greenfreak: Isn't there only one tome of wisdom in the whole game?
I'm told that there are 3, but for 2 of them you have to choose between the tome or something else. Something to do with the challenge treasures I think.
PaxEmpyrean: Never roll with 7 Will. When you only gain one to three energy per level anyway, having a -2 adjustment on that means you're going to run out of energy for special attacks
constantly. You're screwing your damage output. I'd be reluctant to go with eight will, either. Twelve Dex isn't going to do you any good; you won't dodge anything with that little evasion, the resistances are still crap, and the accuracy boost is irrelevant compared to the three skill points you lose for choosing minotaur over human.
One minotaur is a great idea because Headhunter is an awesome perk and a throwing or missile Rogue on the back row with Dex as a dump stat is a good addition to the party, plus they only need to put points into one skill so you're not missing out much. A second minotaur is not really all that great, due to the lack of skill points (seriously, Skilled is the best perk after Headhunter, and minotaurs have the reverse of it just for being minotaurs, so if you don't have Headhunter your minotaur is just bad, and you should only have one Headhunter). You're planning on skimping on Will for a melee fighter and taking advantage of the extra stats elsewhere, but running out of energy in combat drops your damage output considerably. You don't need more than ten, but you absolutely should not drop it lower than eight.
The lizardman Rogue should drop a point from Dex and put it into Will. Daggers burn energy faster than any other weapon due to their attack speed. One point of Dex doesn't matter much, and your Will is one point short of avoiding the energy penalty.
The Insectoid Mage looks pretty good as is. The 50 skill Fire Immunity is basically a waste; their fire resistance is going to be 65 just from previous skill-ups anyway, and if you're still worried about fire damage you can cast Fire Shield to add another +35 for the whole party, which takes your Mage to 100. I'd drop Fire Magic down to 44 and put the other six points into Spellcraft to get the second tier of faster casting.
Up to the point I decided to restart (1/2 way through dungeon level 5), I only ever ran out of energy once & that was on the mage.
The point of maxing Fire was for the additional damage that the extra points give.