From Dungeons of Dredmor Wiki
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|Build Name||Cheese Supreme|
|Skill 1||Staves (Skill)|
|Skill 2||Dual Wielding|
|Skill 7||Blood Mage|
Strengths: Massive leech, good resistances, infinite stun potential, not especially gear-dependent, easy early game, late-game crowd control, some kiting potential.
Weaknesses: Traps, some inventory management necessary, potential mana problems, no real mobility or escape options.
Pretty much renders 1.06 a cakewalk on GR when played carefully.
 General skill order
Level 2 and 3: Vampirism 2/Staff 2
Level 4 through 6: Psionics (to Nerve Staple)
Level 7: Blood Mage 2
Level 8 through 10: Necro (to Pact of Fleeting Life)
From there you can go with the flow. Make sure to take either Eldrich Inhabitation or Pyrokinesis, because Dredmor's phylactery is made out of paper.
Don't be afraid to deviate from this if circumstances demand (early named monster -> shove or nightmare, etc.).
Staff 5: Another proc.
Staff 6: More magic power.
Necro 6: More Necromantic Damage Resistance, amazing crowd control.
Dual Wielding: More counters and another proc.
 General Strategy
Use Radiant Aura, Mark of Chthon and Pact of Fleeting Life together for nice resists and leech. Kill anything that puts up a fight with Nerve Staple. Use late Necronomiconomics skills for crowd control if it's necessary (it shouldn't be).
 Level-specific strategy
Radiant Aura -> Deathly Hex spam. XL1 (believe it or not) is where you're most likely to fail, so make sure to kite and lead things into traps and shut doors and such. Once you've hit level 3 you should be able to kill nearly everything with Staff 2, even while using the starting stick. Don't worry about running over the necropain limit for now - we'll sort that out later, and in any case, magic power improves your leech.
You should have Nerve Staple by now. This is good, because Pumpkinns and Eelys will probably kill you otherwise. Once you get Spirit Stealer some of your mana problems'll go away. Watch out for Thermoblobbies, and put some junk in your belt for level 5; it's more of an irritation area than a serious problem.
By now you should be at least looking for some Necromantic Damage Resistance, if not have found some already. As your gear fills out, it'll get easier for you to use Fleeting Life and Nerve Staple together, constantly, which will render you nigh-invulnerable.
Killing Dredmor: Fire. Run away. Done. Cheap, yes, but this build's designed to be cheap.
Look for stuff with Necromantic Damage Resistance. Wear what you like in the early game, switching over to warrior armour later if there's no necro-resisting stuff about - you want to keep yourself within the safety margin as per the necropain page.
 Late-game possibilities
Jingly Jangly Staff of Crystals: The best staff in the game, period. Obviously you ideally want two of these for stupid damage, but any of the three artifact staves will work well.
Ankh Amulet: Gives you more leeway with magic power.
Vampire Hunter's Hat: A staple choice, with Necromantic Damage Resistance and some defense.
Crown of Yellow: Magic Power, Mana Regeneration Bonus, Necromantic Damage Resistance and Transmutative Damage Resistance. Good luck finding one.
Armored Archmage's Robe: Another staple choice. 5 Magic Power and excellent defense.
Cloak of Sagan: Worse flat defense than the robe, but twice as much Magic Power plus Sagacity, Magic Resistance and some bonus Aethereal Damage. Very nice.
Orb of Nothing: Yes, this is a dual wield build. No, that doesn't mean you can't take a shield if you find a really good one. Which this one is. Probably better than your weapon at the stage that you'll get it.
Rocket Boots: Great defense with no magic power drawback.
Mummified Ring: A good choice given that nothing deals Righteous Damage by default.