bard's tale 1 classes


For a list of Sorcerer spells and their effects, visit.

The Adventurer's Guild : Developer's Heaven : msdos dissasembly, https://bardstale.fandom.com/wiki/Races?oldid=5806. Causes a group of your enemies to fear you greatly, lessening their morale and their ability to hit and damage you. The mage casting this spell will turn nearly invisible in the eyes of his enemies, who will have great difficulty in striking him. Your characters start with just barely enough gold to buy the armor and weapons they need to survive. A sharp explosion of psychic energy that inflicts 10-40 hits to each and every enemy you face. A lower AC provides better defense. The first way is more fun. skeleton, zombie, vampire). A character's maximum spell points are listed in his view-character mode. Points are used up with each cast of a magic spell. This category lists all of the available character classes throughout the games. The Bard is a wandering minstrel. Causes a spray of energy to spring from the caster's extended finger, sizzling a group of opponents for 4-16 hits damage. It will also disarm traps on chests.

An orc is a large, goblin-like creature often found working for evil wizards.

Humans and Half-Elves are pretty average at everything, with humans tending to be tougher. Gnomes closely resemble dwarves, but have less hair and even shorter tempers.
A compass of shimmering magelight appears above the party, telling the direction they face. If he is fully healed, his Condition will return to the full 10 again. This spell binds your enemies with magical force, slowing their movements and making them easier to hit. With the utterance of a single word the spell caster can cure a party member of minor wounds, healing 2-8 points of damage. This measures abilities gained by experience, the higher the number, the better the character.

This spell will disarm any trap within 30 feet, in the direction the party is facing. Take your favorite fandoms with you and never miss a beat. This spell increases one of your party member's skill with weapons, increasing the accuracy and ferocity of his attacks.

A professional thief with so-so combat ability, the rogue can hide in shadows, search for traps and disarm them.

They get multiple attacks at higher levels. A character's running total of experience points is indicated in view-mode. The Review Board will promote a character to higher levels based on his experience points, but only upon the character's in-person request. This will make the party levitate as does the level 3 spell, but its effects will last until dispelled. Different classes advance at different rates of experience. Any foe at whom this spell is cast is likely to be turned old, thus reducing his ability to attack and defend in combat. This spell will reveal the true nature of any illusion attacking the party, causing it to instantly vanish. This incantation will make a group of your enemies shake in fear, reducing their ability to attack and do damage. A Bard is a nice fellow especially at the beginning of the game when he can use powerful horns to kill complete groups of enemies or support the party with magical songs. This is reflected in bonus "hit points," the character's life span. Sorcerers are Magic Users who deal with the creation and manipulation of illusion.

A fan of blue flames will shoot from the caster's fingers, doing 1-4 hits of damage to a select opponent, times caster's level.

For example, lucky characters are more likely to resist evil magic and avoid nasty traps. The air surrounding a group of your enemies will instantly ignite, causing them to be burnt for 6 to 24 damage points. The five attributes are strength, intelligence, dexterity, constitution, and luck.

For a list of Bard Songs and their effects, visit the. This spell will gate into our universe a lower power elemental or demon, who will (under protest) join the party. This spell works like Demon Bane, but it will affect an entire group of demons. This invocation will perform a Vanishing Spell on the entire party. This spell will bring a medium level undead creature into the party. A martial artist, an almost inhuman fighting machine trained to fight without weapons or armor. The mage will experience heightened awareness and be able to sense stairways, special encounters, spell negation zones, and other unusual occurrences. This spell will create an illusionary storm giant, to join with, and fight for, your party. Makes all wounds disappear as your entire party is reforged into unflawed bodies.

Intelligence is mental power. In the Bard's Tale, you can choose the races for your characters when you create them. Without a rogue your party will pay very dearly for the booty it wins. Beyond this point, experience point requirements remain constant per level. The monk can use them, but, at higher levels particularly, often does better without. In classic fantasy role-playing style, the armor class starts at 10 for a totally unprotected, unarmored character with low dexterity, and goes down to -10 (called LO) as his protection improves by armor, spells, or other means.
Wizards are Magic Users who are dedicated to the summoning and binding of various supernatural creatures. +2. This spell creates an illusionary wolf to join the party. For a list of Conjurer spells and their effects, visit. An advance in level is very important because it generally means an increase in attribute scores, hit points, spell points and other abilities. Also cures poisoning and insanity. Condition shows the character's present number of hit points. Another wound of 3 or more hit points will kill him. Makes a party member's hands (or weapons) more deadly, adding 4-16 points of damage to every wound he inflicts. This spell causes the weapon (or hands) of a party member to be covered with a magical field, which causes him to do an additional 2-8 points of damage.

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