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For traps, I found only heatwave (destroys potions in your inventory) and philosopher's bane (money gone) as real bad traps, the others did not pose me a real threat to an advanced party. If the savegame is reloaded, the trap is newly determined, so the 2 dangerous ones can be avoided completely.
One more detail: If you replace a character with a new Gadgeteer, you do not get the Omnigun for free. So, if you choose to do this, make sure to buy the starting equipment; it only costs 47 gold, and it includes the Omnigun.

(For those who have never used the Replace Character feature, the game will automatically prompt you to purchase starting equipment immediately after you confirm that it is OK for the old character to be lost forever; you don't need to find a shop or anything like that.)
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dtgreene: Anyone have any advice on how to build my bard and gadgeteer (especially gadgeteer)?

I am thinking that I want to focus on STR and VIT, in order to get stamina and carrying capacity up high. How does that sound?

Also, what races do you recommend?

(After all these years, I still don't know how best to build a gadgeteer.)
I often use a mook for them, they have decent health and strength to begin with. Just their Piety is low, which brings the stamina down a notch and are rather slow, so these two need some investment.

As for how to build him, it depends on if you want to use the Omnigun or not. If you use the gun, Senses is a must to get eagle eye. If you don't (or only want to use it later on), then you can go with VIT first. Strength is a must either way for stamina and carry capacity. Speed will also get important later on for number of attacks and initiative when using gadgets
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dtgreene: After seeing the topic on Wizardry 8 formulas and reading part of the linked Russian thread, I am thinking of starting Wizardry 8 yet again. I am thinking of a party along these lines:

Lizardman Fighter (or Dwarven Lord) using Staves (notably the Staff of Doom); might use different weapons before getting said Staff
Dwarven Valkyrie using Pole Arms (Stun Rod); thinking of starting with a Dwarven Priest in this slot, then replacing her in Arnika
Ranger using Maces and Dual Wielding
Bard using Swords (Bloodlust)
Gadgeteer using ?; I am actually planning on starting with a Faerie Mage and replacing her once I get to Trynton (Gadgeteers level up quickly and don't need as many skills as some other classes)
Human Bishop focusing on magic

How does this party sound?

Also, for the Bishop, which approach should I take:
1. Save all spell picks for high level spells, or
2. Avoid using spell picks for higher level spells than the level they're gained at would allow (so only spell picks for levels 14+ may be used for 6th level spells, and only those from 18+ for 7th level)
(Choice 2 should be treated as a self-imposed limitation)

Edit: Another possibility might be a Samurai for the first slot, but still going with Staves; this would get me Critical Strike.

Also, one other constraint: I dislike the way Stealth works in this game, therefore, as a self-imposed rule, classes that get Stealth are forbidden.
Ranger maces dualwielding??? Now that's new, never saw such a build before. And if you choose the Dwarwen lord, this will be very redundant
Post edited May 08, 2017 by bofferbrauer
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bofferbrauer: Ranger maces dualwielding??? Now that's new, never saw such a build before. And if you choose the Dwarwen lord, this will be very redundant
I ended up going with a Lizardman Fighter for my Staff of Doom user (though I haven't found the staff *yet*).

In any case, with respect to Rangers dual wielding maces, it is actually a usable setup.
* Rangers can use the most important maces (including Diamond Eyes and The Mauler)
* Rangers get both the Mace & Flail and Dual Wielding skills
* Rangers do not get either skill as a primary skill (so no 25% bonus). However, while that bonus is nice, it is not *necessary*; the 25% bonus to a primary skill is, in most cases, a minor benefit. Also, The Mauler does boost the Mace & Flail skill, so that skill will eventually exceed 100.

As far as the 25% bonus is concerned, the only instances where this boost is more than minor are:
* Monks using unarmed attacks
* Bishops, due to some items requiring over 100 Artifacts to identify by right-clicking

Of course, in that last case, simply having somebody able to cast Identify Item makes that bonus unnecessary, and I note that Bishops are able to cast that particular spell (in fact, they can cast *any* spell, eventually).