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I thought a thread would be nice for people to post legitimate (no cheats please) advice and pointers for others who might be interested. Secrets, good tactics and hints are all welcome.

A few house rules might be in order: I consider importing characters from another play-through so as to get their equipment or use their advanced abilities cheating, however I think you can legitimately START a new character from lvl 1 at any point in the story-line you wish, as well as delete a character from the party if you no longer wish to have them. Saving and Reloading till you get a result you want is a form of cheating. But do take note that if your entire party dies, the game prompts you to reload (most likely from your last save), so you will still be able to accomplish the same effect in a "legit" way if you care to.

Looking forward to learning what secrets IWD1 has yet to reveal! Good gaming everyone, and have fun!
Starting Party
My first tip is to consider starting the game with a party comprised of a single character, rather than a group. Just completing all the fetch-and-carry quests in Easthaven should give your character enough experience to reach lvl 4-5! That's before even leaving to investigate the missing caravan! If you clear all monsters and complete all quests by the time you get to Kuhldahar, you should have enough experience to reach lvl 6. This is a good time to consider adding a second character to the party, or alternatively it makes a good point to duo a human fighter into their new class.

Game Settings
Consider setting the difficulty slider to maximum. This will make all monster encounters a bit more difficult, but will also double all experience gained. A good choice if you are interested in power-leveling your character. Note, however that the 'true' D&D experience is given at 'normal' difficulty setting.

Also I like to enable Auto-Pause for 'when a monster is sighted' as well as 'when enemy dies'. This (hopefully) minimizes the number of monsters that are aggro-ed when you make first contact (less monsters = easier fights) and makes fighting battles a bit easier to micromanage.

Mage Starting Spells
You can "find" a few useful scrolls in Easthaven, but one of my recommended picks for starting mage spells is the Armor spell. This gives your fledgling mage a quasi-permanent decent AC and makes spell-casting without armor a non-issue.
Post edited January 31, 2014 by Dreamteam67
A tip: if you're going with only a single character, the only way to get all the possible XP available at the beginning is to play a Bard.

Pickpocketing: there are a couple places where the skill is extremely useful in the game, but only a couple. Without giving spoilers, you can get great items in Kuldahar, and it's also possible to pick pocket a couple healing pots in the starting area (again, if you're soloing a Bard, you can get these items)

As far as other tips:

If you have a mage, make sure you have the Sleep spell. It's invaluable early on, even against creatures such as Ogres.

Ranged weapons are a good idea for every member of the party, as you can often take down the mobs long before they even get to you.
Shadow Vale Experience Grind
The outdoor map here offers the first real time-cost effective opportunity to safely grind for experience using ranged weapons. Generally I work my way down and then across the bottom half of the map killing Yetis, then work my way up the east side clearing Lesser Shadows, all the way to the entrance of Kresselack's Tomb (don't go inside yet). Every few minutes 2 Lesser Shadows will respawn near this entrance, each one good for 700 exp (on max difficulty). So as you then clear the rest of the map and the smaller tombs, every few minutes check back at Kresselacks Tomb and kill the respawned Shadows. This can really add up experience over time, without too much drudgery. Also, if you prefer, rest on this map and there is a good chance your sleep will be interrupted by Yetis, which are good for 650 exp each.

Sancto-Smite
This tactic starts to become effective at lvl 6+ for Clerics or lvl 9+ for Paladins: cast Sanctuary on yourself, activate your "turn undead" passive skill, and then walk into a room full of skeletons, zombies, ghouls, etc. The sanctuary spell acts like an invisibility spell: no monster will target the cleric while it remains in effect. Depending on your level, each combat round the undead nearby have a chance to either be outright destroyed by your holy aura or be struck with fear and run away. You can position your cleric to "corral" the undead in such a way that they "flee" towards the rest of your party, who can pick them off one-by-one without risk while staying safely out of harms way. In smaller spaces, the undead will cower against walls or other obstacles, allowing the rest of the party to position themselves directly behind the cleric and engage using ranged weapons without risk.

Alternatively you can use this as a way for a cleric to safely reconnoiter the dungeon ahead of the main party.

Sanctomatic-Slicer/Dicer
A variation of the Sancto-smite tactic useful against non-undead: Have a cleric cast Sanctuary on themselves, then go stand next to enemy monster(s). Cast as many Blade Barriers as it takes to bring the monsters down. If that still isn't enough, cast Recitation and Prayer and Protection from Evil 10ft Radius (none of these spells allow saving throws!) with the remaining monsters in the area of effect, then have the rest of your party join in to mop things up.

Aganazzar's Sweeping Scorcher
This low-level tactic takes advantage of the fact that the spell Aganazzars Scorcher lasts for full 2 melee rounds, and targets a specific enemy, regardless of where they move. When confronted by a horde of monsters, cast the Scorcher spell on a melee-only monster furthest in the back of the group, preferably one that won't die in round 1 and is still moving to engage your party. The spell creates a burning ray of fire between the caster and the target. As the target moves around to get within melee range, the ray will sweep around a large area and damage anything in between, often maiming whole groups of monsters. Have other party members try and lure the target monster to keep it moving and scorch as many enemies as possible by the end of round 2 for maximum carnage.

Friendly Fire/Frost Heal
The 2nd level cleric spell Resist Fire/Frost grants 50% immunity to fire and frost attacks (duh). But here is the catch: it stacks with itself, and any immunity above 100% means fire or frost attacks will heal the character instead! So buff your front-line fighters with 3 or more Resist Fire/Frost spells each and send them into battle while your wizard hangs back to cast any AoE damage spells: Fireball, Cone of Frost, Blizzard, etc. The spells will damage your enemies while they heal your fighters!
Post edited February 03, 2014 by Dreamteam67