Anyone interested in sharing the things we find in the game that just work really well together and are so exploitable? Here's mine thus far--Necronomiconomics and Emomancy, you can use the Cure to rid yourself of your curses in a fix, allowing you to be far more reckless. Oh my god this is like, so cool for me. When I first wanted to play around with necro, I figured I should take wands and hope I get a zodiac wand, or make cleansing potions. Now I can just sort of do it at will. The cure is expensive of course, but since necro isn't really that expensive in spell point cost. I'm going to have fun playing around with that!
^ Its a fairly common (or it has been for me, I end up with several on the first DL) Tome that adds necro damage and necro resist.
The Little Black Book is pretty much a god send. It really helps to make up for the global crafting debuffs just long enough to rush for pact of fleeting life.
Werediggle + Demonology worked pretty well for me last game. Cast magic circle and then transform, and you get a very resistant, damage-absorbing digglebeast.