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Right thatz the way the devs planned it..while playing first part i proposed to improve the game through mana potions but the devs denied insisting on tradition..i mean i never played the ole version but yes after the castle it gets boring so i stopped it cause running back again and again through 3 whole levels of a crazy dungeon just to fill up mana in the town brought me to the edge..of game joy.but yes in the whole it pleased me..so far and i didnt regret to ve bought it..because of the new game experience and the appropriate price level..^^
Mitigations to the trudging in spolier below:
Later in the game, you'll also get a teleport spell which helps move your party places quickly as well.
Also, if you're in the second level of the Sewers, then you may have enough money for Roscoe to recharge you once you get to the surface so you don't have to wait for a solar recharge. And, later in the game, you will find items which will reduce the costs of your spells or recharge your spell points. (If you count Bards as mages, you amy also find items which will give them unlimited songs, which can help stretch spell points some as well.)
but as we mention it in german:“einem geschenkten spiel schaut mann nicht ins maul“
You certainly can teleport between dungeon levels. In fact, the automap makes teleporting much easier than it was in the original versions where you had to count the number of squares between your current position and destination.
You can't teleport between separate dungeons, it's true. And I've never tried teleporting in town - you can walk anywhere in moments so what would be the point?
But hey, if you really want "mana potions" there's an item in Bard's Tale 3 that will make you happy. And you get them right away.
The wine cellar/sewers are the worst dungeon for running out of spell points - low levels mean few SP, darkness squares and poison monsters sap you, and it's a 4 level dungeon where it's possible to use up half your SP just getting back to where you were.
Just open the map, select Aport Arcane spell (if you know it), arrow up or down to the desired level and click on the desired destination square. Some dungeon levels are ‘protected’ from teleporting and phase door spells but level 1 entry/exit stairs are always reachable via this method except once you go past a certain point in the Destiny Stone. Good luck!
I'm not sure I have that spell, although I thought I had almost all the spells available. What is the exact name for it?
Okay i registered that but i get BT 3 for free anyway but itz all rubbish like the rest..and as mentioned teleporting wasnt easy any way cause the coordinates thing didnt work anyway only one or two of them worked the third was coincidence.
Why would i teleport in town cause of to get back to the tower areas means the gates work only one way means u cant go directly where u want in this case.so i am a kind of a patience guy but this all was so buggy so i am in order to abandon it...good luck so far
and one last thing i dont give a second trial and thatz the first time since 1990..
The spell is from the 7th tier of the conjurer’s spellbook. It is called Apport Arcane, the quick code is APAR. The fastest way to use it is via the automap. Head over to the screenshots section, the third post I see is from Winchan. The picture is of the automap, on the top right hand side page are two tabs. One says Scry sight, the other is Apport Arcane. Click that tab and then anywhere on the map, if it’s not a protected area you will teleport there. Remember that you can page up and down through the levels of your current dungeon that you have explored. The exit stairs are always located on level 1 on the bottom left most square and this position is to my recollection never protected, except in the final dungeon.
The Bards Tale magic system can quite confusing initially too. Your casters must purchase new spells every few levels of their class up until they reach level 13 and purchase the final level 7 spells. They can then change into another class and then repeat the process. They can become every class of caster eventually, just make sure you get all the spell levels before changing. There is no going back. I would also recommend at least two casters and get a sorcerer ASAP, they are very important for dungeon crawling. Example
Caster 1 : Conjured L13->Magician L13->Sorcerer L13->Wizard L13
Caster 2 : Magician L13->Sorcerer L13->Conjurer L13->Wizard L13
Sorry if you already knew all that but it can be confusing at first. Lastly as was pointed out above, avoid the sewers if possible, they are rough on a new party and there is no good exp or loot. Certainly don’t grind there. There is word you will find down there you will need to enter the Catacombs but a quick forum or internet search will tell you the Mad Gods name. You can grind on level 1 of the Catacombs for gold, exp, Mithril equipment and Fire Horns, just avoid the Wights as they can wither your party, a status effect that must be cured in a temple for lots of gold. Remember to have your Bard use fire horns as much as possible, they are more effective than magic at early levels and you can save spell points for emergencies. You will also earn enough gold from a quick ‘once around’ of the Catacombs to top up all your casters at Roscoe’s. I hope you find some of that useful. Happy Hunting.
Thank you for your detailed explanation of how the magic system works.
But I thinh I already screwed up... I've been switching classes as soon as I could, like around level 3 or 4. So, I guess I'll be missing a lot of spells at the end.