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As of the Catacombs the Bard gets more interesting in combat, since it can use Fire Horn, Frost Horn and Flame horn, which can be really helpful in killing larger amounts of creatures.
The songs are helpful (BADH'R KILNFEST in lower levels to regenerate HP, and I like THE TRAVELLER'S TUNE and LUCKLARAN further on in the game).
And a Bard can be used for close-combat if a summoned creature in your party is killed.
>It seems like a 3rd spellcaster would be more versitile and effective all-around.
I also considered this, since the mages have tons of more handy stuff than a Bard, but they are not suitable for close-combat (see previous note).
Not only that but the Bard is the only way you get background music in this game, it's sort of quiet without one.
A 3rd spellcaster is basically overkill and not needed in this first game.
The Bard's songs really help a great deal when the fights get harder in the final dungeon. You'll actually start fighting stuff that is difficult to hit and playing Seeker's Ballad lets you hit them easily. You also do way more damage using the first song - and also as mentioned those horns you'll be finding will be doing crazy damage as well and only the bard can play them.
Seriously though, the songs are invaluable and they become pretty competent melee fighters too. Not only can you play a song while exploring (usually to boost AC) but the songs stack in combat and you'll be very glad to have them later in the game.
Once you start exploring the dungeons, you'll eventually find a Bard Sword that when equipped, will give you unlimited songs, so you won't even need to stop for an ale or glass of wine.
In summary, keep your bard close.
- early game: Bard kills groups with FireHorn before casters get any area spells, Bard is the best character in early game by far
- late game: Bard has better FireHorn so he can kill groups and save your caster's Mana
Bard has as many HP as any frontline tank + armor song + resistance song. I'd drop any melee for a Bard.
For this remaster, since we can fill out all 7 slots, and don't need to fill the "S" slot with a summon, it makes a lot of sense to keep the bard in the front 4. The best character to ditch is the thief... put a third caster in instead of a thief and your party will be hard to stop.
As others have said, the fire/frost/flame horns are super powerful against a single group, and you start with a fire horn for free. If you make your own characters, be sure to transfer the free horn from the premade bard.
Also, as in the original game, you can 'recharge' your items by selling them to Garth and then buying them back. You have to pay double, but if you aren't finding the items fast enough, this is a fairly cheap way to kill off an entire group every encounter.
Pretty sure the smallest parties are either:
- 1 caster and either a Paladin, Warrior, Hunter, or Bard or
- 1 Bard and either a Rogue or Monk
I have completed the game with no casters, but a party of Paladin, Monk, Rogue, and three Bards. Throwing out three bard songs in the first round is pretty awesome. Plus three of the damage horns destroys enemies.
No, I did not mean that and I don't know where you would get such a belief. The use of the word "with" rather than "of" should have been a good indicator of what I was talking about.
Not sure who you are trying to lecture about this game....
You can go all monks and casters, too, except that you need someone to change class in part 2 (pally or warrior iirc), and a rogue in part 3.
You really don't need one for BT1 though, I ran with a Paladin, Hunter, Warrior, Rogue and 3 casters.
By halfway the first tower I'd sacked my whole front line and replaced them with summoned monsters. 3 Archmages finished the rest of the game easily.
Techncally, the smallest party would be one caster, but you'd probably need to have them run with a larger group for a bit while they gained the XP necessary to master multiple Caster classes. Though, a single caster could just spend a helluva lot of time grinding in Skara Brae, I suppose.
It'd be dicey to start, as a 1st level caster alone is basically asking to be eaten, but you could try starting with a Conjurer, and fill your party with Wolves, and then (I think, as I'm not looking at anything) Ogres and so on as the Conjurer levels. The troublesome part would be getting to the point where they'd be able to cast INWO, alone. But the tradeoff is that, when you do succeed in combat, you're getting six or seven times the XP.
But, eventually, you'd have an Archmage with a coterie of demons, chewing the faces off of everything. You'd be missing the Bard Songs, but one Archmage can do everything you absolutely need -- light, levitation, healing, sensory spells, etc., dealing damage, creating the rest of the party -- including bypass that one puzzle that gives this game its name. And all your friends are clones and easily replaced when they fall in battle.
Of course, this is only possible in Remastered BTI because it removes the Special slot and allows for multiple summons/wandering monsters.