"For a Nonlinear game..." (More possible spoilers within.)

I am finding the order you do things in is incredibly important.

My last character Smashface, a level 13 fighter skelly (made for the fighter report week on the forums) had to be put down (as a rabid dog) after discovering that he would not be able to obtain the rod of recall which basically hosed him for the rest of the game. He was on his way to completing the antimagic quest, had already done the fortress (barely surviving vs a nigh unkillable boss!!) and had done the maze, the old forest and the cursed/merchants quests. He obtained 2x Hymn of preservation from escorts while losing one escort quest to a suicidal warrior.

After this fiasco, I have decided the order in which this character needs to be built is as follows:

+ Get out of the start-up dungeon. (level 5 after killing the boss waiting near the exit.)

+ Prepare before you leave the start-up dungeon: Make sure to collect enough staves/jewelry to do the apprentice mage quest and complete it on exiting the start-up dungeon. Also try and do a vault if you can find one that has infusions to replace your runes with so you can at least have some defenses while on the antimagic quest. I have found infusions to be incredibly rare outside of vaults, though very infrequently you can find them lying about on the floor.

+ Go get the antimagic quest AFTER completing the mage quest. You might end up having to do the trapped quest early because walking around looking for the apprentice mage can take quite awhile since he spawns within a huge radius of Anglowen.

+ Be sure to get the orb of scrying asap (you automatically qualify since you should have picked up the Cloak of Deception from your dead master's corpse.

+ Do the Trollmire! (be wary of using gifts from escorts yet. You can have them but you can't use them or you will negate the antimagic quest.)

+ Do the maze. It is harder than some of the other starting dungeons but it is slightly more rewarding and you can find some interesting items there on occasion. The Labyrinth boss is not a pushover but if you get a little lucky you should be able to stun him which will give you time to back away from him/heal/regen/etc. Shield Wall x4-5 is essential to keep yourself from being smushed here.

+ Then do the old forest. The hardest part about this are the nests and escort quests. The combination can get you killed if you are trying to keep your escort alive (almost impossible in some scenarios as they are prone towards extreme depression and suicidal tendencies because of some drama in their recent past.)

+ You should be able to do the fortress now, and since you don't need to breath it should not be too much trouble to get to the next level from the water filled parts.

Be ware of He Who Walks (orange (h)orror/wurm) as he can kick your butt even if you are maxed out in shield wall etc. Other than him the level shouldn't be too hard.

The boss below on the other hand is either easy or hard depending on whether you can get him stun-locked. Not an easy feat I found, though I was able to do so readily with a berserker at the start of beta 18.

After capturing the Fortress you should be level 15-16 which is minimally right on time for the antimagic quest (since you can't take it before level 5 as a skelly) though perhaps a bit early. I haven't tried it since I failed with my rogue but I suspect a skelly fighter will have an easier time of it. You might want to do the other two Into the Darkness quests first to level up for better results. The two last monsters I hear are the hardest.

Anyway I plan to follow this on my NEXT skelly fighter in an attempt to make a character report for the forums use.

Sorry, but

If you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine.

And, the Rod of Recall is a convince, not a necessity. Keep in mind, it's existence is only been for the last few betas. So don't feel as though you HAVE to have it.

Also, as you are talking about a fighter in particular, you have no need for staves. So, the first artifact [randart is okay too], give to the apprentice - he'll take it and that's all that he needs.

And, you can take the anti-magic quest as an undead at lvl1, just dive for the stairs and fight only when necessary - you don't even need to kill the unfinished golem.

Other than that, I do like your general plan of approach. I'm going Undead Ruins, Maze, Mire, OF/quest, merchant/cursed/urkis if I haven't done them yet, Daikara, SWL, and then depending on luck of kit I'll either do the elven ruins next or Dreadfell next. Regardless, I'm doing the elven ruins before Iron Throne. After that, it's off to the east - and doing Underwater Cave, Anorthil Cave, Spider Lair, Vor Armory/quest, head back west, do the dungeons again, then do tannen quest, do the prides outside of grushnak [so I don't need to dive down there twice], go back west and do the crypt/plane/whatever else there is now, do the east crypt/whatever else there is, then do the mt. doom dash [or do the dash before heading west the second time], limmir quest followed by grushnaak, which then turns into the slime tunnels, which then turns into final dungeon. Go through, kill shit, own me some wizards and I'm done. :)

Also, some time ago I wrote a guide about Fighters, Dwarf Fighters in particular located here - http://te4.org/blogs/finalmaster/2010/12/dwarf/character-builds-1-dwarf-fighter
It is a bit old, written before runes/infusions - but it is still mostly valid.

Yeah that guide is

Yeah that guide is appreciated. When I first got here I took a look at it and decided early maze was a good idea if done carefully.

"if you do the mage

"if you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine."

So then it is a bug? Because that was not my impression. It seems to me the trial is one where you aren't supposed to take part in something (magic) while the trial is upon you. It doesn't matter if you have touched it before, just as you don't fail if you use magic afterward.

If it is a bug it should reported...so that is what I will do next.

Bug or design?

"if you do the mage apprentice quest at all, before or during the anti-magic quest - it SHOULD [as in it's intended to] not allow you to complete the anti-magic quest. However, AFTER you have done the anti-magic quest to completion, you can then do the mage apprentice quest and all is fine."

I do not see why stuff done before ever meeting the anti-magic freaks should influence what they think of you. 'They' don't even know you exist. And why would you get a carte blance to do anything after being trained? You can walk back into Zigur and chat to trainer with 3 runes tatooed into your skill, use magic in the town, and they are cool with that?

No, only way that makes sense is that the training period is when you must abstain. Monks of old, sometimes they were regular people who suddenly took vows. They might have done a lot of stuff before that.

Monks today as well.

Monks today as well.