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The Bard's Tale 4 Game Guide by gamepressure.com

The Bard's Tale 4 Game Guide

Table of Contents

Bard abilities | Character classes in The Bard's Tale 4 The Bard's Tale 4 Guide and Walkthrough

Last update: 08 October 2018

In this chapter, you will find the descriptions of all skills that are available for the Bard character class in Bard's Tale IV. They have been divided into particular categories which define the functions of the abilities. Each of the following skills has also been additionally described in terms of its properties and applications.

The Bards skill tree - Bard abilities | Character classes in The Bards Tale 4 - Character classes - archetypes - The Bards Tale 4 Game Guide

The Bard's skill tree.

Music

The skills in this category are available only to a bard. You will find various songs here, the aim of which is to make each fight much simpler for your team.

Name

Skill Type

Tier

Function

Application

Spell Points 1

Passive

1

+1 to Spell Points

This will allow you to accumulate more Spell Points, which in turn will boost your offensive capabilities

Rabble-Rouser: Novice

Active

1

Unlocks the ability: Rhyme of Duotime, which reduces all ability cooldowns in your party by 1

Thanks to this ability, you will be able to shorten the cooldown times for more powerful abilities, which will give you a huge advantage

Troubadour: Novice

Active

1

Unlocks the ability: Wayland's Watch, which reduces enemy Strength by 50% for 1 turn

This ability is extremely useful for more difficult fights. Thanks to its properties, you can minimize the amount of damage received by your team

Warchanter: Novice

Active

1

Unlocks the ability: Kael's Rudiment, which causes enemies that directly attack the character affected by this skill to suffer physical damage and be set on fire

 

Minstrel: Novice

Active

1

Unlocks the ability: Spellsong, which grants a spell point to all nearby party members

A useful ability if you are looking for a way of increasing the number of Spell Points available to your Practitioner or a different Bard

Intelligence 1

Passive

1

+2 to Intelligence

Intelligence increases the amount of mental damage you can take before your abilities are interrupted

Spell Points 2

Passive

2

+1 to Spell Points

This will allow you to accumulate more Spell Points, which in turn will boost your offensive capabilities

Rabble-Rouser: Journeyman

Passive

2

+2 to Strength

It increases the strength of attacks dealt with weapons

Rabble-Rouser: Master

Active

2

Unlocks the ability: Falkentyne's Fury, which deals additional, true damage to the target enemy if they are within the area of the song's effect

 

Troubadour: Journeyman

Passive

2

+1 to Intelligence

Intelligence increases the amount of mental damage you can take before your abilities are interrupted

Troubadour: Master

Active

2

Unlocks the ability: Song of Compulsory Cavorting, which forces an enemy unit to dance together with the Bard for two turns

This skill will allow you to temporarily take stronger enemies out of the fight, however, you will not be able to control your Bard for the length of its duration. Attacking the dancing foe will interrupt this effect.

Warchanter: Journeyman

Passive

2

+2 to Constitution

Increases the character's number of health points

Warchanter: Master

Active

2

Unlocks the ability: The Archer's Beat, which creates a special area that reflects 50% of ranged attacks

This skill is a great tool when you need to defend against enemy Practitioners or archers

Minstrel: Journeyman

Passive

2

+1 to Spell Points

This will allow you to accumulate more Spell Points, which in turn will boost your offensive capabilities

Minstrel: Master

Active

2

Unlocks the ability: Lyric of Legends, which grants additional action points

 

Intelligence 2

Passive

2

+2 to Intelligence

Intelligence increases the amount of mental damage you can take before your abilities are interrupted

Intelligence 3

Passive

2

+3 to Intelligence

Intelligence increases the amount of mental damage you can take before your abilities are interrupted

Grand Rabble-Rouser

Passive

3

Adds a bonus action point (this effect does not stack) and +6 to Constitution

Thanks to this skill you will be able to perform more actions in a single turn

Grand Troubadour

Passive

3

At the start of each fight, one of the enemies is charmed by the Bard for three turns. He will attempt to follow the Bard, but will not attack for the entire duration of the status effect

This ability allows you to temporarily neutralize one of the enemies, which will make the start of the fight much easier, however, you have no control over which enemy will be targeted

Grand Warchanter

Passive

3

Causes the character to assume a battle stance, adds 5 armor points for as long as the stance is held, also gives a bonus of +5 to Constitution

 

Grand Minstrel

Passive

3

Grants the Bard a bonus Spell Point at the start of the fight

This skill will allow you to gain your first Spell Point in the very first turn, which will greatly accelerate the pace at which you acquire the points needed for your other abilities

Intelligence 4

Passive

3

+3 to Intelligence

Intelligence increases the amount of mental damage you can take before your abilities are interrupted

Attack

In this section, you will find all of the skills associated with new combat techniques and some that allow you to increase the strength of your attacks.

Name

Skill Type

Tier

Function

Application

Strength 1

Passive

1

+1 to Strength

It increases the strength of attacks dealt with weapons

Swordsman: Novice

Active

1

Unlocks the ability: Storm of Blades, which doubles the physical damage dealt to a unit within range

This ability is extremely useful throughout the entire game. It deals a huge amount of damage, especially if used by a character with a lot of Strength

Axeman: Novice

Active

1

Unlocks the ability: Lumbering Strike, which causes heavy physical damage to the enemy that is closest to the character

Although this ability deals a lot of damage, it requires a turn to be carried out. Use it only if you are sure that no one will break through your mental armor at this time

Bludgeon: Novice

Active

1

Unlocks the ability: Head Knocker which causes high physical damage to an enemy that stands in front of the character

It works very well when trying to break through the mental armor of your enemies

Critical Hit: Swords

Passive

1

Gives a 20% chance to reset the cooldown timers of your other Sword skills

This skill will cause some of your attacks to reset the cooldowns on the character's other abilities

Critical Hit: Axes

Passive

1

Gives a 30% chance to inflict the bleeding status effect on the target enemy

The status effect deals additional damage to the enemy, which is why it is worth investing in this skill

Critical Hit: Bludgeons

Passive

1

Gives a 10% chance to inflict a stun on the target enemy

A stunned character will not be able to attack you

Great Sword: Journeyman

Passive

2

+1 to Strength

It increases the strength of attacks dealt with weapons

Heaving Blow

Passive

2

Increases the chance of inflicting critical damage by 15%

 

Blood Hunter

Passive

2

Increases the chance of inflicting critical damage by 20%

 

Flurry Of Blows

Passive

2

Increases the chance of inflicting critical damage by 20%

 

1-Handed Weapons: Journeyman

Passive

2

+1 to Strength

It increases the strength of attacks dealt with weapons

Dual Wielding

Passive

2

You can equip your character with another one-handed weapon, held in the off-hand.

Thanks to this skill, you can wield two daggers at the same time

Strength 2

Passive

2

+1 to Strength

It increases the strength of attacks dealt with weapons

Strength 3

Passive

2

+2 to Strength

It increases the strength of attacks dealt with weapons

Shockwave

Passive

3

Critical hits additionally knock the opponent back

 

Tireless

Passive

3

Critical hits inflicted with a sword have a 50% chance to recover an action point

 

Strength 4

Passive

2

+2 to Strength

It increases the strength of attacks dealt with weapons

Bludgeon: Master

Active

3

Unlocks the ability: Foe Dropper, which deals physical damage to the closest enemy, and then pushes him back into the second row

This ability is mostly useful for knocking back enemy Fighters into the second row, which limits their ability to counterattack

Axe: Master

Active

3

Unlocks the ability: Eviscerating Gash, which deals physical damage to an enemy and inflicts the bleeding status effect

By itself, this attack deals a rather small amount of damage. This ability is only useful when you have fully invested in the skills which improve the crit chance of axes

Swordsman: Master

Active

3

Unlocks the ability: Passing Slash, which targets the closest enemy within range and allows you to relocate to a nearby space

This ability works well in situations when you have to withdraw a character from a given field

Defense

Only passive abilities appear in this category. Most of them unlock access to new types of armor that your character will be able to use.

Name

Skill Type

Tier

Function

Application

Light Armor: Novice

Passive

1

Allows the character to wear: Leather Armor

 

Constitution 1

Passive

1

+2 to Constitution

Increases the character's number of health points

Medium Armor: Novice

Passive

1

Allows the character to wear: Chainmail Armor

 

Light Armor: Journeyman

Passive

2

Allows the character to wear: Reinforced Leather Armor

 

Light Armor: Master

Passive

2

Allows the character to wear: Elven Armor

 

Tumbler

Passive

2

Allows the character to wear: Jester's Shoes

 

Jester

Passive

2

Allows the character to wear: Jester's Cap

 

Constitution 2

Passive

2

+3 to Constitution

Increases the character's number of health points

Constitution 3

Passive

2

+4 to Constitution

Increases the character's number of health points

Medium Armor: Journeyman

Passive

2

Allows the character to wear: Berserker's Battlegarb

 

Medium Armor: Master

Passive

3

Allows the character to wear: Officer's Mail Armor.

 

Constitution 4

Passive

3

+5 to Constitution

Increases the character's number of health points

Brewing

In this part of the skill tree, you will find all of the skills related to the production of various types of potions and items. In addition, the Bard class also possesses the brewing ability, which allows you to create various types of alcoholic beverages.

Name

Skill Type

Tier

Function

Application

Science

Active

1

Science allows you to create the following potions: the Lesser Draught of Power, the Lesser Elixir of Focus, and the Lesser Tonic of Armor

These potions will help your team temporarily improve their basic statistics

Battle Brewer

Active

1

Allows you to brew: Elven Wine, which grants the Bard three Spell Points and 4 Drunk stacks

This is a simple draught which will allow you to quickly accumulate Spell Points

Alchemic Enthusiast

Passive

2

Potions become twice as effective

Only useful if you frequently use potions.

Master Pyrosmith

Active

2

Unlocks the recipe: Dragon's Bile Bomb, which creates areas that set foes on fire upon entering them

This ability is useful not only because of its obvious combat capabilities but also because of the possibility of removing environmental obstacles

Master Craftsman

Active

2

Unlocks the recipes: Caltrops, which you can throw at an enemy to inflict physical damage. They are also scattered through empty fields, which gives them the potential to deal even more damage to enemies who move through said fields.

Deploy Barricade, which creates a barricade with a certain number of hit points

These abilities are extremely useful in combat. The caltrops are a great source of additional damage against opponents moving along the first line. The barricade, on the other hand, will help reduce the power of the enemy's attack

Master Chemist

Active

2

Allows you to brew such potions as the Greater Draught of Power, the Greater Healing Potion, the Greater Elixir of Focus and the Greater Tonic of Armor

These potions are upgraded versions of your previous concoctions and increase the basic statistics of your characters to an even greater extent

Town Drunk

Active

2

Allows you to brew: Dwarven Stout, which grants the Bard two action points and two Drunk stacks

 

Mean Drunk

Passive

2

After drinking alcohol the Bard throws the mug dealing physical damage to an enemy straight ahead of him

The perfect skill if you are looking for a way to deal some extra damage

Victory Shot

Passive

2

Gives the Bard a 50% chance to recover a Spell Point and receive a bonus of two Drunk stacks after killing an enemy

A great method of gaining bonus Spell Points

Non-Alcoholic

Passive

2

Prevents Victory Shot from granting bonus Drunks stacks

 

Quick to Celebrate

Passive

3

Increases the chances of Victory Shot occurring to 100%

 

Brew Master

Active/Passive

3

Passive: At the start of each fight the Bard gains a Spell Point, a Drunk stack, +1 to Intelligence and +2 to Strength

Active: Allows you to brew: Shot of Courage, which grants 2 Spell Points and 3 Drunk stacks. It also causes your next attack to deal extra physical damage

Shot of Courage can be very useful when trying to break through the physical armor of enemy units.

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