After playing this game numerous times, I have found some unbelievably effective tips.1) To get more allies, use the Blinding Flash spell on a group of susceptible monsters. A blind monster may accidentally attack one of its own members and a large part of the group will become friendly towards the party and fight for them!(turn to green dots).
2) You can get items and pass through guarded areas by initiating combat and then running. For example, if you wanted the mace Diamond Eyes, but don't want to fight the Death Lord, you can initiate combat outside of the room, where the enemies can't see you, then run in grab Diamond Eyes, and run back out. Combat ends, since there are no monsters to fight when you run back out.
3) Getting rid of those pesky neutral T'rang guards! To get guardsmen to move out of the way, find a monster to fight with, then run towards the neutral guards. The guards will flee, since it is not their fight. Kill the monsters, then now you can go in to the place the guards were guarding. An example would be for getting the mindblast rod.
4) A spellcaster turned to a hybrid can be quite useful. When a spellcaster converts to a hybrid, he has to wait until five levels as the hybrid has passed before gaining new spells. However, after the fifth level as a hybrid, the character does not start all over when getting spells; i.e. you gain spells at the spellcaster level where you left off as a spellcaster! The best example of this is the faerie alchemist who kicks a lot of ass at the beginning, throwing bombs, making tons of money, and then who switches to a faerie ninja at level 11, after gaining all the 5th level spells(save up your spell picks for this), and the cane of corpus. Now you have both a super spellcaster and a super warrior!
5) High level Body of Stone spell(50%+) + high level dwarven monk(10% for 100 vitality, 8% for being monk, then 1% for each 4 levels) with high Iron Skin(5% for skill, 1% every 4 points of skill) technique and stealth is nearly unkillable by physical attack. Damage reduction goes to about 100%!!!
6) Cast many cloud spells, then drive them away with pandemonium! You will now have fewer effective foes to deal with at one time, and by the time the fear or insanity wears off, the cloud spells will have severely reduced or injured the ranks!
7) Once you have two portal spells, sleep will always be safe. Portal back to a safe haven and sleep, recover, then return to the site last explored.
8) Surprise your enemies! Neutrals are basically enemies that give you the chance to attack them! Initiate combat, then blow them away! For hostile creatures, hide behind an obstacle where they can't see you, then initiate combat and fire as many area effect spells as possible. For ranged creatures, run and hide behind a corner; they will run after you, then you run towards them and whack em' with your warriors!!!
9) The concept of "layering" is very important. It means that every one of your party members should be able to cast a fireball or other area attack effect, whether it is with a bomb, an artifact, or a spell. Most enemies will be devastated by this. The more spellcasting abilities your party has, the better. Artifacts, Throwin and Sling skills should be built up for non-spellcasters so that they can use items or throw bombs.
10)When playing a solo or limited diversity band of characters that can't cast noncombat party enhancement spells such as armorplate, magic screen, etc., don't worry. Build up the NPC's that can cast them, have them join, cast the spell, dismiss them, and you're all set! (Vi Domina for priest spells, Tantris for wizardry spells)
11) A high level lord with the proper regeneration items, the vampire chain and the mirror armor is really hard to kill, since he regains hit points very quickly, almost 30 a round, not including the chain attacks!!!
12) Defeating physically superpowerful creatures such as elementals and hogars can be done with fear bolts and the body of stone effect. Fear bolts are really awesome, since they are weapon based effects with a 100% effect modified only by the monster's resistance, much much better than a terror or other "drive em' away" spell, except pandemonium.