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HoF - impossible?

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sgnewguy
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HoF - impossible?

Post by sgnewguy »

I am new here. IWD is new to me too. Completed hard level but impossible to complete HoF level.

Too hard to get through the goblins and orcs near the town. I have save and load so many times that this level seem impossible.

Please help?
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eddy
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Post by eddy »

Where's the problem? Did you import an old party into HOF Mode or started a new one?
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Aerich
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Post by Aerich »

It is even possible to beat HoF starting with rookies. I've done it.

The biggest thing you need to know about HoF is that you have to change your tactics. For example, you may have to use one of your characters as a moving decoy (while your other characters shoot at the pursuers) instead of fighting straight-up.

And the more magic-users, the better.
When your back is against the wall... the other guy is in a whole lotta trouble.
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ultramarine
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Post by ultramarine »

sgnewguy wrote: Too hard to get through the goblins and orcs near the town. I have save and load so many times that this level seem impossible.
Please help?
Start the game with only 1 mc R/C. Kills the beetles, give the wine and complete the see elf quest. That's about 16k exp. Then start adding other members. Use the R/C as a decoy and tank to pick out the goblins one by one. Your R/C should get the skeleton spells less than half way down in the orc cave. This helps make Hof relatively less stressful.

If you have a mage then give him the charm spell. It works on goblins and orcs!

This game is designed for Druids. Use the entangle spell at choke points.
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eddy
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Post by eddy »

I recently played a HOF-only game with a 4-man party starting at level 1.
Summons, Web and Entangle are your best friends.

Summons are great early in the game as the summoned monsters are as strong as the Goblings/Orks.
Once you get the Web spell the game becomes pretty easy.
Your tankers/decoys (I had two, a Paladin and a R/C) should have Rings of Free Action (you can steel two of them in Kuldahar). Then simply cast a few Web spells..the enemies will most certainly get stuck and your tankers will have an easy job.
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Aerich
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Post by Aerich »

The hardest part of HoF (when beginning it with rookie characters) is Easthaven, the orc cave, and Kuldahar Pass.

Try to draw as few enemies at a time as possible. Make use of charm spells and anything that will allow you to hit automatically (hold/stun spells, spells causing blindness). Grease is a good spell too. Buy tons of ammo and have one character act as a running decoy. Maximize the Dex of every character so you can hit easier with ranged weapons. If you draw more than one enemy at a time, focus fire on one of them. In the orc caves, send one character to draw the bad guys, and make your stand near the entrance so you can retreat if need be (there's no way you can clear the caves in one go - 5-8 tries is more common). If you've drawn some enemies in the caves and retreated to rest in town without killing them all, they will revert to their previous positions but move to attack when you re-enter the cave. Just stay still, but send a scout so you can see them coming (and thus be able to time your Entangle/Grease spells a bit better). Save often, using different save slots.

When playing HoF with rookies, I like to use a lot of multiclass characters, typically warriors combined with spellcasters. A thief/mage or cleric/mage is also an ok combination. For single classes, I make an exception for paladins and bards.
When your back is against the wall... the other guy is in a whole lotta trouble.
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ultramarine
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Post by ultramarine »

I find Hof relatively easy with dual classed fighter(3)/druid. Their spells help a lot in the start and mid game. Unfortunately they max out. Good recommendation for a rookie eh?
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sgnewguy
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Post by sgnewguy »

I tried making a cleric/ranger at start game. It helps a lot because can stay alive longer. I can easier kill the goblins one by one now.

What should i put for other member? I don't mind playing trying again tomorrow.

I have:
1. cleric/ranger
2. paladin
3. fighter
4. fighter/thief
5. druid
6. mage
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kmonster
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Post by kmonster »

Your party is good enough for HoF mode. Once you gain high level spells the game will become far easier.

I'd replace the mage with a human fighter or cleric whom I'd dualclass to mage after 9 levels. You won't find mage scrolls fast enough anyway.
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ultramarine
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Post by ultramarine »

Slight tweaks in your party helps.

Instead of a single class druid. Dual a fighter to a druid at level3. You get 3pp in a weapon of your choice and most importantly ability to wear any armor and shield.

I'd tweak the mage like kmonster suggested. If you decided to go cleric>mage then your first post is solved. Start the game as a cleric, get 13k exp enabling you to get skeletons, then add 6 more members. The game is a breeze. :laugh:
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kmonster
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Post by kmonster »

When dualclassing from fighter to druid I'd take 7 fighter levels before dualclassing. This way you get an extra half attack per round which also applies to shapeshifts and can master both slings and scimitars.
I wouldn't start with only 1 character. 6 characters get more starting gold. If you start your mage as a cleric he'll become level 3 with easy quests before you get to fight the goblins one by one. A well targeted hold person spell can disable a goblin easily if he fails his save and once he gets "animate dead" the orc cave won't be a problem anymore.
And even if don't have a pure cleric in your party there are other effective tactics. A druid can clear the cave just with level 1-3 spells for example.
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Aerich
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Post by Aerich »

I'm not a fan of the low-level dual-class for the HoF games. I'd much rather have a multiclass, because you will get more out of the second class and XP isn't really an issue.
When your back is against the wall... the other guy is in a whole lotta trouble.
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kmonster
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Post by kmonster »

There isn't as many XP in HoF mode as one might think after playing the prologue. You don't even gain twice as many XP as on insane difficulty on the long run. In a party of 6 a multiclass mage will get nowhere near level 30, if you want to cast spells at the highest casting level in the game you need pure or dualclassed casters.
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Aerich
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Post by Aerich »

I can understand dualling at lvl 9, but not lvl 3.

I'm never too worried about casting arcane spells at the highest level, because there's usually a set saving throw (unlike IWD2), and levels mean just a bit more damage or duration.
When your back is against the wall... the other guy is in a whole lotta trouble.
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ultramarine
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Post by ultramarine »

Dual at 9 is better than 7 and 3. Dual at 14 gets better. But that just makes the game harder in the beginning. Adding a 3 level fighter to a druid/cleric/thief adds more value to them. They don't need to be level 7 or 9.

We're talking talking about a beginners party right? No druid until after kuladar will be a nightmare. Besides that there is really nothing wrong with a single levels in the first place. With the exception of mage.
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sgnewguy
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Post by sgnewguy »

I did it. I'm in the level 4 of dragons eye. Lots of advise here helps. The trick to start with 1 cleric at the start of the game works. Thanks.

Currently my party is
1. paladin
2. fighter
3. cleric/ranger
4. fighter/thief
5. fighter 3 dual to druid
6. cleric9 dual to mage

But i got a problem now. How do i past all the priest? They are forever summoning lizard man and trolls.
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kmonster
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Post by kmonster »

Only the high summoner in the east summons, once he's dead there won't be new monsters appearing.
You can use invisibility, run to and kill him early in the battle, but with good summons and buffs brute force should work too, especially if you get help from the adventurer party monsters will die much faster than they're resummoned.

Just staying at the entrance and killing enemies until you're such high level that it's no problem any more is also an option, starting HoW is another.
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Aerich
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Post by Aerich »

I like to hole up in the library first to expose and kill Albion and the librarian, then the first horde of monsters. Then I take the right-hand passage (carefully!) and go and get the summoner. After you've got the summoner, you can return to lvl 3 to rest if need be, before taking out the remainder of the level.

I don't use the adventurers, because a) they turn hostile if you hit them with area-effect spells or spells of extended duration (like Spike Growth) and b) because they are the opposite direction from the summoner.
When your back is against the wall... the other guy is in a whole lotta trouble.
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ultramarine
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Post by ultramarine »

Entangle + webs + spike should get rid of the wave after albion.

Then head for the summoner on the right. Your druid should be able to stock up lots of summon spells by now. Summons backed by arrows can easily clear the way. You'll need many dispel magic for your arrows to work.
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