The Cathedral of Attnam

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Also, you can view most if not all of them here: [[Commands]]. I just tried to put some details in mine.
That said, let's go through the most important keys. These are the keys that's function might be unknown, or have some useful aspects that aren't commonly known/are often forgotten. They are organized in the same order as the keyboard layout descriptions in the game.
'''*Please message me in the forums If I get any key wrong, or I missed some vastly game changing key changing game*'''
'''Home and End''' (Located in the top right corner of the keyboard), '''Page Up and Page Down''' (Located in the bottom right corner of the keyboard): These keys allow you to move diagonally. Homes moves you up and left, End moves you down and left, Page Up is up and right, and Page Down is down and right. Importantly, it's counted as a single move. Even more importantly, it allows you to interact with otherwise non-interactable objects, most notably being 2 of [[Haathbar]]'s bookshelf. '''MOST IMPORTANTLY''', and I cannot stress this enough because it makes your run so much safer, being at a diagonal greatly decreases damage from certain entities, including trapped door explosions, zaps from [[Wand of Fireballs]] and [[Wand of Lightning]], and the [[Enner Beast]] scream.
'''''Source Code Fact''''': Alternatively, you can use the keys 789uiojkl keys for movement (the directions being rather easy to figure out), which is good if you want to have all your movement in a single area. On a larger keyboard, the numpad can also be used for movement.
'''a.''': ApplyWait. The gameSimilar to 's interaction with wands'earch, tools, and certain miscellaneous items (chests, traps, and keys). With wands, 'but takes a' will not zap turn rather than a wand and instead break, releasing all their stored energy onto the user, namely youtick. This is most Could be useful for the wand of teleportation, but is also applicable with the wand of cloning and mirroring. Careful with offensive wands and prepare good resistance or good armor, as they hit you the hardest in their explosion radius. Apply can also be used with traps to activate them on the spot you are standing on. Do not activate a backpack of gunpowder without a very good reason, as it will instantly detonate on you. Can rather niche use with magical items or keys to activate their abilities or open chests and doors, respectively. FinallyStill, use 'A' (capitalized) scroll down to repeat look at the last 'a'pply action, which can save time.  '''C''': Chat. What is used to sci-talk with various entities, but also to find some interesting lore. Holding down 'Cs' will let you chat to the entity you previously talked earch button to, as long as they are still in the 1 block radius, very good for when surrounded by multiple creatures. '''c''': Close. Closes doors. More see how useful that one would think, as only closed doors can be locked. Good for fleeing and gaining time.  '''!''': Dip. A supremely useful tool that enables a player to transfer liquids from one container to another. Given that cans cannot break, it's a prime target for moving healing liquids into. On the other hand, dousing flames requires only a tiny bit of liquid, so moving liquids to vials to cover your flaming scrolls in is sufficient to quickly extinguish the flames while saving much liquid. '''d''': Drop. Self-explanatory, should be frequently used later on to not be burden or stressed.
'''g''': Go. Allows a player to quickly traverse terrain. I suppose if you want to speedrun IVAN, this is the key to keep track of. The way it works is after pressing g, you can choose a direction (including diagonals!) to continuously run in until you
These make sure that you won't take dumb damage while running, but be careful, as using 'g' too much will often lead to running unintentionally into traps or get the player too close to potentially lethal enemies. If you have ESP, use it to the fullest before you run ahead.
'''Ld''': lookDrop. Also selfSelf-explanatory, but people need should be frequently used later on to not be burden or stressed. It is also good to do it moreleave your important scrolls and some backup wands in other floors so they won't go up in flames at the first trap you meet. '''t''': Throw. If Throw an item. Very strong if you have the whole map unlocked, instead plenty of running around looking for the way up or downweapons to throw, just look to remember places you've been to beforeparticularly daggers and short swords early game, saving time and energypoisons and magical weapons late game. Throwing ability is based on arm strength though, literallyso don't expect that adamantium halberd to go too far. You can Throwing wands will also see enemy equipment to make decisions about before fights by 'L'ooking at often break them and using certain keys, or what items are on a faraway block that you can see.
'''Oa''': OfferApply. When standing on an alterThe game's interaction with wands, tools, and certain miscellaneous items (chests, traps, and keys). With wands, 'a' will not zap a wand and instead break, releasing all their stored energy onto the user, namely you. This is most useful for the wand of teleportation, but is also applicable with the wand of cloning and mirroring. Careful with offensive wands and prepare good resistance or good armor, as they hit you the hardest in their explosion radius. Apply can offer items also be used with traps to activate them on the god spot you are standing on. Do not activate a backpack of that altergunpowder without a very good reason, as it will instantly detonate on you. Better Can use with magical items make gods happieror keys to activate their abilities or open chests and doors, or items associated with them respectively. Finally, use 'A' (like lanterns for [[Legifer]]capitalized) to repeat the last 'a'pply action, very useful)which can save time. You can see who is associated with what in [[List of Material Values]]
'''pz''': See gods sectionsZap, use a wand in a certain direction. Most common form of wand use.
'''r''': Read. Uses scrolls, just so you know.
'''he''': RestEat. Allows See nutrition '''D''': Drink. Consumes liquids. Some food that seem like you eat them are actually liquids, such as chicken soup and pea soup, so you might have a bit more food than you think.  '''C''': Chat. What is used to sci-talk with various entities, but also to find some interesting lore. Holding down 'C' will let you chat to the player entity you previously talked to heal up while staying , as long as they are still in one placethe 1 block radius, very fastgood for when surrounded by multiple creatures. '''T''': Taste. In a similar fashion to dip, taste allows you to consume only a small portion of one container. Still takes This makes potions of healing several times more effective especially in the early game time though, but later on when your health increases with your [[Endurance]], drinking the whole potion is fine. '''!''': Dip. Also note A supremely useful tool that enables a player heals twice to transfer liquids from one container to another. Given that cans cannot break, it's a prime target for moving healing liquids into. On the other hand, dousing flames requires only a tiny bit of liquid, so moving liquids to vials to cover your flaming scrolls in is sufficient to quickly extinguish the flames while saving much liquid. '''c''': Close. Closes doors. More useful that one would think, as fast on only closed doors can be locked. Good for fleeing and gaining time. Many early game enemies will lose track of you if you r'u'n around a couch corner and close a whooping five times as fast on a beddoor behind you.
'''s''': Search. Top tier key that makes the player check their surroundings (a one block radius) for traps. The trap checking, while useful, is not the main benefit from searching, but instead the singular tick a search takes. For reference, IVAN is split into turns, with each turn having 10 ticks. Every entity in the game can only move so many ticks per turn, which is improved by agility. Since entities usually move at the same tick each turn, This can be somewhat exploited by the search key, as staying slightly far enough enables players to stay just out of range, search til an enemy moves in, attack them, and run to the next block. This method, known as kiting, is enough to kill most enemies in the game with enough time, though it falter against spellcasters or a certain queen.
'''.l''': Waitlook (with a lowercase l). Similar Also self-explanatory, but people need to searchdo it more. If you have the whole map unlocked, instead of running around looking for the way up or down, but takes just look to remember places you've been to before, saving time and energy, literally. You can also see enemy equipment to make decisions about before fights by 'l'ooking at them and using certain keys, or what items are on a turn rather than faraway block that you can see. '''I''': issue commands (with a tickcapital i). Could be Very usefuland '''instantaneous''' command that enables a player to order allies around. The functions of who to command are relatively self-explanatory, but rather niche useyou can make allies run away, stop following you, prevent them from changing equipment, and enable them to consume valuable items. With proper managing of your team, you can effectively move your allies around to better synchronize their attacks. '''O''': Offer. When standing on an alter, you can offer items to the god of that alter. Better items make gods happier, or items associated with them (like lanterns for [[Legifer]], very useful).You can see who is associated with what in [[List of Material Values]]
'''tp''': ThrowSee gods sections. Throw an item '''h''': Rest. Very strong if you have plenty of weapons Allows the player to throwheal up while staying in one place, particularly daggers very fast. Still takes in game time though. Also note that a player heals twice as fast on a couch and short swords early a whooping five times as fast on a bed. '''k''': Kick. Kicks stuff. While the damage from kicks falls off very quickly as the gamecontinues due to the lack of damage, kicks can be used to knock enemies back in desperate situations, bust open locked doors (be careful that they aren't trapped), and poisons and magical weapons late gameopen locked chests. Throwing ability is based on arm If you have the strength thoughto kick a chest at least a block, so don't expect that adamantium halberd you can kick the chest up to go too farand then against the wall, which greatly increases the changes of breaking the lock. Throwing wands will also often break themThis is particularly useful for the meteoric steel chest in the not so secret secret room.
'''V''': Vomit. Removes some nutrients from your body in the form of a short range projectile vomit. Does poison enemies, but don't use this as a weapon unless you're at death's door with no options. Vomiting is mainly for getting rid of tape worms that can infest your body when you eat rotten food.
 
'''z''': Zap, use a wand in a certain direction. Most common form of wand use.
==Figurative Keys==
'''Battle-Axes''':
Bigger axes that aren't necessarily better. Lighter materials can be wielded uncomfortably in one hand, and the roundness is much better due to its size (about double), but the overall damage dealt is lower due to low accuracy and heaviness. This can be mitigated through enchantments, but there are better weapons to enchant, making axes better.
'''Beast Claws''':
'''Non-magical Whips''':
They come in either a completely normal variety or are runed, which increases their total damage without an enchantment. In older version of the game, whips could not break, making them overpowered when coated with poison or sulfuric acid, but now with low level material whips, break easily. They are too strong to train agility with, yet too weak to serve as good weapons without good materials. Technically they serve as fine weapons when highly enchanted, but the allure of a magic whip greatly overshadows normal whips.
'''Pick-axes''':
'''Sickles''':
The worse short swords. Their lightness takes off a bit of damage in compensation for their better defending ability, but that lost damage hurts them a lot. They do have a 50% damage bonus to plants, but since most enemies are not plant plants (wait, they aren't????), are often outclassed.
'''Spears''':
'''Flaming Sword''':
A jack of all trades sword-except it's on fire. What's not to like? Not only does it serve as a permanent light source, the sword will also burn enemies on contact, providing one of the few sources of unblockable, unresistable hardly resistible damage in the game. The roundness and the lightness are strong together, and they can easily be wielded in one hand, and since they aren't artifacts, can be cloned, meaning you only have to focus on one, then make another rocking flaming valpurium sword+10 (wait...)
'''Halberds:'''
'''[[Telecontrol]]:''' Provides the simple ability of being able to choose where to teleport when you get teleported, and the range is based on the user's current intelligence. This sounds simple, but can be innumerably helpful later on (see RUN AWAY). To get it permanently, a ring of telecontrol would do the trick, but it is much easier to remember the phrase "friends, and food". By making [[Blink Dog|blink dogs]] teleport around either as a friend or foe, they generate more of their kind. Killing and eating three of them in quick succession will give you telecontrol permanently.
'''[[ESP]]:''' Enables the user to detect intelligent enemies, no matter their location or current visibility status. However, if their [[intelligence|int]] is below 5, they cannot be detected (including veteran kamikaze dwarves, golems, and [[Invisible Stalker|invisible stalkers]]). Killing and eating three [[Floating eye|floating eyes]] will grant permanent ESP, though it might be difficult to find three at once. consider leaving their bodies on other floors to prevent rot.
'''[[Levitation]]:''' In contrast to [[haste]], nearly no strong enemy has levitation except for One-eyed Sam, but it practically serves as it's own psuedo-aols (see wishes for a larger rant). You could get unbelievably lucky on a fountain, but it's often not worth the risk, so you are forced to either get a [[belt of levitation]] or a cloak of flying, both rare, rare items.
'''[[Fearless]]:''' Prevents panic. A new ability, and also the least needed one, assuming you get strong enough. However, if you don't, or if somehow [[Petrus]] chops off 3 limbs, it helps to deal just a little more damage, or to run away. Can only be acquired permanently with a ring of bravery or the [[Filthy tunic of martyr Bessica]], but a horn of bravery usually works better and doesn't take up a ring/armor space.
'''[[Invisibility]]:''' If they can't see you, that's good. It decreases their accuracy against you, and increases your accuracy against them. About 50 zaps of wands of invisibility are required for permanent invisibility, but be careful that it, as its own drawback to go with it. I personally would just go with a ring of invisibility off an elite guard (which can be acquired with a prayer to Dulcis, having fun figuring out how to do that). You could also choose to tame a mage or light frog and have them cast invisibility on you until it becomes permanent.
'''[[Haste]]:''' Haste will speed up everything you do, from combat to reading, so acquiring it is a '''top-tier priority'''. Every strong enemy in the game has some form of haste. [[Petrus]] has the [[Justifier]], [[Ischaldirh]] can haste himself, [[Sherarax]] has inherent haste, the rulers of [[Aslona]] have mystic frogs, [[One-eyed Sam]] has the ring of ludicrous speed, etc. Again, you could get lucky on a fountain, but you could also get permanent slow, so forget that. With approximately 70 zaps with wands of haste will do the trick, or a bit less with 'a'pplying wands or prayers to Cleptia. Also, mages and light frogs can once again come in to help you. This buff has no drawbacks, so get it.
'''[[Regeneration]]:''' A recent and decent ability added that greatly speeds up your healing rate and even eventually grows back limbs. Concurrently the only source of permanent regeneration is found in a belt of regeneration, but its the help it provides is unmistakabledecently strong.
'''[[Life Saved]]:''' There are only 3 ways to acquire this power: Body swap to an archangel, the [[Blessed Shield of the Phoenix]], and an Amulet of Life Saving. While the first one is just stupidmeme tier, the other two provide the ability to survive death itself and regenerate to full health instantly. If your character gets really strong, '''you want this'''.
='''Victory and values'''=
For the former, this is done by increasing [[charisma]] and pawning off duplicate items. Even a single point of [[charisma]], if it were to increase the selling price of that horrible bronze dagger by 1 gold, and you had several of those daggers, would make quite the profit when taking into consideration that [[charisma]] (henceforth referred to as charm) also lowers the prices of shop goods. Praying to [[Dulcis]] is currently the most effective method of this, as she can shoot your charm up permanently to about 29, but you can also utilize [[ommel tears]] well. An obscure method is to polymorph into a siren, giving you 75 charm temporarily, but don't waste a wand of polymorph on this. You may also consider the recently added wand of alchemy, which turns materials into pure currency regardless of charm, which can be game breaking with the right materials (namely gold, which can be found without too much difficulty).
For the latter, it's easier said than done, really. Killing the well armed guards and the honestly very strong shopkeepers are a challenge regardless of who they are. If you have an archangel of any type (with the possible unlucky exception of [[Amatrix]]), [[Merka]] and the rest of the shopkeepers can be killed with ease. However, they quite literally have a back backer that can absolutely whoop youhard than a fart cushion. If you so choose to kill [[Merka]] or another dungeon shopkeeper, do not dare venture into the [[Black Market]] without an army or a will (I'll make an exception for the one man army, but that man better be Petrus or stronger). The guards there are strong and fast enough to rip through just about any armor you might be wearing. As for [[Hulbo]], the [[attnam]] shopkeeper, he's well spoken for. This may seem discouraging, but I promise you, unless you can seek to gain from that pick-axe all shopkeepers hold, accept their scams instead.
==[[scar|Scars]]==
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