Having had loads of fun with the challenges of HoF from the start, here's some advice:
---SPOILERS---
1) try to have all of your characters with at least one prof. point in either slings/missle weapons or hammer/mace/flail before you go hunting in the Vale. Even if you're better in bows, when you see skeletons, switch to slings. Ditto with swords.
2) some of the best spells are:
-chromatic orb (nothing beats a 1st level spell with a 50-50 chance of paralyzing the target...especially if said target is a HoF-mode Ogre about to beat your paladin to a bloody pulp
-Hold Person (top choice for cleric second spell) same as Chrom. Orb, but it's about 50-50 chance of paralysing 1-4 monsters.
(note-as you may know, paralyzed monsters in HoF are basically free experience points...a LOT of free XP [img]smile.gif[/img]
-Animate Dead (IMHO, a great reason to swap your Fighter/Mage for a single class evil or neutral cleric) Can you say summons in the Orc Cave? Watch the Orges try to fight their way through 8 undead, all the while you're drilling them with arrows and spells
-Summon Animal I (this and Animate Dead make the Kuld. Pass and Vale almost a walk in the park...summons are your friend in HoF)
-Sunscortch/Alicorn Lance/Blindness (yes, your target is damaged...also loses THACO and is easier to hit. VERY useful)
3) IMHO, you're better off with two mages max, counting the bard. Ditch the mage/fighter for a neurtral/evil cleric with animate dead and a heck of a lot of frozen orcs from hold person.
4) remember this-if the you outnumber the enemy, and are at least as fast as they are, and they don't have ranged attacks and you have room to manuver, the battle is as good as yours. Simply gear up with bows and other ranged weapons and do the shoot-and-run dance. Especially good in Easthaven goblin fights and Vale Yetis.
Have Fun!
-Raffin
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