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The bards tale 3rd elemental tune5/18/2023 Until they get multiple attacks at level 4. At level 3, your Conjurers will be doing more damage than any of your melee characters. Yeah, spell points are expensive, unless you don't mind sitting in the sun to regenerate them for free, but you'll have a better chance to survive. Also, level 2 Conjurers' Arc Fire spell does more damage than melee characters using any buyable weapon except the Halbard. If they actually make it to level 2, and one of them gets lucky (pun intended) and gets extra Luck on the level-up, immediately put them in the first slot and you'll only get caught by Orcs or Barbarians once in 12 run attempts. Consider creating 3 Hobbit Conjurers with 17 Luck and 18 Dex (for speed). The only classes that can do actual damage at level 1 in slots 4-6 are Conjurers. You can wander the town (as long as it's daytime) and never have to worry about being outclassed in a battle again. Also, take note that if you have a caster that has made it to level 4 and has 18 Luck, you can pick and choose your battles. Notice that anything other than a hobbit will end up in the worst case scenario of getting caught by the barbarians 65.6 percent of the time. Here are the percentage chances you'll get caught by a party of barbarians in broad daylight, based on your lead character: Consider creating a disposable Hobbit Magician with 17 Luck to put into slot 1. Magicians and Conjurers are significantly better at running away than melee classes. The third factor is the class of the lead character. The second factor is the level, but beginning parties are always level 1. The biggest factor in whether you run or not is the Luck attribute. You can dramatically increase the chance of surviving by wisely choosing your lead character. The biggest danger to a beginning party is meeting a group of foes that they can't handle, and failing the Run check. Preferably a caster, but that is less important. Choose a Hobbit with 17 Luck as your lead character. Total party heal for the cost of one song! Keep defending until everyone is entirely healed. To get around this, you can initiate a Party Attack, and have everyone else repeatedly defend while the bard plays the song. In actual battle, you might incur more damage than that each round. However, it only heals each character one HP per round. The Bard's Badhr Kilnfest song heals the bard when travelling, and the entire party during combat. It will re-appear each time you exit the Adventurer's guild or the Catacombs. Just make sure you have two Hobbits with 18 dex attacking, and you can repeatedly kill the Samurai enough times to level up very quickly. Characters with 18 dex will usually be faster than the Samurai. If you hit it twice in the same round, it will die, no matter how little damage you do. The Samurai Statue is really, really easy to kill, and gives decent experience. If it only has 3 hit points, hit the Z key again. It's a Stone Elemental, and will be do more damage than any of your level one characters. Pressing the Z key will give you a decent special in your special slot. They may or may not work with other versions. These tactics have been tested in the Bard's Tale I - Tales of the Unknown, IBM PC version. Your play style will determine which of these tactics you want to use, but the list is here so you can choose them if you want. Here are some hints on how to survive until you get enough spells, gear, and hit points to hand those pesky barbarians their own derrieres. We have all experience a total party wipeout when we run into 8 barbarians and they can run faster than we can. Starting out with a brand new party is dangerous.
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