Energy #04
03 мая 1997
  Игры  

Bard's Tale - Mini help to BARDS TALE. Creation of characters. The choice of roles.

<b>Bard's Tale</b> - Mini help to BARDS TALE. Creation of characters. The choice of roles.
             LEGEND OF BARD



                            (C) MENTAT / LGN



        MINI HELP FOR "BARDS TALE"


               LAST EDITION

      (From beginning to end, subjective)


  So, first things first:

  1. Creation of characters.

     At the beginning of loaded squad of fighters,
created by the authors. And although there have the Bard
a Fire Horn (personally, I still have not found,
but in the final squad picked: torsion arms
no, it is -30 .. 50 HP), believe me, there is nothing
more fun than watching "growth"
its, blood, characters. Especially because
built are not the best, my, to
example, where the steeper ... And more: it is not necessary
erase all silly, because you can, and their
native heroes dress up and equip a sly
through (E) xit Guild, (E) quip 0
(T) rade, entrance, erasing the old and the dressing
new. For whom this is still rubbish,
anything after prosekete. There is another
glitch (see "Spectrofon 20"): the final
Detachment is a gift to treasure. A
until the establishment of:


     1.1. First you will be asked to choose
race of the hero, but my advice to you: plan your
once the squad. Most
optimal, apparently type: Warrior, Paladin,
Bard, Roque, Conjueror and Magician. Has
right to life of detachment, without the thief, but with
Hunter'om or Monk'om in the top three. Or
without a Paladin. Appropriate Races:


     Dwarf (Warrior, Monk), a strong and
a powerful dwarf. Resistant to magic. None
character - a soldier I had originally
By 18, except this monster.

     Human (Paladin) think is best,
rapidly agility and strength, which is very
well.

     Gnome (mages' & Hunter (?)). I
strongly pin my dwarf hunter.
Some nonsense, straight. The idea is not bad
mag, but here I turned hunter. (For
interested in its original settings:
St = 17, IQ = 13, Dx = 15, Cn = 18, Lu = 12, HP = 19).

     Half-elf (Bard, mages, Monk). I have
Bard'a, and with the duties he
copes very well, and when strong
become - the enemies of descent does not, and songs of the day
2 sings ...

     Hobbit (Roque). That John himself
Ronald Reuel Tolkien told (see "The Hobbit, or
There and Back "). I do not contradict the classics and
I will not. Especially because of lvl 13 or more
one trap is gone from his eyes and hands
(Except for the exceptions). Yes, and agility
18 first - it's not weak.

     Elves (mages). Whatever you say, but
magic - their craft, and steeper them with this
No one will cope. In all the RPG so
opened ...

     Half-orc (killers). Dull and healthy
half-orcs - great fighters.


     So, the race was selected. Now the computer
ability to generate characters and the demands ...

  1.2. Selecting Position:

     But do not hurry, perhaps it's time to reap
<ext>.

     The point is the suitability of
Characteristics of a Role? Let us consider them:


     ST - strength. Force. In men 17-18
! Otherwise, they are not tenants. Bard'u too
preferably more. Others fight
have rarely, and this option is not so
important. Tell you a secret, that at one time
"Grow" bard'a from 14 to 18, because it strikes
in battle were 4-5 HP. But the songs I sang (and
singing)!


     IQ - intelligence. "Brains." This
it is important to magicians, and Paladin does not hurt. From
They depend on the growth SpPt (spell points) in
the transition from one level to another,
spell resistance.


     DX - dexterity. Dexterity. The steeper at
all - the better, because depends on this,
who was the first hit - a hero or an enemy, but
also another blow, and AC (armour
class) characters. If mages 17-18, they
can tell the spell before the strike
enemies, saving the life of going ahead
"Shock."


     CN - constitution. Physique.
Affect the growth of Hits in the case of growth of
hero. It is desirable to be stronger than everybody.


     LU - luck. Luck. No rides,
to that effect, but the detection of traps
thief - that's for sure. Perhaps the strength of
spells of magicians, receiving wounds in action ...


     If the parameters are suitable, choose
Class:

     Warrior - a warrior. Has property
applied on extension impact on every
4-th level of experience.

     Paladin - apart from the above
ability to reflect the high level
very good magic.

     Rogue - Thief vlomschik. Likes someone else.
Cleans and feels the trap.

     Bard - Minstrel. He is a former soldier, and
fight until the unlearned. But in addition
He also sings! And the number of songs,
sung in a row, is equal to its level. Then,
when the throat dry up, it should be
bring him into the tavern and give the drink.

     Hunter - Hunter. With experience gains
ability to inflict critical
mutilation, which is very cool, when you against
powerful enemy of a loner. At lvl 14 each of its
second shot is deadly.

     Monk - monk. Fights without weapons.
What a killer look.

     Conjurer - charmer. Sort
doctor and the guardian of the detachment.

     Magician - magician. Specializing
to influence things and beings.

     Sorcerer - Sorcerer. First, no
available. The Illusionist.

     Wizard - a wizard. At the start, not
available. Specials on the supernatural,
such as spirits or demons.

     One magician, who will study all the 4-th of these
stages, each of 7 levels (with
changing roles magician loses return to
old FOREVER!) becomes arhmagom,
the most dangerous and powerful being in the game.


     1.3. Then enter the name of the hero and
prepare him to erase. Why? Because
that the program randomly
determines:

     Hits - "life" of the hero and SpPt - it
magical abilities. A Do soldiers
with HP <13? Instead it first Mercenary stutters!
Or a magician with SpPt <20? That he was in dungeon'e
do? He and two spells bind!

     But that's all behind us, the team recruited and
ready to fight. Evil trembles ... Tip: Do not
run into the street! Make the save, and continue
do more often! When someone prishyut
easier to load, than to find 23000 - 24000 ihnih
MNT to revive ...


     2.1. And now the time to talk about
goal of the game: as I understand, it is necessary
"Educate" the heroes are able to dunk
enemy of all the inhabitants of Scara Brae (so
said town, and there is no
action game), and an evil arhmag Mangar,
its tower on the south-west of the city. The key of
It can be obtained from Kylearan'a, on
north-west. He seemed kind, but
dangerous. Well, we learned the purpose? Then click
 (E) xit Guild ...
and you're in town.


     2.2. It's time to tell about the keys
Management:
J - turn left to - go ahead (enter), L
turn right. N - new order,
reform of the order of detachment here
keep in mind that physically coming into action
the first three characters, the rest only
magically. C - cast spell, say
spell. For mages. B - bard song: song
Bard.


  Six of them, and requested to enter:
1. Falnentynes ​​Fury - uelichivaet force
strikes of the heroes.
2. The Seekers Ballad - more faithful
strikes illuminates the area.
3. Maylands Watch - weakens the enemy.
4. Badhr Kilnfest - heals in a way
Bard's injury, and in battle - the whole detachment. There are,
true feature: the way the song clings
not the bard, and his place in the squad. So
that can be treated by anyone.
5. The Travelers Tune - Agility & Speakers
detachment increases.
6. Lucklaran - sets around
protivomagiyu.


     There are two versions of each song:

     Long - on the road, up to two days
(Fiction, of course);

  Short - during the fight.

     If executed long, you can sing
in the battle short, long is over, but
zapevanie second "track" option
ceases to be the first.
P - party attack. The battle between members
detachment. It is used for destruction
"Half dead" unnecessary and certain special
"Doppelgangerov" as "spectrophone"
vnedrishihsya calls to the detachment of twins. I
yet such is not met ... (If someone
meet, tell me!).

     If you press 1-6, then you will get
characteristics and condition of the haversack hero
under this number. In this case, will
commands available: E - eguip, use
thing in gear, '0 '- corresponds to the complete stripping;

T - trade, transfer items to other character;
D - drop, throw away the subject (no lift!)
P - pull gold, throw in some tugriks
hands; <ext> - undo / exit.


     2.3. Perhaps you see the department
 In your party and you think: "And the fig?"
It's simple - here you can put the 7-th
member of the squad but it may be, or specialized
(Caused by the accursed creature, which serves
you), or had joined the squad monster.

     It should be noted that when to me (I
then had the experience of approximately 14000) joined
prodigal barbarian, but his presence
saved my bard from death, because going
ahead of barbarian mercenaries to take a hit
on himself and died ... A bard with a 2-I HP I
managed to bring to the nearest Temple. Such
Here's a sad story ...

  The question arises:

     "Well, it's all good, even the songs
Bard know, but kakzhe with spells for
magicians? "

  Answer: yes, read on!


         Continued in the next issue ...






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Notes - Diary of a boy.

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Bard's Tale - Mini help to BARDS TALE. Creation of characters. The choice of roles.

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Test - Complete testing of school subjects.



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