Bards Tale

Bards Tale

18.10.2013 08:17:28
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤ The Bard's Tale ¤¤
¤¤ (NES Version) ¤¤
¤¤ ¤¤
¤¤ Spells & Songs Guide ¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

Version 1.0 January 13 2003

©2003 Chameleon
tj@glenmora.com


DISCLAIMER: This guide is for personal use only. You may distribute
this guide as much as you wish, provided you do not alter it, sell
it, or use it for illegal purposes.


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- Table of Contents -
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I. Introduction
II. Wizard Spells
III. Sorcerer Spells
IV. Bard's Songs

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- I. Introduction -
-------------------------------------------------------------------------------

First off, allow me to introduce myself. I am T.J. Burns, also known as
The Chameleon. I have been a longtime gamer, and own my own gaming store,
Chameleon's Den (http://chameleonsden.com). Due to the nature of my business,
I get to play all of my favorite classic games, and have checked GameFAQs.com
many times for various games..

Recently, we acquired The Bard's Tale, and I took to the task of beating it.
As I played the game, I had some questions over what various spells and songs
did, so I checked GameFAQs. To my suprise, there was very little information
about the NES version of The Bard's Tale there, so I decided to write my first
guide...

And thus we begin...

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- II. Wizard Spells -
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No party is complete without magic users and spells. You learn new spells
at the Review Council, by talking to them and Acquiring Spells when you are
ready....

--Spells You Start With--

Mage Flame: 2MP Non-Combat spell that creates light, like a torch.

Gleam: 2MP Combat spell that blinds a group of enemies, lowering
their chances of hitting you.

Arc Fire: 3MP Combat spell. Attacks one enemy with fire.

--Spells You Get At Level 2--

Mage Blade: 3MP Combat spell. Makes a magical sword for if you want
to attack with your Wizard.. Not very useful IMO.

Word of Healing: 4MP spell that can be used both in and out of combat.
Seems to heal about 20 HP.

Corrosion: 4 MP Combat spell that cuts in half the defense power of
a group of enemies. Very useful until you get Armor
Collapse.

--Spells You Get At Level 4--

Trap Zap: 3 MP Non-Combat spell that lets you avoid traps.. The
only trapsthat I came across were trapped treasure
chests though...

Lesser Reveal: 4 MP Non-Combat spell that allows you to see secret
doors. Very useful in the dungeons!

Starflare: 6 MP Combat spell. Attacks one group with fire.

Flesh Restore: 7 MP Non-Combat spell. Cures poison and heals about
40 HP

--Spells You Get At Level 8--

Animated Sword: 9 MP spell that can be used both in and out of combat.
Creates "Living Sword", which is added to your party
like a charmed creature.

Armor Collapse: 9 MP Combat spell that lowers a group of enemies' defense
to 1/4 of what it originally was.

Create Figurine: 11 MP Interesting Combat spell that can turn an enemy
into a doll, which can be sold or used to summon that
creature later.

Emit Flare: 12 MP Combat spell. A simple but powerful attack.

--Spells You Get At Level 14--

Arcyne's Magestar: 10 MP Combat spell. Blinds all enemies and can cause
them to miss their turns.

Flesh Anew: 12 MP spell that can be used in or out of combat.. This
very powerful spell heals your entire party 150 HP or so.

Arc Blizzard: 22 MP Combat spell that attacks one group with a
magical blizzard.

--Spells You Get At Level 20--

Quake Call: 5 MP Combat spell. Attacks all enemies.

Greater Revelation: 15 MP Non-Combat spell. Reveals secret doors for longer.

Stone to Flesh: 18 MP spell that can be used both in and out of combat.
This spell cures being turned to stone.

--Spells You Get At Level 26--
Restoration: 28 MP Non-Combat spell that recompletely restores all
party members' status and HP.

Dragon's Breath: 32 MP Combat spell that attacks one group.

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- III. Sorcerer Spells -
-------------------------------------------------------------------------------

As with the Wizard, you learn new spells at the Review Council, by talking
to them and Acquiring Spells when you are ready....

--Spells You Start With--

Image of Terror: 1 MP Combat spell that can cause an enemy to run away.

Scry Site: 2 MP Non-Combat spell that works like a compass.

Battle Skill: 3 MP Combat spell that raises one party members attack
and defense.

--Spells You Get At Level 2--

Instant Wolf: 3 MP spell that can be used in and out of combat. It
summons an illusionary "Wolf" to fight in your party.

Mind Darts: 3 MP Combat spell. Attacks a group.

--Spells You Get At Level 4--

Invincible: 3 MP Combat spell. Extremely boosts a party member's
attack and defense, but it deals severe damage to that
character when the spell wears off.

Sorcerer Sight: 5 MP Non-Combat spell. I'm not certain what it does, but
believe that it may help you sense where random fights
are waiting for you.

Wind Warrior: 5 MP spell that can be used in and out of combat. It
summons an illusionary "Warrior" to fight in your party.

Disbelieve: 7 MP Combat spell that can erase illusionary creatures.

--Spells You Get At Level 8--

Magic Water: 6 MP Combat spell that hurts a group of undead monsters.

Mind Blade: 6 MP Combat spell that can instantly kill an enemy.

Instant Ogre: 10 MP spell that can be used in and out of combat. It
summons an illusionary "Ogre" to fight in your party.

Rejuvination: 10 MP Non-Combat spell that cures OLD.

--Spells You Get At Level 14--

Dispossess: 12 MP Non-Combat spell that cures "possession".

Image of Hate: 12 MP Combat spell that causes your enemies to fight each
other.

Wind Giant: 18 MP spell that can be used in and out of combat. It
summons an illusionary "Giant" to fight in your party.

--Spells You Get At Level 20--

Mind Storm: 18 MP Combat spell that damages one group.

Beyond Life: 30 MP Non-Combat spell that brings a party member back to
life when they are dead.

--Spells You Get At Level 26--

Inspect: 16 MP Non-Combat spell that allows you to detect
dopplegangers in your party.. The other way to get rid
of them is to kill the party member they are mimicing.

Wind Dragon: 28 MP spell that can be used in and out of combat. It
summons an illusionary "Dragon" to fight in your party.

Demon's Breath: 38 MP Combat spell that can instantly kill a group.

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- IV. Bard's Songs -
-------------------------------------------------------------------------------

The bard is perhaps your most unique character class. Many people's first
impressions of the bard are bad ones.. You see, the bard has a limited number
of songs that he can sing. This number is based on his current level. At
level 1, he can sing 1 song, at level 18 he can sing 18, etc.. He has to drink
root beer in a tavern to be able to sing again after using them all, or he can
use Drops for a quick 1 song pick me up...

His songs can be quite powerful, when used correctly..

---Out of Combat Songs---

The Traveller's Tune: This song will instantly teleport your party back to the
Adventurers' Guild. An extremely useful song, and yes,
it can even be used in dungeons!

Wayland's Watch: This song lowers the chance of random encounters.

The Seeker's Ballad: One of the most powerful songs, The Seeker's Ballad has
the effect of enhancing your whole party's armor,
lowering their AC by 2 while in effect.

---In Combat Songs---

Freeze Voice: This song freezes all enemies, making them randomly
miss their turn in combat entirely!

Lucklaran: Lowers your enemies' chances of successfully casting
spells.

Falkentyne's Fury: A very powerful song which enhances your party's
battle skills, raising their attack and defense.

Badh'r Kilnfest: This song has a random chance of charming an enemy. If
successful, the enemy will join your party! (It will
stay in your party until you charm another one, it dies,
or you return to the Adventurer's Guild.

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- In Closing... -
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I hope this guide helps those of you who, like me, weren't sure where to
begin in this game. Feel free to do whatever you like with this guide, but
remember, don't alter it, sell it, etc..

Have fun, and keep gaming...



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