding the button respawns you at your Home Shelter

Uses: Unlimited

Throwing Knives are basic throwables whose purpose are mostly used for catching fleeing Deer and Caribou, or performing ranged backstabs on unsuspecting enemies.

Uses: 6

The Shiv Trio is a ranged attack where you throw three knives in a cone in front of you. Uncertain if it benefits from backstabs.

Uses: 5

Pain Killers are fast acting pills capable of quick but small healing.

Restores 10 HP

Uses: 5

Banages are capable of healing a lot of health over the course of a few seconds, leaving you exposed.

Restores up to 50% HP over time. Can be interrupted.

Uses: 5

Monster Lures are used to lure or distract enemies nearby.

Uses: 3

Frag Grenades are thrown explosives, capable of dealing immense damage toward enemies on a direct hit. Frag Grenades explode after a couple seconds or immediately on impact with an enemy.

+200% Damage vs. Enemies

Uses: 5

Proximity Mines are thrown explosives that detonate on contact with an enemy or when they approach one laid down.

+200% Damage vs. Enemies

Uses: 5

Amber Mana Pills are mana-infused Amber Pills, allowing you to respawn without losing your inventory.

Replaces Amber Pills

Uses: Unlimited

The Material Transporter allows you to deposit all carried materials into your Storage from anywhere.

Uses: 4

Outfits And Hats

Dysmantle has a bunch of outfits and hats that provide protection from damage, temperature, or other bonuses.

The Jeans and Jersey are the basic clothes you begin the game with.

10% Damage Reduction

The first hat you unlock is the Baseball Cap which provide additional protection and damage with throwable weapons.

5% Damage Reduction

+15% Damage with Throwables

The Outdoorsman outfit provides damage reduction, cold protection, and provides additional pockets.

15% Damage Reduction

-5°C Cold Protection

+1 Material Carry Slot

When you first discover and enter a winter zone, you'll unlock the Hot Water Bottle Trinket and the Winter Coat. The Winter Coat reduces damage taken and provides protection from the cold.

15% Damage Reduction

-15°C Cold Protection

The Fur Hat provides protection against damage and the harsh cold.

5% Damage Reduction

-10°C Cold Protection

The Cowboy Hat is the equivalent to the Fur Hat, providing temperature resistance.

5% Damage Reduction

+5°C Heat Protection

Note: I didn't unlock the hat when first entering the hot biome to the south. If this is an issue, try heading to the Roadside House (Q-32, 1266° 668° ).

The Safari Outfit protects you from damage and the harsh desert heat.

10% Damage Reduction

+15°C Heat Protection

The Booney Hat reduces the range at which enemies (and animals) see you as well as providing protection from damage.

7% Damage Reduction

-25% Enemy Detection Range

The Lumberjack Outfit is great for aspiring deforesters. Provides a significant increase to damage against trees and increases your attack speed.

+30% Damage to Trees

+10% Attack Speed

The Roadwarrior provides an extreme amount of protection from damage while increasing your movement speed.

22.5% Damage Reduction

+5% Movement Speed

The Motorcycle Helmet reduces damage taken and increases all Slashing damage.

10% Damage Reduction

+10% Slashing Damage

The Hard Hat decreases your damage taken by a significant amount while increasing your maximum Build Limit.

15% Damage Reduction

+10 Build Limit

The Soldier Outfit provides good protection, grants additional throwables, and increases all Piercing damage.

15% Damage Reduction

+2 Throwables

+80% Piercing Damage

The Soldier Helmet provides good protection and significant damage deflection.

18% Damage Reduction

+100 Damage Deflect

The Gas Mask is unlocked through the main storyline much later into the game. It allows you to enter toxic areas and pass toxic barriers.

4% Damage Reduction

Trinkets

Trinkets provide passive bonuses to any number of things, from increasing your temperature resistances to increasing your damage or enhancing your searching/gathering abilities.

The Bag of Blood incrementally increases your Maximum Health up to +20.

The Shock Absorber incrementally increases Dodge Roll Speed up to +15%.

Camo Netting incrementally reduces the range at which enemies sight you up to -35%.

Sweatbands increase your Running Speed by +10%.

The Rabbit's Foot incrementally increases Evade Chance up to +13%.

The Gyroscope incrementally increases your Strafing Speed up to +30%.

The Shiny Piece of Metal incrementally increases your Damage Deflect up to +300.

The Hot Water Bottle increases Cold Protection by -5°C.

The Ice Brick increases Heat Protection by +5°C.

Dice incrementally increase Critical Hit Chance up to +3%.

The Baseball Card incrementally increases Knockback up to +550.

Dentured Fangs decrease your Maximum Health by -75% but allow you to heal +2 health per hit.

The Counterweight incrementally increases Critical Hit Damage up to +40%.

Hand Wraps incrementally increase Power Attack Damage up to +35%.

The Berserker Charm decreases your Damage Reduction by -30% but increases your Damage vs. Enemies by +20%.

The Lightning Rod provides an +8.5% chance to stun enemies.

The Bandolier incrementally increases maximum Throwables up to +4.

Tackle incrementally increases Fishing Speed up to +80%.

The Flashlight illuminates your surroundings.

The Magnifying Glass incrementally increases both your Search Efficiency and Double Gathering Chance for berries, eggs, and mushrooms, up to +50 and +35% respectively.

Laces provide an additional +1 Material Slot.

The Material Magnet incrementally increases the range at which you collect materials up to +60%.

Features

Some of the things you can unlock and invent are persistent features, such as upgrades to your Storage Box or Campfire. Below I will list such things.

Starting with the most obvious, your Backpack is what holds all your materials. Each upgrade increases your maximum Material Slots by +1, and adds an additional unit per slot.

The Cooking Pot allows you to cook in the world, on stoves. Upgrading the Cooking Pot unlocks additional ingredient slots allowing you to cook more advanced recipes.

The Cooking Stand allows you to cook at your Campfire.

The Compass allows you to Fast Travel from a Link Tower to other Link Towers.

The Sleeping Bag allows you to sleep at a Campfire, providing +20 Maximum Health for 5 Hours. Upgrading the Sleeping Bag allows you to sleep longer, up to 12 Hours. Note: Unsure if time slept affects bonus, or it's a static +20.

The Storage Box Upgrade allows you to withdraw materials from your storage at the cost of XP.

The Storage Box Discount halves the cost of withdrawing materials from storage.

The Link Tower Toolkit allows you to build and install various types of transmitters and scanners to Link Towers.

The Basic Lockpick allows picking basic locks.

The Expert Lockpick allows picking expert locks.

The Master Lockpick allows picking master locks.

The Rope and Hook allows descending into Tombs.

The Common Compressor doubles slot capacity for Common materials.

The Uncommon Compressor doubles slot capacity for Uncommon materials.

The Rare Compressor doubles slot capacity for Rare materials.

Teardown Efficiency allows you to recover all resources when deconstructing built objects with the Builder's Kit.

The Turret Ammo Expansion I increases Ammo Capacity for all Turrets by +50%.

The Turret Ammo Expansion II increases Ammo Capacity for all Turrets by +60%.

Defensive Sandbags slow down enemies approaching Shelter Defense Towers.

The Rocket Turret invention allows the construction of Rocket Turrets.

Builder's Kit

Eventually you'll come to unlock the Builder's Kit Tool, enabling you to build certain contraptions which I will list below along with their resource costs. The Teardown Efficiency Feature will allow you to get all of your spent resources back when deconstructing contraptions you built, or when enemies destroy them [haven't tested on v0.9.0 yet!].

Suggestion: All material contraptions (Sawmill, Smelter, etc.) should be built near your Home Shelter, where you start the game. You can easily consume Amber (Mana) Pills to get back to your contraptions quickly and there's a Link Tower not far to quickly return to your previous area.

Machine Gun Turret

Unlocked automatically when discovering and hacking a Shelter Tower.

Resources: Iron (x25), CPU (x1)

Rocket Turret

Unlocked by inventing it.

Resources: Steel (x15), CPU (x2)

Sandbag Barrier

Unlocked by inventing it.

Resources: Fabric (x5)

Sawmill

Unlocked when first discovering Krebb's Wood and Timber, the Sawmill allows you to turn Scrap Wood into Wood, and Wood into Timber.

Resources: Iron (x30), Rubber (x10), Electronics (x5)

Smelter

Unlocked when first discovering Pike's Steel Manufacturing, the Smelter allows you to turn Scrap Metal into Iron, Iron into Steel, and Steel into Titanium. It also allows you to turn Mana Beads into Mana Chunks.

Resources: Titanium (x1), Ceramics (x20), Electronics (x5)

Update History

Update 5: November 8 Edited Basic Information section, correcting the name change for Hunting for Beginners.

Removed the Dysmantling Structures section and added its contents to Personal Playstyle and Tips.

Modified my preferred Hat to the Motorcycle Helmet and my second Trinket to the Counterweight.

Completely rewrote the entry regarding Cold biomes, also including Hot biomes.

Added an entry to Personal Playstyle and Advice about the Motorcycle Helmet.

Rewrote the entry about destroying stacked objects in Personal Playstyle and Advice.

Added an observation to Hurler and Mortar Pod entries.

Added an entry to First Encounters: Machine Gun and Rocket Turrets

Added two new entries to Bosses: The Old Loyal Champion and The Skinless Skulkers.

Updated the Katana entry.

Added a new entry to Weapons: Sledgehammer.

Added a new entry to Outfits and Hats: Gas Mask.

Added suggestion to Builder's Kit.

Update 6: November 8 Edited some inconsistencies.

Five Trinkets were renamed in v0.9.0, and have been changed in the guide as well. Also adjusted the Acupuncture Needles name in Personal Playstyle and Advice, correcting the name.

Removed the Motorcycle Helmet tip about Birch Trees from Personal Playstyle and Advice, as it does not apply anymore. Replaced it with a generalized tip stating that the Motorcycle Helmet increases damage done to objects as well.

Removed spoiler in Personal Playstyle and Advice's Preferred Tools section.

Added final preferred Special Item and Trinket to Personal Playstyle and Advice.

v.0.9.0 changed the drops of some of the enemies, which I have corrected in the guide as well. I will need to kill a few more Tomb Guards to see if their drops were altered, and Spikeballs and Mortar Pods may have reduced drops. Will adjust for Update 7.

Added a note to the Weapons section letting readers know that all values are those of fully upgraded equipment.

Rewrote the Weapons section as weapons have changed significantly. Added maximum damage and bonuses, and tried following the format of Outfits and Hats.

Removed any mention of old damage values.

Added new entry to Weapons: Sickle.

Added a note to the Special Items section letting readers know that all values are those of fully upgraded equipment.

Rewrote the entirety of the Special Items section to match Outfits and Hats format.

Added missing entry to Special Items: Monster Lure, removing it from Tools.

Modified the format of the Outfits and Hats section, applying bold to numerical values.

Added missing entry to Outfits and Hats: Outdoorsman.

Added new entries to Outfits and Hats: Soldier Outfit and Helmet.

Rewrote the Trinkets section to include name changes and be more informative.

Added new entry to Trinkets: Lightning Rod

Updated missing Features info: Cooking Pot

Made the Sleeping Bag entry in Features more informative.

Added new entries to Features: Master Lockpick, Turret Ammo Expansion II

Updated note in Builder's Kit to mention Teardown Efficiency affecting destroyed contraptions.

v0.9.0 also modified the resource requirements for contraptions using the Builder's Kit. They are modified in the guide as well.

Added new entries to Builder's Kit: Rocket Turret, Sandbag Barrier

End Note:

I compiled all of the previous update's changes and began putting together the update on November 4th. Then I became indisposed from November 5th until November 8th. I finished the update today when I was again available only noticing afterwards that Dysmantle was updated. So I ended up updating the guide twice today.

I went on and immediately spent hours combing through the new information and making a new update for everyone, as I had promised to keep the guide updated. I spent the past 7 hours straight preparing this update, though I haven't played the game at all. Just spent it all at the Campfire.

Update 7 will include finalized entries and updated gameplay information, hopefully making the entire guide compatible with v0.9.0 and removing as much v0.8.1 content as possible.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2638814718					

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