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Bard's Tale 3: Thief of Fate -- Party Formation?

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portia_EH

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Apr 14, 2001, 2:32:25 PM4/14/01
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I'm having some issues with party formation in Bard's Tale 3 --

I seem to have a full 7-person roster so that I cannot actually summon a
wolf to help me fight, or accept wandering monsters to join my party
successfully. I'm lead to believe that a working party in BT3 requires the
following characters as a minimum:

1 Thief (picking and disarming chests)
1 Magician (magican spell list access: dragon breath, etc.)
1 Conjurer (conjurer spell list access: torgh light, heal poison, etc)
1 Bard ( Sir Robin's Song, so you can run away successfully when you need
to )
1 reserverd char for 'Chronomancer' class change

... ... so my problem is that the above list only leave room for ONE fighter
class character (warrior, paladin, monk, hunter) to take the brunt of the
attacks; and still allow you to summon and/or join a monster to your party.

Can someone make some party suggestions before I get too far in the game to
turn back?

What character class would be good to reserve for the Chronomancer class
change later in the game?

--
=================================================
"When virtue sleeps, [x] awakes refreshed!" -FN

-EH (remove "no2spam~" for reply address)


Mikko P Vuorinen

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Apr 14, 2001, 3:42:28 PM4/14/01
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In <3ad897e7$1...@news.nwlink.com> "portia_EH" <no2spam~ehou...@zipperint.com> writes:

>1 Thief (picking and disarming chests)
>1 Magician (magican spell list access: dragon breath, etc.)
>1 Conjurer (conjurer spell list access: torgh light, heal poison, etc)
>1 Bard ( Sir Robin's Song, so you can run away successfully when you need
>to )
>1 reserverd char for 'Chronomancer' class change

>... ... so my problem is that the above list only leave room for ONE fighter
>class character (warrior, paladin, monk, hunter) to take the brunt of the
>attacks; and still allow you to summon and/or join a monster to your party.

I've played with paladin, monk, thief, bard, conjurer, magician. One of
the magic users stays as an archmage while the other changes into
chronomancer. Also the paladin or the monk can become a geomancer later.

--
)))) (((( + Mikko Vuorinen + mvuo...@cc.helsinki.fi
)) OO `oo'((( + Dilbon@IRC&ifMUD + http://www.helsinki.fi/~mvuorine/
6 (_) ( ((( + GSM 050-5859733 +
`____c 8__/((( + + Tähän tilaan ei mahdu mitään.

Livid Dragon (see .sig for valid email)

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Apr 17, 2001, 11:37:32 AM4/17/01
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In article <3ad897e7$1...@news.nwlink.com>, portia_EH wrote:
>I seem to have a full 7-person roster so that I cannot actually summon a
>wolf to help me fight, or accept wandering monsters to join my party
>successfully. I'm lead to believe that a working party in BT3 requires the
>following characters as a minimum:

It's been about a decade since I played this last, but here goes...

>1 Thief (picking and disarming chests)

Absolutely. *DO NOT* play without a thief - you'll regret it if you do.

>1 Magician (magican spell list access: dragon breath, etc.)
>1 Conjurer (conjurer spell list access: torgh light, heal poison, etc)

Because of the way spell-casting classes work, you can start a conjurer and
a magician and switch classes until you've learned every single spell in
the magician/conjurer/sorceror/wizard/archmage spellbooks. Two casters is
definitely helpful, and I usually had them each working on a different
class.

>1 Bard ( Sir Robin's Song, so you can run away successfully when you need
>to )

It wouldn't be the Bard's Tale without a bard, now would it. Actually, IIRC,
there isn't anything that requires a bard, but there are some great items
that can only be used by a bard, and the songs aren't too shabby.

>1 reserverd char for 'Chronomancer' class change

I took one of my spell casters (magician/conjurer) and made the switch.
That only left me with one archmage, but the chronomancer can get pretty
powerful, too.

>... ... so my problem is that the above list only leave room for ONE fighter
>class character (warrior, paladin, monk, hunter) to take the brunt of the
>attacks; and still allow you to summon and/or join a monster to your party.

If you switch a magician/conjurer as above, you've got two slots. I think
I used a Paladin/Hunter combination - at high enough levels the Hunter will
critical almost every attack.

Demi|inX

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Apr 17, 2001, 7:17:04 PM4/17/01
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"Livid Dragon (see .sig for valid email)" <d...@kirk.banal.org> wrote in
message news:slrn9dm3o...@kirk.banal.org...

I never put much value on the Hunter as they dealt little damage but I
recently tried one out - they're amazing once they start reach the double
digit levels. I would highly recommend having one and another
fighter/paladin if you can spare the slot.

--
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-=-=-=-=-=-=-=-=-=-=-
np: Off the Record - Good Times
Alternative PDX Music
http://members.home.net/cnsdave1/pdx/index.html
*meep*

Brandon Wallace

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Apr 18, 2001, 10:24:44 PM4/18/01
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Lose the bard-they suck. If the only reason you want one is to
be able to run away, then you realize you could replace him with
something that could *kill* the enemy instead.

I played with:

Conjurer
Magician
Thief
Hunter
Monk
Paladin

I believe both spellcasters went on to be Archmages, then one
became a chronomancer. I think my hunter became a geomancer.

Hello, Mikko P Vuorinen!
You wrote:

> In <3ad897e7$1...@news.nwlink.com> "portia_EH"
<no2spam~ehou...@zipperint.com> writes:
>
> >1 Thief (picking and disarming chests)
> >1 Magician (magican spell list access: dragon breath, etc.)
> >1 Conjurer (conjurer spell list access: torgh light, heal
poison, etc)
> >1 Bard ( Sir Robin's Song, so you can run away successfully
when you need
> >to )
> >1 reserverd char for 'Chronomancer' class change
>
> >... ... so my problem is that the above list only leave room
for ONE fighter
> >class character (warrior, paladin, monk, hunter) to take the
brunt of the
> >attacks; and still allow you to summon and/or join a monster
to your party.
>
> I've played with paladin, monk, thief, bard, conjurer,
magician. One of
> the magic users stays as an archmage while the other changes
into
> chronomancer. Also the paladin or the monk can become a
geomancer later.
--

Piloteers do it on the road

r.li...@tarent.de

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Aug 28, 2018, 11:02:59 AM8/28/18
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On Thursday, 19 April 2001 04:24:44 UTC+2, Brandon Wallace wrote:
> Lose the bard-they suck. If the only reason you want one is to
> be able to run away, then you realize you could replace him with
> something that could *kill* the enemy instead.

Are You kidding? :D The bard is pretty cool in the bigger battles because he can sing a new song each round, stacking the effects (AC + healing, which results in AC-50 and free full HP at the end of each round) and also because of things like the death horn.
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