Energy #04
03 мая 1997 |
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Bard's Tale - 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 departmentIn 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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