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 is the melding of acrobatics and showmanship, consisting of a series of weapon attacks as well as several physical and charismatic defenses.
Weaving consists of weaving light into various shapes and effects; some abilities give light physical form as objects, while others effect the mind of a victim in a variety of ways. Weaving uses a unique mechanic called dithering, where 'casting' a weaving has a cooldown based on instances of balance used.
Songcalling is the ability to sing or perform the indelible songs of the Eminent Ensemble, each imbued with the power to affect change over its audience, be it emotional, mental, or otherwise.
Defences
- Performance Charisma: Changes your interactions with NPCs and increases the value of sold vermin.
- Performance Mimicry: Causes your SAY and TELL to appear to be from someone else.
- Performance Frugal: An improved version of selfishness that protects your possessions without the drawbacks.
- Performance Equipoise: Allows you to follow someone while off equilibrium.
- Performance Rhythm: Passive. Empowers your tempo ability.
- Performance Stretching: Empowers your mending salve to cure limb trauma after curing an affliction.
- Performance Reprisal: Prepare to retaliate after being hit with brute-sourced damage. If you attack or move, your preparations will end.
- Performance Mundane: Conceal your identity, allowing you to walk past guards and the like. Drops if you attack or are attacked.
- Weaving Handtrailing: Passive. A little complicated, but important. See AB HANDTRAILING.
- Weaving Glimmer: Passive. Increases your dodge chance when not under dithering.
- Weaving Sheath: Increases physical damage resistance.
- Weaving Aurora: Increases magical damage done against hostile targets (people who have attacked you recently).
- Weaving Onyx: Passive, if you wear a jewelcrafted item with onyx in it. Reduces dithering effects by one.
- Weaving Impetus: Enchant your weapon to mark targets. Three marks result in a black star mark.
- Weaving Talisman: Passive, once created. Creates a talisman that causes you to ignore skills that alert on area entry, like mindnet.
- Songcalling Songward: Passive. Increases all damage resistances while mid-song.
- Songcalling Discordance/Euphonia: Exclusive with each other. Empowers your songs to cause hidden afflictions in enemies or heal health and mana to allies.
- Songcalling Halfbeat: Causes every other song to complete faster.
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
Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.
Other Equipment: Bards should also wear a piece of jewelry containing onyx, for onyx and will need a stock of venoms and assortment of venom rags to fight other adventurers, but not to hunt denizens.
Hunting
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Core Offense
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Group Combat
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