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

The Bard's Tale 4 Game Guide

Table of Contents

Practitioner 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 a comprehensive description of all Practitioner skills in Bard's Tale IV. They have been sorted into different categories with various functions and their abilities. Each ability is additionally described in detail with its properties and practical use.

Practitioners Skill panel. - Practitioner abilities | Character classes in The Bards Tale 4 - Character classes - archetypes - The Bards Tale 4 Game Guide
Practitioner's Skill panel.

Spells

In this category you will find abilities related to spells. All abilities presented here use spell points or somehow influence their amount.

Name

Type of skill

Level

Function

Usage

Conjuror: Novice

Active

1

Unlocks Mastery In: Dragon Breath (Deals 1 physical damage to the enemies caught in the blaze and turns them on fire, enemies directly ahead of the caster are hit 3 times. Cost: 2 spell points).

This ability is great for attacking a group of units in the first row.

Soul Leech

Passive

1

Passive: Attacks with spells have a 20% critical chance to restore 1 spell point to the caster.

This is an ability that is always useful. You can use the retrieved spell point to make an additional attack during the turn.

Conjuror: Journeyman

Passive

1

+2 strength points.

Useful when practitioner leads out attacks with a non-magical weapon.

Magician: Novice

Active

1

Unlocks the ability: Feathered Charm, which allows you to transfer any team member to any free field.

It is perfect for life threatening situations. It allows you to transfer your character using spell points, not action points.

Grand Conjuror

Passive

2

Each used spell "marks" the enemy on which it was cast. This will increase the damage dealt on the next attack. This only works through a turn.

Applied at the beginning of the turn, it will increase the damage inflicted by other team members.

Sorcerer: Novice

Active

2

Unlocks the ability: Mangar's Mind Jab, which deals mental damage to the target.

Useful in disrupting hostile capabilities that operate with turn-based delay.

Psychic Backlash

Passive

2

Reflects a portion of opponent's psychological damage.

It is perfect for fighting enemy practitioners.

Sorcerer: Journeyman

Passive

2

+2 to Intelligence.

Useful only to unlock Sorcerer: Master

Wizard: Novice

Active

2

Unlocks ability: Gate, which creates a shadowy wraith that will fight at your side.

When the fight is balanced, this ability can turn the scales of victory on your side.

Magician: Journeyman

Passive

2

+1 to Spell points.

This way you will be able to accumulate more spell points, which will increase your ability to attack.

Wizard: Journeyman

Passive

2

Constitution +3.

Increases the number of health points owned by the character.

Magician: Master

Active

2

Unlocks ability: Dancing Lights, which creates a random light point that overlays the status of "stunning" on enemies within range.

Ideal for the beginning of a battle in which an enemy unit has more than three people

Conjuror: Master

Active

2

Unlocks ability: Warstrike, deals physical damage to the closest enemy, and strikes an enemy next to the attacked one with a current.

This ability is suitable for almost every fight. However, due to the amount of spell points required to cast this spell, it's impossible to use it frequently.

Sorcerer: Master

Active

3

Unlocks Oscon's Halt Foe, which frightens all enemies for the duration of a turn.

Extremely useful in the case of a large group of enemies. Imposing this status on them will prevent them from attacking during their turn.

Archmage

Passive/Active

3

Passive: Strength +4 and bonus physical damage point for an enemy attacked with a spell

Active: Unlocks the ability: Spectre Touch, which deals 12 true damage to a single target.

Extremely useful ability, increasing the amount of damage inflicted to enemies.

Wizard: Master

Active

3

Unlocks the ability: Prime Summoning, which summons two skeletons to fight for you

It's great for fighting where the opponent has a numerical advantage.

Grand Sorcerer

Passive

3

+3 to intelligence and adds a spell point each time an opponent is awarded a spell point.

When fighting mages, this is an extremely effective way to earn extra spell points, which you can use to cast more powerful spells.

Grand Summoner

Passive

3

Constitution +6 and all summoned beings will receive +4 points to armor class.

This ability is only useful when you are using summoning abilities.

Grand Magician

Passive/Active

3

Passive: +2 to max spell points

Active: Unlocks the ability: Vorpal Plating - enchant an ally's weapons to deal additional damage and have additional effects this turn.

This attack is great for enemies who deal a lot of damage.

Defense

In this category we've described only locked passive abilities. Most of them unlock access to new types of armor that your character will be able to use.

Name

Type of skills

Level

Function

Usage

Light Armor: Novice

Passive

1

Allows you to wear: Leather Armor

 

Mana Robes: Journeyman

Passive

1

Allows you to wear: Priestly Vestments

 

Constitution 1

Passive

1

Constitution +2

Increases the number of life points of the character

Power Robes: Novice

Passive

2

It increases the strength of a form having this ability.

Increased strength translates into increased physical damage inflicted by the character

Light Armor: Journeyman

Passive

2

Allows you to wear: Reinforced Leather Armor

 

Mana Robes: Master

Passive

2

Allows you to wear: Sorcerer's Robes

 

Light Armor: Master

Passive

2

Allows you to wear: Elven Armor

 

Power Robes: Journeyman

Passive

2

Allows you to wear: Cultist Robes

 

Constitution 2

Passive

2

Constitution +3

Increases the number of life points of the character

Constitution 3

Passive

2

Constitution +4

Increases the number of life points of the character

Power Robes: Master

Passive

3

Allows you to wear: Archmage Robes

 

Constitution 4

Passive

3

Constitution +5

Increases the number of life points of the character

Meditation

This category contains all the abilities that affect the amount of spell points accumulated.

Name

Type of skills

Level

Function

Usage

Battle Mage

Passive

1

You get an extra spell point at the beginning of the fight

This ability will allow you to gain your first spell point already in the first round.

Spell Points 1

Passive

1

+1 to spell points

This way you will be able to accumulate more spell points, which will increase your ability to attack.

Meditate

Passive/Active

1

Passive: +1 to spell points

Active: Unlocks the ability: Meditation, which allows you to get an extra spell point in the turn.

In the case of more difficult battles, this ability allows you to obtain a large amount of spell points faster, required to use the appropriate spells.

Harmonic Shielding

Passive

1

Launching the meditation ability automatically adds armor points

Allows you to increase your character's resistance to physical damage during meditation.

Intelligence 1

Passive

1

+1 to intelligence

Intelligence increases the amount of psychological damage you can take before the spell is interrupted, so it is useful when you base the adept's fight on these abilities.

Spell Points 2

Passive

2

+1 to spell points

Increases the number of spell points that your character can have.

Mindful

Passive

2

Increases the amount of spell points awarded during meditation

Allows you to accumulate spell points faster.

Quick Thinking

Passive

2

Reduces cooldown time by 1 turn while reducing capability uptime

Makes you more likely to use the ability to meditate, but shortens the time it takes to act.

Readied Mind

Passive

2

You get an extra spell point at the beginning of the fight.

This allows you to use more complex spells in the first round.

Intelligence 2

Passive

2

+2 to intelligence

Intelligence increases the amount of psychological damage you can take before the spell is interrupted, so it is useful when you base the practitioner's fight on these abilities.

Intelligence 3

Passive

2

+3 to intelligence

Intelligence increases the amount of psychological damage you can take before the spell is interrupted, so it is useful when you base the practitioner's fight on these abilities.

Spell Points 3

Passive

3

+1 to spell points

Increases the number of spell points that your character can have.

Power Overflowing

Passive

3

You get an extra spell point at the end of the turn

Increases the amount of spell points received at the end of the turn.

Inner Peace

Passive

3

Meditation gives you double the amount of spell points that the character has at the time of use.

It makes the amount of spell points awarded through the use of meditation ability dependent on the number of life points owned by the practitioner.

Intelligence 4

Passive

3

+3 to intelligence

Intelligence increases the amount of psychological damage you can take before the spell is interrupted, so it is useful when you base the practitioner's fight on these abilities.

Bladecasting

In this category you will find all abilities related to non-magic attack abilities.

Name

Type of skills

Level

Function

Usage

Strength 1

Passive

1

+1 strength point

It increases the attack power of a conventional weapon.

Dagger: Novice

Active

1

Unlocks ability: Slinking Assault, which allows you to attack from the first line and go backwards.

Basic non-magic attack. Allows you to lead the attack using a dagger and escape to the second line at the same time.

Blood Pact

Passive

2

An opponent gains bonus damage points for each spell point the attacker has.

Works only when an attack is launched with conventional weapons. Increases the amount of physical damage dealt

Strength 2

Passive

2

+1 strength point

It increases the amount of damage dealt with conventional weapons.

Strength 3

Passive

2

+2 strength points

It increases the attack power of a conventional weapon.

Blade Caster

Passive

2

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

This allows you to hold two daggers at the same time.

Dagger: Journeyman

Passive

2

+1 strength point

It increases the amount of damage dealt with conventional weapons.

Strength 4

Passive

3

+2 strength points

It increases the attack power of a conventional weapon.

Strength 5

Passive

3

+3 strength points

It increases the attack power of a conventional weapon.

Dagger: Master

Active

3

Unlocks ability: Blood for Blood, which deals physical damage to the nearest enemy and moves the attacker to the nearest free field.

Useful ability, mainly due to the fact that it allows you to move your character while attacking an opponent at the same time.

Crafting

Name

Type of skills

Level

Function

Usage

Science

Active

1

Allows you to brew potions such as: Draught of Power, Elixir of Focus, and Tonic of Armor.

These potions will help your team temporarily improve their basic parameters.

Alchemic Enthusiast

Passive

2

Used potions have double power.

This ability is useful only if you are using potions.

Master Pyrosmith

Active

2

Unlocks recipes: Dragon's Bile Bomb, which creates areas that impose a status "on fire" on an opponent who will enter them.

Capability useful not only in terms of combat capabilities, but also in terms of their ability to remove environmental obstacles.

Master Craftsman

Active

2

Unlocks recipes: Caltrops that thrown at an enemy deal physical damage to them. They also stay as a trap in empty fields to deal bonus physical damage to an enemy that they will not enter.

Deployable Barricade, which forms a barricade with a certain number of strength points.

Ability extremely useful in combat. Caltrops are a great source of bonus damage for enemies moving on the first line. The barricade, on the other hand, will alleviate the attack strength of the opponent.

Master Chemist

Active

2

Allows you to brew mixtures such as: Greater Healing Potion, Greater Draught of Power , Greater Elixir of Focus, Greater Tonic of Armor.

These mixtures are improved versions of their previous versions, which increases the basic character parameters to a greater extent.

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