I managed to make it through with my first insane roguelike character (thanks to donkatsu for the great LP guide). TW is a fun class to play, with good passive defense and the ability to really quickly load on on-hit effects since they get at least 3 hits per turn from warden's call. The master, for instance, was totally incapacitated for the eight or so turns he stayed alive.
I took cauterize and worldly knowledge. Dreadfell was more infested with repented thieves (5!) than threatening undead; I never saw an anorithil. TW doesn't have too much innate healing, and I wasn't sure how much the final fight would challenge this, so I figured taking light from the prodigy was a safe bet.
Cauterize saved me a few times:
- vor armory (2): wasn't paying attention to paradox and got teleported into main corridor with 5 pyromancers and some rares. I managed to escape without dying, even after trying to run out through the wrong room (!)
- briagh: stupid shadows...
- farportal: my first farportal ended with a 20k hp patchwork troll archmage boss standing next to a rogue unique :/ it wasn't that bad, but I should have stayed out of melee range of the latter. Second farportal had a dude with 1k melee bump attacks and 600% global speed; I ran away.
fun interactions I learned of this run:
stop time + movement infusion
Buff durations don't count down during stopped time, so you can run very far with this. With 3 bonus turns, my infusion would last up to 58 tiles.
stop time + arrows
Arrows don't move while time is stopped, so the damage reduction effect it has is sort of irrelevant. Once the effect ends, they all hit the target at once for full damage.
see the threads + wheel of fate
scum for the ring you want.
weapon manifold + warden's call
The cooldowns for weapon manifold debuff effects are reset for your clone each turn, so the eight turn cooldown is not too important.