Reception Ĭritics have generally given Dungeons of Dredmor positive reviews as of June 6, 2012, it holds a 79/100 score at Metacritic and 79.00% at GameRankings. He also noted that the game's art sets the game apart from traditional roguelikes that feature ASCII graphics. In an interview with RPGWatch, game artist David Baumgart explained that the game is based on an "immature build of a humorous roguelike game" which the game's programmer Nicholas Vining had been working on since 2006. Lutefisk may be sacrificed to the Lutefisk God, which may reward the player with artifacts. Lutefisk is frequently referenced in Dungeons of Dredmor, where lutefisk is a consumable item, and flavor text frequently mocks it and refers to it as being "inedible". Quests can be accepted from Statues of Inconsequentia, which assign the player the task of defeating a squad of monsters, retrieving an artifact, or delivering a retrieved artifact to a specific location in the dungeon. The player may obtain artifacts by discovering them in the dungeon, from the Lutefisk God, creating them using an Anvil of Krong, or as a reward from quests. Artifacts have the same appearance as normal gear but have bonus stats alongside the existing stats of the gear, i.e a Wooden Sword does two points of Crushing damage, but an artifact version may have additional added damage types as well. Īrtifacts are powerful weapons and armor that have a randomly generated name and extra attributes compared to standard gear. Character permadeath may be enabled or disabled during character creation. An option called "No Time To Grind?" can also be selected, which generates smaller floors for the player to explore, but offers the same amount of experience as normal levels. The game features three levels of difficulty – Elvishly Easy, Dwarven Moderation, and Going Rogue, equivalent to Easy, Normal, and Hard, respectively. However, doing so is difficult, and per the developers' own admittance, the objective is more often to see how far one can get before dying, and then try again. The objective of the game is ostensibly to find and slay the eponymous Lord Dredmor, the ruler of the dungeons. Shops are also featured on every floor, where players may buy and sell equipment and consumables however, stealing from a shop will result in the player being attacked by many powerful enemies. ![]() Dungeons of Dredmor 's in-game currency is zorkmids, a reference to the 1980 game Zork. The player carries an inventory of items, which can include various foods, drinks, potions, crafting materials, etc. Weapons and equipment can be worn to improve the player's defences and abilities. The combat focuses on melee, ranged, and magic attacks, as well as use of items and skills. The player begins the game with seven chosen skills, which may be further improved as the player gains experience levels. Īs in most role-playing games, the player has several character statistics that determine their effectiveness in various aspects of gameplay. Each turn the player may move to or attack monsters in adjacent squares pick up, drop, and use items and interact with various in-game objects. The game is turn-based, and both the player and numerous enemies take turns performing actions. The game world is laid out in a tile-based square grid viewed from a top-down perspective, where the player, enemies, and various items and objects occupy discrete squares. Each level is a randomly generated maze of interconnected rooms, filled with monsters, traps, loot, and various other objects. The player enters the dungeon at the top floor and gradually progresses down through levels of increasing difficulty. The game starts as the player assumes the role of the game's main character entering a hostile dungeon crawler environment.
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