There are a couple of stats in this game that don't really seem to be pulling their weight. And I'm not just talking about the depreciated Wand Lore skill. I'm talking about EDR and Sneakiness, two stats which currently do pretty much nothing for the player at the moment. To break it down... EDR You don't need it pretty much at all, unless you're trying to hit something that has Mustache in it's name or fighting with the new Dredmor himself. Think about it. is / 3. A CL 30 character who has no rogue skills at all and no other modifiers to his or EDR has a of 12 (remember, at CL 1 you get 7 skills, so you have 36 at CL 30). is / 2. The deepest non-Mustache monsters in the game have a dodge of about 15-25, meaning they have from a 3 - 13% chance of dodging hits. Most players don't need to worry about because that's not a really significant percentage. Sure, you might miss once every other monster, but a CL 30 character can mostly hit what they swing at without needing boosting skills. This sends a deceiving message to players: "You will never really need to beat this game, because look you can hit most everything." Then you meet Dredmor and unless you're a mage, you barely brush him once every four hits or so. Optimistically. Plus, it devalues skills like Perception and even the various weapon trees. Why sink points there when I can hit most of the time anyway, and having all that weapon specialty just makes Evil Chest gear that much worse? Suggestions for EDR Make Monsters Dodge More Give all monsters a dodge bonus dependent on their floor. Say, = stats + 5 + DL. So creatures on DL 1 would get +6 while monsters on DL 15 would get +20 above and beyond their stats. This isn't a huge increase, but it would make a shortage of felt. Make Stuff Scale to EDR In particular, I'm thinking the Big Game Hunter procs, Thrown Weapons and Archery abilities and Eye Lasers. These are all things that would feel right with damages that scale to rather than . The Deadshot tree could be revived with an emphasis on scaling to as well, although I'm not really sure that'd make it any more interesting than it was before. Increase Amount of Good Equipment That Reduces EDR Currently Clockwork Limbs of any type, Clockwork Gauntlets, Plate/Serpentine Gauntlets and a selection of the best Helms reduce . Mayhap a few of the best weapons could offer penalties in exchange for a little more power? Or the penalty on heavier gear could be upped a tad bit all around? Sneakiness OK, as I understand it this skill represents the % chance of not tripping a trap when you step on it and not being noticed by a monster each turn you spend in its vision radius. Lame. That's just not enough to make the stat appealing at all, and as it's pretty much the only stat other than Haywire effected by , Savvy is likewise devalued, particularly in the eyes of non-Wizards. Suggestions for Sneakiness Change the Interaction Between Traps and Sneakiness Rather than giving a character a % chance of not tripping a trap, make it so that traps require a certain amount of and, if a character has it, they can pass over the trap with no danger. Say, for each to disarm a trap, 5 is required to walk over it. This would let a person who is interested in traps move over his own traps in safety, increasing his ability to actually, y'know, trap stuff and encouraging strategic planning. It also makes the Savvy on Tinkering seem less like something tacked on because all crafting skills get Primary Stat bonuses and more like something actually relevant to the skill. Make Traps Scale to Sneakiness Don't know how practical this is, because I'm sure at least some traps share spell effects with other sources where scaling to would make less sense. Maybe we could just create a trap specific version of those spells? But if the idea of traps is to hide them and then let other people trip them, scaling to makes a lot of sense to me. Make Assassination Procs Scale to Sneakiness Because assassins are supposed to be sneaky? Right? Give Characters a Chance to be Unnoticed After Attacks Particularly ranged attacks. That'd be cool. Not sure it'd be easy to program, though. Anyway, feel free to throw in other thoughts on how we could make these rather underwhelming stats better. Hopefully the devs will see something they like and can use without too much difficulty, so that we can have better and more varied gameplay.