Heart of Fury difficulty
Jarrakul
Member Posts: 2,029
Hello, all. While I have tried many different playthroughs in all of the IE games, I have not tried a Heart of Fury playthrough of IWD from level 1. I'm debating whether or not I should do so now that IWDEE is coming out, so I'm wondering what it's comparable to, difficulty-wise? SCS, maybe? Thanks.
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Which means it makes the game really difficult at low levels.
If I recall correctly, HoF multiplies a creatures hit points by 4 then adds 80, I am uncertain what it does to their HD and Thac0, and their xp value for defeating them is also multiplied by 4 then add 2000 on top of that (goblins have a base 35 for their defeat which then becomes 2140 in HoF). The Monster Summoning spells mages may learn become highly useful since the creatures you summon also have the HoF multipliers applied to them; the same goes for summoning elementals or animating dead. If your clerics encounter undead don't bother trying to turn them--you will only waste your time.
You may want to be extremely careful with your spells selection for example. The best course of action in my opinion is to beat the game at normal difficulty 1 time while keeping in mind that in your next session every mod will have 100hp and more and will rarely miss. Heart of fury will then be very enjoyable and you will gain some godly stuff by playing it.
AD&D was balanced. Progression of levels and challenges were amazing. HoF is just an artificial dumb invention to match "Nightmare" mode of Diablo back then. You are casting lvl 9 spells at goblins?! Your Fireball just tickles them?!
Skip it.
Just play the game with another (gimped, imperfect) party, if you want a challenge.
Heart of fury allow you to use a different approach than the classic d&d dmg based spells strategy (magic missile, fireball, melf arrow, etc) and its a lot of fun once your spells books are well sorted.
You have in fact to use a different set of spells (and carefully read their descriptions). Your summoning spells, enchantments spells and necromancy spells will get you out of every situations and some high circles dmg based spells will still be goldy. But to make sure that every party member will do their part, they must be at least lvl17-19 and nicely equipped.
The core rules of the game are perfect (normal) and enjoyable but if you want to try something really different, try heart of fury. You will even gain more powerful items in the process if after (for example) you wish to beat the game with less characters in your party.
*My bests souvenirs of heart of fury are from Iwd2, I clearly remember that each of my party members were able to do their part in the fight. A well equipped warrior can still easily kill a target in 6-8 strikes, a thief can still backstab is prey and finish it will a second quick strike, a cleric can still keep alive everyone and the mage can still kill or charm many enemies in one spell. Iwd1 is very similar since the lvl cap is the same, minor the feats.
Starting at lvl 1 would be very hard... no summons, and limited crowd control options; I'd try it with a 3rd to 5th level party first. Once you figure out some tactics that work, you could try a lvl 1 party.
Also, this totally sounds like a job for totem druids.
Animate Dead will be extremely useful. Also, consider strongly the benefits of buffing your summons for tougher fights. You can haste skellies, right? If their str isnt very high, use Strength of One, and dont forget Righteous Wrath of the Faithful!
The first group of goblins and the first few orcs are a pain, then it quickly gets better.
Few things to keep in mind:
- Animate dead is your friend early on (summons will also get the same boosts in HoF)
- A rangers charm animal is your friend (you can charm ogres iirc)
- In fact, all of your casters should focus on summoning
My party looked like this:
Human Ranger 13/Cleric X dual
Dwarf Fighter/Cleric multi
Human Thief 10/Mage X dual
Human Cleric 15 (i think)/Mage X dual
Im thinking of actually doing a Beastmaster/Cleric dual in IWD:EE to take advantage of the mad animal summoning they gain when dualled at lvl 12
As something of a purist, I prefer to play using core rules. The best way to adjust the difficulty in IWD is unpowergaming. Create a sub-optimal party. Role play to the hilt.
However, to keep your sanity I still suggest clearing the game on normal mode and then importing your group to do HoF. Otherwise... there will be a lot of pain