Welcome to Bards!
About
"Seek out someone versed in the secrets of the realms, the tellers of stories, the singers of great songs. Find a Bard and discover the journeys that lie within."
- Nameless
Quickstart Guide
The Bard's guild is loosely based on the D&D concept of bards. The
basis of which is that a bard is sort of a cross between the mage,
thief, and fighter classes. Due to the lack of focus of the Bard,
he can do no one thing really well (except sing). So his spells
are weak, his fighting is weak, and his stealthiness is weak. But
the combination of these powers is what makes the bard strong.
The Bard's main attribute is Charisma. This helps determine how
well he or she can sing and influence others. Your Charisma must
exceed 2/3rds of your level or you will not be able to maximize
your skills. Additionally, Dexterity is important to determine
how agile the bard is. The other stats are similarly important
in their own way.
Remember, songs are your central force. There's nothing they
cannot do, and combined with spells and powers is when they
become truly dominant. Don't ignore your songs!
INDEX
1. Guild basics
2. Combat
3. Stats
Guilds Basics
a. Using chatline
b. The Guild
c. HP Bar
d. GXP
Using Chatline
<info chat>
The Bards guild has many chatlines, however, the primary line used is <bchat bard>
. It is helpful to alias this to something much shorter. (Refer to <gwho>
so you know if other bards are currently online to help you.)
chat
- Line Name
- Bard Main
- Ansi Variable
- bard_main
- # ppl
- 8
- Hist/ Max
- 20/ 20
Line Command:
<bchat bard>
What's it look like?
Locrian [83]: happy friday!
History Command:
<bchat bard -h>
What does the history look like?
15:26 Ascendant [88]: there's a lot of broken stuff to fix just to start, a lot of that guild just doesn't actually work.
15:27 Zum [93]: *nods*
15:29 Ascendant [88]: time for my last meeting of the day, nice to see you pals :)
17:33 Locrian [83]: happy friday!
How can I get this line?
This line is automatically available when you join the Bards guild.
GS, GS2, GWHO Commands
Commands which show a brief overview of your current bard status, as well as what other bards are currently online to discuss bardly things with.
gs - guild score
Info | Description |
---|---|
Guild Level: | your current guild level |
Luck: | Luck is a random number assigned to you when you join the guild. This number will influence everything you do as a bard. |
GXP: | Guild experience, this number is how much guild experience you've earned since becoming a bard. |
GXP/hr: | Guild experience earned per hour over the lifetime of being a bard. |
Next Level: | How much GXP you need (full number plus a percentage bar) until you reach your next guild level. |
GXP to spend: | How much guild experience you've earned to put towards training your bard skills (this does not take away from what you've earned towards your next guild level). |
List of skills: |
Alternatively, you can also type <train> to see your skills in a color-coded format.
|
gs2 - guild score
Info | Description |
---|---|
Guild Age: | how long you've been a bard |
Joined the guild on: | The exact date and time you joined the bards |
Monetary gifts: | How many coins you've donated to the guild |
Item gift value: | How many items you've donated to the guild |
SetPanic: |
What your current setpanic is at. <info setpanic> for more detailed information on how to set this up.
|
Recruitment: | This section indicates how many players you've recruited into the guild, and who your recruiter is. |
Coins will increase your voice pool.
Items will increase your karma regen.
Guild donates max out at 25k per item (example - a wand is worth 500k, when you donate it, you will only receive 25k worth of item value for it).
gwho - guild members online
<gwho>
is a guild command that lets you know which bards are currently online (as well as their mud level, guild level, career path, and guild message if they set one).
HP Bar
<info hpbar>
<info bset>
Setting your custom_hp is the trickiest of these, and the easiest to
mess up. When setting this I *highly* advise that you type it out in
notepad or something like that, and paste it into the mud. That way
you can easily tweak it until you get it right without having to retype
it every time.
Here are the variables you can set with custom_hp:
$HP$ - | Current HP | $MHP$ - | Max HP |
$SP$ - | Current SP | $MSP$ - | Max SP |
$K$ - | Current Karma | $MK$ - | Max Karma |
$V$ - | Current Voice | $MV$ - | Max Voice |
$HP2$ - | Current and max HP (variable colors) |
$SP2$ - | Current and max SP (variable colors) |
$K2$ - | Current and max Karma (variable colors) |
$V2$ - | Current and max Voice (variable colors) |
$S$ - | # of smiles remaining | $NL$ - | New line |
$SR$ - | % until smile reset | $G2N$ - | GXP to next level |
$AS$ - | Active spells/songs | $G2n%$ - | GXP % to next level |
$P$ - | Song rounds left | $G2S$ - | GXP to spend |
$C$ - | Mob health status | $AU$ - | Coins carried |
$COF$ - | Coffin/Coffin Max |
$SPELLS$ - |
Shows you all spells that would usually show up on your $AS$,
Seperated out with rounds or 0/Off. |
$POWERS$ - | Same as $SPELLS$, but for powers. |
$SONGS$ - | Same as $SPELLS$, but for songs. |
Separate the variables and literals using the "&" character.
These are just other options to use for your HP bar.
Examples:
Syntax: bset custom_hp My HP: &$HP$&/&$MHP$&
Looks like: My HP: 512/600
Syntax: bset custom_hp My HP: &$HP$&/@hired:&$MHP$&@
Looks like: My HP: 512/600
The default syntax that is created by 'bset custom_hp 0' (wrapped to look nice):
bset custom_hp HP: &$HP2$& SP: &$SP2$& K: &$K2$& V: &$V2$&
S:&$S$&;&$SR$&%&$AS$& @hicyan:&$P$&@ &$C$&$$
If you need to see the variables and literals that you currently have
Syntax: bset custom_hp ?
Note: The power 'Rhythmic Actions' is great, it lets you set up powers, spells, and songs one after the other during a fight without having to type anything extra once you have it set. Though, once you setup your hpbar, DO NOT put $POWERS$ on your hpbar if you plan to use Rhythmic Actions as IT WILL STOP YOUR HEARTBEAT.
GXP
1. You have to be in combat.
This means that you don't get guild experience for
performing songs, casting spells, or using powers
outside of combat. You may find that you get gxp for
dirging corpses outside of combat but that is the only
exception.
2. You have to be fighting something comparable to your
player level.
Be extremely cautious when raising your player level.
If you are already struggling to get guild experience
from the things you are fighting, imagine being required
to fight things that are another 1k class higher. This
is important to know when you are trying to figure out
what to fight or why you are fighting isn't giving you
much guild experience. If you need help gauging, ask
a current bard for help.
3. You have to hit.
You can't go around swinging your fists at things hoping
to gain guild experience for it. We only become more
skillfull if we actually hit something successfully.
You do not get extra guild experience for hitting harder,
more often, or using your guild powers to hit, but doing
everything you can to hit harder and more often might
decrease your 'missed' rounds and give you more overall
guild experience.
Your guild experience per round is always going to be
randomized although the average remains constant. We
get more guild experience per round as we advance guild
levels, but it also gets more difficult to gain that
guild experience. As you go up you may be required to
hit harder in order to avoid getting 'missed gxp' for
that round. 'Missed gxp' is some random amount lower
than what you would normally get that you get on the
rounds that you do not hit or do not hit hard enough to
get guild experience. A lot of the time 'missed gxp'
ends up being zero.
In order to get the best guild experience possible you
just have to fight monsters that are big enough to get
guild experience from, small enough to hit every single
round, and allow you to fight consistently without
needing to regen out of combat very long. If you are
already a higher player level, then you will want to
load up with as much AC as possible (or find a tank)
and grab a great weapon to fight the class monster you
need.
If you're up for it and have not done so already, it is recommended that you acquire a coffin from the morgue so that you can <wrap>
any corpses that you don't need to dirge (remember, dirge heals karma), and start donating corpses to slowly begin raising the amount of corpses your coffin can hold. Having a coffin now will greatly help in the future when you really need corpses to heal karma a lot.
Directions to Morgue from Guild Fountain: <2e, s, 7e, portal, 3e, s, e, 3s, e, s, 2w, 2s>
and then <acquire>
Combat
a. FAQ
b. Gear (and Shield)
c. Healing
d. Beginning abilities
e. Rhythmic Actions
FAQ
*indicates more information below FAQ section.
*Do we have a panic command? setpanic
*Can we automatically perform multiple commands? rhythmic actions
*Can we specify a command to automatically execute when in combat? No (but refer to <help repeat>
*What are all those letters on the songs/spells/powers lists? category
*How do I heal myself? healing
*How do I use up a corpse? dirge, soul bead, electric funeral
*Can we see the stats of a mob we just killed? pstats, pstats2
*Can we reset our pstats screens? psclear
*What armour can we wear? Anything, but shields interfere with your musical abilities and some bulky armours may affect your tumbling
Gear
Once you've been recruited into the guild, travel to the Bard Equipment Storage for items that have been donated by other bards. From the fountain, <w, s, sw, w, n>
.
If the items available in storage are not adequate, you can also visit the Armoury (directions from Storage are <s, e, n>
.
Armoury Gear
Item | Cost | Description |
---|---|---|
A gleaming longsword
Slot: Wielded Total WC: 17 |
300 |
The blade of this sword is over three feet long, gleaming with
a slightly blue tint. The crossguard is plain, yet elegant,
obviously created with an eye for style. The hilt is wrapped
in bronze wire, the bright yellow metal contrasting nicely with
the blue steel of the rest of the weapon. The entire weapon
has been polished with loving care. On the base of the pommel
is stamped the insignia of the Bards Guild. This weapon is in excellent condition. This weapon deals edged damage. This weapon's classifications: 17 (edged) This weapon gains benefits from your sword weapon skill. You must be level 10 to wield this weapon. It doesn't look too heavy. |
A shining shortsword
Slot: Wielded Total WC: 7 |
126 |
This sword is just over two feet long from pommel to tip. The
blade is thin and springy, seeming almost to sing through the
air. The crossguard is very minimalistic, yet the entire blade
gleams with style and shine, obviously a well-made weapon. The
hilt is wrapped in bronze wire, the soft yellow colour setting
off the blue steel. The insignia of the Bards Guild is stamped
into the base of the pommel. This weapon is in excellent condition. This weapon deals edged damage. This weapon's classifications: 7 (edged) This weapon gains benefits from your sword weapon skill. It looks light. |
A fine wooden walking stick
Slot: Wielded Total WC: 5 |
105 |
This stick is about 3 feet in length, the ideal height for leaning
on. The handle is a solid knob of wood, polished to a high sheen.
The length of the stick is also highly polished wood, though the
tip has been shod in metal to preserve the wood from the stresses
of use. This weapon is in excellent condition. This weapon deals blunt damage. This weapon's classifications: 5 (blunt) It looks light. |
A leather hat with a large feather
Slot: Head Total AC: 17 |
45 |
The base of this hat is made of black leather, formed into a gracefully
shaped crown and a wide brim. One edge of the brim is jauntily pulled
up against the hat with a large sweeping crimson feather, which gives
the hat a rather dashing appearance. The helmet is in perfect condition. This armor has the following resistances: 1 edged, 1 blunt, 3 fire, 5 ice, 5 acid, 1 mind, 1 radiation It looks light. |
A belled jester's hat
Slot: Head Total AC: 5 |
18 |
The base of this hat is made of blue and green felt, designed
to fit snugly around the wearer's head. Five long points of
felt flop over around the wearer's head, with little clusters
of bells at the tip of each point. Each motion of the wearer's
head causes a merry riot of silver tinkling to fill the air. The helmet is in perfect condition. This armor has the following resistances: 5 ice It looks light. |
A suit of finely made leather armour
Slot: Heavy body Total AC: 32 |
150 |
This suit of leather armour is cut in strong lines that
emphasize the figure of the wearer. The leather has been dyed
a soft black, making the suit of armour a very striking fashion
statement. The few metal fittings on the armour have also been
stained black, to enhance the overall appearance. The armour is in perfect condition. It appears to be light armour for a player of your level. This armor has the following resistances: 9 edged, 9 blunt, 9 ice, 5 energy It looks light. |
A suit of glittering chainmail
Slot: Heavy body Total AC: 20 |
411 |
This shining suit of chainmail has been painstakingly polished and
shined until it nearly gleams. The bright blue-silver of the steel
is complemented by the patterns woven into the chainmail design in
warm yellow bronze links. The suit jingles merrily with every motion
and is quite heavy. The armour is in perfect condition. It appears to be light armour for a player of your level. This armor has the following resistances: 13 edged, 7 blunt, 1 fire, 2 ice, -3 electric It doesn't look too heavy. |
A pair of soft leather gloves
Slot: Hands Total AC: 11 |
51 |
The leather of these gloves is very soft, conforming themselves
perfectly to your hands. The colour of the leather is a deep black,
from the delicately tapered fingers to the wide cuff that ends at
the middle of the lower arm. The workmanship of the gloves is
excellent, and they are a fine fit. The gloves are in perfect condition. This armor has the following resistances: 6 edged, 2 blunt, 3 ice It looks light. |
A pair of deep green boots
Slot: Feet Total AC: 16 |
75 |
These soft leather boots are a deep green on the base while
the cuffs are almost black. The top hits approximately in the
middle of the calf, designed to hug the largest part of the
muscle snugly to show off the shapeliness of the leg. The toe
comes to a slight point, emphasizing the grace and length of
the wearer's foot. These are definitely a very stylish pair
of boots. The boots are in perfect condition. This armor has the following resistances: 5 edged, 5 blunt, 6 ice It looks light. |
Shield
It is advisable that you set your Auto Shield to 'On'. This will allow you to automatically re-wear a shield when you've finished performing a song. To set this:
<bset auto_shield to on>
.
Note: This will cause you to wear the shield that was last picked up off the ground that is in your inventory, not necessarily your favorite shield that you have kept.
Healing
<info healing>
Currently you have the power, 'bandage', but keep in mind that since it is not magical, it will not heal you to 100%. Regardless, you'll want to setup your panic action with this:
<setpanic bandage at 75%>
Additionally, you have the song 'dirge'. This song is what you'll use to bury corpses as well as heal your karma.
<perform dirge>
Water
<recall water sources>
We use water to cure our parched Voice and let it
regenerate faster. When starting out as a bard, you
may wonder where you can find water to drink.
Here is a list of possible places to find water.
Locations for water
-
Bennebroek Manor, from Chaos portal:
<enter, 3e, s, w, ne, 2n, pull weeds, 2n, u, w, kill maid (~7k), get key, unlock door, open door, s, get pitcher, get glass, fill glass, drink water>
Map here -
Note: This source may have guild level restrictions.
Kandy Mountain, from Chaos vortex:<enter, w, n, twist knob, 6e, n, 6w, n, 3e, crank well, drink water>
Map here
-
Rimalkin Cave, from Fantasy portal:
<portal, 12n, leave, 11n, 3e, 3n, 6w, s, enter, 3e, drink pool>
Map here - Pubs (Visit our Pub Crawl quest info list for the various pubs around 3K.)
-
Note: This source may have guild level restrictions.
Angel Garden located in Wayhaven, from Fantasy portal:<portal, 8n, e, 5n, drink water>
Map hereAdditional Note: If unable to drink from this fountain, your constitution may need to be raised.
-
The Land of the Ice People, from Fantasy portal:
<portal, 12n, leave, 11n, 3e, 9n, portal>
Map hereNote:This area drops random flasks, of which, some may be flasks of water. All items from this area need to be identified though (a power gained at guild level 3).
-
Order of the Lost Knights, from Fantasy portal:
<portal, 12n, leave, 4n, 8w, enter, 3s, (search grass), squeeze through, s, sw, se, 2s, drink water>
Map here
-
Enchanted Spring, from Fantasy portal:
<portal, 15e, leave, 12e, 9n, 2ne, 3s, e, enter, drink water>
Map here
Beginning abilities
<songs>
<powers>
<spells>
When you join Bards, you'll have a few offensive and defensive abilities too. The song 'bad moon rising' (it's an offensive damage song), and the song 'o muse' (is a defensive damage blocking shield). You cannot <perform>
them simultaneously, so you have to wait for one song to end before you start the next one.
You also have 'thought wave', which analyzes your enemy. It does not begin combat, it simply assesses your potential enemy. Info each one of those to get a more in depth explanation.
Command | Description |
---|---|
<bandage>
|
Minor heal to your hit points |
<perform dirge>
|
Buries a corpse and heals karma |
<perform o muse>
|
Defensive song, creates a shield |
<perform bad moon rising>
|
Offensive song, causing a magical, destructive wind to tear through your enemy every round. |
<cast thought wave>
|
Will provide an evaluation of your enemy. |
Rhythmic Actions
<info rhythmic actions>
Using this command you can set up one or more actions to occur
at specified intervals. This is best described through examples.
Rhythmic Actions
Syntax: rhythmic actions XX action/action
Where XX is the number of rounds between actions.
Examples:
rhythmic actions 2 smile/laugh
(smile happens on round 2, laugh happens on round 4)
rhythmic actions 1 smile/laugh
(smile happens on round 1, laugh happens on round 2)
rhythmic actions 1 smile:3/laugh/drink potion
(smile happens on rounds 1, 2, and 3, laugh on round 4, drink potion on round 5)
alias nn rhythmic actions 1 perform comfortably numb:5/nn
(will set up an alias that will attempt to perform comfortably numb over and over for 5 rounds and will then repeat)
rhythmic actions 1 cease
(will override any current rhythmic actions going and will cease the song you are currently performing, if any. Useful if you have a song loop going)
Power Level : 1 Karma Cost: 0
Note: The power 'Rhythmic Actions' is great, it lets you set up powers, spells, and songs one after the other during a fight without having to type anything extra once you have it set. Though, once you setup your hpbar, DO NOT put $POWERS$ on your hpbar if you plan to use Rhythmic Actions as IT WILL STOP YOUR HEARTBEAT.
Stats
Charisma is a bards primary stat. It will raise your max karma by +2 points with each increase.
Wisdom also helps to increase your karma.
Intelligence increases your spell points, which are greatly used with spells.
Constitution increases your hit points, approximately +9 points per increase.
Skills, Songs, Spells, and Powers
Skills |
About Skills
Alacrity → Dodge, MeleeDodge is fairly obvious in that it helps determine how well you can avoid damage in combat. Spellcraft → Mana, PowerMana directly adds to your max spell points. Harmony → Playing, SingingPlaying affects how well you can perform an Instrumental as well as your max Karma. You should consider waiting until GL 10 or 12 before raising any skills so you'll have a better idea of your own combat style. Type 'train' to see what your skills are. Skills in red indicate that you presently have insufficient gxp to raise them. You can also view your skills using 'gs'. |
Alacrity
Bards are renowned throughout the kingdoms for their tumbling acts
and their nimbleness in combat. If you plan to engage in combat and
rely on your physical skills and wits to get you through it, you
will want to train your Alacrity. As one of the Primary skills,
alacrity will assist you in matters related to speed and agility.
Bards who have begun the road to mastering this skill may find
additional benefits in their ability to dodge their foes.
Alacrity 8 opens up at glvl 35. |
Dodge
Bards are known for their dance-like movements. The Dodge skill enhances
our ability to avoid damage in combat. Dodging damage is an important part
of a bard's arsenal that works well in conjunction with our ability to
heal ourselves.
|
Melee
Some bards may choose to pursue a more physical path. For these bards
Melee is a very important combat skill. Melee affects your physical
attack damage. Bards trained in melee will hit harder and more often.
Note that some bardic abilities are incompatible with the melee style
of attack (i.e., instrumental songs, avoid blow).
|
Spellcraft
A bard draws his or her magical powers from three main sources: singing
songs, invoking powers, and casting spells. The Primary skill of
Spellcraft aids in matters relating to the casting of spells. Thus,
you may notice your spells becoming more effective as you gain proficiency
in this skill. Those who practice spellcraft have been known to have
advanced abilities in Mana and Power as well.
|
Mana
Mana is the source of a bard's spellcasting powers. Raising this skill
will give you additional spell points. Although individually the effects
are small, together the effects of a high Mana are obvious.
|
Power
Power is an integral part of the art of Spellcrafting. Raising this
skill will increase the power and duration of your spells. To the
extent that you rely on your spellcrafting abilities, this will make
you a much more powerful fighter.
|
Harmony
A bard draws his or her magical powers from three main sources: singing
songs, invoking powers, and casting spells. The Primary skill of
Harmony aids in matters relating to the performance of songs. With
better harmonizing, a bard will find their ability to perform songs
is enhanced through various means.
|
Playing
The performing arts are central to what it means to be a bard. Songs
are the hallmark of the bard's style. They provide entertainment, soothing
music, damaging strains, and heartening boosts. The playing skill
directly affects your Karma, and also how well you perform songs with
an instrumental component.
|
Singing
The performing arts are central to what it means to be a bard. Songs
are the hallmark of the bard's style. They provide entertainment, soothing
music, damaging strains, and heartening boosts. The singing skill
directly affects your Voice, and also how well you perform songs a cappella.
As your singing improves, you may notice additional benefits in your
sense of rhythm as well.
|
Knowledge
There is far more to a Bard's life than singing and playing. Bards
must record the events of the present as dutifully as they remember
the past, and therefore every Bard is a vagabond, a chronicler in
search of a new epic. Bards are tremendous listeners, readers, and
searchers. They eagerly listen to any news or story that folk are
willing to tell. Bards know how every hero triumphed or failed, and
they remember every trick and secret employed by giants, sorcerers,
witches, and heroes. There is a power in words, names, and songs,
and a Bard knows much that is hidden. The ways of beasts are theirs
to know, if there's anything available for a Bard to learn, he'll
learn it as soon as he can.
|
Rhythm
The music of a bard is an art form, and to do it well you must have
rhythm. One of four Primary skills, Rhythm affects your ability to
perform under duress. Without rhythm, you will be easily distracted
in combat and be unable to maintain your songs. Having to constantly
restart your songs can quickly become very expensive in terms of
your resources. As you raise your rhythm you may notice additional
benefits related to performing songs as well.
|
Healing
A bard's healing is tied into multiple facets, not the least of
which is the healing skill. The hit points gained from your healing
spells, songs, and powers (listed below) are directly affected by
the value of this skill.
This skill can be trained inside the Spellcraft room.HEALING ABILITIES Listed here for your convenience are some bard abilities that have healing components. This is not an exhaustive list but may help you get started. Powers
Spells
Songs
|
Songs |
About Songs
Performing songs
Songs can be 'a cappella' (A), 'instrumental' (I), or both (blank A/I
designation on 'songs' list), meaning they require both a voice and an
instrument component.
Finding song namesYou can list specific songs by giving the songs command an argument that is a word in the song title you want to find. For instance, if you type 'songs fire' it will list all the songs that have the word fire in the title. It will list EVERY song, not just ones that are tied to actual guild powers, but every song in the Bard Song database. Any song in the database can be performed, but only ones listed when you type 'songs' are actually powers. Additionally, you can get the lyrics to any song by typing 'lyrics <songname>' Submitting songs
If you have ideas for new song powers, you can post them on the idea
board in the guild. Some of these may get transferred to the 'info ideas'
file. Inclusion in that file does not guarantee that your power will
be implemented; it is there for ease and convenience only.
|
Dirge Glvl: 1
This song draws power from a recently slain enemy and channels it into you.
Refer to the Morgue page for more information regarding corpses. |
Bad Moon Rising Glvl: 1
The performance of this song will cause a magical, destructive wind to
tear through your enemy every round.
|
O Muse Glvl: 1
While performing this song an aura of protection will grow around you.
The longer you can keep this song going the stronger the aura will
be. The aura will last far longer than the song duration.
|
Quiet Hum Glvl: 2
Humming quietly to yourself you are able to increase your natural
health regen slightly.
|
Winter Wind Glvl: 5
The performance of this song will cause a magical, chilling wind to tear through your enemy every round.
|
You've Got A Friend Glvl: 7
This song allows you to heal another person in the same room as yourself. This will not work on you.
|
Leader of the Band Glvl: 8
Singing this song will raise your spirits and cause your Karma to regen at an accelerated rate.
|
Naked Sunday Glvl: 9
Upon successful completion of this song, the target's strength, intelligence and wisdom will increase.
|
Toxic Blades Glvl: 12
Calling forth the power of this song will cause a stream of magical blades, covered in a toxic poison, to stream from your instrument and assault your target.
|
Fly Away Glvl: 13
While performing this song your body will become very
light, lighter than air, yet you'll be able to control
your movements and fly wherever you wish. Upon completion
of the song, you will land safely back down on the ground.
|
Circle of Life Glvl: 14
Performing this song will cause healing magics to be drawn from the
air around you and bind to everyone in the room.
|
Everything I Do I Do It For You Glvl: 15
This song will drain HP and SP from yourself and use them to heal
the mind and body of someone nearby.
|
Smile Glvl: 16
Your super power, this will instill great happiness in you or
the target player, causing their mind to be refreshed constantly
for a set amount (based on your mastery level). You may also
use the following commands with an active smile:
|
Devil's Fire Glvl: 17
Belting out this song causes flames to rise in the room, engulfing your target and burning him (or her) for the duration. The longer you can keep this song going, the hotter the flames will get.
|
I Can See Clearly Now Glvl: 18
This song causes all blindness to be removed from you as well as
lighting up the room. If this song is not completed, darkness
will follow you instead.
|
Electric Funeral Glvl: 19
This song takes the remaining energy from a fallen foe (corpse) artifacts-and-world-drops transfers that energy into you in the form of HP, SP, and Karma.
The longer you can continue this song, the more you can draw from
the corpse.
At guild level 50, Mystics will gain access to the song, Silent Lucidity. This song will also heal hit points, spell points, and karma; but Silent Lucidity does not require a corpse to perform it. |
Walking on the Sun Glvl: 20
This song causes powerful radiation to descend upon your target in your attempt to destroy it.
|
Another One Bites the Dust Glvl: 21
If you're carrying a corpse dust bag then you can perform this song
to turn a corpse into a useful substance. Upon commencement of this song a corpse will be turned to dust at which point you can scoop it into the aforementioned bag.
See also: The dust bag that can be purchased from the guild shop. |
Good For You Glvl: 22
This song will heal both you and your target for the duration of
the song.
|
Comfortably Numb Glvl: 23
While you are performing this song the attacks of your enemies will
seem much less painful.
|
Invigorating Tune Glvl: 26
Playing an invigorating tune on your instrument will create a short-term
benefit, which will differ for each person who hears it.
|
Water Glvl: 27
Completing this song will cause a magical flask of water to appear
in your inventory. Completely refreshing and safe for drinking.
|
I Will Survive Glvl: 28
During the performance of this song your health will regenerate rapidly.
|
It's All Coming Back To Me Now Glvl: 29
Performing this song will cause your memory (SP) to return to you a
little every round.
|
Bullet With Butterfly Wings Glvl: 30
|
Looking Through Your Eyes Glvl: 32
This song allows you to see through the eyes of another player.
Once started, the target player is given a chance to accept your
request. Once accepted, for the duration of the song you will see
what the player sees every round and over any distance.
|
Grinch's Hero Glvl: 33
That's a bard song, it has no extra help info.
See also: The song 'Hero'. Grinch's Hero will provide the same stat boost as Hero (but it 2 rounds shorter). |
Hero Glvl: 33
Every round this song is sung your body will be healed slightly. At
the successful completion of this song, if you are at full health,
your overall heartiness will increase drastically.
See also: The song 'Grinch's Hero'. Hero will provide the same stat boost as Grinch's Hero (but it 2 rounds longer). |
Death's Law Glvl: 34
Drawing upon the powers of good this song will seek to smite all
evil creatures, especially damaging the Undead.
|
Acid Rock Glvl: 35
This song causes a giant ball of acid to sheet forth from your
instrument every round, striking your enemy.
|
Shower of Light Glvl: 36
This song draws hundreds of tiny electric bolts to shoot out of
the sky and strike your enemy.
|
Mystic Eyes Glvl: 37
When this song is completed successfully, it will summon a pair of mystical eyes that will watch everything in the room for you. You may summon more than one pair, but the magic will eventually fade. See also 'info view'
|
Minstrel Boy Glvl: 38
While performing this song, your combat statistics will be increased
by several points each, and every round you will get another attack.
|
Orinoco Flow Glvl: 39
While performing this song you will be moved to a safe environment
where you can rest. While in this location you will regen at
a much higher rate.
|
Memory Glvl: 40
While performing this song, your spell points will slowly regenerate.
Upon successful completion of this song your intelligence will increase.
This song can be performed for others as well.
|
The Electric Chair Glvl: 41
This is a fun, yet devastating song. Upon first utterance of this
song a magical chair forms on the ground in front of you. Once
created, the power of the song causes the chair to move around the
room, trying to forcibly seat your opponent within. If you're
able to get your opponent seated by the end of the song, you'll
be able to turn the Electric Chair on, frying the ever living hell
out of your enemy.
|
Son of Man Glvl: 42
When this song reaches completion the Strength and Wisdom of your
target will increase.
|
Dead Mans Party Glvl: 43
Upon initial utterance of this song, your corpse or the corpse of an
ally will be transferred to a safe plane. During this time the
corpse will not decay, nor will anyone be able to loot it.
Upon successful completion of the song, the corpse, and all of its
contents will be transferred to the room you are in.
|
I Am A Rock Glvl: 44
Singing this song will cause a magical barrier to surround and
protect you. This barrier is greyish in color and when completed
makes you appear to be encased in a transparent rock.
|
We Are The Champions Glvl: 45
Drawing from the energy of a fallen enemy, this song will heal every
living creature in the room for the duration of the song. If you're
able to continue this song long enough, the minds of your comrades
will be healed as well.
|
Mama Said Knock You Out Glvl: 46
Every round you belt out this song your opponent will be knocked
unconscious. Some monsters are less resistant to this song than
others. Very powerful monsters will be immune to this song.
|
Let It Be Glvl: 47
Upon successful completion of this song the mysteries of the world
will become suddenly more clear to you (or your target).
|
Wail of the Banshee Glvl: 50
This short duration scream will cause your opponent to reel back in
pain, damaging his (or her) mind every round. Each round does more
damage than the previous.
|
Silent Lucidity Glvl: 50
This song is best explained by performing it.
Singing this song when your spell points are 100% will make them go overmax (+5sp per round while you're singing it.) |
Black Glvl: 53
Utterance of this song causes your enemy's vision to fail and
imprints a terrifying vision in their mind which will cause them
to flee randomly, possibly multiple times.
|
We Will Rock You Glvl: 54
Every round you're able to continue this song, all players within the room will get an extra attack in that round.
|
Into The Fire Glvl: 55
This song causes flames to erupt from the floor, engulfing every
living creature within, though it will spare yourself.
|
Amazing Grace Glvl: 56
While performing this song a shimmering protective aura will encase you and reduce physical harm to you. The effect lasts well after your performance is complete.
|
Spellbound Glvl: 57
This song, once completed, will cause your opponent to run in fear
for several rounds.
|
Don't Worry, Be Happy Glvl: 59
This song has a short duration, but a powerful effect. While
performing this song and for a few rounds after, any attack that
could kill you has a high percentage of failing outright and thus you'll live. This is a good song to perform right before you think you're going to die. :)
|
Death March Glvl: 61
This terrible song will tear your enemy apart with magical force. The longer you're able to keep this song going the more damage it will do.
|
It's The End Of The World... Glvl: 63
The name pretty much sums up the effect of this song. While it is
being performed the minds of every living thing in the room
will be assaulted in an attempt to end their world. This includes
you...
|
Sands of Time Glvl: 65
As this song is performed your target is assaulted with a body
wracking pain and agony. Every round delivering more pain than
the one before it.
|
Devil Went Down to Georgia Glvl: 70
While performing this song a band of demons will join in your
combat, aiding you. Once the song is complete, the demons will
leave.
|
Ballad of the Ancients Glvl: 75
The ultimate song. This song draws upon the life force of your
enemy and channels it directly into you.
|
Vampire Glvl: 76
This song wraps the perfomer in a misty cloud of parasitic vapors.
Any time the bard does damage while this song is active, a portion of that damage is returned to you as healing.
|
When The Music's Over Glvl: 77
Upon completion of this song your opponent will be utterly destroyed
by the energy that was gathered during your performance.
|
Who Wants To Live Forever Glvl: 80
This may just kill your opponent outright. If it doesn't kill them
it will surely maim them.
|
Rainbow of Death Glvl: 85
As you perform this song various harmful energies will stream forth
from your instrument seeking to destroy your enemy.
|
Hammer Smashed Face Glvl: 95
Hammer Smashed Face is a direct damage assault song. The damage
is mostly blunt force trauma to the head. If you happen to be
wielding a hammer (recommended) it is stronger still. Also, with
a bigger hammer, comes bigger damage.
|
Spells |
About Spells
|
Thought Wave Glvl: 1
With this spell you can focus on the actual thoughts of another living
creature. This will provide you valuable information about their
disposition and powers.
|
Burning Hands Glvl: 6
This spell causes a jet of flame to shoot from your outstretched
hands to burn your opponent.
|
Magic Missile Glvl: 8
A shimmering missile of force will fly from your fingers when
you cast this spell, damaging your enemy.
|
Hardened Skin Glvl: 9
Casting this spell will cause a magical force to flow over your
skin, protecting you yet not restricting movement.
|
Light Glvl: 10
This spell causes a small globe of light to appear in your hands
to help you see in the dark.
|
Whispering Wind Glvl: 11
When you cast this spell the words you speak will be carried on the wind to your intended target.
|
Minor Healing Glvl: 12
This spell draws energies from the air around you to heal the damage
done to you or the person of your choosing.
|
Spike Stones Glvl: 12
When you cast this spell on several stones you've gathered from
the ground, they will be enchanted with magical spikes and then can
be thrown at enemies to do damage. It takes some talent to throw these
rocks; newbies probably wouldn't know what to do with them.
|
Cupid's Dart Glvl: 13
When you cast this spell you can shoot Cupid's Arrow of Love to
strike a player causing them to fall hopelessly in love with the
second player you choose.
|
Floating Disc Glvl: 14
This spell causes a solid disc of force to appear nearby and follow
you (actually in your inventory). You can place several objects
on top (in) the disc and they will travel with you.
|
Mystic Guardian Glvl: 15
Casting this spell conjures forth an invisible, mystic guardian that
will stay nearby and remind and assist you in performing an action
when panic or need arises.
|
Cats Claw Glvl: 16
Casting this spell causes magical claws to grow from your fingertips
allowing you to attack quite effectively bare-handed.
Once your claws have expired, you will require an equal amount of time
for your hands to heal themselves before casting it again.
|
Flaming Sphere Glvl: 17
When you cast this spell a flaming sphere will burst from your hands
and assault your enemy.
|
Immortalize Glvl: 18
This spell allows you to create a legend for an object that has none.
Please use your better judgement. Abuse of this spell may cause
loss of Guild Levels, for you.
|
Cure Glvl: 19
This spell draws energies from the air around you to heal the damage
done to you or the person of your choosing.
|
Blinding Flash Glvl: 23
When this spell is cast a bright flash of light will assault the
eyes of your enemy in hopes of blinding him (or her).
|
Know Alignment Glvl: 24
This spell will provide information about the general intentions
of your opponent.
|
Protection From Good Glvl: 28
This spell causes a transparent globe of protection to surround you,
helping to defend against the attacks of good creatures.
|
Protection From Evil Glvl: 28
This spell causes a transparent globe of protection to surround you,
helping to defend against the attacks of evil creatures.
|
Dispel Magic Glvl: 30
This spell allows you to dispel Magic on you, someone else, or in your
environment.
|
Hypnotic Pattern Glvl: 30
A successful casting of this spell will cause your opponent to stand
around, stupefied, staring at the pattern you weave. During this
time you can beat the holy hell out of him (or her) without fear
of retribution.
|
Protection From Neutral Glvl: 31
This spell causes a transparent globe of protection to surround you,
helping to defend against the attacks of true neutral creatures.
|
Soul Bead Glvl: 32
Casting this spell on a corpse draws the remaining energy from
your fallen adversary and places it into a small bead.
Refer to the Morgue page for more information regarding corpses. |
Mind Blank Glvl: 33
This spell will help shield your mind from all mind based attacks.
|
Lightning Bolt Glvl: 35
If you don't know what this does, wipe now.
|
Protection From Frost Glvl: 37
This spell causes a pale blue, yet transparent, globe of protection
to surround you, helping defense against icy assaults.
|
Protection From Heat Glvl: 37
This spell causes a reddish, yet transparent, globe of protection
to surround you, helping to defend against searing heat.
|
Spasmodic Shuffle Glvl: 40
Casting this spell causes your opponent to lose control of his (or her)
legs causing him (or her) to shuffle around trying to regain his (or her)
composure. While this shuffling is occurring, your enemy's defenses
against physical attacks will be weakened.
|
Mystic Thread Glvl: 41
When this spell is cast a shimmering, unbreakable thread will begin
to trail behind you, marking the rooms that you travel through and
allowing you to discern where you've already traveled and when.
|
Noxious Cloud Glvl: 42
When this spell is cast a large cloud of noxious vapors will
surround your opponent, both weakening him (or her) as well as
draining his (or her) life force away every round.
|
Energy Bolt Glvl: 50
This spell causes a bolt of raw energy to shoot forth from your
hands and strike your opponent. The bolt of energy does damage
commensurate with the power of the creature it strikes.
|
Wings of the Phoenix Glvl: 53
This spell will cause bright fiery wings to appear on the target's back,
giving them the ability to fly, as well as providing additional light.
The phoenix wings also give its wearer the power to 'soar' and 'land' as
needed.
cast wings of the phoenix
WARNING
|
Fire Storm Glvl: 58
This spell causes a raging storm of fire to descend upon your foe
attempting to incinerate him where he stands.
|
Blink Glvl: 58
Once cast, you will begin blinking side to side and back and forth.
Through practice you'll be able to attack just as effectively while
you are blinking, but any enemy that is attempting to attack you may
wind up missing altogether if you blink out as they strike!
|
Lightning Vortex Glvl: 60
This spell causes a vortex to be opened to the elemental plane of
lightning. During your combat you will be able to call forth bolts
of lightning from this vortex to strike your opponent!
|
Clairvoyance Glvl: 62
Using this spell you will be able to see into the rooms that
surround you without having to venture inside.
|
Blade Dance Glvl: 65
Calling into existence a flurry of a thousand tiny blades, you
use this spell in an attempt to shred your opponent.
|
Healing Hands Glvl: 70
With a few arcane words you are able to close the wounds on yourself
or an ally. This spell has greater effects if you are able to draw
upon a natural healing agent such as topaz dust or phoenix ashes.
|
Caustic Critic Glvl: 75
Much like the critic that reviewed your last performance, this will
leave the skin peeled from your enemies as an acid wash drenches
them.
|
Placate Glvl: 80
With this spell you have a chance to permanently remove natural
hostile urges from your monstrous opponents.
|
Mystic Venom Glvl: 81
This powerful spell coats your weapon with a magically toxic liquid
that helps a blade better penetrate when driven with great power from
behind. Specifically, this dramatically increases the damage done by your backstab power and also allows it to stun greater foes.
|
Harmonic Regeneration Glvl: 83
This powerful spell puts your body into a flowing, ethereal-like,
rhythmic life-flux that is tied to a song that you are singing.
It requires that you are singing a song that uses both your
voice and your instrument. The spell lasts for 3 rounds of
non-combat. It lasts indefinitely in combat.
|
Focus the Rainbow Glvl: 90
Casting this spell brings into existence an shimmering, mostly
ethereal lens that floats effortlessly in front of you. Any time
you perform the Rainbow of Death song while this lens is in
effect will cause the rainbow to focus its rays through the lens.
|
Powers |
About Powers
|
Resume Glvl: 1
This power will allow you to resume/repeat your last performed song.
Please note that the song will be resumed at the beginning of the
song NOT where it was ceased.
|
Brecord Glvl: 1
No guild help exists on that topic
|
ED Recall Glvl: 1
The ED Editor
|
Rhythmic Actions Glvl: 1
Using this command you can set up one or more actions to occur
at specified intervals. This is best described through examples.
|
Insult Glvl: 1
No guild help exists on that topic
|
Bset Glvl: 1
This command is used to set many of your guild preferences. You can
set your guild message, your enter/exit messages, and other things.
Most things you set will take a string or a number (1/0). For things
that take a number generally that means on or off.
For any string values, setting it to 0 will clear it, this is especially
useful for when you mess up your custom_hp setting.
[This message should be limited to 40 characters.]
entermess - What's shown to the guild when you log in
bset custom_hp HP: &$HP2$& SP: &$SP2$& K: &$K2$& V: &$V2$& S:&$S$&;&$SR$&%&$AS$& @hicyan:&$P$&@ &$C$&$$
If you need to see the variables and literals that you currently have
Note: The power 'Rhythmic Actions' is great, it lets you set up powers, spells, and songs one after the other during a fight without having to type anything extra once you have it set. Though, once you setup your hpbar, DO NOT put $POWERS$ on your hpbar if you plan to use Rhythmic Actions as IT WILL STOP YOUR HEARTBEAT. |
Recall Glvl: 1
Bards are renowned for being explorers and adventurers, traveling
to far away places with only their cloaks on their backs and a
merry tune at their fingertips. Guild historians have archived
the tales of heroic exploits and new wonders discovered and placed
them at your disposal.
25-Nov-2000 : Guild open to existing members
Syntax:
|
Lyrics Glvl: 1
Many songs will have lyrics, though not all. If you wish to read the
lyrics on a particular song, type lyrics <song>
|
Bandage Glvl: 1
This ability lets you bandage your own wounds. However, since it is not magical in any way, it will not allow you to fully heal the wounds.
|
Divulge Glvl: 1
This will allow you to divulge all your special skills to another
Bard. In essence, printing your 'gs' screen to whom you choose.
This should be very helpful for low level Bards and their recruiters.
|
Hurdy Gurdy Glvl: 1
Give your hurdy gurdy a crank and a small animal will come
out dancing and doing tricks to your music. They are so cute
that other players cannot resist tossing them a few coins.
|
Chilling Chord Glvl: 3
You are able to strike a powerful, magical chord on your instrument
that will damage your enemy.
|
Identify Glvl: 3
Using knowledge and personal experience you are able to discern
the identity of an unknown item. If you fail your attempt to
identify an item, you will never succeed.
|
Backstab Glvl: 8
If you are well hidden, you can sneak up on your enemy and strike
them in a particularly damaging spot. This will do significant damage
but more importantly it will stun them for a few moments while you
can attack a few more times.
|
Hide in Shadows Glvl: 8
Using skill and agility you are able to slink into the shadows and
become essentially invisible to all around you.
|
Karma Tap Glvl: 9
This power enables you to directly tap into your Karma to heal
your life force.
|
Anticipate Blow Glvl: 10
Using your speed, agility, and perception you are able to anticipate
the attacks of your enemies, allowing you to potentially avoid
the brunt of the attack. However, there are times where you will
anticipate incorrectly, and instead step into the attack.
|
Breset Glvl: 10
This power allows you to reset your current settings for the
following powers:
|
Masque Glvl: 11
This spell allows you to study a creature in the room and disguise
yourself like it, making you nearly indistinguishable from the original.
|
Inscribe Glvl: 12
This will allow you to create a guild FAQ scroll and send it to
another player. The scroll is a short summary of what the Bard's
Guild has to offer.
|
Defend Glvl: 13
Using great speed and prowess you can use this power to place yourself
between your ally and his (or her) enemy.
|
Soothe Glvl: 14
The power of song is drawn together with this ability to heal the
mind and body of you or your ally.
|
Lore Glvl: 15
Studying carefully and drawing upon magical energy, you can use this
power to discern the rough strength of an item and other useful
information.
|
Enthrall Glvl: 17
If successful, this power will cause your enemy to cease his (or her)
assault.
|
Thunderous Bellow Glvl: 20
Belting out a powerful magical and sonic blast, you are able to
damage your enemy, and potentially stun him (or her) into inactivity for
a few rounds while you annihilate him (or her).
|
Cacophony Glvl: 25
Using your instrument, you play a harsh, dissonate combination
of notes to jar your opponent, distrupting his train of thought
and leaving his pysche drained.
|
Reveal Glvl: 30
This will allow you to see if any bard enhancements have been placed
on yourself or another player and by whom.
|
Heal Glvl: 35
This power combines the energies of song and magic to heal and
repair the damage done to you or an ally. This will not heal the mind.
|
View Glvl: 37
This will allow you to 'see' through the mystic eyes you have summoned.
|
Heartening Laugh Glvl: 39
Bellowing out a magical, heartening laugh, you are able to boost the heartiness of everyone in the room.
The time for how long this power lasts will increase with guild levels. |
Defensive Harmony Glvl: 40
Weaving the power of Song and Magic together you are able to strengthen
the armors of the target person (or yourself), effectively doubling the
strength of the armors he or she is wearing. The duration is limited and
it requires some time for you to recover before it can be repeated.
|
Follow Thread Glvl: 41
After you have cast a Mystic Thread, you can use this command
to follow the thread back to its source.
|
First Impression Glvl: 42
Using good disguise and make-up techniques you are able to increase
your overall appearance to be more persuading.
|
Enrage Glvl: 57
With magic and just plain rudeness you are able to totally enrage
your opponent causing them to focus on the destruction of you
and your allies rather than self preservation.
|
Righteous Fury Glvl: 59
This allows you to attack all of your enemies simultaneously.
|
Called Shot Glvl: 62
For a small bit of Karma each round you are able to pay extra close
attention to where you strike with your weapon, doing extra damage
when finding a weak point on your enemy.
If you turn called shot on all the time, it will incur a Karma cost
every attack, but in the long run will be cheaper.
|
Karmic Shield Glvl: 64
Sometimes you just have to beg the gods of luck and nature to get
you out of a sticky situation. Using your karma as backup health,
any attack that might kill you will 'hit' your karma instead.
The most your karma can save you is half of its current value.
So if you have 100 karma, 1 hp, and get hit for 50, you will
survive that and lose 50 karma. If you get hit for 51, you die.
Also, if karmic shield has to fire, the duration is reduced
dramatically. (Duration based on Knowledge skill.)
|
Swift Strike Glvl: 67
You have reached a level of awareness and speed that allows you to
immediately execute another melee attack when you use this ability.
|
Avoid Blow Glvl: 70
Using this ability you are able to avoid a portion of every attack against you.
|
Martial Assault Glvl: 74
You have discovered the secrets of ancient smiths and can truly
leverage the strengths of your weapon. Employing your weapon
in the most efficient way possible, you are able to assault
your opponent with the weapon's most effective abilities.
|
Empowered Strikes Glvl: 78
Gallants, being the bad-asses that they are, have the ability to
hyper-focus on their weapons, their opponents, and the ability to
merge those into a deadly combination.
For some time, your weapon strikes will do more damage.
|
Guild Levels
Click on the buttons below to see guild level requirements for the various career paths you can choose within Bards:
Bard
Lvl | Cost | Title |
---|---|---|
1 | 0 |
the Unknown Apprentice Bard |
2 | 159 | the Unknown Apprentice Bard |
3 | 303 | the Unknown Apprentice Bard |
4 | 468 | the Unknown Apprentice Bard |
5 | 657 | the Studious Apprentice Bard |
6 | 875 | the Studious Apprentice Bard |
7 | 1,125 | the Studious Apprentice Bard |
8 | 1,414 | the Studious Apprentice Bard |
9 | 1,744 | the Studious Apprentice Bard |
10 | 2,121 | the Senior Apprentice Bard |
11 | 2,549 | the Senior Apprentice Bard |
12 | 9,636 | the Senior Apprentice Bard |
13 | 16,855 | the Senior Apprentice Bard |
14 | 24,222 | the Senior Apprentice Bard |
15 | 31,754 | the Aspiring Journeyman Bard |
16 | 48,738 | the Aspiring Journeyman Bard |
17 | 66,021 | the Aspiring Journeyman Bard |
18 | 83,640 | the Aspiring Journeyman Bard |
19 | 101,633 | the Aspiring Journeyman Bard |
20 | 120,042 | the Accomplished Journeyman Bard |
21 | 138,912 | the Accomplished Journeyman Bard |
22 | 172,425 | the Accomplished Journeyman Bard |
23 | 208,287 | the Accomplished Journeyman Bard |
24 | 246,872 | the Accomplished Journeyman Bard |
25 | 288,589 | the Accomplished Journeyman Bard |
26 | 333,881 | the Accomplished Journeyman Bard |
27 | 383,237 | the Accomplished Journeyman Bard |
28 | 437,185 | the Accomplished Journeyman Bard |
29 | 496,303 | the Accomplished Journeyman Bard |
30 | 561,220 | the Accomplished Journeyman Bard |
31 | 632,619 | the Accomplished Journeyman Bard |
32 | 711,244 | the Accomplished Journeyman Bard |
33 | 797,900 | the Accomplished Journeyman Bard |
34 | 893,461 | the Accomplished Journeyman Bard |
35 | 998,877 | the Accomplished Journeyman Bard |
36 | 1,115,174 | the Accomplished Journeyman Bard |
37 | 1,243,464 | the Accomplished Journeyman Bard |
38 | 1,384,950 | the Accomplished Journeyman Bard |
39 | 1,540,931 | the Accomplished Journeyman Bard |
40 | 1,712,813 | the Accomplished Journeyman Bard |
41 | 1,902,112 | the Accomplished Journeyman Bard |
42 | 2,134,015 | the Accomplished Journeyman Bard |
43 | 2,390,204 | the Accomplished Journeyman Bard |
44 | 2,673,243 | the Accomplished Journeyman Bard |
45 | 2,985,937 | the Accomplished Journeyman Bard |
46 | 3,331,352 | the Accomplished Journeyman Bard |
47 | 3,712,837 | the Accomplished Journeyman Bard |
48 | 4,134,047 | the Accomplished Journeyman Bard |
49 | 4,598,973 | the Accomplished Journeyman Bard |
50 | 5,111,967 | the Accomplished Journeyman Bard |
51 | 5,677,776 | the Accomplished Journeyman Bard |
52 | 6,301,570 | the Accomplished Journeyman Bard |
53 | 6,988,984 | the Accomplished Journeyman Bard |
54 | 7,746,154 | the Accomplished Journeyman Bard |
55 | 8,579,759 | the Accomplished Journeyman Bard |
56 | 9,497,066 | the Accomplished Journeyman Bard |
57 | 10,505,981 | the Accomplished Journeyman Bard |
58 | 11,615,099 | the Accomplished Journeyman Bard |
59 | 12,833,765 | the Accomplished Journeyman Bard |
60 | 14,172,130 | the Accomplished Journeyman Bard |
61 | 15,641,225 | the Accomplished Journeyman Bard |
62 | 17,234,409 | the Accomplished Journeyman Bard |
63 | 18,979,161 | the Accomplished Journeyman Bard |
64 | 20,889,527 | the Accomplished Journeyman Bard |
65 | 22,980,795 | the Accomplished Journeyman Bard |
66 | 25,269,609 | the Accomplished Journeyman Bard |
67 | 27,774,079 | the Accomplished Journeyman Bard |
68 | 30,513,910 | the Accomplished Journeyman Bard |
69 | 33,510,539 | the Accomplished Journeyman Bard |
70 | 36,787,278 | the Accomplished Journeyman Bard |
71 | 40,369,480 | the Accomplished Journeyman Bard |
72 | 44,284,710 | the Accomplished Journeyman Bard |
73 | 48,562,932 | the Accomplished Journeyman Bard |
74 | 53,236,714 | the Accomplished Journeyman Bard |
75 | 58,341,448 | the Accomplished Journeyman Bard |
76 | 63,915,587 | the Accomplished Journeyman Bard |
77 | 70,000,910 | the Accomplished Journeyman Bard |
78 | 76,642,796 | the Accomplished Journeyman Bard |
79 | 83,890,527 | the Accomplished Journeyman Bard |
80 | 91,797,625 | the Accomplished Journeyman Bard |
81 | 100,422,196 | the Accomplished Journeyman Bard |
82 | 111,644,879 | the Accomplished Journeyman Bard |
83 | 124,113,823 | the Accomplished Journeyman Bard |
84 | 137,966,405 | the Accomplished Journeyman Bard |
85 | 153,355,016 | the Accomplished Journeyman Bard |
86 | 170,448,691 | the Accomplished Journeyman Bard |
87 | 189,434,915 | the Accomplished Journeyman Bard |
88 | 210,521,631 | the Accomplished Journeyman Bard |
89 | 233,939,456 | the Accomplished Journeyman Bard |
90 | 259,944,143 | the Accomplished Journeyman Bard |
91 | 288,819,309 | the Accomplished Journeyman Bard |
92 | 320,879,456 | the Accomplished Journeyman Bard |
93 | 356,473,318 | the Accomplished Journeyman Bard |
94 | 395,987,574 | the Accomplished Journeyman Bard |
95 | 439,850,958 | the Accomplished Journeyman Bard |
96 | 488,538,815 | the Accomplished Journeyman Bard |
97 | 542,578,153 | the Accomplished Journeyman Bard |
98 | 602,553,229 | the Accomplished Journeyman Bard |
99 | 669,111,757 | the Accomplished Journeyman Bard |
100 | 776,486,107 | the Accomplished Journeyman Bard |
Gallant
Lvl | Cost | Title |
---|---|---|
1 | 0 |
the Novice Initiate of Bardic Gallantries |
2 | 159 | the Novice Initiate of Bardic Gallantries |
3 | 303 | the Novice Initiate of Bardic Gallantries |
4 | 468 | the Novice Initiate of Bardic Gallantries |
5 | 657 | the Novice Initiate of Bardic Gallantries |
6 | 875 | the Novice Initiate of Bardic Gallantries |
7 | 1,125 | the Novice Initiate of Bardic Gallantries |
8 | 1,414 | the Novice Initiate of Bardic Gallantries |
9 | 1,744 | the Novice Initiate of Bardic Gallantries |
10 | 2,121 | the Novice Initiate of Bardic Gallantries |
11 | 2,549 | the Novice Initiate of Bardic Gallantries |
12 | 9,636 | the Novice Initiate of Bardic Gallantries |
13 | 16,855 | the Novice Initiate of Bardic Gallantries |
14 | 24,222 | the Novice Initiate of Bardic Gallantries |
15 | 31,754 | the Novice Initiate of Bardic Gallantries |
16 | 48,738 | the Novice Initiate of Bardic Gallantries |
17 | 66,021 | the Novice Initiate of Bardic Gallantries |
18 | 83,640 | the Novice Initiate of Bardic Gallantries |
19 | 101,633 | the Novice Initiate of Bardic Gallantries |
20 | 120,042 | the Novice Initiate of Bardic Gallantries |
21 | 138,912 | the Novice Initiate of Bardic Gallantries |
22 | 172,425 | the Novice Initiate of Bardic Gallantries |
23 | 208,287 | the Novice Initiate of Bardic Gallantries |
24 | 246,872 | the Novice Initiate of Bardic Gallantries |
25 | 288,589 | the Novice Initiate of Bardic Gallantries |
26 | 333,881 | the Novice Initiate of Bardic Gallantries |
27 | 383,237 | the Novice Initiate of Bardic Gallantries |
28 | 437,185 | the Novice Initiate of Bardic Gallantries |
29 | 496,303 | the Novice Initiate of Bardic Gallantries |
30 | 561,220 | the learned Initiate of Bardic Gallantries |
31 | 632,619 | the learned Initiate of Bardic Gallantries |
32 | 711,244 | the learned Initiate of Bardic Gallantries |
33 | 797,900 | the learned Initiate of Bardic Gallantries |
34 | 893,461 | the learned Initiate of Bardic Gallantries |
35 | 998,877 | the Aspiring Acolyte of Bladesong |
36 | 1,115,174 | the Aspiring Acolyte of Bladesong |
37 | 1,243,464 | the Aspiring Acolyte of Bladesong |
38 | 1,384,950 | the Aspiring Acolyte of Bladesong |
39 | 1,540,931 | the Aspiring Acolyte of Bladesong |
40 | 1,712,813 | the Aspiring Acolyte of Bladesong |
41 | 1,902,112 | the Aspiring Acolyte of Bladesong |
42 | 2,134,015 | the Aspiring Acolyte of Bladesong |
43 | 2,390,204 | the Aspiring Acolyte of Bladesong |
44 | 2,673,243 | the Aspiring Acolyte of Bladesong |
45 | 2,985,937 | the Aspiring Journeyman of Bladesong |
46 | 3,331,352 | the Aspiring Journeyman of Bladesong |
47 | 3,712,837 | the Aspiring Journeyman of Bladesong |
48 | 4,134,047 | the Aspiring Journeyman of Bladesong |
49 | 4,598,973 | the Aspiring Journeyman of Bladesong |
50 | 5,111,967 | the Accomplished Journeyman of Bladesong |
51 | 5,677,776 | the Accomplished Journeyman of Bladesong |
52 | 6,301,570 | the Accomplished Journeyman of Bladesong |
53 | 6,988,984 | the Accomplished Journeyman of Bladesong |
54 | 7,746,154 | the Accomplished Journeyman of Bladesong |
55 | 8,579,759 | the Aspiring Master of Bladesong |
56 | 9,497,066 | the Aspiring Master of Bladesong |
57 | 10,505,981 | the Aspiring Master of Bladesong |
58 | 11,615,099 | the Aspiring Master of Bladesong |
59 | 12,833,765 | the Aspiring Master of Bladesong |
60 | 14,172,130 | the Accredited Master of Bladesong |
61 | 15,641,225 | the Accredited Master of Bladesong |
62 | 17,234,409 | the Accredited Master of Bladesong |
63 | 18,979,161 | the Accredited Master of Bladesong |
64 | 20,889,527 | the Accredited Master of Bladesong |
65 | 22,980,795 | the Acclaimed Master Bladesinger |
66 | 25,269,609 | the Acclaimed Master Bladesinger |
67 | 27,774,079 | the Acclaimed Master Bladesinger |
68 | 30,513,910 | the Acclaimed Master Bladesinger |
69 | 33,510,539 | the Acclaimed Master Bladesinger |
70 | 36,787,278 | the Aspirant to the Higher Bardic Gallantries |
71 | 40,369,480 | the Aspirant to the Higher Bardic Gallantries |
72 | 44,284,710 | the Aspirant to the Higher Bardic Gallantries |
73 | 48,562,932 | the Aspirant to the Higher Bardic Gallantries |
74 | 53,236,714 | the Aspirant to the Higher Bardic Gallantries |
75 | 58,341,448 | the Master of the Higher Bardic Gallantries |
76 | 63,915,587 | the Master of the Higher Bardic Gallantries |
77 | 70,000,910 | the Master of the Higher Bardic Gallantries |
78 | 76,642,796 | the Master of the Higher Bardic Gallantries |
79 | 83,890,527 | the Master of the Higher Bardic Gallantries |
80 | 91,797,625 | the Deft Weaver of Blade and Song |
81 | 100,422,196 | the Deft Weaver of Blade and Song |
82 | 111,644,879 | the Deft Weaver of Blade and Song |
83 | 124,113,823 | the Deft Weaver of Blade and Song |
84 | 137,966,405 | the Deft Weaver of Blade and Song |
85 | 153,355,016 | the Intricate Manipulator of Bladesong Patterns |
86 | 170,448,691 | the Intricate Manipulator of Bladesong Patterns |
87 | 189,434,915 | the Intricate Manipulator of Bladesong Patterns |
88 | 210,521,631 | the Intricate Manipulator of Bladesong Patterns |
89 | 233,939,456 | the Intricate Manipulator of Bladesong Patterns |
90 | 259,944,143 | the Defender of Music |
91 | 288,819,309 | the Defender of Music |
92 | 320,879,456 | the Defender of Music |
93 | 356,473,318 | the Defender of Music |
94 | 395,987,574 | the Defender of Music |
95 | 439,850,958 | the Heart of Song |
96 | 488,538,815 | the Heart of Song |
97 | 542,578,153 | the Heart of Song |
98 | 602,553,229 | the Heart of Song |
99 | 669,111,757 | the Heart of Song |
100 | 776,486,107 | the Blade of the Celestial Harmonies |
Mystic
Lvl | Cost | Title |
---|---|---|
1 | 0 |
the Novice Initiate of Bardic Mysteries |
2 | 159 | the Novice Initiate of Bardic Mysteries |
3 | 303 | the Novice Initiate of Bardic Mysteries |
4 | 468 | the Novice Initiate of Bardic Mysteries |
5 | 657 | the Novice Initiate of Bardic Mysteries |
6 | 875 | the Novice Initiate of Bardic Mysteries |
7 | 1,125 | the Novice Initiate of Bardic Mysteries |
8 | 1,414 | the Novice Initiate of Bardic Mysteries |
9 | 1,744 | the Novice Initiate of Bardic Mysteries |
10 | 2,121 | the Novice Initiate of Bardic Mysteries |
11 | 2,549 | the Novice Initiate of Bardic Mysteries |
12 | 9,636 | the Novice Initiate of Bardic Mysteries |
13 | 16,855 | the Novice Initiate of Bardic Mysteries |
14 | 24,222 | the Novice Initiate of Bardic Mysteries |
15 | 31,754 | the Novice Initiate of Bardic Mysteries |
16 | 48,738 | the Novice Initiate of Bardic Mysteries |
17 | 66,021 | the Novice Initiate of Bardic Mysteries |
18 | 83,640 | the Novice Initiate of Bardic Mysteries |
19 | 101,633 | the Novice Initiate of Bardic Mysteries |
20 | 120,042 | the Novice Initiate of Bardic Mysteries |
21 | 138,912 | the Novice Initiate of Bardic Mysteries |
22 | 172,425 | the Novice Initiate of Bardic Mysteries |
23 | 208,287 | the Novice Initiate of Bardic Mysteries |
24 | 246,872 | the Novice Initiate of Bardic Mysteries |
25 | 288,589 | the Novice Initiate of Bardic Mysteries |
26 | 333,881 | the Novice Initiate of Bardic Mysteries |
27 | 383,237 | the Novice Initiate of Bardic Mysteries |
28 | 437,185 | the Novice Initiate of Bardic Mysteries |
29 | 496,303 | the Novice Initiate of Bardic Mysteries |
30 | 561,220 | the learned Initiate of Bardic Mysteries |
31 | 632,619 | the learned Initiate of Bardic Mysteries |
32 | 711,244 | the learned Initiate of Bardic Mysteries |
33 | 797,900 | the learned Initiate of Bardic Mysteries |
34 | 893,461 | the learned Initiate of Bardic Mysteries |
35 | 998,877 | the Aspiring Acolyte of Spellsong |
36 | 1,115,174 | the Aspiring Acolyte of Spellsong |
37 | 1,243,464 | the Aspiring Acolyte of Spellsong |
38 | 1,384,950 | the Aspiring Acolyte of Spellsong |
39 | 1,540,931 | the Aspiring Acolyte of Spellsong |
40 | 1,712,813 | the Learned Acolyte of Spellsong |
41 | 1,902,112 | the Learned Acolyte of Spellsong |
42 | 2,134,015 | the Learned Acolyte of Spellsong |
43 | 2,390,204 | the Learned Acolyte of Spellsong |
44 | 2,673,243 | the Learned Acolyte of Spellsong |
45 | 2,985,937 | the Aspiring Journeyman of Spellsong |
46 | 3,331,352 | the Aspiring Journeyman of Spellsong |
47 | 3,712,837 | the Aspiring Journeyman of Spellsong |
48 | 4,134,047 | the Aspiring Journeyman of Spellsong |
49 | 4,598,973 | the Aspiring Journeyman of Spellsong |
50 | 5,111,967 | the Accomplished Journeyman of Spellsong |
51 | 5,677,776 | the Accomplished Journeyman of Spellsong |
52 | 6,301,570 | the Accomplished Journeyman of Spellsong |
53 | 6,988,984 | the Accomplished Journeyman of Spellsong |
54 | 7,746,154 | the Accomplished Journeyman of Spellsong |
55 | 8,579,759 | the Aspiring Master of Spellsong |
56 | 9,497,066 | the Aspiring Master of Spellsong |
57 | 10,505,981 | the Aspiring Master of Spellsong |
58 | 11,615,099 | the Aspiring Master of Spellsong |
59 | 12,833,765 | the Aspiring Master of Spellsong |
60 | 14,172,130 | the Accredited Master of Spellsong |
61 | 15,641,225 | the Accredited Master of Spellsong |
62 | 17,234,409 | the Accredited Master of Spellsong |
63 | 18,979,161 | the Accredited Master of Spellsong |
64 | 20,889,527 | the Accredited Master of Spellsong |
65 | 22,980,795 | the Acclaimed Master Spellsinger |
66 | 25,269,609 | the Acclaimed Master Spellsinger |
67 | 27,774,079 | the Acclaimed Master Spellsinger |
68 | 30,513,910 | the Acclaimed Master Spellsinger |
69 | 33,510,539 | the Acclaimed Master Spellsinger |
70 | 36,787,278 | the Aspirant to the Higher Bardic Mysteries |
71 | 40,369,480 | the Aspirant to the Higher Bardic Mysteries |
72 | 44,284,710 | the Aspirant to the Higher Bardic Mysteries |
73 | 48,562,932 | the Aspirant to the Higher Bardic Mysteries |
74 | 53,236,714 | the Aspirant to the Higher Bardic Mysteries |
75 | 58,341,448 | the Master of the Higher Bardic Mysteries |
76 | 63,915,587 | the Master of the Higher Bardic Mysteries |
77 | 70,000,910 | the Master of the Higher Bardic Mysteries |
78 | 76,642,796 | the Master of the Higher Bardic Mysteries |
79 | 83,890,527 | the Master of the Higher Bardic Mysteries |
80 | 91,797,625 | the Deft Weaver of Spell and Song |
81 | 100,422,196 | the Deft Weaver of Spell and Song |
82 | 111,644,879 | the Deft Weaver of Spell and Song |
83 | 124,113,823 | the Deft Weaver of Spell and Song |
84 | 137,966,405 | the Deft Weaver of Spell and Song |
85 | 153,355,016 | the Intricate Manipulator of Spellsong Patterns |
86 | 170,448,691 | the Intricate Manipulator of Spellsong Patterns |
87 | 189,434,915 | the Intricate Manipulator of Spellsong Patterns |
88 | 210,521,631 | the Intricate Manipulator of Spellsong Patterns |
89 | 233,939,456 | the Intricate Manipulator of Spellsong Patterns |
90 | 259,944,143 | the Advocate of Music |
91 | 288,819,309 | the Advocate of Music |
92 | 320,879,456 | the Advocate of Music |
93 | 356,473,318 | the Advocate of Music |
94 | 395,987,574 | the Advocate of Music |
95 | 439,850,958 | the Soul of Song |
96 | 488,538,815 | the Soul of Song |
97 | 542,578,153 | the Soul of Song |
98 | 602,553,229 | the Soul of Song |
99 | 669,111,757 | the Soul of Song |
100 | 776,486,107 | the Voice of the Celestial Harmonies |