Very disappointed to discover that simple save game exploits work just fine in DoD. Hope GLG will take the next patch or so as an opportunity to plug some of these holes. Even in Permadeath mode, you can simply Save & Quit before a Chest of Evil, then reload if you're not happy with the results - the one time I tested it, I went from getting an enemy to an amazing staff! I haven't tested this for all, but I assume this applies to every "random chance" object on a level - Lutefisk Shrines, Chests of Evil, Uberchests, Quest Rewards, etc. This means anyone can basically exploit their way to a win & high score, overshadowing "legitimate" efforts. Why not roll the entire dungeon at the start of the game? Every "random" chance result should be calculated in advance so no amount of Save/Quitting can change the outcome of any single event within a playthrough. Anyone attempting to change the outcome will simply receive the same outcome repeated. Given that the game has a finite length (10 levels), this is entirely feasible from a technical standpoint. 2 Anvils, 3 Quest Rewards, 2 Lutefisk Shrines, ~0-5 Chests of Evil/Uberchests, 0-5 Fountains - rolling this all from the start for all 10 levels would take no time at all and very little physical storage space in the save file. PLEASE patch Dredmor to make Save/Quit exploitation impossible! Then wipe the leaderboards again.