Is the pirate dodge ability working as intended? According to the skill description it says that the player should be able to dodge every attack for 5 turns, except I’ve had plenty of cases of enemies hitting me while in close range.

It actually gives you 75 counter chance, not dodge. If you have less than 25 counter before activating it you might still be hit, and I guess if you or a monster get a critical hit it bypasses all the defensive chances like counter, dodge, and block.

First time playing this game, in fact first time playing a rogue-like, and I am liking it! :)

One question to veteran players. Playing at medium difficulty, what is the typical character level when you reach dungeon level 5, 10 and 15? I ask to have some idea of how many skills can you max at the end of the game. Most of them, half of them, or only a pair?

It depends on whether you thoroughly clear out dungeon levels… and Realm of the Diggle Gods makes the dungeon 50% larger. I believe I hit a little over level 20 beating the game without RotDG. That means you typically fully master 3 or 4 skill trees, and probably a 5th in RotDG.

You will definitely have some skills left over at the end of the game, so it’s a good idea to decide which skills you’re getting early or late, and how far to go down the tree. For example, if you take a melee weapon skill, the even-numbered levels are the “best” ones, so you should invest either 1 point (for the on-hit proc effect), 3 points (for the active skill that lets you hit multiple monsters), mastery (for the big stat bonus at the end), or skip the skill tree entirely.

On the other hand, the most important effect of taking dual-wield is that you get to dual-wield and it’s most efficient to put no additional points in dual-wield until you’ve gotten all your other important skills and just need some stat boosts. Crafting tends to be the reverse, since higher levels of craftiness let you create more items from the same number of ingredients, even using the same recipe.

My skill tips for starting out:

  1. In magic, Viking Wizardry and Astrology are both good skills because the initial spells you get are fairly powerful. The Magic Steel buff increases your melee damage by at least 3, and when you start the game, you’re dealing from 2-5 damage base, so that’s a big boost. Radiant Aura sometimes launches a counterattack that will help you wipe out early monsters when you don’t have anything else to use.

  2. If you’re making a warrior character, starting with Arms Mastery and Shield Use will give you a starting armor and shield that make the first few dungeon levels a walkover.

  3. Most rogue skills are not powerful early on - they have more of an effect in the late game when you stack up different sources of evasion and stealth. On dungeon level 1, when enemies deal 3 points of damage, it’s easy to get 1 point of armor that will block one-third of the damage. It will be a long time before you get 33% dodge… but the 33% dodge will work in the late game when monsters deal 50 damage in a hit.

  4. An exception: Starting with Archery or Throwing will grant ammunition you can use to shoot diggles and zombys safely. You’ll need a crafting skill in order to keep yourself in ammunition through the rest of the game, however. Tinkering/Archery is better if you also want to cast spells. Smithing/Throwing is better if you also want to fight in melee.

Thanks for the answer.

Another one, how many lutefifisk (sp?) needs the lutefifisk statue? 50? 100? more?
I donated around 110 units and still didn’t get anything.

It’s random. If you keep donating, you’ll eventually get something.

I found the answer in the wiki:

Each Food Lutefisk tithed increases the chance of receiving a random reward (each Food Lutefisk increases the chance of obtaining an artifact by 0.2%, up to 100%). When the character receives an artifact, the current statue will be destroyed and the tithed amount will be reset to 0.

The bonuses applied to the artifact are determined by the number of Food Lutefisk tithed when the item is granted. For every 125 Food Lutefisk added to the statue, the character gains one extra enchantment for the artifact recieved. Tithing exactly 500 Food Lutefisk will ensure the maximum bonus enchantments on the artifact. Any Food Lutefisk over 500 will be considered surplus and will be discarded.

Thanks god for the no permadeath option. I would lose interest in the game if I had to repeat the same first two levels again and again and again. Even then, when i die (and I already died a dozen of times) I rage pretty hard because the last time i saved was one hour ago or something like that.

You’d never have to repeat a level because that level will never be the same.

:rolleyes: I know, but they are mostly the same. At least for me. Corridors, traps, rooms, monsters to kill, etc. Without permadeath i can advance so I can see and play with more different weapons, equipment, skills, and see more monster types.

My favorite thing about this game is how they never ever test the Mac port at all, so it falls to shit seemingly every time they release.

The real issue is figuring out why you keep dying.

The Gaslamp Games QA department has not covered itself in glory recently, no.

My rule for beta/soft launch/low stability games is that I play with a text file open in the background, and write down any bugs or mishaps I find as I go, submitting the list of issues whenever I close the program. As a developer myself, I know how valuable accurate bug reports are - call it a professional courtesy. At the same time, I’m not getting paid for this, so the game has to entertain me. I play until I hit a bug that makes the game stop being fun, then quit.

On the one hand, I submit 4 or 5 issues every time I close Dredmor and clear out Notepad. My Gmail now knows that “Dungeons of Dredmor Bug Report” is an autocomplete option for the subject line of emails. On the other hand, nothing has been bad enough to make me stop entirely.

That reminds me…anybody know of an expansion change list for the original skill trees? I know a number of changes were made to the older trees (e.g. The first burglar ability now steals from vending machines).

Check out Dredmorpedia for information. It actually reads the internal XML files of the game to produce the website, so it’s up-to-date. Note that it includes info on two mods from the Dredmor forums, but anything which comes from the mods is clearly marked as separate.

I wouldn’t mind an inventory size mod. Between several types of foods, drinks, mushrooms, potions, bolts, etc, together with the crafting tools and reagents, it’s too small. And you also need space to take whatever crap you see and sell it to Brax.

In the end the experience doesn’t win anything positive with the limited inventory, you just have to do extra runs to each floor to pick up the shit you couldn’t the first time you got there.

By the way, aftere playing for 7 (or 8?) hours and still exploring the 4th floor, the game is starting to be repetitive. I use always the same tactic, using buff spell A, using debuff spell B, summoning pet C, recovering manga with spell D, healing with spell E if shit got real, hit hit hit with my staff, and repeat all over again. Even I’m starting to ignore without noticing the good quirky humor of the game, because the grinding makes me lose focus and play in “autopilot” except if i see lots of enemies.
And to think I still have 11 floors to do. Ughh.

I think next time I will use the option to have a shorter game.

Or you know, enable Permadeath so that the game actually carries some risk.

As for the inventory stuff, you are supposed to leave some stuff on the ground.

Dredmorpedia is pretty sweet, but the Dredmor wiki has been updated with the expansion content and tends to have the best explanations of what everything does that I’ve seen: http://www.dredmorwiki.com/wiki/Skills

When such a problem comes along, you must cube it. Cube it good.

Remember, LUTEFISK FOR THE LUTEFISK GOD is more important than mere monies! And much like a DeLorean it can be fueled by trash. Only the most majestic items need be sold.

That isn’t going to make disappear the grinding and the repetitiveness.

As for the inventory stuff, you are supposed to leave some stuff on the ground.

never! :P