Some builds I've been having success on:
Hammer/Recharge + Knockback Tome. Knockback isn't subject to the hammer stun, and will reduce cooldown times of other tomes, so you can chain knockback tomes back to back. You are effectively immune to melee as long as you aren't swarmed. Combine it with an explosion or poison tome for long-range options.
Dagger + 2xShadow + Assassination. You can effectively solo the entire dungeon, as your lunge should one-tap everything, and you can heal between engagements. You can combine this with armor glue instead of assassination to free up a ring slot, as being hit will stun the enemy for one turn, allowing you to kite them in place.
And here are some suggestions.
Dynamic Weapon Hotkeys: Give each weapon its own hotkey arrangement. This overrides the default hotkey arrangement, so you can more easily switch between builds, and to free up hotkeys dedicated to dead hotkeys from switching to the current weapon. This also allows for the use of build-swap weapons, where you can make an equipment-swap dagger that has hotkeys specific to swapping into specific equipment.
Parry Tome: Gain X% Physical Resistance. On being attacked, knockdown the opponent. This buff is removed if user attacked or is attacked, or after N turns.
Backpedal Tome: Attack for 100%+X% in target direction, and move in the opposite direction.
Vault Tome: Knockback and knockdown self in target direction 1 to X tiles. Colliding with a monster will also knockback and knockdown.
Dive Tome: Create deep water tile on your location. This tile will revert if you move from the current position.
Throw Tome: Pick up adjacent monster and throw them in target direction. This will knockback and knockdown. Distance is effected by enchantment value and the max health of the monster.
Charge Tome: Move in target direction and get 2 Stacks of Charging_(Direction) Buff. Moving in that direction for subsequent turns adds 2 stacks to this buff. Each turn, decay 1 stack. On attacking an enemy, consume all stacks and deal an additional X% damage per stack. Alternatively, add 1 Stack for adjacent directions to the main. (UP+2, LEFTUP+1, RIGHTUP+1)
Channel Tome: Take 10 Damage. Gain X stacks of Magic_Up. (Magic_Up increases magic damage by 1 per stack. It decays by 1 stack per turn)
Shadowstep Tome: Teleport to target enemy and basic attack. Tile chosen is random, but will prioritise tiles furtherest away from the player's current position.
Glass Wall Tome: Creates a temporary glass wall at target location. It decays after X turns.
Air Pressure Tile: Air Environmental Hazard. Dissipates quickly. High pressure (some threshold) may cause knockback and knockdown. If this hazard enters another tile with poison/smoke/steam/fire/projectile already, it will forcefully dissipate it to neighbouring tiles (unless the tile has no valid neighbor).
Wind Burst Tome: Creates X air pressure at target location.
Air Vent (Environment): Creates air pressure on location every X turns.
Air Cloud: Attacks similar to Poison Cloud, except will cause air pressure on its tile on death.
Air Ball: Attacks similar to Fireball. Creates air pressure on hit instead.
Thanks for the work so far. There isn't much replay value other than grinding for enchant scrolls, which makes builds like knife-stealth appealing due to the low investment compared to tome builds. Not sure how you'd get around to encouraging alternative weapons when the dagger is top tier.
Also the bug for lunging into walls is funny.