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Rapporter et problem med oversettelse
Note that if you play without permadeath, it's actually very easy to get yourself into impossible situations (yes, it's kind of counter-intuitive, but it's still true). The problem is that it's possible to descend too fast, and you can find yourself in situations like you describe, where you can easily be one-shotted by certain creatures (particularly bosses, but minibosses can be a problem as well).
In any case, if you are talking about a boss, then melee is not your friend. Keep your distance and make sure you have some arrows and/or thrown weapons on you at all times. Run away if you need to. But even a baseball or a handy wand is better than nothing. Keep your distance. What a lot of people who come to the game from non-roguelike backgrounds don't realize is that in a rogue-like, you have to use EVERY tool at your disposal. Just because you didn't take bows or thrown weapons, or even wands as a skill is no reason to shun them. But I keep seeing that in 'lets play' videos -- people don't pick up those thrown weapons and bolts because 'they want to be an melee fighter'. In Dredmor, that's utter nonsense. The tools are there, Use them when necessary.
Also, some locations and situations are not for the faint of heart. If you have the wizardlands expansion, for example, and you misstype a code, you can be sent to Diggle Hell, which is inhabited by diggles of all variety of levels (including ones that you can't encounter outside of Diggle Hell, such as Vlad Digula). Even in normal wizardlands, there's a kind of trap that is easy to avoid, but if you don't know any better, you can release a particularly high-level difficult brand of clone. In the same vein, using a mysterious portal can put you in situations with creatures of any level. If you enter them, be prepared to die of you don't have the proper skills to deal with real nasty creatures (invisibility and/or a teleport of some sort could be helpful to avoid fights -- because sometimes you just need to run around and loot while avoiding stuff that can kill you with one blow -- it's the advisable tactic).
There are alternatives -- pets are great for diverting enemy attacks, but they don't remain as useful later on. When you get deeper into the dungeon, they won' t be sufficient. As I said, teleportation and invisibility are great skills for all sorts of reasons (making Burglary a great skill to add to any build).
Finally, you might want to peruse the following, especially the attachment in the first post. A lot of the people involved in writing the guide (and there are several) are some of the more seasoned Dredmor vets, some of whom are modders, and/or have actually created things that have been incorporated into the game by the devs.
http://community.gaslampgames.com/threads/project-community-skills-guide.3033/
what about dying?
Some people think that getting horribly shafted by a game and losing spectacularly is "fun." They think "Oh, well I could have <insert insane, complicated plan requiring equipment they left behind/sold, kiting the monster and relying on heavy amounts of RNG luck here>, and I could have won, and I learned this now, so I had fun."
If you're not one of those people, perhaps Badass: The Mod is for you. It adds 3 skill trees to the game, which you can pick and choose from or take in bulk, designed to pump a character up so it can survive run-ins with bad juju (most of the time,) but not so badly that the game becomes completely a boring stroller. So far it seems to be working - I did get killed, once, with it, in a wizardrealm trap, but when I came back with a Bolt of Squid and a few more levels, I beat them down.
So if you're finding that taking a level in Viking Magic just isn't cutting it, try Taking a Level in Badass, instead.
But I think you misunderstand. First of all, "Dying is Fun" is the Dredmor mantra, which IS based on the Dwarf Fortress mantra. But (other than the spelling) he had the mantra correct.
You characterize it as a kind of masochism, but in the case of Dredmor, it really isn't. It's all about the fact that the game is light, that you can die in humorous ways, that you CAN die and actually have fun doing it. It's not true for everyone, clearly. But what the phrase means is that dying can be fun in a very literal sense.
Second, the game CAN be cruel but not really as cruel as many other rogue-likes. It's not easy, but I guarantee that the most common cause of death in the game is 'pilot error'. But that's ok, because it means a chance to try yet another build to change your style, to be more cautious or less cautious or to do something crazy or do something smart. It doesn't matter if you are having fun. It's not just a saying, it's designed into the game.
I'm not sure what difficulty level you are playing on or how your gear is. But as you go deeper, things can certainly get more difficult for meleers. Bosses certainly will become a problem eventually if you insist on meleeing. And you should always be preparing yourself for the next monster zoo (AE weapons of all kinds, food and healing potions/wands, etc.). Some people simply choose to avoid monster zoos after a certain level, at least when playing on Going Rogue, especially with a melee character.
Sadly enough, Dredmor doesn't really manage this very well compared to some of the roguelike inspirations. Once, in nethack, I turned into a were-rat while climbing down stairs, got knocked out by my inventory falling on me, and was eaten by a fox while unconcious.
It's also not really that big a matter of pilot error, at least on going rogue. Lucky early finds or unlucky lacks of early finds can make or a break a game but part of the fun is improvising with what you find in the dungeon to try and survive.
ps i was on level 6 7 or 8 cant remender :D