The Bard's Tale: Difference between revisions

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* Level Vitality first, then dexterity, then rhythm, then who cares at all, really.
* Level Vitality first, then dexterity, then rhythm, then who cares at all, really.
* Warriors and Paladins are virtually identical. They're good starting out but lose utility in the endgame.
* Hunters and Monks start out weak-ish but become very powerful. Hunters will one-shot everything by the end game and Monks end up the most powerful melee class in the game.
* Rogues are worthless. You need one to win BT3 though, so if you're going to do the whole trilogy make one then and ignore them in the interim.
* You don't strictly need a Bard--there's one "door" that only a Bard can open but with powerful enough spell-casters you can teleport past it. They're extremely useful support characters though so you should probably have one.
* Conjurers learn some really important spells: Trap Zap (disarms traps, replaces the entire Rogue class), Magic Compass (shows what direction you're facing), Levitation spells (required to go through some portals), and most importantly, Apport Arcane at level 7 which is a teleport spell.
* Magicians are less useful than Conjurers at the beginning but you should still have one. They have the Mystic Shield spells (permanent lowering of AC), but most importantly the Restoration spell which is a full party heal.
* Sorcerers you can't start as but can class change into. Most of their spells are less useful but they have Mind Blade (best overall damage spell in the game) and Sorcerer Sight (shows secrets in the dungeon) so you'll want to have one of your Magicians or Sorcerers class change into them soon.
* Wizards you also can't start as. They have powerful summons but unless you're playing with the Misc Differences Legacy option on an additional character is more useful than a summon. They're the only class that learns a resurrect spell.
* Your party probably should have 3 casters or 2 if you have the "Misc Differences" Legacy Mode option turned on.
* Once any spellcasting class hits level 13, they'll have learned all the spells they can and you should change their class. You shouldn't class change before this point because you can't go back to any caster class you've previously been. The best overall strategy is to reach level 13 in all 4 caster classes and have your final class as Conjurer or Magician--whichever one you didn't start as--since they have the lowest XP requirements to gain levels.
* The early game is brutally unfair. Be prepared to die a lot. Run into a group of Barbarians at LV1? Party wipe. Don't be afraid to savescum, you'll need to in the early levels.
* Overall, magic is king in this game and past the midgame any non-caster (outside of perhaps the Bard) is more of a meatshield than anything else. This applies to enemy parties too so you're usually better off targeting magic using parties first.
* In terms of Legacy Mode options, you probably want to select Use Unequipped Items. It prevents you from equipping stuff during battles, but lets your Bard use offensive instruments they're carrying without having to equip them first, which is very useful.
* Dungeons are not made to be completed all at once. Play a floor (or part of a floor) at a time, then leave to heal/restore MP and then come back.
* There are a lot of magic items that have special effects when equipped or used (e.g. a Bardsword gives a Bard unlimited songs when equipped). Unfortunately the game gives you no information or obvious feedback for most of them so you'll have to look them up online to see what they do.


[[Category:Games|Bard's Tale]]
[[Category:Games|Bard's Tale]]