Bard's Tale III: The Thief of Fate


Bard's Tale 3 Library

Bestiary - Item Catalogue - Spellbooks
Bard Songs - Classes and Races

Bard Songs and Magic

From the manual:
The Bard has eight songs to sing. He or she starts the journey knowing six, and must find the other two. Since Bards can't make music without an instrument, and since whistling doesn't count, make sure they don't drop or trade away their livelihood.

There are two categories of songs: those played during exploration and those played during combat. Songs played during exploration are long-playing while those played during combat last only one round. Only one song can play at a time. If you're playing an exploration song, but suddenly need to play a battle tune, the exploration tune will stop playing for the duration of the battle, and start once battle is over. On the other hand, if you're playing an exploration song and start another one, the first song will end and the second will start.

A Bard can play as many tunes as he has experience levels before his throat dries and fingers stiffen. For instance, if your Bard has five experience levels, he can play up to five tunes. To rejuvenate your Bard, give him or her a drink, be it water from a wineskin or ale from a tankard. Never forget, "When the going gets tough, the Bard goes drinking..."
To listen to recorded versions of each song, visit the BT3 Music listing.

1. SIR ROBIN'S TUNE
This lets you run away from attackers as long as the combat has not yet begun. During combat, this keeps the monsters from calling for additional help.

2. SAFETY SONG
Sets up an an anti-monster aura, so foes won't randomly attack you.

3. SANCTUARY SCORE
Lowers the party's armor class level up to a maximum of 15 points.

4. BRINGAROUND BALLAD
In non-combat situations, this rejuvenates the Bard's hit points. During combat, this song will affect everyone in your party, including the Bard.

5. RHYME OF DUOTIME
In non-combat situations, this regenerates the mage's spell points. During combat, it gives the party an extra attack.

6. WATCHWOOD MELODY
This creates light so you can find your way around. May even work in anti-magic zones.

7. KIEL'S OVERTURE
In non-combat situations, this calls up a compass so you can get your bearings. During combat, this casts the monster-frying Trebuchet spell for one round.

8. MINSTREL SHIELD
In non-combat situations, this lowers your armor class. During combat, it also partially shields your party so they only take half damage from monster attacks.