Dungeon Crawler You!

Analysis of Drew's class options:

General: Drew has bonus xp for charisma based skills. He already has some specialisation in INT and CHA as well as a decent toolbox of spells. That toolbox doesn't have heavy damage at the moment. Note that while stat bonuses disappear with the class at the end of the floor, maluses don't.

We've done well at grinding gold this floor - we got ~1.5M from the big game, the drugs score which we've been selling off, and our SOP had us trying to game each night. So we can take expensive options, OTOH we can now spend money on personal space and upgrades so classes that can make us even richer are desirable.

Class: 911 First Responder
Decent stats. The spells to remove status ailments are nice, they do come with a chance of failure but Drew is Lucky (and his luck is a charisma skill and this class comes with bonus CHA). +10 to Water Cannon should be a decent offensive option though it's a bit redundant with Geyser. The real synergy is in:
  • Immunity to the effects of non-magical heat, including smoke inhalation
  • Can see normally in obscured environments (fog, smoke, etc)
Which play very well with Taylor's chemical incendiaries and his own Smoke Form spell. Overall solid.

Class: Banana Whisperer

My god it's full of stats. The banana spells provide offence, utility, healing, cash... note though that they work best in combination, we're not guaranteed to get the full list and we probably won't find may banana trees already growing. Also, a train based level might keep us moving too much to take full advantage of the trees he grows. It's great but maybe not for this level.

Class: Battle Burglar

Something of a change of direction in Drew's role but that happens with Character Actor. It does come with some INT to power his existing spells. OC we know that the Master Unlocker would be incredibly useful this floor but can we justify it IC? I think so: trains and stations have locked areas for staff only; passenger style mobs can be expected to be tool users with stuff to pickpocket and; restricted passages, corridors and tunnels are trap magnets - the classic rogue build is a good fit. Pickpocketing opportunities are important because extra xp.

Class: Democratic Committee Chairman

Requires us to put stat points into CHA to get back up to qualifying level which is well worth doing anyway. Good stats. The stipend of 5000 gp/day is good, levelling it by looting cash could work on a floor with passenger style mobs - imagine if we do manage to level it and thus keep it and then take Pirate Admiral on another floor - serious dosh! Also, now that Roll Up can affect silver boxes we can try running some stipend boxes through it.
This class is all about the whole party protection buffs and they are very good. Free Healthcare For All is worth 10K a pop all day long and the others are powerful too. (+ CHA based too) No integral offence from the class. Recruiting a couple more partymembers would make it shine more

Class: Disgruntled Postal WorkerClass: HitmanClass: Master AssassinClass: Master WeaverClass: Medical StudentClass: MedWagon Fast-Insertion MedicClass: MetamageClass: Monster Truck DriverClass: Pirate AdmiralClass: Professional GamblerClass: 'Psychic' ConmanClass: Republican Senior Senator
Class: Septic Tank Cleaner


Never say no to a con boost and immunities. If Share Immunity, Immunity to clouds and Acic fog don't all arrive the class can't use it's immense offfenive powew

Class: Special Effects Nerd

main benefit was manager but we alreay have it. Stats come with penalties. The ability is very sitatunational. no

More to come tomorrow.
 
"Mutilation Mitigation is one of the few skills that can fix permanent damage such as missing limbs, eyes, scars, and so on," Levi said. "At level 1 it will take a long time to do that but it's a rare ability."
Spell: Major Heal
Cost: 3 MP
Range: 10 + (Intelligence / 2) meters
Target: A non-undead being(*)

The target is healed by ((Skill Level)x10)% of their max health. Healing over 100% results in bonus health. This spell can reattach missing limbs, fix permanent disfiguration, etc.

(*) When this spell reaches level 10 you will be able to target undead, but the MP cost will be 10 instead of 3 when targeting undead. Instead of being healed, undead hit with this spell will take damage approximately equal to ((Skill Level) x 2)% of their max health.
Ignoring the overall impact of each class for now, since it's so complicated and legitimately hard to choose (like, even Banana Whisperer is strong enough to be a solid contender, where Banana Farmer wasn't), to ask: Does Levi think either of these would restore Taylor Gold?
 
I know we're pretty much all agreed that taking Wizard Supremacist was necessary, but I had thought we were going to at least get the option to pick up Mystic Scholar this floor? The intention to exploit the glitch in Create Spellbook was even mentioned in the narrative.
It was always a question of luck if Mystic Scholar apears again. And we failed that roll it seems.
 
Skill: Plunder
This is a class-locked skill available only to certain classes.

Every time you kill a mob of a level higher than your own you will receive a Treasure box containing (mob level - your level) x (Skill Level) x (Charisma) x 3 gold pieces. Level of the box will be determined by the amount of gold received. You must strike the killing blow.
Just to make sure I'm reading this right, are these transfer-to-Leo-for-Roll-Up boxes?
 
I know we're pretty much all agreed that taking Wizard Supremacist was necessary, but I had thought we were going to at least get the option to pick up Mystic Scholar this floor? The intention to exploit the glitch in Create Spellbook was even mentioned in the narrative.
There's no guarantee that classes will be offered again on following floors.
Note that while stat bonuses disappear with the class at the end of the floor, maluses don't.
You mean in the context of Former Child Actor right? If so then maluses do disappear at floor end. By default, anyway. There are exceptions to every rule but unless it's called out as such (e.g. 'permanently' explicitly appears in the text) it's safe to assume.

The only examples I can remember offhand are that Levi speculated the Medical Student's debt would persist, and Drew's stat and spell level penalties persisted to this floor after he violated Wizard Supremacist's "Punching is Beneath Me" rule. Safe to assume those are permanent, especially since I wrote them into his character sheet as such. ;>

Water Cannon should be a decent offensive option though it's a bit redundant with Geyser
They are very similar, but Geyser always points up and appears somewhere away from the caster while Water Cannon comes from your hand so it goes where you point it. Also, it exerts back pressure on the caster, which can be useful.

Does Levi think either of these would restore Taylor Gold
Nope. Taylor Gold is dead, and has been for hours. Levi doesn't know of anything that could bring him back at this point.

Did Dart not make it through the class change
It did not, no. He leveled it up once and would therefore have kept it, but the spell level penalty wiped out his progress so he lost it. Fortunately, he had leveled Shield twice so he got to hang on to it.

Just to make sure I'm reading this right, are these transfer-to-Leo-for-Roll-Up boxes?
They are loot boxes and could be transferred to Leo, yes.
 
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[X]Battle Burglar

Why? Because we can use the metaknowledge, so screw it.

Edit: Actually let's take that further, and discuss the gimmick of this Floor's Floor Boss. Technically, right now, there isn't one. Instead, at Station Zero, there's a free-roaming Neighborhood Boss who has a staff that lets him use and process all of his descendents senses at once, and provides exponentially increasing buffs based on how many of his descendents he's seen die (including through their own senses); along with spawners that spit out IIRC a hundred thousand level 15 ghouls that count as his descendents each day. Borant's plan for him is that he'll be at least as dangerous as the Archdemon by the last day of the Floor, while the stairs are both not opening until the last six hours, and are concentrated into under a hundred stations, which he will head to as revenge for killing his 'family'.

However:
A. If we can somehow handle the swarm of weak mobs, we can reach him early.
B. The buffs are actually linked to the staff, and normally breaking his link requires not only getting it out of his hands, but holding it against his recall ability for five solid seconds to put it in Inventory. But Battle Burglar/Kelpto can ignore that and just use Pick Pockets.
 
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Well, Pirate Admiral gives us two things that give bonus boxes.
And Levy explicitly called the cannon summoning skill out as:
"Wow," Levi said. "This spell all by itself makes this class a good pick. Stack it with the Cannon Cocker ability and it's seriously impressive."
And if we get lucky and gain the pirates luck actionable, then we can doubletap luck (foetunas favored child+pirate luck)
Benefit: Pirate's Luck
This is a class-locked ability available only to certain classes.

Similar but superior to the Fortune Sculpting spell, this effect distorts probabilities in your favor and against your enemies. The bonus/malus varies based on your Charisma and your Character Level.

Reminder: This effect is only active for 1 minute after you swing on a rope, chandelier, etc.

Note: This effect will stack with your Fortuna's Favored Child skill.
 
Class Choices:
  • Banana Whisperer
    • Very powerful class
    • Comes with some insane stat boosts
    • A Platinum Tier shirt
  • Battle Burglar
    • Good stat boosts
    • Unlocks Pick Pocket, which is OP
    • Faster XP gain
  • Democratic Chairmen
    • The "daily stipend" skill from democratic chairmen might have some synergy with Leo's Rollup. You get a Silver money lootbox every 24 hours. Save them up, roll them up, and then have a bunch of Gold Boxes
    • Decent Ranged/AOE protection
    • Expensive Healing, but Good Healing
  • Medical Student
    • All the Heals
    • Faster XP gain
    • Stupid money drawback
  • Medwagon Medic
    • Decent Heals
    • Good Ranged boons
    • Suppressive Fire comes with automatic IFF
  • Metamage
    • Great INT boost, but slightly hampers CON and CHA
    • Metamagic to improve spell list (and not just for the Shield spell, though this is what I use as an example)
      • Far Strike would improve the volume of the Shield, allowing Drew to act as improvised cover.
      • Shaped to Shield so that Drew can help Taylor or Leo hide behind an additional shield (form it to his skin, freeing up volume to shape the Shield at his back to widen out, creating cover)
      • Indomitable to make the Shield immune to "counterspelling, anti-magic, redirection/reflection, hostile alteration, and muting effects"
      • And more...
  • Pirate Admiral
    • Platinum Level Eyepatch
    • Good CHA boost
    • Increased lootboxes (though not as much as the Democratic Chairmen class)
    • Conjure Cannon spell is pretty good, but will lose the benefit of Cannon Cocker after this floor
    • Pirate's Luck will stack with Drew's racial luck ability
    • Attack Me Hearties spell seems like a good way to get fodder, especially if we level it and keep it after this floor.
  • Professional Gambler
    • Luck altering skill that stacks with Drew's racial ability
    • Resistance to Charisma-based charm attacks
    • 1 Free Spellbook per floor, found in the mail (can be checked in every safe room and personal space)
    • Bottomless Deck of Chance Cards (sort of a wild magic thing going on)
  • Psychic Con Man
    • Good Charisma and INT boosts
    • Amplify Emotion and Silver Tongued Liar would compound well with Leo's skills
  • Republican Senator
    • Massive boost to Charisma, big debuffs to CON and STR. Small Debuff to INT
    • Changed Drew's appearance (negative impact on his already-weak socials?)
    • Notable disadvantages
    • Best Version of the Taunt Spell
    • Good slowdown with eventual AOE, but requires leveling
    • Gerrymander is an clunky Block-type spell, and Drew's characterization mean that he may not be able to make it work
    • Reality Denial sounds like a useful way to gain money, but I wonder how often we'll encounter such underleveled mobs
    • Super PAC is a good ability if used sparingly, but I could see it becoming expensive quickly.
    • Cockroach is always a good choice, and Drew gets it at level 5 (guaranteed one free lethal hit per fight, though it leaves him at 5% health). Would be worth leveling up to keep.
    • Stay in Your Lane means that "class actionables" train 5% faster, but non-class actionables train 5% slower.
  • Septic Tank Cleaner
    • Solid Immunities
    • Share Immunities spell, which is amazing and would be worth leveling to keep
    • Acid Stench is a solid spell, and has amazing synergy with Share Immunities
    • Amazing CON bonus
 
[X][Class] Septic Tank Cleaner
[X][Class] Professional Gambler
[X][Class] MedWagon Fast-Insertion Medic

[X][Class] 911 First Responder
[X][Class] Battle Burglar
 
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I did this before in this post, and I hope it helped, so I'll be giving my thoughts on the new classes we've available to us:

911 First Responder:
Stabilize is great, and might be even better if we can use it to remove some of the addiction effects from the drugs all the mobs here are taking - but that's very meta. First Aid is good. At level 3 it'll heal 15%, and health seeping is an easy way to die here. Water Cannon starting at such a high level would be useful to clear the track, but it wouldn't be super useful later on in the dungeon. Flight, sure, but we've got Moose for mobility already.

I'd put this at a 6/10
Banana Whisperer:
No, I don't want to consider it! Why are you like this, EJ? FFFFine. It's great, alright? The versatility is actually fantastic. Summonable Minions, attacks, healing, and the utility of money making. The only issue here is the fine print. "This is a class-locked spell available only to certain classes.". We don't know if, even if we increase its level over the course of the floor, we'll be allowed to keep any of the spells or skills we increase, like Former Child Actor allows Donut to do. Until we know that, I wouldn't build anything on this foundation. 4/10 (I hate it, but it's 8/10 if EJ confirms we'll be able to keep increased skills and spells)
Battle Burglar:
This is a fantastic choice, but leveling everything at least once will be paramount to ensure Drew will be able to grow with it on future floors. This would involve the stoner to put his nose to the grindstone, and I forsee that being a tall order. That said. Tir Inqua Luck, mixed with stealing things being enough to level you up, mixed with ninja vanishing - this is a winning combination that would result in our party being incredibly mobile and almost impossible to pin down. 6/10, or 9/10 if Drew will put in *all* the effort.
Democratic Committee Chairman
An upgraded Democratic Senator. It's removed the bonuses to XP, but now allows us to deal more damage, and recieve less, which is great. It also patched the fact that if certain benefits aren't retained, we'd have no Senator/Chairman, money would just vanish. That said, the biggest bonus was the XP bonus, and without it, it's "just" a class that offers: A full heal every few hours, with diminishing returns, and a way to recover from gruesome injuries, which we'll most certainly face in this dungeon, possibly sooner rather than later. I think this is an ok pick, but not a terrific one. 7/10
Hitman (this is copied from the previous post)
This... could be really powerful. Drew already does tons of damage. All of the skills he gains from this class synergise with what we want: More damage, and an XP multiplier.
Combine this with the XP bonus from Democratic Senator or Medical Student, and our grinds in the future will breeze by.
That said. Training Contract Killer, and even using it in general, is a risky fucking option. We're dead if we take a contract, and can't complete it. Crushed upon Floor Collapse. 7/10
Edit: It was pointed out to me that Drew's luck aura would greatly increase his chances of Critical Hits, making this an even better choice.
Master Assassin:
It's like a worse Hitman, imo. If this is being considered, I'd suggest Hitman or Battle Burglar instead. 2/10
Medical Student: (this is copied from the previous post)
This shit right here is amazing. We're getting the money, no problem, and we're paying it in a goddamn lump sum! Amazing spells, and a terrific bonus of 15% to all earned experience. Definitely worth copying! And copying to all partymembers at that! First to Leo, then back to Drew, and finally to Taylor.
Another couple of abilities that allow us to: Remove negative conditions, and move negative conditions from ourselves to someone else. Fantastic all around. Debt could be scary if we didn't have Levi and a ton of money. As it stands, it's almost risk-free. 9/10
Monster Truck Driver: (this is copied from the previous post)
Lots of skills, best one of the lot definitely being Speed is Life. Great to have, but only worth copying onto Leo or Moose, and even then, we've better things to copy. Nothing groundbreaking here, unfortunately. 4/10
Master Weaver:
An upgraded Textile Worker, and my assessment of them stands as before. *Much* too niche. 2/10
MedWagon Fast-Insertion Medic:
An upgraded Combat Medic. And I'd put it above the 911 First Responder, even if it doesn't get rid of debuffs. The fact that we get it at 9 already means it's a massive heal, but one we'll have to train up later. The Rifleman and Aimbot skills would work well with being a Tir Inqua. I'd put this at about 7/10. Solid choice.
MetaMage:
I would much rather wait until Former Child Actor is a higher level so we can be more sure we'll get everything the class is offering. As of right now, we'd be able to pick two things, and I don't think anything here is worth being put on any of our current spells. 3/10 right now.
Pirate Admiral:
An upgraded Pirate Captain. The Summon Cannon spell is real sexy, but not super useful for us right here and now in the train level - except maybe in the later "hold the line" part we don't know if it will still happen. If we're able to level it as much as possible, getting it high enough, it could wreck havoc on Floor 9, and probably on Floor 6, against the hunters, too. The double loot boxes is still great. 7/10
Professional Gambler: (this is copied from the previous post)
Fortune sculpting spell is crazy good for us, but none of the other benefits are things that'll help us on future floors. Even with just the fortune spell, since it stacks with our fortune skill, puts this pretty high. 6/10
'Psychic' Conman:
Emotions don't seem like they'll be game-able enough for this to be a top-tier choice, and we already have the party's face in Leo. 3/10
Republican Senior Senator:
There are spells here that *are* great, and the Super PAC skill could be powerful as *hell* Turning gold into raw damage and effectiveness... But it comes with an XP penalty, and considering we want as many options as possible, this is an automatic 0/10.
If it turns out that the skills and such we gain through Character Actor remain Class skills for us, this changes massively, I'd put this class at a 7/10 but even then, training Drew's luck becomes even more difficult, and it's already going to be forever to level that thing.
This is copied from the previous time, too, and it all still applies - but with the addition of the unholy mobs being friendly, this bumps it up for the purposes of later floors. 3/10 and 9/10, respectively.
Special Effects Nerd: (this is copied from the previous post)
Mirage isn't good enough, and we already have a manager. Next! 1/10
Septic Tank Cleaner:
This could be really useful for Floor 5, and I'd definitely consider it by then, but for right now, we don't need to worry about that many poisons, diseases, or smoke, so these immunities wouldn't be visibly useful yet. That said, it's definitely something we'd want for later. I'd put it at a 5/10
Disgruntled Postal Worker: (this is copied from the previous post)
Nothing worthwhile here. It's *all* class locked skills, and we have no way of knowing if we'll be allowed to keep the skills or benefits even if we train them up, once we're a different class. 0/10


So far, my top picks would be;
- Banana Whisperer
*if we can keep the spells and skills afterwards, despite our class not having anything to do with bananas in the future.
- Battle Burglar
*if Drew puts in the hard work. We can copy the Pick Pockets skill, and use that to level harder.
- Republican Senior Senator
*if we copy the "Mobs with the Unholy affinity will lose their automatic hostility and start off positively inclined towards you" Actionable, and spread that around later.
*and actionables gained from this class remain "class actionables"
- Medical Student
*if we copy the 15% bonus XP actionable.

Personally, I like the Medical Student. Lots of heal spells he can level and keep, and bonus xp will make everything in the future better. But we wouldn't be able to get it to everyone in the party until Floor 7.
 
I expect we'll be killing mobs at a higher level than us way more than once a day.
Drew, himself, has to strike the killing blow. I imagine that he'll probably do that at least once per day, but that still allows for random chance. If all we're looking for is the chance to get money lootboxes, then Democratic Chairman is better. It's more consistent and regular.

Pirate has more firepower, though.

Personally, I like the Medical Student. Lots of heal spells he can level and keep, and bonus xp will make everything in the future better. But we wouldn't be able to get it to everyone in the party until Floor 7.

I'm not too fond of the drawback, though. We could pay it off, but it would cost almost all of our money, and Levi wants us to have at minimum 500k (though preferably more).
 
I'm not too fond of the drawback, though. We could pay it off, but it would cost almost all of our money, and Levi wants us to have at minimum 500k (though preferably more).
Money shouldn't be a big problem for us. We can ask everyone for their conductor's hats and sell them off for a profit, since we know we'll be able to get out anyway. ... I think. I don't remember the exact events of the 4th floor, or how much Carl influenced the ability for people to get to stairwells without hats...
 
Banana Whisperer
*if we can keep the spells and skills afterwards, despite our class not having anything to do with bananas in the future.
Something being class-locked only means that it can't be acquired unless you are of that class (or are emulating it via something like FCA). Therefore, if you find a shirt that gives +2 to the Banana Cannon spell and you put it on, you will not actually gain the benefit unless you are one of the relevant class. Once you have the skill/spell, you don't lose it simply because you lose the class.

In short: if Drew takes Banana Whisperer and levels up any of the skills/spells, he will keep them upon going to the next floor.
 
[x][Class] Banana Whisperer

Eh, why not? The stat boosts and the Platinum T-Shirt are enough to sell me on it.

I do suspect this is a "gotcha" class, but those boosts are just too tempting...
 
Personally, I like the Medical Student. Lots of heal spells he can level and keep, and bonus xp will make everything in the future better. But we wouldn't be able to get it to everyone in the party until Floor 7.
Plus a "feel no pain; optionally also be Put asleep" spell.

@eaglejarl
Levy could pickpocket for us as long as its just moving items and not doing damage (=combat) right?
So stealing a key -> fine
Depositing a bag of explosives with timer/remote control -> not fine
 
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