Gunners can create ammo out of thin air, which they will want to do a lot so as to not run out of bullets at a critical time.
The Gunner's starting pet is an evasive sniper who will not generally use their rifle on enemies, but is also a capable melee fighter.
- XL 1: Stealth
- XL 5: Fire resistance
- XL 5: Poison resistance
- XL 7: See invisible
- XL 10: Cold resistance
The status line shows you to be one of the following ranks when you reach the specified experience level:
- XL 1-2: Pistol user
- XL 3-5: Revolver user
- XL 6-9: SMG user
- XL 10-13: Shotgun user
- XL 14-17: Assault Rifle user
- XL 18-21: Machine-Gunner
- XL 22-25: Heavy Machine-Gunner
- XL 26-29: Rocketeer
- XL 30: BFG 9000 Master
One of the biggest problems for the Gunner is that trying to use any form of melee other than dagger, knife or bashing with a firearm (which is ineffective as firearms aren't meant to be used for whacking in melee) will have a huge to-hit penalty and reduce the player's alignment record with every attack. The player also won't start with an appropriate melee weapon, meaning they have to use guns until a dagger or knife can be obtained; if one is found, the player should BUC-test it via pet or altar and start using it to train the skill.
Using bullets on everything is generally not advised. The player should often use the create ammo technique, which creates an amount of bullets equal to the player's experience level multiplied by d3. However, wasting ammo on monsters that can be killed in melee is likely to result in depleting the ammo too quickly; the player would be better advised to fire their bullets at more difficult targets, especially when using the assault rifle in full-auto mode which uses up 5 bullets per turn. The sniper rifle can come in handy in the big room or other wide open spaces where it lets the player take out targets long before they get close enough to become a threat; it can even be possible to snipe a monster that is holding a wand of teleportation that way, to prevent it from using up all the charges. If the player obtains scrolls of enchant weapon, the assault rifle may be the best weapon to enchant as it will allow the player to fire even more bullets per turn, allowing them to take out bosses and strong monsters more quickly.
Later on the player may also try to learn some low-level spells; even when restricted in all spell schools, it's still possible to reach 0% fail on force bolt or the regular healing spell, among others. Attack spells in particular will provide an alternate way of killing monsters that can be used to conserve ammo, or as a quicker method if the player can't seem to do meaningful damage with a dagger or knife. Making a crysknife and fixing it may be one of the best melee weapon choices for the Gunner, as it deals much more damage than other stabbing weapons.