

And it's always good to have a backup, non-punch-them-in-the-face plan for dealing with monsters because sometimes another monster gets annoying while you're punching the first one in the face. Spellcasting monsters have been the death of many an adventurer - finishing of most of a zoo only to find out that the last dozen monsters just nuked you to death as you crossed the room is lame. To be straightforward, if you can't disarm, knock, or obliterate traps, your game is going to be a lot harder if you can't at least see them from more than one square away, it's going to outright suck. Have some method of incapacitating, distracting, or otherwise not having to fight the bad guys.Be able to deal with spellcasting monsters.

And if you don't have some way of healing and regaining mana other than "press space bar", you'll get repetitive-motion stress syndrome before you beat Dredmor.

Even with those abilities, however, even the most prepared adventurer can get overwhelmed by a lucky crit or two, so having a getaway skill (or three) is in fact a necessity. That's it! Every other aspect of the game can be skipped if you're determined, but you must be able to handle single ubermobs and vast groups of normal mobs, and occasionally both at the same time.
