Sunday, July 20, 2025

The Bard's Tale: Loose ends

 

Before attempting Kylearan's Tower, I wanted to try try some earlier, optional challenges, and to do this, I assembled a new power team meant for flexibility and single-fight endurance. Magic Mike and Houdini stay home; they're too low-level. Grub the hunter lacks in armor class. P-Tux the rogue just hasn't been useful at all in this game.


Challenge 1 - The Master Sorcerer

Conrad breaks him in half before he can finish his summon!

Behind him, a clue room is accessible through a secret door.


More secret doors in his antechamber lead to corridors of more doors, an encounter of 49 perfectly harmless wights, and his treasure chamber, guarded by a dragon.

It's just a single grey dragon. We can take it.
 

Our prize is $180, some singed beard hairs, and the satisfaction of completing another map.

A Stairs up
B Message
C Combat
D Trap
E Soul Sucker
F Stasis chamber
G Spinner
H Master Sorcerer
I Stairs down
J Wights
K Grey Dragon




Monster XP
Orcs 100
Skeletons 110
Wolves 256
Jade Monks 256
Half-Orcs 256
Zombies 512
Swordsmen 512
Magicians 512-1536
Conjurors 512-1536
Sorcerers 768-1536
Wizards 768-1536
Werewolves 1024
Black Widows 1024
Assassins 1024
Samurai 1024
Statues 1024
Ogres 1024
Wights 1024
Bladesmen 1280
Goblin Lords 1280
Master Thieves 1280
Ninjas 1536
Stone Giants 1792
Dopplegangers 1792
Spinners 1792
Scarlet Monks 1792
Stone Elementals 2048
Jackalweres 2048
Ogre Magi 2048
Blue Dragons 2048
Grey Dragon 3072
Master Sorcerer 3328
Soul Sucker 3584
 

Challenge 2 - The Jabberwock

I had defeated Harkyn's Jabberwock before with luck, but lost a rematch without it. Could my power party best it this time?

Yep.

I might have just been lucky that it didn't breathe, but I'll take it. And another crystal sword.


Challenge 3 - Mandar Guards

The slave quarters on Harkyn's confusing second floor is guarded by eight powerful guards. With Scribe's magic, my frontline's collective AC is as low as it can register.

 

This one takes several rounds, and even with this AC we suffer a few mighty blows, but eventually fell them all. Viila's Mind Fist and Scribe's Deathstrike do most of the killing; I am convinced that damage to monsters is an all-or-nothing affair in The Bard's Tale and that non-lethal blows don't actually do anything, and most of our physical strikes miss anyway.

There is absolutely nothing in the room they were guarding.

Challenge 4 - The 400 Berserkers

They look disrobed to me.
 

It's 396 berserkers, to be precise. Last time, having this many of them just wasn't survivable, but how does my party fare now?

My first try was a partial failure. Viila and Scribe would kill 66% of them in the first round with dual Mind Blast spells, but not before they landed enough hits to kill Ahab.

But then I tried it again with music. And surprise - that old AC-lowering mainstay Traveller's Tune really helps here! Our AC might not look like it can get any lower, but it can.

Turbo mode helps too.

The reward here is a handsome 59,733XP per character and a chunk of gold that I don't care about. But to be honest, I actually expected a lot more. There might be some experience capping going on here. Fighting the undead megastacks in the catacombs is probably more efficient.

 

The experience is worth a few levels; Conrad reaches level 14; Viila and Scribe reach sorcerer level 13, giving them access to the Wind Giant summon spell, and I put them on the Wizard path, where they immediately gain the powerful Repel Dead spell. This is a daunting path; though; a wizard needs 20,000XP just to reach level 2! So we go down to the catacombs again, along with the underleveled Magic Mike and Houdini, to use our newfound magic and do exactly that.

4 comments:

  1. You said that "[t]here might be some experience capping going on here" after defeating the bersekers. That reminds of the time in Bard's Tale 2 when I spent many minutes fighting some trivial group of spellcasters who continually summoned illusions. My party would disbelieve the illusions which, at the end of the fight, grants experience points (I don't know if it's the same as "killing" the illusionary creatures; I was a young kid and didn't think to test that). So I figured that I could rack up as many experience points in this one fight as I had patience. But I only earned a pitiful number of experience points even after spending (what seemed like) a long time only defending every round as my characters disbelieved hundreds (?) of illusions. As a kid, I assumed that I hit some kind of integer overflow issue but maybe there is indeed some kind of experience point cap in the engine (which I assume is just a slightly updated version of the Bard's Tale 1 engine).

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  2. I am a huge fan of this game, but the bad economy is one of the things that annoys me the most. You never have even remotely enough money for anything, until all of a sudden you have more money than you could possibly use. There's basically no in-between.

    The Berserker fight is the classic grinding point for bringing your mages all the way up to Archmage (Wizard 13) before attacking Mangar's Tower, specifically because (modulo your struggles with the Grey Dragon outside) you can enter the castle, teleport in, clear the lot with three casters dropping Mind Blade (probably takes you a couple rounds), and teleport out. Lather, rinse, repeat.

    Due to the Wizard's dramatically higher XP/level requirement, there's an argument to be made for promoting spellcasters via Conjurer > Sorcerer > Wizard > Magician, or at least Conjurer > Magician > Wizard > Sorcerer. But that's only interesting if you're going to grind for a long time past Archmage, which there's no specific reason to do, and the latter means you get Mind Blade a lot later which isn't great. Also, Wizards can use a surprising array of equipment, which you'll lose if you switch to Sorcerer afterwards.

    Speaking of equipment, you didn't mention this in a previous post so I'll drop a minor spoiler here in rot13 (a la The CRPG Addict) in case you didn't figure it out already:

    Gur fvyire funcrf, nybat jvgu fbzr bgure zvfpryynarbhf vgrzf, unir na rssrpg ba lbhe nezbe pynff vs lbh rdhvc gurz.

    Finally, Wights and Ghouls can wither (turn you +OLD), but don't have any other special attacks.

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    Replies
    1. I advised Ahab to do the "end on Conjurer/Magician" thing assuming he would want to take the party into Destiny Knight instead of making a new party, where he ought to be able to mop up the last few spells if he doesn't get them in this game, and with those done, his characters could then focus on the cheaper level-ups that being a Conjurer/Magician gets you so that they'd end up being slightly less squishy.

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  3. 30 years from now, 99 berserkers, 99 berserkers, 99 berserkers and 99 berserkers will be one of the few things you will remember from this game.

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