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I went with Paladin, fighter, Bard, Thief and 3 Mages. Bear in mind some folks love Monks. Others love Hunters, most hate Thieves.
For Bards Tale 3 you need to make one of your casters a Chronomancer. You can also turn a frontliner into a Geomancer. In the old days the top pick was the Paladin, as they don’t scale so well and can’t use stone blades etc.
Most important thing is to play however you enjoy the game most. Have fun.
I really wish I remembered what I did back when I first played this game on C-64. I have a feeling I just used the stock "A Team" that was included ...then, I probably imported it from BT2 to BT3 ..haha. God what great memories this game was ..it was such an amazing thing back in those days.
So, the last fight was really unimpressive due to my tatic during the last half of the game.
1) have an empty slot
2)Spell Bind the best monster you can find
3) Rinse and Repeat on each level.
It helps to know what creatures are worth keeping, and I had in the end the following party;
3 Wacum the wiz, all with AC-20 and over 2,000 HP and each casting Mangar's Mallet every round. My bard to sing Spell Song every fight and two casters to cast the Spell Bind, or spam Dreamspell if it's a really tough fight.
I think the last fight took 4 rounds? An Lagoth Zanta himself was dead in the secound round. In the third round, I made a mistake and the Destiny Knight was the only one left alive. A Dreamspell sorted that out, and I just spammed it to ensure it went fine.
Monk -- Hits for between 900-1500
Paladin -- Stoneblade
Warrior -- Sword of Zar
Bard -- Spectre Snare
Rouge -- Death Dagger, since they can attack from the back row with the BT3 upgrade
Destiny Knight
Archmage
I will carry this group over and play through BT3 with them too.
I am replaying BT2 from scratch. I have:
Paladin
Monk
Warrior
Hunter (sacrificing AC for Accuracy--crit hit is really useful)
Bard
Archmage
Archmage
I had some trouble with the monk repelling spells early on--kept getting killed by Red Dragons and Master Mages. But now he's bad ass.
You would make one of the Archmages the Destiny Knight?
3 monks + 1 bard + 1 paladin + 1 conjuror + 1 magician
I power-classed the conjuror into wizard ASAP (conj 3 -> sorc 3 -> wiz) and at that point I ditched all the warriors and replaced them with summons.
4 fire elementals + 1 bard + 1 magician + 1 wizard
As soon as I could, I created an archmage (wiz 3 -> archmage) and summoned some Wind Mages (archmage 2). Around this point my magician finally hit level 13 and became a conjuror instead.
I continued levelling until my crippled archmage got Brothers Kringle, and at that point I ditched the crippled archmage entirely. At this point my "real" mage was an Archmage also with 2nd level spells, and I was gaining 6 or 7 levels from every thirty-minute trip into the Maze of Dread (30K to 100K+ experience per fight, and each fight only takes a few seconds if you just Spell Song and let the Wind Mages spam MAMA and the Brothers Kringle use their breath weapons).
The biggest downside to this party composition is that in the Grey Crypt, when my Brothers Kringles get possessed, due to a bug there is no way to dispossess them, so it's very hard to progress. (I've started levelling up a "real" party instead specifically for the Grey Crypt but it is much slower going since you're splitting the XP 7 ways instead of 2. Usually only gain one or two levels you visit the Review Board instead of 6 or 7 levels.) In every other area of the game including the Destiny Stone it is quite powerful and easy.
Yes. They're pretty even as I start the Maze of Dread. We'll see which is more powerful at the end.
(monster)
Paladin
Hunter
Bard
Rogue
Archmage
Archmage
Rogue I keep from BT1 to carry over to BT3, and I always keep a slot open for a summons or monster. For BT3 it will be
(monster)
Geomancer
Hunter
Bard
Rogue
Chronomancer
Archmage
Monk
Hunter
Bard
ArchMage
ArchMage
I also equip my fighters--the first three--with Dragonshields or Archshields or LongBows (with either AG's Arrows or Zen or Mithril arrows) for those many encounters in which it's better to engage the enemy at 20' or more out. Shields work at 30' or 40' out; arrows work at up to 90' out. I also recommend keeping both Conjurstaffs and Mage staffs in inventory--to interchange when needed, etc.
Paladin
Hunter
Bard
Rogue
Archmage
Archmage
Monk
Rogue (can hide in shadows to stay safe, leaving only Low AC members to take hits)
Bard
Conjuror
Magician
Once you get GRSU get a demon lord. They're smarter than in BT1 and breathe more often than not. WIDR before that.
Paladins can use a Pureblade, one of the highest damage (and chance to hit) weapons.
Monks are just too strong to leave out. Free AC on levelling, huge attack bonuses and damage.
Hunters get one or very few attack increases, and the RNG levelling can really destroy its ability to critical hit, so forget about it. from what I've played (on the originals) they crit about 1 in 7-8 attacks at level 12, and only 1 attack still (from memory, but I certainly remember they were garbage) A paladin/warrior with 4 attacks will kill something more often than a Hunter with 1 attack and an RNG crit chance at the same level. People might argue that at higher levels their crit is strong, but by that time your warrior will constantly hit for 200+ damage anyway every time, so the point is mute. Hunters can't use armour or weapons as powerful as the Warrior/Pally either, and have less HP. The blood axe isn't that much better than Kaels anyway.
As for races I use a dwarven Pally/Warrior, Human Monk, Hobbit Rogue, Half Elven Bard, with a gnome and an elf as the casters. Generally I let the mag be the gnome.
Until you can summon your own critters pick up whatever straggler is running around. At the very least they will soak a hit or two in combat. If they do manage to live through fights, they place the bard far enough back so that the two targets (with a hidden rogue) that have decent AC are the only ones taking attacks from your actual party.
It also gets rid of the problem of who to drop when you get good summons. A dragon will kick around for a fair amount of time before it's killed, and it's breath will kill pretty much any entire group within 30' if it chooses, and later the Demon Lord is just stupid strong. Up to 255 HP, low AC and breathes a bunch more than in BT1.
hunter is a must , some monsters in very advanced dungeons just have way too many hit points for any non-critical hit attacks. hunter can do RANGED CRITICAL in this remake! this is a huge difference when you can one-shot anyone with any range (90). Ranged attacks seems always hit.
Rogue is a must if you want to open chest in anti-magic areas! unlike origional BT2 TRZP works in anitmagic areas, in remake, TRZP does not work in anti magic areas! do you want to skip tons of chests in some areas?
Two insta-killers in a party means two dead enemies. And since both can do so at RANGE means no enemy is safe. Warriors, Monks, Paladins can not do this. yes, they can equip bows, but they get no gaurantee that the shot will kill.
Mages may have greater killing powers, but once an enemy gets into melee range, mages get turned into soup.