Helherron Tips
Combat tips
1.  Use 'T'actics.  Equip your spell casters with a melee weapon and have them set as defensive as they can be.  The number of DB you can gain is dependent on your skill with the equipped weapon.  By the end of the game you'll get close to an extra 20 DB doing this.  On the flip side use tactics to increase your melee fighters weapon skills.
2.  Fight in hallways to avoid getting flanked.  In the narrow hallways you can usually hold the front line with 3 melee characters.  4 is better, but depending on your party you can do it with 3 (I used 3 for my first game and it worked fine).  Line them up in front so that they block access to the characters in the rear.  Also make sure you line them up so that the enemy can't flank them.
3.  Use 'g'uard.  You want to hold your front line so you don't create holes that the enemy can slip through.  However, when there are no enemies close you don't want to waste your turn.  Use the guard command, your character will then attack the next enemy to get close to it.
4.  Movement point cost is as follows:
Bow: 4
Crossbow: 8
Using an item: up to 4  (You can use an item with only 1 MP, but it will take up to 4MPs if you have them.  This includes instruments, potions, scrolls, wands, etc.)
Melee: All available MPs
Casting: All available MPs
Changing equipment: All available MPs
5.  Give your archer quickness items.  Every 4 mp you'll get another attack per round with a bow, or every 8 mp you'll get another attack per round with a crossbow.  Getting your archer up to 4 or 5 attacks per round can really make them a killing machine.
6.  Besides archers, other characters could benefit from using quickness items. Melee characters (other than the Monk) don't need quickness items. They should be next to an enemy most of the time, which will automatically reduce their MP to 1 leaving them just enough MPs to attack.

Monks, Mages and Priest however could use an item prior to casting a spell or attacking. Using an item takes up to 4 MPs, melee or spells take all available MPs. So if a Mage had 5MPs he could use a scroll (-4MPs leaving him with 1) and then cast a spell. Every 4MPs extra he could then use another item (same with Priests). Monks are pretty much the same, except you'd want to use that last MP to attack. Good way to use all those scrolls and wands you find. The Scribing and Alchemy skill may come in handy as well to create more items to use like this.

Bards music cost 4MPs. So, giving a Bard an extra 4MPs per turn means you could try music that many more times. Additionally, since using an item take from 1 to 4MPs, you would get an extra 'performance' with only 5MPs.
7.  Backstab.  Attacking from behind the enemy gives you a huge bonus to your attack.  Do so when you can.  The Monk is especially effective at this since he ignores zone of control.  He can move around an enemy and backstab it in the same turn.
Other tips
1.  Odrewold's merchants pay more for items you sell.  If you have the patience, it is worth it to travel back to Odrewold to sell all your equipment.
2.  Make sure to search chests, shelves, barrels, altars, bodies, skeletons, graves, weapon racks, and urns.  Also, in one level there are green mounds with a hole on top (I'm sure there is a better word to describe them, but it is escaping me).  There are also a couple of beds that have things, but very few (look at the spoiler section for the ones I've found).
3.  You currently can't sell bandages, rope, shovels, lockpicks, scrolls, arrows, bolts, bottles of anything, food, herbs, or mushrooms.  There are also a couple of other items you can't sell, like the Fork, Butcher's Axe, Mithril Necklace, etc.  Supposedly, there is a merchant in Anhsirk that will buy more things but you can't currently talk to him (because the game crashes when you do).
4.  Make sure your mage has the spell 'Fire Shield' before accepting the quest from Scotia.
5.  When choosing skills for your characters, make sure the skill has a good modifier.  Raising a skill with a bad modifier (under 3) is really not going to do much for you by the end of the game.  Try choosing skills that you get a +4 or better modifier.
Status Letters
A = Anesthesia or Greater Anesthesia
A = Aural Perception
A = Magic Armor
B = Berserk
B = Bleeding
B = Bless
B = Blinded
B = Burdened
C = Charm
C = Cold Shield
C = Confused
D = Detect Invisible
D = Diabolic Afterlife
D = Diseased
F = Fire Shield
F = Frozen Legs
G = Giant Strength
H = Hallucination
H = Haste
H = Heroism
I = Invisible
L = Levitation
L = Light
M = Mana Shield
P = Panicked
P = Paralyzed
P = Poisoned
P = Precision
R = Regenerating
R = Repel Undead
S = Holy Shield
S = Satiated
S = Shock Shield
S = Sleep
S = Slowed
S = Stunned
V = Blur Vision
W = Weakness
W = Wounded