The Strategy
This is what I've got so far, if you got your own ideas then try them out too, you might get a great run because of them.
1: 6 STR, 2 INT, 16 VIT, 16 AGI. You can change it to your liking but keep in mind that you need high VIT for the musket & with low STR you won't have much inventory capacity so only take what you need.
2: Raider class, get a high damage musket (at least 36) or restart.
3: The town, look for something in the shops or go right into floor 1, maybe look for a weak & cheap weapon as a box opener? the enchant spell? bottles? cheap black & purple potions?
4: Find enough weapons to feed to your musket (alchemy ability helps), find a weak weapon to act as a box opener (do not break said weapon), & get as much broken tools from the pickaxes on the floor as you can (very important for later). (Edit, sorry for not including this sooner) Don't increase your muskets attack over 100 because the muskets shots become faster the more attack it has & the shots can become fast enough to skip over the enemy's hitbox, 60-90 attack is a good range to stay within.
5: Try getting 1 or more of the following combat or helpful ability rings early on, they'll be good or great help. Good: lava (really good in dungeon 2 & against bosses that fight close range, do zigzag motion), cannibal (eat monster, heal hp/mp), serpent (monsters might drop goodies), & vampire (drains hp from enemy). Great: alchemy (chance to regain items), assassin (triple damage first shot), bull (fast run, 1 shot low hp enemies in late game when ran into), chloranthy (run while shooting & stuff), demolition (destroy locked doors & chests, use box opener weapon), eye (full map to make optimal movement), martial (charge attacks), swirl (short attack shockwave), thorn (return the pain), & vortex (double shot on ranged weapons).
6: Get a very helpful ability from the first boss because good abilities help more than stats & money early on.
7: Get stuff from the shop keep floor like a good ability ring or a cheap & high durability weapon to feed to your musket.
8: Get the trash items from the various dungeons you'll be in, broken tools & sticky goo in Cave, fool's gold & metal scrap in Prison, dirty rags in Pyramid & Temple, you may find more of these trash items in further dungeons, pick them up & make use of them if you are in need, fools gold & metal scrap make a whetstone that boost a weapon's attack by 10, fools gold & broken tools make an inscribed rune that enchants a weapon, metal scrap & sticky goo make an armor piece that boosts an armor's defense by 10, dirty rags & broken tools make a hilt strap that increases your weapon's attack speed. Don't use all of your broken tools for inscribed runes because you'll want some to make hilt straps, a fast weapon is a good weapon, though you may roll poor enchants multiple times and find yourself with little broken tools left to make enchanted runes or hilt straps with, if you're willing to hold off on enchanting until late dungeon 2 before enchanting then you can reset once per floor to save broken tools & fools gold if you don't roll your target enchant, this may cost some time but enchants can be fickle so it's better to play it safe, if you don't roll your target enchant then exit to main menu and re-enter the run and finish the floor you're on & try again for a target enchant on the next floor, you get 1 exit to main menu per floor before the run is deleted so you can save scum for your enchant, this way you may get your target enchant & have enough broken tools left over to make hilt straps with, a good enchant really does "make the run" so it's worth the hassle.
9: When you get fools gold & broken tools you should make inscribed runes to try to get 1 of a couple specific enchants on your musket. Power from Agility, Power from Vitality, Mana Powered, & Better Counterstrike (Edit: because Power from "Stat" has no extra cost of use & the fact that you'll be boosting your Agility like crazy starting early-mid game means that Power from Agility is the best one to get).
10: If you got a pretty good run going then keep at it, keep your inventory carry weight in check, look for the most helpful of items, & in mid game when you have plenty of weapon durability & helpful items you can afford to skip floors so when you've only gone through half a floor & you find the exit you can take it.
I don't have much else to say, i guess if there's a vampire with a weapon with a ton of durability & you have ample health potions then take it, & don't fight vampires or the shop keep unless you got a kill weapon.
(hey, adding something here, if you use the musket (or any ranged weapon) while you have the Vortex & Swirl abilities active & attack an enemy up close it will f****ing shred them to bits, add the enchant Power from "Stat" on said ranged weapon the enchant will activate & hit a bunch of times after the first bunch of hits from Vortex & Swirl's shred combo, So try to make your build Vortex Swirl & Power from Agility/Vitality because when you do you can immediately start running through floors when you 1 shot all enemies & using the exit when you find it).
Try the run, have fun, I wish you luck. :]





