Posted June 30, 2020
Bard's Tale 2 (DOS).
* Got a Bardsword early. (That's the most important early game loot item, as it gives you unlimited Bard Songs.)
* Already have a Sorcerer and a Wizard, but they skipped spell levels to do so.
* Using a Fire Elemental (Wizard summon). It's very strong, but only has a 25% chance of breathing. I may try using the Molten Man (summoned via Molten Fgn), which is weaker but more likely to breathe. (I may try using a Wind Dragon and see if that works decently in this game, though there is the danger of it being disbelieved.)
* Useful trick to get light: Play a Watchwood Melody before entering the dungeon (or before going past the first floor of Dark Domain), and it will illuminate a longer range than if you played it in the dungeon; furthermore, the light will continue until you stop playing Spellsong (outside of battle only) or enter a dark zone. You can then switch to playing a different bard song. (Yes, your light goes out when you stop playing Spellsong, not when you stop playing the song that gave you the light in the first place; this is very obviously a bug.)
* It appears that shop inventory is saved when you enter the Adventurer's guild, though your characters aren't saved until removed from the party. This can be helpful if you decide you want to duplicate items, but don't want to pay for them.
* Got a Bardsword early. (That's the most important early game loot item, as it gives you unlimited Bard Songs.)
* Already have a Sorcerer and a Wizard, but they skipped spell levels to do so.
* Using a Fire Elemental (Wizard summon). It's very strong, but only has a 25% chance of breathing. I may try using the Molten Man (summoned via Molten Fgn), which is weaker but more likely to breathe. (I may try using a Wind Dragon and see if that works decently in this game, though there is the danger of it being disbelieved.)
* Useful trick to get light: Play a Watchwood Melody before entering the dungeon (or before going past the first floor of Dark Domain), and it will illuminate a longer range than if you played it in the dungeon; furthermore, the light will continue until you stop playing Spellsong (outside of battle only) or enter a dark zone. You can then switch to playing a different bard song. (Yes, your light goes out when you stop playing Spellsong, not when you stop playing the song that gave you the light in the first place; this is very obviously a bug.)
* It appears that shop inventory is saved when you enter the Adventurer's guild, though your characters aren't saved until removed from the party. This can be helpful if you decide you want to duplicate items, but don't want to pay for them.