Bard: Difference between revisions

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* [[Spell slot progressions|Bardic spell slots]]
* [[Spell slot progressions|Bardic spell slots]]
* [[:Category:Bard spells|Bardic spells]]
* [[:Category:Bard spells|Bardic spells]]
{{:Bard/Spell Tree}}
<imagemap>
Image:Bard_Spells.png|frameless|upright=4
rect 0 125 250 175 [[Aura of Tongues|Aura of Tongues (Utility)]]
rect 0 225 250 275 [[Eillie's Cry|Eillie's Cry (Augmentation)]]
rect 0 525 250 575 [[Faenella's Grace|Faenella's Grace (Augmentation)]]
rect 0 850 250 900 [[Caress of the Sun|Caress of the Sun (Utility)]]
rect 0 1200 250 1250 [[Aether Wolves|Aether Wolves (Debilitation)]]
rect 300 125 550 175 [[Hodierna's Lilt|Hodierna's Lilt (Utility)]]
rect 300 225 550 275 [[Demrris' Resolve|Demrris' Resolve (Debilitation)]]
rect 300 325 550 375 [[Words of the Wind|Words of the Wind (Ritual Augmentation)]]
rect 300 425 550 475 [[Damaris' Lullaby|Damaris' Lullaby (Debilitation)]]
rect 300 525 550 575 [[Whispers of the Muse|Whispers of the Muse (Augmentation)]]
rect 300 625 550 675 [[Redeemer's Pride|Redeemer's Pride (Warding)]]
rect 300 850 550 900 [[Breath of Storms|Breath of Storms (Targeted Magic)]]
rect 300 1100 550 1150 [[Eye of Kertigen|Eye of Kertigen (Utility)]]
rect 300 1200 550 1250 [[Blessing of the Fae|Blessing of the Fae (Augmentation)]]
rect 300 1300 550 1350 [[Glythtide's Joy|Glythtide's Joy (Warding)]]
rect 600 25 850 75 [[Naming of Tears|Naming of Tears (Warding)]]
rect 600 125 850 175 [[Drums of the Snake|Drums of the Snake (Augmentation)]]
rect 600 225 850 275 [[Resonance|Resonance (Utility)]]
rect 600 325 850 375 [[Abandoned Heart|Abandoned Heart (Targeted Magic)]]
rect 600 525 850 575 [[Misdirection|Misdirection (Augmentation, Debilitation)]]
rect 600 700 850 750 [[Desert's Maelstrom|Desert's Maelstrom (Debilitation)]]
rect 600 800 850 850 [[Phoenix's Pyre|Phoenix's Pyre (Targeted Magic)]]
rect 600 900 850 950 [[Will of Winter|Will of Winter (Ritual Augmentation)]]
rect 600 1000 850 1050 [[Beckon the Naga|Beckon the Naga (Targeted Magic)]]
rect 600 1100 850 1150 [[Sanctuary|Sanctuary (Utility)]]
rect 600 1200 850 1250 [[Echoes of Aether|Echoes of Aether (Ritual Augmentation)]]
rect 600 1300 850 1350 [[Nexus (spell)|Nexus (Utility)]]
rect 900 125 1150 175 [[Harmony|Harmony (Augmentation)]]
rect 900 275 1150 325 [[Failure of the Forge||Failure of the Forge (Warding)]]
rect 900 425 1150 475 [[Albreda's Balm|Albreda's Balm (Debilitation, Utility)]]
rect 1200 425 1450 475 [[Rage of the Clans|Rage of the Clans (Augmentation)]]
rect 1500 425 1750 475 [[Soul Ablaze|Soul Ablaze (Ritual Augmentation)]]
</imagemap>


==Circle Requirements==
==Circle Requirements==

Latest revision as of 15:53, 21 December 2024

Returning players may want to read the page for Returning Players before continuing.
New to the game? You may want to check out the new player guide for this guild.
Bard Guild
Bard

Image copyright of Simutronics Corporation

Primary Skillset: Lore
Secondary Skillsets: Magic, Weapon
Tertiary Skillsets: Survival, Armor
Special Abilities: Recall, Playact, Enchantes
Mana Type: Elemental
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage

Masters of Music, and well schooled in a wide range of skills and lore, a Bard drinks in all he or she can of the happenings of the lands and uses it to their advantage. To attempt to define a Bard is to try to put order to the sands on the shore -- they are warriors, performers, wanderers, teachers, scholars... and much much more.

A boon to any adventuring group, their area-affecting magic can be instrumental to its survival and success. Be sure to bring extra libations, for a Bard's job is thirsty work.

About 180 years ago, a darkness fell upon the Guild with their near extermination by the Dragon Priests, silencing their voice and scattering their unity. The spirit of Music was reawakened by the selfless acts of Siryn -- and the voices of those who sang for her. Much has been rebuilt since the Guild doors were reopened, a new spirit and unity grows within that portents to rival and surpass what once was a proud and vibrant past.

General Information

Guild crest: A wren perched upon a fisted gauntlet over a lute of gold

Information courtesy of Dragonrealms Website.

Guild Hall Locations

Crossing
Considered by some the 'main' Guildhall for Bards, this renovated structure is home to the famed Bard Silvyrfrost. She maintains a renown roster of the highest circled Bards. (You can type DIR BARD for directions.)
Riverhaven
Rebuilt upon the location of its predecessor, the Riverhaven Guildhall stands tall with plenty of space for the Guild Leader Tasdrean, having assumed the mantle of leadership in the wake of Guild Leader Ezruh's departure. Tasdrean manages a renown roster keeping track of the most musical and academic of Bards. (You can type DIR BARD for directions.)
Shard
Sequestered in one of the city's many drinking establishments, the Guild Leader Macfrae tends to his cups as well as those Bards that pass by his table. Macfrae also tends to a renown roster of the most disciplined and hardiest of Bards.
Ratha
Located in the Theater District of the third tier of Ratha, the workshop is more of an office for repair work than a true Guildhall. Guild Leader Lileyew always has a ready smile for any Bards passing through. True to her nature, she keeps a renown roster of the most charismatic Bards she has met.
Aesry
The white sentinel is rumored to contain a large Bardic Guildhall, unfortunately access is currently unavailable. Among these rumours is a renown roster tracking those Bards most skilled in magical efforts.
Muspar'i
Located near the Heketha Theatre and the Street of Performers, the Guildhall is cared for by the Bard Leader Selinthesa's watchful eye. She includes in her gaze a renown roster of the Bards most skilled in the use of any weapon.
Hibarnhvidar
Found in Inner Hibarnhvidar. Also located in the Guildhall is Siryn's study, which is watched over by Guildleader Yaziyi. Despite being an artist at heart, he maintains a renown roster of the most well-rounded combatants among the guild. Included in his assessment is the Bard's ability to parry, evade, use a shield, and target lethal magics as well as their effectiveness with their most used weapon and type of armor.

Leadership

The Bard's Guild is lead by a Council. The Council is comprised of the sitting Guild Leaders with the True Bard D'Or as the Head.

Skillsets and Common Races

A bard's primary skillset is Lore. Magic and Weapon are secondary skillsets, with Survival and Armor as tertiary skills.

Bards break down into the following races:

Elven 50%
Human 18%
Prydaen 12%
Dwarven 9%
Gnome 1%

Crafting Affiliation

Guilded bards receive one free technique slot in the Tinkering discipline of the Engineering skill, one free technique slot in the Shaping discipline of the Engineering skill and one free technique slot in the Carving discipline of the Engineering skill.

See: Crafting

Guild Abilities

Vocal Technique

When anyone uses the SING, CHANT, or CHORUS commands, their vocal range is displayed (e.g., tenor, soprano). Anyone can check their own vocal range with PRACTICE VOICE.

Bards are able to change their own vocal range with skill in Vocals. They can check which ranges they can do with PRACTICE VOICE, and use PRACTICE VOICE <range> to change to a new range.

Instrumental Technique

Bards who keep their focus on their percussion, string and wind instruments can maintain a higher inspirational state, affording them a greater performing skill that can affect all aspects of their music.

PLAYACT

An advanced performance ability, PLAYACT allows a Bard to perform with greater effect and clarity for their audience.

RECALL

Bards are the tellers of stories and the keepers of knowledge; they know countless stories of legends and folklore, and they remember. This allows them to be adept at learning information about the areas they visit through numerous means -- local gossip, rumor, legends, folklore, superstitions. With the right training, a Bard can tune in to the lands, spirits, ancient calendars and RECALL what was.

Bardic Whistling

Over the years Bards have developed several special techniques with whistling, from just being more expressive to being able to distract enemies with a piercing whistle. Rumor has it some Bards have also learned to effectively communicate via whistling.

Bardic Screams

Many a story has been told of Bards who have mastered the control of their voice to a degree where it can be used as a weapon in battle. While many of these legendary techniques have been lost, there persist to this day stories of Bards vanquishing their foes with a defiant scream.

Song Scrolls

Bards also can memorize song scrolls containing lore from across Kermoria. A variety of shops from The Crossing to Aesry stock them.

Showmanship

Over the course of their career, Bards learn many techniques to aid them in performance. Among them are the ability to convincingly BLUFF their audience, or SLIP in some dazzling sleight of hand tricks. Bards have also been known to learn the art of ventriloquism, throwing their voice onto props, and, if stories are to be believed, even other people.

Slip Ability:
Gained at level 5 - Sleight of Hand with coins.
Syntax: SLIP <person> COIN <ear|nose|mouth|wound> <easy/hard>


Bluff Abilities: BLUFF <player|item|critter> BLUFF <player|critter> <option> Options: emperor, sister, lanival, baron, merchant, sidhlot, priest, swallow, glythtide, penguin BLUFF <self> BLUFF DODGE to dodge in combat. BLUFF DISTRACT to gain a better chance at hiding. BLUFF AMAZE to put on a charismatic show. BLUFF DEAD to play dead. *** Be warned, this could get you killed! ***

Segue

Segue allows you to transition from one active cyclic spell to another, without preparation time and even while preparing a different spell.

Bardic Magic

Bards use both magic and their skill with sound to weave Elemental mana into their voice.

The Bardic spell tree requires 55 spell slots to master. Bards earn 76 spell slots at 150 which leaves experienced Bards plenty of room for Magic Techniques or Analogous Patterns spells. All magic guilds get a free magical feat at circle 2, and Bards get Raw Channeling as theirs. However, Bards also have this ability inherently at first circle at an increased attunement cost per pulse, so earning this feat effectively only eliminates that penalty for them.

Spell Tree

Aura of TonguesEillie's CryHodierna's LiltDemrris' ResolveFailure of the ForgeDrums of the SnakeNaming of TearsResonanceHarmonyFaenella's GraceDamaris' LullabyRedeemer's PrideWhispers of the MuseMisdirectionRage of the ClansAlbreda's BalmAbandoned HeartCaress of the SunBreath of StormsWords of the WindEchoes of AetherWill of WinterDesert's MaelstromPhoenix's PyreSoul AblazeAether WolvesGlythtide's JoyBlessing of the FaeEye of KertigenNexusSanctuaryBeckon the NagaBard Spell Tree Colored by Magic skill.png
About this image

Circle Requirements

Skillset Skill 1-10 11-30 31-70 71-100 101-150 151-200
armor 1st Armor 2 2 2 3 3 8
weapon Parry Ability 2 3 3 4 5 13
weapon 1st Weapon 3 3 4 4 5 13
weapon 2nd Weapon 2 3 3 4 4 10
lore Performance 4 4 5 5 6 15
lore Tactics 2 3 3 4 5 13
lore 1st Lore 3 3 4 4 5 13
lore 2nd Lore 3 3 3 4 5 13
lore 3rd Lore 2 2 3 3 4 10
magic 1st Magic 3 3 4 4 5 13
magic 2nd Magic 2 2 3 4 5 13
magic 3rd Magic 2 2 3 3 4 10
magic 4th Magic 1 2 2 3 4 10
magic 5th Magic 0 0 2 3 3 8
survival 1st Survival 1 2 2 3 4 10
survival 2nd Survival 1 1 2 2 3 8
survival 3rd Survival 1 1 1 2 2 5
survival 4th Survival 1 1 1 2 2 5

Hard skill requirements ( Performance, Parry Ability) are listed in bold. These skills cannot count toward Nth skills, such as 1st Lore or 1st Weapon.

Soft skill requirements ( Tactics) can count toward your Nth skills.

Note: The following "mastery" skills never count toward Nth skill requirements, since they affect all or most of the skillset: Defending, Parry Ability, Offhand Weapon, Melee Mastery, Missile Mastery, and Elemental Magic.

Nth skill requirements are met with your top-ranked skills out of the following list of eligible skills:

Cumulative

Skillset Skill 10 30 70 100 150 200
armor 1st Armor 20 60 140 230 380 780
armor Total Armor 20 60 140 230 380 780
weapon Parry Ability 20 80 200 320 570 1,220
weapon 1st Weapon 30 90 250 370 620 1,270
weapon 2nd Weapon 20 80 200 320 520 1,020
weapon Total Weapon 70 250 650 1,010 1,710 3,510
lore Performance 40 120 320 470 770 1,520
lore Tactics 20 80 200 320 570 1,220
lore 1st Lore 30 90 250 370 620 1,270
lore 2nd Lore 30 90 210 330 460 1,110
lore 3rd Lore 20 60 180 270 470 970
lore Total Lore 120 360 960 1,440 2,320 4,770
magic 1st Magic 30 90 250 370 620 1,270
magic 2nd Magic 20 60 180 300 550 1,200
magic 3rd Magic 20 60 180 270 470 970
magic 4th Magic 10 50 130 210 410 910
magic 5th Magic 0 0 80 170 320 720
magic Total Magic 80 260 820 1,320 2,370 5,070
survival 1st Survival 10 50 130 220 420 920
survival 2nd Survival 10 30 110 170 320 720
survival 3rd Survival 10 30 70 130 230 480
survival 4th Survival 10 30 70 130 230 480
survival Total Survival 40 140 380 650 1,200 2,600
all Total 330 1,070 2,950 4,650 7,980 16,730
  • Soft Requirements are not counted towards cumulative totals.

Bard Books and Lore

Miscellaneous Information

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