So now I have a Winner:
http://te4.org/characters/108382/tome/ed227db6-1601-4443-8ec0-32eca3518b28 Krutz. A Cornac Marauder, Anti-Magic.
Killed Atamathon in about 5 turns. I carelessly died a few times during my game 4 times before winning, 3 of those was totally trivial and silly and 1 of those I got caught out and probably could have survived had I have TP'd earlier.
I used a similar strategy to the above guide except I went heavy armour.
For early game, Levels 1-20. My stats were driven purely by skills I wanted. If I needed dex, I'd pump dex until I could unlock the skill, as so for strength. You will want to boost Con or gather a lot of +con items so you can get at least 1 point in Thick Skin early, that small bit of Resist All you get on the first point goes a long, long way to survivability early game, It also goes a long, long way when you max it by late mid game. I try and get at least 1 point in thick skin by level 10-15ish.
I used my Cornac free Talent on an infusion early game. So I had regen, heal, movement and wild-physical. End game had heroism too.
It is really easy during the early game to get knocked down to 1/3 or less life, the turn it takes to fire off regen can easily kill you. Heal is Instant use and can be poped just before regen if you need it.
As soon as you clear the first two dungeons you will have roughly 200gold. Make a bee-line to Zigur town and with luck you will be able to buy a Torque of Psychoportation this is a MUST HAVE, it's your only real emergency escape. Movement infusion is great first line escape, but if you get stuck in a corner it doesn't help. They are super cheap to buy as well. If they don't have one, you may get lucky in the other towns, this item is so useful its worth checking every shop capable of selling them. Once you get one, it will pretty much be the only thing in your Tool slot for most of the game.
At this point it is totally worth while going from town to town to check out the infusions for upgrades to your own.
Always keep rings of X resistance, it's very handy to be able to slip on a ring of Lightning resistance. 20% resistance goes a long long way to shrugging off damage, it is in addition to Thick Skin. For the early game you want +fire and +lightning resist.
When faced with a choice between a bit of extra damage or a moderate bit of extra fire/lightning/physical resistance, go the resistance. Less damage/turn means more time to kill something, but without resistance you will die anyway.
I use my level 10 talent point to open up Bloodthurst, I want to get a couple of points into Bloodbath fairly early. The extra regen on this stacks very well with +health mod items and fungus.
I use my Level 20 talent point to open up the Fungus talent you get from Zigur boss after completing the tempest quest thing.
Fungus makes the AM Marauder work really well. 1/1/1/1 alone is excellent, my winner had 3/2/2/3 by end game, but I really only needed 3/2/1/1.
As to what exactly you spend talent points on is partly dictated by your equipment drops. If you have lots of +health mod stuff regen talents really go a long, long way for instance.
Your signature skills: Unstoppable and Total Thuggery don't really shine until around mid game and later. Unstoppable is OK if you find yourself in trouble at lower levels, you really need to make sure you have 1 point in the Adrenalin skill so you can always use unstoppable. Unstoppable uses a lot of stamina, LOTS if you have heavy armour. Adrenalin makes it so you don't have to use stamina to pop unstoppable, really really useful.
Total Thuggery increases crits and penetration and has great synergy with Precise Strikes.
Basically anything that adds Crit chance and crit penetration/damage doesn't really help you until around level 25ish when you start mixing in the skills and natural crit bonuses from weapons. So don't focus on those too early, think of them as investments that pay off later.
As for Prodigies you can't go past Windblade. It is simply amazing. At level 30 you have a respectable crit chance and extra crit penetration and damage and it works well with Windblade. More importantly Popping unstoppable and hitting windblade around a mob will get you kills quickly and thus health. This combo can save your life many times over. I really don't think any of the other prodigies are better than windblade for a Marauder.
For my second prodigy I found Swift Hands to be extreamly handy. I had Edens Guile, and Wander's Rest and could swap to them when I needed the skill, telekentic leap + unstoppable + windblade proved well unstoppable. It was also very handy as I could use a better Tool, a torque of something that had +40% chance to slow on hit, I could swap to my Torque of Psychoportation and use it when needed.
TLDR;
Early game focus on survivability over damage. Torque of Psychoportation is essential and movement infusion + Heal (with fungus).
Mid game and onwards focus on getting +resistance, particularly physical, fire and Lightning over extra damage. Physical resist penetration is also very handy.
The damage will come naturally through skills and you don't start doing big damage until around level 25ish.