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Carina23 04.04.20 01:19 am

Necromancer, how to do? (Neverwinter Nights)

Want to play the complete opposite of the paladin, i.e. a cursed character, the embodiment of evil. But how to make a build?

Tried a mage necromancer, but got a regular MAG, not much different from other mages. With the witches the same problem. From a cleric who worships an evil deity, you still get a cleric....

Want a themed character, who pulls life out of creatures, destroys and throws in the house all living things. As I understand it, the game is basically not designed for evil. I may want a lot from a game?
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AT_Sagor 04.04.20

Prestige class Mr. Pale (the name depending on the translation) too does not roll?

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Carina23 04.04.20

I can take a hint. And what is the minimum character level you can get this prestige class? Not very clear requirements.

Some spells from the school of necromancy require a touch, but write that there is a remote touch. How to use this remote touch? It's a skill?
And one question off topic: what does membership in a magic Guild?

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AT_Sagor 04.04.20

Carina23
The requirements are specified in the class description: feet, a minimum base attack. There should be all very simple to understand.

Remote touch is the attack type ray. It is used as ordinary skill, using the radial menu can be displayed on the quick access toolbar.

Joining a Guild gives access to special items in the first and third chapters.

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DaSein 04.04.20

Carina23 wrote:
Want to play the complete opposite of the paladin, i.e. a cursed character, the embodiment of evil. But how to make a build?
Then, you Blackguard (Black guard) need and not a magical prestige.
The requirements are simple.
Alignment: any evil
Base attack: +6
Skill: stealth 5
Fit: chopping
The basis is better to take military class of the human race.

K
Kain5 04.04.20

And these prestige classes are only available if you have installed 2 add-ons

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Carina23 04.04.20

DaSein
No, it was the character type of Leach I'm interested in. Therefore, Mr. Pale is suitable, it is especially convenient to do the cleric (with the sphere of death). In the initial stages of the shadow with its immunities steers not childish.
Wait, did the cleric can't kastati arcane spells?

If not difficult, advise with the build. What perks to take? Just necromancy sufficient specific, and unlike any magic projectiles, benefit-maximization and perk(150%) is not particularly useful. And even it is not clear whether to take the specification on school, because most of the spell has a fixed level or attack, or simply enhances their own, i.e. nothing to break.

And yet, how often do you relax by playing a mage?

D
DaSein 04.04.20

Carina23 wrote:
Wait, did the cleric can't kastati arcane spells?
Claire's secret is not casting, only the divine (based on wisdom).

Carina23 wrote:
If not difficult, advise with the build.
The original campaign with Addons any passable builds, so a lot is determined primarily by your imagination and curiosity to experiment.
Blademaster a very difficult prestige in order to derive from it benefit. Mostly good as a Summoner with immune to Crete, stun, paralysis and retention, but as spellcaster pure mage, he loses outright (his level 2 power spell counts as 1 level of mage). Dilute this prestige pure mages -- only to spoil) Although calling demilich on the upper levels much easier it had already unlife) But do not forget that the summoned creatures cut experience, as well as for companions.
Builds for experiments: viz-RDD-PM (the result of a couple of immunol, including to the fire, the advantages of the main characteristics of a bony hand and wings)
the warrior-bard-PM (will be interesting options with immuno Crete and high armor class)

Carina23 wrote:
And yet, how often do you relax by playing a mage?
Earlier different classes and multiclassing played, including a mage, although the magic classes, I would like a druid shifter. Now don't play often, but from time to time return to past never to reminisce =)

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AT_Sagor 04.04.20

DaSein wrote:
But do not forget that the summoned creatures cut experience, as well as for companions.
How many struggled with it, and could not disable this feature. All I was able to change the table of experience gain from the difference of the potential threat.
Oh... and sorry, the call in the first part, the fact that there is not enough, but a stripped-down experience for the soul takes.

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Carina23 04.04.20

Carina23 wrote:
And yet, how often do you relax by playing a mage?
Meant button rest for the restoration spells. Limitations on the number of holidays I have not found.
In the game for a mage it turns into smoke breaks in front of each new house-location. But not so interesting.

Why pale master build for a mage? Well, mage this prestige is available from the 4th level in the capture perk. Total, the call of a vampire on level 13 character. With a bard all the more difficult, there 3rd round is available only at the 5th level, total prestige available from the 6th. Hmm, although this is on the other hand not so important, only 2 levels lost, but opening up more opportunities for experience (skills), and armor at the initial stage. However on the other hand, you will not be familiar, and will have to spend points on charisma. Can such a character to live to 6th level without mercenaries?

There is another option: to start a cleric, to the shadow, armor, shields... and then take 3 levels of wizard. Profit - the easy way out. The loss of 1 level tolerable. For the original company more than enough. But what to do then when you get to the 30th level? New prestige class you take, and the use of 10 levels of cleric a little.

About the build, ask for advice because I don't want to do liberski mistakes and miss the obvious benefits. I'm asking the obvious advice.

Assessed the options: I get or MAG-pale-tinystar or all the same MAG-pale-clergyman.
As I understand it, 10 levels of pale = +5 levels of sorcerer, i.e. a mage can swing only up to 15th level, with perks and even less (until about 13). Total, remains as many as 17 levels of cleric. In the end, it turns out the undead are immune, which can use arcane spells, and divine, in armor and without.
Dark sentinel is also an option, but then you have to spend points on strength (in the base case, down to 8). It is also more rolepleynogo (complete evil).

The question is, is there a way to increase the power of selami, gear, drinks, so she was considered as a requirement for the skill? Ie is it possible without investing in strength at the start and at higher levels to access mighty blow" and even then, take a dark guardian.
It is possible that the second version of the build, you should not take the mage and sorcerer to have plushes charisma to saving throws.
Tolerant versions of the hybrids seem to me MAG-pale assassin and mage pale-cantarana. The other or roll.

D
DaSein 04.04.20

at_sagor wrote:
Oh... and sorry, the call in the first part, the fact that there is not enough, but a stripped-down experience for the soul takes.
Yes, so always run it solo.

Carina23 wrote:
Meant button rest for the restoration spells. Limitations on the number of holidays I have not found.
In the game for a mage it turns into smoke breaks in front of each new house-location. But not so interesting.
In the game for a mage it is inevitable. I, the druid, in particular, because like, what he's capable of in melee to stand up for themselves, if spells are not recharged or over, you can turn into creatures, it is highly suitable for near fight. And the MAG only the transformation of the Tensor and hope for summoned summoned, but without the mercenary to cover they still would be able to mage will periodically fly to the nuts, while he did not live to see a decent AoE. The best option for a solo mage is a pure Sork, he still has a lot of free skill points due to high intelligence, which can be spent on useful buns, quite useful for lone adventurers. But the rest still have often. Mutarnee magician lone for passing only pure thief)

Carina23 wrote:
Why pale master build for a mage? Well, mage this prestige is available from the 4th level in the capture perk. Total, the call of a vampire on level 13 character. Can such a character to live to 6th level without mercenaries?
If it is to avoid some of the quests, you will live. But with swords in the tomb of Halueth Nevers, for example, he just can not cope without a mercenary and not in one go. The magician viable option I already suggested: viz-RDD-PM. If you throw the secret doctrine and to take at least 9 levels of RDD.

Carina23 wrote:
There is another option: to start a cleric, to the shadow, armor, shields... and then take 3 levels of wizard. Profit - the easy way out.
For Clair in armor and with a shield arcane mage is useless because of the high penalty of failure, and to strip to be cast is not an option.
Carina23 wrote:
The end result is an undead that can use arcane spells, and divine, in armor and without.
Can't, already wrote above why.

Carina23 wrote:
The question is, is there a way to increase the power of selami, gear, drinks, so she was considered as a requirement for the skill? Ie is it possible without investing in strength at the start and at higher levels to access mighty blow" and even then, take a dark guardian.
No, fitov is only considered a basic feature.

Carina23 wrote:
Tolerant versions of the hybrids seem to me MAG-pale assassin and mage pale-cantarana.
No Sorka or PM assassin and stepper motors are not suitable, they are designed to link with other classes.

Carina23 wrote:
About the build, ask for advice because I don't want to do liberski mistakes and miss the obvious benefits.
A clear advantage in the game with this prestige does not, when mixed with a magic class as the basis particularly.
The price for the buns is pretty high. For myself, I see this prestige only build with military class as a basis and that there is still good to think about, is it worth it, because there is much less troublesome options.

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Carina23 04.04.20

We continue the conversation.
There was an attempt to build a build of Bard(5)\Master of Withering(10)\the Dark guardian(5). I liked the result. And thematically decorated and combat-sustainable.
I think it turned out even very much. Immune to spell, crits, and even a bunch of bonuses from charisma. And you can use items, and +6 protection.
The levels distribution is: b b B M m M m M B M T M m M M T B T T T on the 9th and 17th level, you take the bard for the sake of evasion. Dark watch for military weapons and armor. Download mostly Power, sometimes Charisma.
Feet: 1-strong impact, split 3 - Exotica 6 - long spell (to use the highest slots which are not spells), 9-reinforced split 12 - concentration on arms, 15 - 18 St. Crete is one of the divine improvements for the dark knight (defense or damage).
That's just the choice of weapons is the problem, the second attack in this build-up is obtained only for 10-m level. So first I tried to focus on dual weapons, which in the first Chapter there is excess, and at the 7th level (+4 protection in total) is possible without the shield.
But double weapons some not so, he needed a high agility, and a bunch of fitov to spend, and so not a lot. It turns out the delay is in Force at the expense of Agility. Therefore, suffering and attack. Was decided to calculate whether it is profitable. To calculate on paper, given the fragmentation and other factors is problematic, and therefore distribute a program for the simulation of the battle and calculating statistics caused by weapon damage for a few rounds in various parameters of the character and purpose. Yes, when you have one attack, dual weapon quite significantly goes forward. When 2 attack, the results are about the same, but on double the weapon starts to lose. Dexterity have to download to 17, although it was possible to leave on level 12, thereby obtain the gap on the strength of 4 units, this is +2 damage and + 2 attack. In addition, we believe that one of fitov spend on focusing on the gun, for a total of a total delay in the attack is 5 units.
Suppose that we average parameters, and the first attack is triggered in more than half of cases (that is, when 15 of the 20), then the second attack only in 10 cases, and the third only 5. If we use a double weapon, you get at 10-5-1 with a right hand and 10-5 on the left. In total we get about the same results, but if it does split, then the first option wins. In addition, half strength modifier on the left hand does the damage is rather weak. And base damage of 1-8 plays the katana 1-10. And then there is the loss of +2 damage due to the backlog in force. And this despite the fact that for a single weapon, you can carry a shield. About two-handed weapons generally keep quiet. Agree modifier +5 for the left hand a double weapon or +15 for two-handed weapons - a big difference. And a split is triggered more often.
And hemorrhoids with dual weapons a lot. You have to break the build. Perhaps for lookout with his nee bonuses and it makes sense to use 2 hands without loss of strength, but for all other cases, this combination sucks. And the farther, the lousier it becomes. But these calculations were given for simple weapons (without additional parameters). And perhaps these settings will change the picture. For example, 2-x handheld sword 1-12 a little overlaps katana 1-10. But if the katana is extra damage, it will cover the difference. The problem is that I have small experience playing at high levels, and I can't figure out what weapons there will be dramatica, so I can't determine the type of weapon. 2-x handheld sword did not impress me. Maybe more profitable to stay on the Halberd or great axe? Of course, the scythe on the subject should fit most (necromancer with a scythe). But I want more weapons in the style of the black knight.
So please, give examples of good weapon at high levels (with all parameters). Or tell me where can I see this list. I have not found.

And the second question, to what level it makes sense to pump skills? On all points I have is not enough. Some of them strongly swing makes no sense. For example, the definition of things makes no sense to put above 5, due to the bard and rings so all the items are determined. The rating (trade) is also questionable, well, the ratio of the price (buying\selling) down from 3-3.5 to 1.8-2 with full pumping, but the money's good enough, although it gives me pleasure to buy all the wands. To what level it should swing persuasion-diplomacy-intimidation? Dodge and discipline as I understand it is necessary to download to the limit. Stelz (quiet gait and masking) is not particularly needed. There is still an Execution and the use of MAG things. First it is due to the bonuses charisma can raise (and a lot I don't need at this level bard), and that's where it makes sense to continue to pump things - I don't know. This skill is poorly described, and for example, 10 is a little or a lot? And of course, battle and conversation are two different situations requiring different sets of clothes.

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AT_Sagor 04.04.20

Carina23
Skill items watches of distinction of the character from the requirements of the character. Adds +5 to the difficulty for each difference - class, race and character. Theoretically, 15 should be enough for any item, but there is one but it is me and not checked, specifically when you create the object from the subnodes of the magical properties increasing the level of the subject and according to the rules of AD&D complexity of application should be suitable to grow.
Spoiler
So, we have a requirement of skill on the pieces:
1. Difficulty +5 for different class from the specified object;
2. Difficulty +5 for different race from that specified in the item;
3. Difficulty +5 for different worldview from that specified on the subject.
4. Difficulty +1 per level of the subject. - not a proven factor.
As a result, if the fourth paragraph still has a place, then swing skill you need to constantly, if you want to legendary levels to be able to wear objects which may not your character.

Additional points:
1. If the character cannot wear weapons, armor on body, or shield due to the lack of FITA, then skill is, the subject will not help, no matter how big it was.
2. The scrolls due to a bug, which was corrected only in the fan patch 1.70 or 1.71 (I do not remember which one), you can have any value skill, to be able to use them successfully. Which values are needed after the fan patch, I will not say, so as the same do not remember, and didn't check even performance, but in the description of the patch it should be written.

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Carina23 04.04.20

The question about the objects remains. How to see the full list? If somewhere in the editor?

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AT_Sagor 04.04.20

Carina23
Of course, the editor is. Go to the root game folder and run file nwtoolset.exe

C
Carina23 04.04.20

Thank you.

C
Carina23 04.04.20

Still have some questions:
1) How does magic resistance? If the summed value with a few things? Is it possible to gain nepreryvnoe magic resistance?
2) Why do we need items with +X to the Constitution? It also affects mostly only on HP, and only considers the base value.
3) How to distribute produced in the course of the game settings? To invest in Charisma or Strength? Charisma Timemaster when you turn on divine shield and attack damage gives +1 damage, +1 SC, +1 saving throws. Strength gives +1 damage (or half in the case of a 2-hand weapon), +1 attack, +to discipline. Clothes in virtually no Charisma. As a residual to take Charisma also it makes no sense, as the +2 modifier to charisma - it is just 2 rounds gains 2 times a day, but when the modifier is +15 you get 15 times a day +15 damage\protection for the whole 15 rounds. I.e. the impact of the modifier is not linear due to the simultaneous amplification and values, and the duration and number of times a day. So need some advice.
4) same question regarding attack and defense. The dark Guardian gets a full attack, a Pale Gentleman for every 4 levels loses 2 attacks, but gets 2 KZ. Ie taking a couple of levels of BG instead of the vehicle I simply change the attack to defense. But is it possible to collect on the 40-m level the desired number of KZ, to counter the Fighter? Or attack level to keep up with not really (if you're not doesnt)? In this case, can even score on defense (anti-fighter), if that level of attack more than your defense by 25 points, so almost all of his 4 attacks will be successful? Then it is better instead of a shield to increase in 2-hand weapon damage.

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AT_Sagor 04.04.20

Carina23
Magic resistance
Magic resistance does not stack. Takes the largest value, the rest are ignored.

The Constitution
In fact, the health our all. Every two units after 10 add unity health for each character level, and if the Constitution is below 10, then every two below, taken at the unity level. That is, even at the Constitution of 12 at 20th level will be 20 bonus health, and so 20 units for every two and is not too shabby, especially for a mage.
Health = Constitution Modifier*Level*die roll when you receive the level (each class it is your own)

On account of the insertion points... I'm not a especially when not diluted classes, if taken, that only to concentrate on something and not spraying. That is, if you need a magician, then just pump the appropriate parameters and attributes if necessary wars, and even if multiCLASS, then there are all sorts of bonuses from charisma not trying to build up to a useful level, so I would be waving a sword, and is power.

C
Carina23 04.04.20

Hmm, decided to watch the opposite camp, the character is a paladin.
Spoilers network a Lot of builds PAL-Choate, for example PAL(10)-Choate(30). When you add all 3 levels of the vehicle received double the bonus to saving throws from Charisma. Choate is a good class (skills, saving throws, high Batak). But after the 10th level it's no use(skill only at the 4th level). Despite the fact that spsbackup and so it becomes the roof. But from the TC bonuses on an epic level dropped better, and a simple improvement is quite noticeable. If we abandon the Paladin in this combination, the character doesn't lose anything, well, except for disposable lechilki. TS much better than the Paladin, while the Paladin makes the choice to spend on wisdom instead of the more useful attributes. Someone to multit character of plastiglass the choice is not great: Krasnyakov, Chemnistry, Chempionlar. The more I see nothing. Metereologia need too much breaking character. Krasnogorka have to take bard or sorcerer, ie put 2 class. Therefore prestigioso return to the initial combination TS+Choate.
But whom to take as a base? The warrior is not interested, then better get back to the Paladin. The lookout, a Cleric, a Druid again have spent on wisdom. Magic classes are gone, too. It's either a bard, or a thief, or barbarian. Barbarian makes a lot of sense, but then you have to abandon magic in any form. Evasion + damage reduction, but high hits - weak. In the case of thief, we get a lot of points (which allows you to remove 2 points of Intelligence). Additionally, evasion (no damage spells at all), secret attack(cumulative with the TC), immune to covert attacks. In the case of the bard, magic and benefit from the Charisma (song at low levels weather does). I tried to collect the Thief(10)-Choate(10)-TC(20). It turned out better than the basic version with a paladin. A thief only on the 8th level gets 6 Batak, need for the vehicle, therefore, to take less will not work. 2 more levels to take on higher levels for the sake of pumping the roll.
But was wondering why the 40-m level in a low-Batak, it should be clearly more than 30.
I went online and read that after 20 level the rules change: all classes gain the same attack and the new attack(the 4th) after the 20th level will not appear. I didn't know that. Decided to optimize your Necromancer.
To have 4 attacks at 20th level, you need to take something like Bard(6)-MU(4)-TC(10). Then download only Masterovaya, with a couple levels of bard. For early personage MU's exchange Batak 2 on 2 defense. But after the 20th level, the loss of Batak in there, but protection also drops more strongly. In addition, the MU increases the level of the mage, and gets a skill at every 3rd level. It is Very profitable. In the end we get something like Bard(9)-MU(21)-TC(10). While mad KZ have a high saving throws, magic, support, protection type 28 without, and 2(!!!) epic sang immune to Crete. It's a walking cheat. About a bunch of creatures I call I don't even remember. But if you look closely, you can optimize your character score on the roll and discipline (not to take the bard after 20-th dropping) and pull out MU before the 22nd, taking 3rd epic spell. Up to 24 level (for 2 defenses) to pull the Persian makes no sense losing a lot of Goodies or 1 attack.
And you can slightly raise the bard to the 5th round of spalov.
Notice that the 4th round for the accelerated spells (all the same something it is necessary to load the cell of the last levels, and here methomania as it is impossible by the way). Add in battle 1 extra sang (though not always successful because of the armor) without losing a round is hard. Bard can get no earlier than the 10th level of the class.
But you can do otherwise, to take more bards and less CU and MU in the early levels. The same Bard(12)-MU(2)-TC(6) again, give 4 attacks at 20th level.But we are removing levels from the vehicle, receiving the main chips in this class. Consequently it is possible to do and more bard or MU. But to make MU(22) it is necessary to swing after the 20th level only it breaks that receive protection from the flip-flop. The 5 th circle of magic, the bard gets it at level 13.
So it would be wise to make a Bard(14)-MU(20)-TC(6), which is much softer swing.
From fitov download: 1-strong strike+schism (good skills for passing and receiving TC), 3-exotic (and be easier and for the sake of a braid), 6-the balance of combat (to get a raise in the armor when your attack still pierces the enemy just for the TOP20, and the abandonment of the shield for use braids), 9-still spell(the use of high slots + cestovanie in armor). 12 and 15 is both divine skill 18 - accelerated sang. 21-2 protection, and then take always +1 to Charisma. Raise Charisma at every available level. Additional skills MU take removing magic damage resistance (nothing else allowed) and 2 apixel. See that is very much lacking fitov, I would have taken Knockdown, Focus weapon, Uvelichennaya and all that... But feet have to save much. Although it is possible to exchange 1-2 Charisma useful feet is quite reasonable.
It turned out something unearthly with saving throws 29\31\34 (this will be enough for the eyes), a bonus to Charisma +10 (lucky things), protection (either 28, or 30 - without with gear and divine shield generally keep quiet), with lots of magic, immunol of Crete, high discipline, use of things, and the like.
What is the meaning of the character: that his weak power and exorbitant defense forces to fight both just for the TOP20. But his Scythe is x4, while, as he does not receive critical damage (additive), and part of the damage lightly. I.e. other things being equal it will bear 4 times more hits and that's without taking into account the increase of power to two-handed weapons. With this level of protection and you can spend a few rounds on depopsit or call ally.
This is the fighter.
With the wizards he finished easily because of its saving throw and magic.
The master Blade is watching over objectiu their weapons, which, when immune of Crete useless.
With the usual fighters work on conventional. With high discipline and protection to knock on snog is practically impossible.
Thieves and other shadows, too, no problem, their cowardly attacks do or do not work, or work at half strength (to get need).
Paladins with battle almost equal in combat performance, but because of the crits go forward. To cut the Evil - unpleasant, but these abilities quickly come to an end, and not the fact that probyut protection.
Defender of the Dwarves, waiting for when he turns on his regime, and then stepped aside and bluntly objectives. Protective stand he will end quickly.
The only thing I don't really know is Krasnyakov.

In General the character is good in everything. You can even is Charisma a bit to pump up the Power, but the stuff on the power a lot, and Charisma is not enough. Weaknesses do not see. Do not see it.

A
AT_Sagor 04.04.20

Carina23
The impression that most arguments ottalkivayas from the fact, as if the game is difficult, but it is very light and because of this tolerant of almost any experiments. Do not forget the things that will give nice bonuses to attack and defense. Nothing criticized masters of clicks, if it pravelno to shake, and then he kills enemies the fastest. Do not forget that the range of the critical attack is almost a guaranteed hit even if the enemy is immune to such. I remember I was a master with two sharp kukri, with fitom increase the critical range from kukri with all of this was almost constant critical damage 90 - 150.

The right way to just pick up and play, then one class, then another, then multilaterality. While we're talking, the game could go two or three times. What to say if I pass the first company just five to six hours. About the same out of the shadow of Undertake.

C
Carina23 04.04.20

AT_Sagor
Not that the game is complicated, just one of the pleasures of the game is search for the best option, and one which and against other players would be suited.
I have the passage takes a couple of days, if everything is deliberately missing. Of course on veryhard, of course, without the death of the character, and exploits without the type of hearthstone, or stupid defrauding opponents themselves one by one. And the rest of the character is allowed 1 time-level.
About the Crete range = range auto-hit. Like it not, and an automatic hit regardless of the Crete = 5%. Just these 5% will have Crete.
Why is immune to the Crete strong? Look, we have the player-enemy, whose damage gets 30 units, and a multiplier of Crete =3. We have the armor or spell, which pologaet 15 points of damage. A normal character will get hit 3*30-15 = 75 points of damage, but with immuno to critical hits is to 30-15=15 units. I.e. as long as the difference is as much as 5 times. There's a difference between hold 4 rounds, and 20 rounds?
Masterlink confined to these critical hits, due to the loss in other things (the conditions of choosing a prestige class is very hard). And these critical hits on my character are (or rather increase them). Against the other - YES. Against my NO.
Things to attack and protect there, but (!!!) if you play against another human, then he too will be about the same things. And one other compensates.

About refinements to my build. Masterovaya remains vulnerable to hidden attacks (thought not). It is really bard to spool to 13-14 level 5 and take the magic circle. Fit fast spell was not useful, as bard only 6 circles of magic (the rest are not available in any pumping), and the penalty for a spell level = 4. Ie the cell 6th level will give a spell of 2nd level, and cell 5 level only first. And there is nothing special to use, and a greater chance of failure due to armor. It is better to use the second type of metamerie (which ignore the failure because of the armor), just to reach the cells of the 6-th level.
If instead the bard was a sorcerer, who has access to the cells high levels, then this would fit was helpful.But the problem is that to MU(20) can spool the sorcerer leaving a total of 8 levels (the sorcerer's attack grows slower, therefore more should be invested in TC for the 4th attack). Level 8 - this is the 4th circle of magic. And, on the other hand from the bard is, softer and to bleed it.