Dungeons of Dredmor

Dungeons of Dredmor

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Compleat Essential Skills
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1.901 MB
May 31, 2012 @ 5:52pm
Feb 26, 2013 @ 3:04pm
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Compleat Essential Skills

In 1 collection by Essense
Essence's "Best Stuff" Collection
5 items
CES is composed of 11 skills, three for each archetype plus one extra for Rogues and another for Warriors.

Warrior skills: QiGong, Bushido, Kung Fu, and Gangnam Style
Rogue skills: Poisoneer, Silver Tongue, Ninjitsu, and Drunken Boxing
Wizard skills: Wild Magic, Archmage, and Degree in Dungeoneering

If you want spoilers, check the thread in the forums (see below).

QiGong is the Warrior's answer to Wizard skills, providing our armor-clad champions the ability to throw blasts of energy at distant foes, purify their bodies of negative magicks, and basically pretend to be a character from Dragonball Z. The purpose of QiGong in game mechanical terms was to give Warriors a reasonable way to consistently engage in ranged combat without making them too powerful.

Bushido is the warrior's 'survivalist' skill. Each level adds something that makes life as a warrior slightly more livable, from trap sight to broad-spectrum resistances to Magic Reflect. A warrior with maxxed-out Bushido loses out on a bit of offensive potential, but gains serious defenses. Bushido was originally created to address a few known 'problems' with Warrior builds, but has morphed as those problems were addressed in the core game into this general survival-oriented beast of a skill.

Kung Fu
Kung Fu -- because every good game needs stance-dancing somewhere. Kung Fu skills are each individually quite strong, because you can only have one active at a time. Kung Fu artists are powerful and adaptable, with a stance for every situation from disarming traps to fighting powerful (possibly even lich-level) mages. (Ironically, those two stances are actually the same stance. But that's neither here nor there.)

Gangnam Style
Gangnam Style is the "flipside" of a traditional 'gish' skill -- rather than being a Wizard skill that uses Wizard abilities to enhance fighting, it's a Warrior skill that uses mana and gives away mobility, debuffs, pets, and nukes that cost mana and scale to magic power, but insists that you have been in melee combat very recently before you can use them. Great for giving a mostly melee-focused mage some bonus HP and a couple of decent AoE effects, or giving your fighter something interesting to do with all that spare mana he has sitting around.

Poisoneer was created with the intent of allowing you to kite, snipe, hide, and otherwise wage war with cleverness and mobility, knowing that if you can stay out of range long enough, your enemy will die in due time. By applying poisons in a variety of ways from procs to throwing weapons to defensive PBAOEs, poisoneers thrive when given skills that allow them to escape.

Silver Tongue
Silver Tongue represents the archetype of devilish Roguedom that talks it's way out of sticky situations. By applying a variety of non-magical debuffs to his foes by talking to them -- and later expanding those skills to talking themselves INto things -- the Silver Tongued rogue is a brazen killer whom you will thank as he walks off with your panties.

Ninjas are known for one thing -- avoiding combat at all costs. Not that they can't fight -- they do, and well -- but they'd much rather throw shuriken and kunai at you from a dozen paces away and use their ninja magic to disappear if you get anywhere near them. At the highest levels, ninja can even remain invisble as they mow down their opponents in brutal fashion (though they sacrifice both body and mind to do so.)

Drunken Boxing
Drunken Boxers are like Kung Fu students who couldn't be bothered with all that discipline and whatnot. They prefer to stay totally knackered and slaughter their opponents while doing so. Drunken Boxing revolves mostly around -- surprise! -- drinking, but has a few clever stunts that are useful even without the sauce. The mechanical purpose of Drunken Boxing is to give melee types something fun to do with all that booze.

Wild Magic
Wild Mages don't really learn spells -- it's not about that. Instead it's about taking the spells and skills you learned elsewhere and giving them an ever-increasing chance to have profound but uncontrollable effects on the world around you. From raining existential hell down upon your foes to turning you into a giant carrot, there's nothing about wild magic that is controllable -- or weak. Wild Magic may also very well kill you -- or get you killed, if you manage to accidentally rain existential (or some other sort) of hell down upon Brax, for example -- so be CAREFUL.

Archmagic is strange stuff. Archmages study magic not to use it, but to bend it over their knee and spank it like a stick of butter. Every Archmage spell has a bewildering variety of effects depending on exactly how you target it, but not every Archmage level gives a spell. Scattered throughout are short but complicated rituals you can complete to gain cosmic power as well as metamagic boosts that make all your spells stronger in some ways but clumsier in others. Quite possibly one of the hardest skills to take full advantage of, Archmage is not for newbs.

Degree in Dungeoneering
Degree in Dungeoneering isn't necessarily a skill for casters -- just the intellectual elite who attend Astral College in null-time while their meat-bodies explore the Dungeon of Dredmor. Filled with minor practical magic of the kind every college student would learn as well as abilities that make binge-eating, binge-drinking, and all-night parties a thing of the Dungeon as well as the dorm, Degree in Dungeoneering isn't what you'd call powerful, but it sure is fun (and useful besides!)

For official spoilers, check the thread in the forums: http://community.gaslampgames.com/threads/the-compleat-essential-skills.2811/

If you enjoy my mod, buy my kid a candy bar -- because fun like this is worth putting a smile on a three-year-old's face! https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RMWQE3LK5EZ4L
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Piratebear Jul 20 @ 4:59am 
The first QiGong ability (Kiai) makes no sound.
Topo Apr 3 @ 7:09am 
Both this mod and the mod 'Bowiemancy' have started to give me loading errors when attempting to load saved games, saying that it could not load either mod properly, yet starting a new game with the mods would be completely possible. It stopped happening when -only- those two mods were removed from my subs, though I don't know what could be causing it.

I really like this mod though - it's super duper wonderful.
Haphazard Jan 26 @ 4:08am 
Seems legit, subscribed!.
Captain Picard Dec 28, 2015 @ 12:38am 
One of those true yet obvious statements people sometimes make about the world is that you can't please everybody Essense. Even if you give someone something of good quality for absolute free, you can guarantee someone is going to find something to bitch about.
Essense  [author] Dec 22, 2015 @ 5:54pm 
HAHAHA that's awesome. Figures someone would eventually find a reason to complain about the most awesome skill pack on the Workshop. Too many skills? That's a good one...
Cat Nov 26, 2015 @ 4:23pm 
it is a bit arrogant to think everyone wants all of these skills. I am interested in 2 out of 11 here and I'm not going to fill up the skill list with crap like gangam style and generic warrior bs so I guess this is a pass and a thumbs down. sort your shit out please ty.
1puppetmaster Aug 12, 2015 @ 1:45am 
I found the Gangnam Style be both fun and annoying at the same time
Overall the mod seems to be very well made
Stephy May 22, 2015 @ 1:32am 
Awesome, Thanks for the work
Graceclaw May 21, 2015 @ 4:41pm 
Poisoneer seems rather OP haha, especially once you hit "pool of nastiness". Throw one brimstone flask into a monster zoo and they kill themselves on the nastiness.
Azghall Dec 2, 2014 @ 1:03pm 
Wild magic is too strong free itens with the more points you put and like 100% haywire.