Bard
- 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 | |
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
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 Guild 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.
- 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.
- Forfedhdar
- 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.
- 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.
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.
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 | 13 |
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:
- Armor: Shield Usage, Light Armor, Chain Armor, Brigandine, and Plate Armor
- Weapon: Small Edged, Large Edged, Twohanded Edged, Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow, Staves, Polearms, Light Thrown, Heavy Thrown, and Brawling
- Lore: Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, Performance, and Tactics
- Magic: Attunement, Arcana, Targeted Magic, Augmentation, Debilitation, Utility, and Warding, Sorcery
- Survival: Evasion, Athletics, Perception, Stealth, Locksmithing, First Aid, Outdoorsmanship, and Skinning, Thievery
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 | 1,420 |
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.