

Amazingly powerful for the Apprentice in the early game, which starts with Fire I. It and Blacksmith each have a Fire II item, and getting to Fire III (Ignite) is game over for most fights. Steel Anvil gives you Doom Plate, and Bulwark is amazing. That's also why I like the +1 card Blessing as well as Wise - more cards means more options, and you can handle the occasional Stupidity card or debuff that shrinks your hand. Much easier to hit Armor IV than Swift IV as well, and you get 3 great physical defense cards out of it, not just 1.īlade and Crush might not be so great for a Cartomancer, but again there are a lot of monsters or bosses that have strong magic defense so having some physical options are handy. There are some dungeons that seem to have strong physical enemies and bosses and even Armor I can save your butt and III and IV are great. I'd also disagree that Armor isn't useful. This is especially true if you end up using Ranger or Bruiser on your earlier tiers. So I don't think you need to worry about outright excluding Blacksmith. It is very rare that the loot pool for a dungeon is flat-out junk that doesn't work with a class. However, I eventually end up unlocking everything - all classes and loot, and I don't really end up having problems with that. When doing unlocks, I think it is a good idea to prioritize getting a class unlock of the next tier, then a blessing (or two) of that tier, then one or two loot upgrades for that tier.
