Okay, how's antimagic? Magic Shield? The one that increases spell save.
Should I be working on that now or later or not at all or what? And as a general charecter question, am I to assume I shouldn't be raising racial talents unless I'm using the stat that increases their effects? (Con for resilience of the dwarves, and so on?)
Spellshield. It's generally not very useful unless you're specifically pumping saves. Saves are kinda' weird right now, as they're often not terribly useful unless you have a
lot of them. Basically re: spellshield, you've probably got better things to be spending generics on. A point in it to unlock unending frenzy (1-3 points in that is generally quite helpful) is usually enough.
Re: Racials: Generally, you shouldn't waste raising them if you're not pumping the stat they scale with. A lot of racials don't involve stats -- they're fine to raise even if you've got stat mismatch. Even if you are pumping the stat the active racial scales with, the first tier talents don't get anything but cooldown reduction from talent investment (at least for non-undead), which is largely useless. Even at 25 CD, you're not going to be able to use them more than once a fight very often.
But even then, there's the master up that fortress, in the old version he was very very powerfull, and i'm not sure if i have the right level (23) to attempt this with probably only one life left (or two as i have the life phial), i wish i had not wasted some life stupidly.
23's usually alright with taking the master. Higher would be better, but it's doable.
Anyways, my current character
The thing about racials applies here, too. Even if you're investing in a scaling stat, the first tier racial talents are usually not worth investing in. They're primarily a once-a-battle thing -- lower cooldown isn't going to help much.
5/5 resilience + stoneskin, probably bad idea. CD reduction on resilience isn't going to help much and stoneskin just isn't very good. 0/5 money is power, worse idea -- it's the absolute best dwarven racial talent. Fixing that in the future will help you out.
You want 5/5 berserker, bad. Primarily for the resistances, but the damage boost will be noticeable and the accuracy will help a lot. Finish raising mortal terror, ASAP! Then go for unstoppable, it's a tremendously powerful panic button. Put a point or two in perfect strikes -- the duration increases with point investiture and can help deal with high defense enemies. As a berserker, you only need to hit a couple times to make things dead, usually.
5/5 spellshield, bad (or at least suboptimal, heh.), see above. 5/5 quick recovery would help you out. 1-3 points in unending frenzy can prep you for eventually getting shattering impact. Thick skin, armor training, good. 1/10 combat accuracy,
not good, especially without precise or perfect strikes to shore up your accuracy. I imagine you're missing a
lot at this point
Weapon mastery is just about right -- you don't really want to get it over four or five points on a 'zerker, and it's perfectly fine at three.
Question : is there any interest in powering up the fortress after you got to the point of getting the rod of calling upgrade already ?
Yes! Once you hit 30 power, you unlock the ability to enter farportals for the cost of 30 energy. Farportals take you (usually) to a random zone filled with critters. At the end of the zone, there's a randomly classed boss NPC (usually possessing 2-3 sets of class talents, which can get pretty nasty) that's guaranteed to drop a random artifact! If you can kill it, anyway.