(And yeah, I'm using the Unbeliever class despite the skill disadvantages, instead of an antimagic Swordmaster. Starting with a Dark Sword makes things a lot easier.)
Some things I've noticed...
- Detect Traps is more useful than I originally thought, at least with Ironman Rooms, since it gives you a decent idea of the dungeon layout when there are a lot of vaults.
- Teleport block = awesome, makes the game much less annoying.
- Rushing towards spellcasters to get them in your AM field is... interesting.
- Pumping Weaponmastery seems to be more efficient in the early game than starting with Swordmastery, in terms of damage output.
However there are some things that still confound me.
1. How do you deal with groups of breathers? AM doesn't seem to impact breath attacks, even magical ones, so hounds and whatnot can breath on you while you close on them. I'm guessing archery might be the way to deal with these critters?
('twould be cool if AM did work on them though. Messages about dragons failing to breath just would be great. Alas, it would be more than a bit unbalanced, I think.)
2. Likewise... Nazgul. Archery, I guess? Seems awfully slow. And I wouldn't want Mormegil or such to get destroyed.
3. Finally, how much does the dark sword matter? It seems that my AM field is roughly halved in strength when not using a dark sword. Is this correct?
Finally... Character combos. What's the easiest Unbeliever combo? The most interesting, in your opinion? I was recently having good luck with a Wood-Elf Zombie Unbeliever, but Wood-Elves don't really have a lot of advantages, and the low HP sucks even as a Zombie.
- Ent? I kind of like this idea, because Ents get innate ESP_EVIL, which should really improve survivability. Though the low speed would make things... interesting, I think.
- Gnome Zombie actually looks interesting. Innate FA = good, same with the Blink power.
- How about dwarves? I don't play dwarves much, for some reason I've never had very good luck with them. The find doors and traps thing is redundant with AM. On the other hand Find Secret Passages is good, and the Petty-Dwarves' rDisenchantment is very good. (Or maybe not for an Unbeliever? Not sure.) The magic device skill is useless obviously. On the other hand the good saving throws may be very beneficial for when AM fails.
- Thunderlord? Haven't played them much, they look overpowered at the expense of a very annoying EXP penalty. Also the idea of riding an eagle through a dungeon just strikes me as cheesy.

- Beorning? Does their shapeshifting work with AM? If it does it could be very powerful, Bearform is *good* at high levels. Only problem is that you can't wield a digger when you're a bear, even though you can wield a sword, a shield, and a lamp (don't ask).
- High Elf Zombie? Both rLight and rDark plus the other Zombie resists and good stats, but I'm not really seeing any other advantages.
Any advice?