Bard (class)
Classification | |
---|---|
Alignment | Neutral |
Starting City | (none) |
Tutor | Haratos v73205 |
Basics | |
Attacks | phys - bal - dex |
Armor | scalemail |
Weapons | falchion or rapier |
Skillsets | |
Performance | |
Weaving | |
Songcalling | |
This is a page about the mechanics of Bard. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Bard (lore)].
Overview
Bards are showmen of the highest caliber, drawing upon the ancient melodies of eld and the rakish charm of a swashbuckling vagabond. They wear scalemail armor and wield a slender blade like a rapier in battle, occasionally alongside a trusty instrument as well, and are primarily equipped to contribute to an affliction based offense. Bards are especially effective at complex tactics such as dispersing a fortified enemy position on a whim, sneaking into enemy territory, or spreading gossip among the smallfolk. In both hunting and combat, bards are extremely difficult to master, and can easily underperform (pun intended) compared to those of similar strength or experience. A truly competent bard, however, is extremely difficult to beat.
A new Bard is advised to use the normal statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.
Skills
Performance
Weaving
Songcalling
Defences
- Skill Ability:
Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)
- Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony
Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs
Equipment
Weaponry: a rapier or falchion, a shield, and an instrument, all used for various different things
Armor: scalemail with about 30/30 protection ratings or better
Enchantments:
- a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
- a jewelry item with an allsight enchantment (replaces mindseye tattoo)
- a jewelry item with a purity enchantment
- a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
- a fist sigil attached to each wielded item
- a handful of eye sigils and a weaponbelt, for combat against others
Recommended Tattoos:
- Boar
- Moss
- Moon
- Shield
- Tree
- Cloak
Hunting
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Core Offense
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Group Combat
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* is tether-neutral |