RChu1982: You have no Bard or Gadgeteer to worry about, so quickly sell any instruments or gadgets that you come across. You have a party of (mostly) casters, except for the Valkyrie, so she will be carrying the party, in terms of melee defense, and carry capacity.
I'm probably not going to bother selling instruments and gadgets, and will probably store them in a chest somewhere.
Current plan is to have 4 characters focus on Strength, getting high carrying capacity, and the 5th (the Mook Psionic) will raise Strength after getting Power Cast and Eagle Eye at level 9.
Also, I found a way to incorporate a spell-less Bishop into the party without having early game issues.
* At the start, I'll use a Mage in the slot that would later have this fast cast (Int/Spd) Bishop (which will be the caster-focus Elf Bishop). Would start with Energy Blast (good against Gregor), and would get Enchanted Blade and possibly Missile Shield at level 3. I might also wand Magic Missiles as an attack spell.
* The power (Str/Int) Bishop, who will be Human, will be primarily a Mage in the early game, picking up Psionics mid-game and perhaps going heavily into Divinity/Alchemy later on (abandoning Wizardry after learning X-Ray). Will be the Missile Shield caster for a bit, including at least the part from Arnika to Trynton, and the X-Ray caster at least until Elf Bishop catches up. This character will not save spell picks for high level spells, and will be using mace and shield in the front row.
* Light and Stamina spellbooks are saved for Elf Bishop, who will use them immediately when recruited. Terror (if obtained in the starter chest), Bless, and Divine Trap will be used early, since they can just be bought in Arnika.
* As before, the character replace will happen after killing Vi's kidnappers, but before talking to Vi.
Once recruited, spell-less Bishop will be handled as follows:
* No spell picks used before level 14.
* Will use Light and Stamina spellbooks right away.
* Early on, go Divinity/Psionics, perhaps, as that's what you can buy in Arnika. Makes a point of getting 15 Wizardry with the initial levels, in order to learn Enchanted Blade and Magic Missiles. Try to get 15 Alchemy to start mixing potions.
* Can take over Enchanted Blade casting from the Human Bishop. Also has Magic Missiles for area damage. Note that this means that Divine Magic is heavily used, and the character's options in other realms is limited at this point. Mind Stab is an option for non-Divine offense.
* In Trynton, can get Missile Shield, and can take over that responsibility for practice as needed.
* Can't buy good spells from Crock until level 4.
* In Marten's Bluff, can buy Air/Water spells from Sadok, allowing access to many more spells. There's also a Haste book, and a tricky-to-get Crush book as well. This includes Noxious Fumes (hopefully has enough skill at this point).
* Kunar sells Earth/Fire. This includes Fireball (if Wizardry high enough), and at level 11 can get Whipping Rocks.
* Level 11 also allows 4th level spells to be bought. 5th level spells won't be buyable for a while, and in particular Psionic Blast won't come until very late. This spell will be prioritized for the Psionic and perhaps the Human Bishop.
* Level 14 is where the fun really starts, but even before then, the character is already a good caster.
RChu1982: Who goes to Ascension Peak at level 18? That's way too early, and probably assuming that you skipped most of the game.
Even in the low 20s, you still outrank the Rapax in level, and I'm again assuming that you did a minimalist run.
The party I was playing would likely be going there at level 20 if I countinued playing it, maybe 21 if I were to do the alliance quest. They're almost at that level, and only have to become a Templar (or skip it because I've avoided having multiple artifacts at the same time) first.
RChu1982: Against the 17 initial enemies in the Rapax final battle (increased if Al-Child gets a chance to spawn reinforcements, which she never did):
16 of them were killed in Round 1 of combat, including the Rapax Prince and Al-Child, with instant death magic. There was only one survivor, and that was because he was out of range (the Alchemist's Quicksand made work of most of those annoying out-of-range Rapax). Moving closer to him, he was killed quickly in Round 3, with Instant Death spells.
Sounds about right given you're more than double the level of the enemies.