Dungeons of Dredmor Episode 23: Long description below. Read if curious.

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Published on ● Video Link: https://www.youtube.com/watch?v=fASvtpLCx4I



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ALT TITLE: Sporks don't count.
When fighting a man who fights with cutlery, sporks aren't cheating. They don't count, and wouldn't help even if they did.
It's like bringing a water gun to a gun fight.

Guess what, the mods didn't load so I restarted. You'll see next time what I did.

THE FORBIDDEN KNOWLEDGE:

Regardless, this character is doing surprisingly well. I was right that), pures are very difficult to manage, and hybrids and mix-and-match tactics work better. This is both adaptiblity, buff-debuff mixtures, combinatins of AoE and DoT spells and attacks.

So, why does he work? I don't know. Maybe Mathemagics are just potent for warriors, perhaps psionics are a good warrior skill too?
Maybe the mix of Warrior for health, Wizard for range and Rogue to buff out Mana Cost and Health gain just makes him a little more durable?
I wish I could analyse it better.

Either way, this guy has to make his own Crossbow. It'll be intersting to see all this play out. He has longtivity and decent Magic-Melee power. Especially with his low Mana-Cost spells.
I notice that is the biggest issue with Monks (warrior-wizard). Magic cost. Mana comes from Sagacity, which only wizard skills give 2 of. Bards (rogue-wizards) have less issues, since they get 2 savvy per rogue skill. Savvy reduces mana cost, so it buffs out.
But Monks don't get savvy or sagacity from warrior skills and will, naturally, have massive issues with costly spells. Alchemy is an option, but that's another skill slot!
Of course, without savvy, the high-cost spells cost even more, ya know?
So, Monks, if they do have costly spells, need either luck, conserve mana or stockpile. Considering that none of these are really helpful on higher difficulties, Monks need to plan out well how to spend their precious mana.

That being said, I'm too careless to play higher difficulties.

I also analysed the hybrid classes a bit.
Rogues and Warriors get 2 Caddishness. The attribute or Pirates (warrior-rogue hybrids). This increases Life Points, countering and criticals, which are pretty important to crossbows and melee weapon useage. It makes sense, as it both buffs LP and makes melee more durable. Warriors need it for health and hurt, Rogues for deflection and not dying.

Wizards and Rogues get 2 Savvy. Bards are a combination of both. Increasing Sneakiness, Haywire (magic crits) and decreasing Mana Cost on spells, it makes perfect damn sense. Rogues need it to sneak, Wizards need it for powerful and more spells. Poof!

Warriors and Wizards get 2 Stubbornness. Monks love it. It gives Block Chance and Magic Resistance. Perfect for a magic melee man.Wizards prefer it so enemies and any accidental friendly fire doesn't hurt as much, Warriors need it to stop incoming attacks (Since they can't dodge as well).

DETAIL:
The colours.
Look.
The archetypes are primary colours, hybrid stats are secondary mixes that also show what archetypes they belong too!
Burliness = Red = Warrior
Sagacity = Blue = Wizard
Nimbless = Yellow = Rogue
Caddishness = Orange (Red + Yellow) = Pirate (Warrior + Rogue)
Savvy = Green (Blue + Yellow) = Bard (Wizard + Rogue)
Stubborness = Purple (Red + Blue) = Monk (Warrior + Wizard)
A very, very cool detail there, Developers!
I see what ya did there. ;3

That said, DO suggest your ideas for skill-builds and such! :D
Even if it's a mod-skill, I'll find that mod, download it and try anyway!

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At present, Sapphire Crook has 6,423 views spread across 43 videos for Dungeons of Dredmor, with the game making up over 1 day of published video on his channel. This makes up less than 0.63% of the total overall content for Dungeons of Dredmor on Sapphire Crook's YouTube channel.