So I'm thinking of trying a build around Rogue Scientist and Clockwork Knight, but since I tend to try new things or die or lose my saved game or get bored after around lev. 7, I don't have any idea what's required of builds deeper into the dungeon. The cornerstone skills I would imagine would be Rogue Scientist, Clockwork Knight, Smithing, Tinkering, and probably Alchemy. From there, I'm looking for advice in how to proceed. I thought about dual wield to take better advantage of all the encrusted fun weapons I could make, paired with paranormal investigation to help out against casters. I considered master of arms and shieldbearer with the mentality that I would just turtle while waiting for fun cooldowns to come back. Magical Law has some interesting possibilities with the cooldown-resetting, but doesn't seem to go well with heavy armor, without which I'd question my survivability. Is a weapon skill (polearms maybe?) advisable? I'm also concerned that, since it's so focused around tradeskills, at deeper levels the whole thing will fall apart. Collaboration is at the heart of all good mad science, so please, colleagues, advise me!