First post on this forum. I'm a big fan of the roguelike genre and I jumped at the opportunity to buy this game when I saw Screenshots on steam. I also seem to have played every single game that's been referenced in the game, weird, it's like the person who wrote it had the same taste in games as me or something. Nevermind about that, this thread is about the best strategies for finishing a permadeath session on going rogue difficulty from start to finish. This means that you have good options for survival in the early game (levels 1-3) as well as solid options in the harder levels (7-10). So far, I've had a very hard time with melee builds on GR difficulty, though i may be able to survive on the early stages, the later ones have a hard time dealing with the monsters, especially the arch diggles (one killed me once by counterattacking me with two crits in a row). I've had the most success with a pure caster strategy Magic Training Mathemagic Promethian Psionics Blood Magic Archaeology Alchemy What I like about this approach is that it gives you options for the early level play (narcosomatic induction and alchemy distillation makes getting to character level 3 possible) but gives you a consistent strategy that is not overly reliant on lucky RNG rolls or equipment pickups. "This Translation is all Wrong" (from archaeology) gives you the ability to insure that by levels 4-5 you will have the required 7 mana regen bonus to gain 1 mana for every turn (which allows spells like narcosomic induction and kinetic shove to be used indefinately) Hold on to magic rings,amulets, and crossbows and keep rerolling them until they give you mana regen bonuses. Furthermore, Alchemy insures that you will be always have powerful orbs and other essential spellpower boosting gear (magic sandals are great too) IMPORTANT Benchmarks Summon Wyrmling: The earliest character levels are the most difficult and uncertain for this build. You'll be doing lots of running while you regenerate mana. your best bet for survival is to turn sewer brew in to gut rot (for mana regeneration) and narcosomic induction (to both deal damage, and control monsters so that you can lead them in to traps). gargoyle traps are very useful to you, since you can use them to deal damage to creatures without using too much mana (so try to avoid disarming them all). "This Translation is all Wrong": The wyrmling alone should be sufficient for levels 1-2, and during that time you should focus on leveling archaeology until you have the aforementioned skill. This will allow you to focus on rerolling artifacts until they give you the necessary mana regeneration bonuses that you need to gain 1 mana per step (on GR you need 7 mana regen bonus, more than that is not necessary) it will take many rerolls to get the stats you're looking for, so the earlier you get this skill means the earlier you can get started. Xeuclid's Translation (Teleport): Once you're able to reroll for you mana gear you should focus on getting this spell, which will allow you to survive in nearly every situation. In fact, once you get this spell and 1 mana per step, the only thing likely to kill you is your own idiocy (which, as a function of time, is inevitably going to kill you one way or another) Alchemy Crafting Once you can teleport and regain 1 mana per step, your next goal is to maximize your spellpower. It's not even necessary to have fireball by this point, but if you wish to have it that's your perogative. Alchemy crafting will allow you to make orbs (ideally you want to dual wield starry orbs since they offer the most spellpower of any crafted item) By alchemy level 5 you should have two starry orbs and some magic sandals. Recursive Curse, Fireball, Gog's Tactical Pyre, Psychokinetic Shove: Up to this point most of your killing will probably be done by fireball, curse of the golden ratio (free zorkmids WOOOO) and rune of exploding (GREAT FOR MONSTER ZOOS) but by levels 6-10 you'll want to have these big guns. Recursive curse can kill most monsters on levels 8-10 in one casting, and psychokinetic shove will give you the space you need to take on the monster zoos efficiently-- just try not to step on your own flame walls. Once you've attained all of the above you're ready to take out dreadmor, invisiblility and restoration potions help a lot. Good Random Loot/Store Gear If you've been reading this far, you'll probably know that the priorities of this build involve mana regen first and spellpower second. Everything else, even damage resistance and Armor are secondary. Avoid any item that reduces mana regen or spellpower, you shouldn't be getting hit in melee anyways. Armored Mage's/Archmage's robe - your best armors, enchanted versions with mana regen are even better. If you can't find these then you could also settle for Lekon's Seerly Robe or Voluminus robe of the Vizier (in that order). The Mana Torus - It's very unlikely that you'll find a better ring than this. This is an ideal anvil candidate. Cybertronic Amulet - another good option for the anvil. If you find an artifact amulet, reroll it until it gives mana regen bonuses. Ankh Amulet - a higher survival alternative to the cybertronic amulet for people prone to stepping on thier own fires or getting hit by ranged attacks. Mana regen and spellpower bonuses are even better (reroll until you get a spellpower bonus) Gold Rings - Since they always offer 2 spellpower, they are a good option for maxxing spellpower on your ring slots. Orb of Nothing - This is by far your best item. Get two of these as quickly as possible. These details should be good enough for anyone who is interested in beating Dredmor on GR/Permadeath. It is by no means the best nor the only strategy that works, just the one that worked for me. If you have a method that works for you, I think it would be great if you could share it with us in this thread.