Dungeons of Dredmor

The achievements show on Steam but aren’t actually patched in yet, so if you are aiming for them better wait for the patch.

Well, I’m pretty sure I won’t beat the game prematurely even on Easy-peasy.

Any idea how many levels down this dungeon goes?

10 levels

Edit: also the developers plan to release mod tools. I’m sure massive level packs will be out soon.

I tried playing a monk-y build on Easy. Repeated ass-handings-to ensued. But I got an achievement for crashing the game.

I’m having more success now that i use the perception/tinkering combo to milk exp from traps.

Finished this just now. Was at dungeon level 5 or 6 and realized my guy isn’t going to get much more awesome even if I explore every level and that there’s a better chance I just run into some acid trap on low health and die while bored and not paying attention, so just dived down to dlvl 10 and got it done. Had a nasty surprise or two in the final fight but with the power of alchemy I prevailed. :smiley:

My build was:

Staves (useless really, made the first few levels easier)
Dodging (for Leap)
Promethium Magic (the main thing)
Magical Training
Ley Lines
Blood Magic
Alchemy

They might’ve nerfed Obvious Fireball but it’s still a very powerful spell that made clearing any zoo trivial. Deeper in the dungeon it feels like melee builds just can’t cope well with all the huge damage melee enemies and their special attacks, while my fire mage just blows everything up and leaps to safety or runs behind his drake. Fun game, but could use a little balance tweaking. Still, 34 hours of fun out of 4 euro isn’t anything to complain about. :slight_smile:

I’m playing pre-patch and I would wager that almost everything I’m doing is considered an exploit and probably already nerfed. Obvious Fireball, mushroom farming, etc.

My current build is Archaeology, Axe, Tinkering, Accuracy (not sure if that;s its name, but it allows me to give bleeding out effects to creatures), Dodge, Crossbow and Perception.

No spells, so I don’t need to worry about mana potions and can either sell them or convert them to lutefisk for the Lutefisk God. I can grab easy XP from artifacts I don’t want and I start off with enough Rogue skills to disarm pretty much any trap for further XP. Tinkering allows me to potentially make 48 crossbow bolts from one piece of ore, which helps for keeping enemies at a distance, and at higher levels I can use the enchanting anvils twice and reroll their enchantments if I don’t like them.

The only thing I’d possibly change is the specific weapon; I like being able to finish baddies off at close range, and I can normally dodge or counter their attacks, but I don’t know if one melee weapon is stronger that another.

It’s kind of luck of the draw what sort of melee weapons you happen to find, especially in the early game. Also the AE attacks are differently shaped, with the sword one reaching furthest. Hammers (and unarmed) offer a knockback proc which would probably go best with a crossbow build like yours, not sure what axes offer.

After my one win I haven’t really touched the game, the fact melee doesn’t seem to be viable deeper in makes me a bit sad since I’ve enjoyed playing beefy, in-your-face warriors in other roguelikes. Here even if you find good armor you get either ruined by corruption attacks or killed by elemental damage.

How do you get 48? I’ve got tinkering maxed and I only get 12 per.

Also, this dungeon needs more chalk!

4 ingots per ore, 12 bolts per ingot.

Is there any reason at all to pick swords or axes over maces? maces have higher damage.

Oh, gotcha. You could also do 1 copper ore + 1 tin ore -> 4 ingots copper, 4 ingots tin -> 16 ingots bronze -> 192 bronze bolts.

Damn, I’d forgotten that tin was actually useful.

Any plans for an iphone port? Sounds like fun but I only have time to game when traveling on buses or trains.

This is easily the most enjoyable roguelike I’ve played in ages. Hopefully they polish up some of the issues and don’t nerf every modestly successful strategy into the ground.

So, I’m coming to be of the opinion that you don’t necessarily need more than one weapon skill. I took both swords and crossbows, and I’m finding that my fear of running out of ammo, as I often would with thrown weapons, was unfounded, especially as enemies quickly close into sword range anyway. Throwing acid flasks is handy for clearing out zoos, but it’s not clear that it helps any to be able to throw well. Indeed, it may well be that just being able to alchemy up more of the damn things is the real winner.