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Welcome to Bards!


Image of a man wearing an eye-patch and wielding a lyre with a vicious worm like creature behind him.
Map of Guild



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

<gs> is your guild score. It will let you know the following information:
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

<gs2> is also a guild score command. It will let you know the following information:
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

Items available in the Bards Armoury shop, listed in order of equipment slot and then in order of WC/AC.
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
  1. Kandy Mountain, from Chaos vortex: <enter, w, n, twist knob, 6e, n, 6w, n, 3e, crank well, drink water>
    Map here
  2. Rimalkin Cave, from Fantasy portal: <portal, 12n, leave, 11n, 3e, 3n, 6w, s, enter, 3e, drink pool>
    Map here
  3. Pubs (Visit our Pub Crawl quest info list for the various pubs around 3K.)
  4. Angel Garden located in Wayhaven, from Fantasy portal: <portal, 8n, e, 5n, drink water>
    Map here
    Note: If unable to drink from this fountain, your constitution may need to be raised.
  5. 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
  6. The Land of the Ice People, from Fantasy portal: <portal, 12n, leave, 11n, 3e, 9n, portal>
    Map here
    Note: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).
  7. 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



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.


Recap of beginner abilities:
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

<info skills>

No doubt you've noticed there are several skills available to a bard to train. These skills have various effects, only some of which will be outlined in this info file.

There are 5 skills that are considered Primary. These skills are
Alacrity - General speed and agility
Spellcraft - General spell ability
Harmony - General performance capabilities
Rhythm - Relates to ability to carry a tune through stress
Knowledge - Relates to overall general knowledge

The first three of those skills each have 2 secondary skills, as such:

AlacrityDodge, Melee


Dodge is fairly obvious in that it helps determine how well you can avoid damage in combat.
Melee correlates directly to how effectively you attack with a weapon.

SpellcraftMana, Power


Mana directly adds to your max spell points.
Power affects the damage and duration of your spells.

HarmonyPlaying, Singing


Playing affects how well you can perform an Instrumental as well as your max Karma.
Singing affects how well you can perform an a cappella as well as your max Voice.

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.

Good alacrity is a sign of a well-rounded bard, and it is recommended that you devote some attention to this skill early on.

Subskills under Alacrity are Dodge and Melee.

Alacrity 8 opens up at glvl 35.
Alacrity 10 opens up at glvl 60.
Alacrity



 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.

Bards who plan to tank a lot are advised to raise this skill.

Dodge is a subskill of Alacrity.




 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).

Bards who plan to rely on physical attacks for damage will want to train this skill.

Melee is a subcomponent of Alacrity.




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.

Bards who intend to delve more deeply into the Mystical arts would be well-advised to raise this skill.

Subskills under Spellcraft are mana and power.




 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.

This is a very useful skill that probably shouldn't be raised until you're at a point where you won't miss the cost.

Mana is a subcomponent of Spellcraft.




 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.

For those pursuing the mystical arts, as well as those relying on spells in general, this is a skill well worth raising as often as its cost permits. Younger bards will need to balance its prohibitive costs against their need to raise other important basic skills.

Power is a subcomponent of Spellcraft.




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.

Performing songs is an integral part of being a bard. When you decide that it's time to devote some attention to this skill, you will appreciate the long-term benefits of having better Harmony in your performances.

Subskills under Harmony are Playing and Singing.

See also: Playing,Singing,Rhythm,Skills




 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.

As one of the cheapest skills, this is one of the easiest for a small bard to raise. It is an easy way for new bards to get started on the road to better fighting, since Dirge and Bad Moon Rising both use an instrument.

Playing is a subcomponent of Harmony.

See also: Harmony,Singing,Rhythm,Skills




 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.

Like playing, singing should probably be raised fairly early on. Songs like Bad Moon Rising and O Muse have a cappella components to them.

Singing is a subcomponent of Harmony.

See also: Harmony,Playing,Rhythm,Skills




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.

As a Bard's Knowledge skill is raised, so will his ability to judge compare, and unveil hidden secrets be increased.

There are no subskills under Knowledge.




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.

It is recommended that you keep rhythm raised enough to match the amount of damage you are taking. As you fight bigger mobs, you will need to raise your rhythm accordingly. The need for good rhythm can be offset to a certain degree by wearing good armour.

There are no subskills under Rhythm.

See also: Harmony,Singing,Playing,Skills




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
Guild Level: 1
Ability: bandage

Cost: 5
P. Career:
Category: DH

Guild Level: 9
Ability: karma tap

Cost: 1
P. Career:
Category: DH

Guild Level: 14
Ability: soothe

Cost: 17
P. Career: Mystic
Category: DH

Guild Level: 35
Ability: heal

Cost: 32
P. Career:
Category: DH


Spells
Guild Level: 12
Spell: minor healing

Cost: 17
Category: DH

Guild Level: 19
Spell: cure

Cost: 15
Category: DH

Guild Level: 32
Spell: soul bead

Cost: 21
Category: DH



Songs
Guild Level: 1
Song: Dirge

Voice Cost: 0.000
Karma Cost: 0

Duration: Inst
A/I: I
Category: --

Guild Level: 2
Song: Quiet Hum

Voice Cost: 0.099
Karma Cost: 0

Duration: Varies
A/I: A
Category: DH

Guild Level: 7
Song: You've Got A Friend

Voice Cost: 0.594
Karma Cost: 0

Duration: 42
A/I: A
Category: DH

Guild Level: 8
Song: Leader of the Band

Voice Cost: 1.089
Karma Cost: 0

Duration: 59
A/I:
Category: DH

Guild Level: 14
Song: Circle of Life

Voice Cost: 1.188
Karma Cost: 25

Duration: 41
A/I:
Category: DH

Guild Level: 15
Song: Everything I Do I Do It For You

Voice Cost: 0.792
Karma Cost: 11

Duration: 38
A/I:
Category: DH

Guild Level: 16
Song: Smile

Voice Cost: 0.000
Karma Cost: 0

Duration: 16
A/I:
Category: ES

Guild Level: 19
Song: Electric Funeral

Voice Cost: 0.202
Karma Cost: 0

Duration: 20
A/I:
Category: --

Guild Level: 22
Song: Good For You

Voice Cost: 0.693
Karma Cost: 10

Duration: 61
A/I:
Category: DH

Guild Level: 28
Song: I Will Survive

Voice Cost: 0.792
Karma Cost: 18

Duration: 66
A/I: A
Category: DH

Guild Level: 29
Song: It's All Coming Back To Me Now

Voice Cost: 0.891
Karma Cost: 17

Duration: 103
A/I:
Category: DH

Guild Level: 33
Song: Hero

Voice Cost: 0.490
Karma Cost: 5

Duration: 56
A/I:
Category: ES

Guild Level: 40
Song: Memory

Voice Cost: 1.188
Karma Cost: 10

Duration: 38
A/I:
Category: DH





Songs


About Songs

<info songs>

Songs are the life-blood of the Bard. Most of your powers are based in songs and they produce the biggest bang. You can get a list of the songs available to you by typing 'songs'. That will list any Voice Cost (per round), Karma cost (at startup) and the Guild Level required to perform that song. To view all songs, type 'songs ALL'. Some songs can be sung just for fun. They are listed in 'songs ALL' after the power songs.

Songs must be performed (e.g., "perform wail of the banshee").
To stop a song type 'cease'.

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.
-> When performing songs that require voice, you cannot cast spells.
-> When performing songs that require an instrument, you cannot attack with a high degree of consistency, nor can you do any powers that require the use of your hands, such as 'bandage'. Your tumbling chance is also reduced when performing with an instrument.
-> To repeat or resume a ceased song, you can 'resume' your last performed song.

Finding song names

You 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.
If you have ideas for fun songs, you can submit them to the current guild songmaster, Kishpa.



Dirge Glvl: 1

This song draws power from a recently slain enemy and channels it into you.

Syntax: perform dirge

Song Level : 1
VCost : 0.00% [0%]
KCost : 0
Dur : Instant
Type : instrumental

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.

Syntax: perform bad moon rising for <creature>

Song Level : 1
VCost : 0.12% [3%]
KCost : 5
Dur : 26
Type : <both>



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.
Note: Although the power of this song lasts well beyond the duration of your performance, during your performance is when you get the largest defensive benefit.

Syntax: perform o muse

Song Level : 1
VCost : 0.20% [2%]
KCost : 5
Dur : 11
Type : a cappella



Quiet Hum Glvl: 2

Humming quietly to yourself you are able to increase your natural health regen slightly.

Syntax: perform quiet hum

Song Level : 2
VCost : 0.04%
KCost : 0
Dur : Varies
Type : a cappella



Winter Wind Glvl: 5

The performance of this song will cause a magical, chilling wind to tear through your enemy every round.

Syntax: perform winter wind for <creature>

Song Level : 5
VCost : 0.20% [3%]
KCost : 10
Dur : 12
Type : <both>



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.

Syntax: perform you've got a friend for <person>

Song Level : 7
VCost : 0.23% [10%]
KCost : 0
Dur : 42
Type : <a cappella>



Leader of the Band Glvl: 8

Singing this song will raise your spirits and cause your Karma to regen at an accelerated rate.

Additionally, for a period of time afterwards, you will attack faster and defend better.

Syntax: perform leader of the band

Song Level : 8
VCost : 0.43% [26%]
KCost : 0
Dur : 59
Type : <both>



Naked Sunday Glvl: 9

Upon successful completion of this song, the target's strength, intelligence and wisdom will increase.

Syntax: perform naked sunday [for<player>]

Warning: Should the song end prematurely, the target may suffer the opposite of the intended effect. Do not intentionally abuse this.

Song Level : 9
VCost : 0.16% [3%]
KCost : 9
Dur : 20
Type : <both>



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.

Syntax: perform toxic blades for <creature>

Song Level : 12
VCost : 0.00% [0%]
KCost : 25
Dur : 7
Type : instrumental



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.

Syntax: perform fly away

Song Level : 13
VCost : 0.12% [2%]
KCost : 5
Dur : 19
Type : a cappella



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.

Syntax: perform circle of life

Song Level : 14
VCost : 0.50% [21%]
KCost : 25
Dur : 41
Type : <both>



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.

Note: Since the song title contains the word 'for' you have to use the target delimiter "_for_" with the underscores.

Syntax: perform everything i do i do it for you _for_ <player>

Song Level : 15
VCost : 0.33% [13%]
KCost : 11
Dur : 38
Type : <both>



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:

checksmile - check the status of the smile
killsmile - destructs the smile

Syntax: perform smile [for <player>]

Song Level : 16
VCost : 0.00% [0%]
KCost : 0
Dur : 16
Type : <both>



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.

Syntax: perform devil's fire for <target>

Song Level : 17
VCost : 0.17%
KCost : 8
Dur : Varies
Type : <a cappella>



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.

Syntax: perform i can see clearly now

Song Level : 18
VCost : 0.25% [3%]
KCost : 13
Dur : 12
Type : <both>



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.

Syntax: perform electric funeral

Song Level : 19
VCost : 0.08% [2%]
KCost : 0
Dur : 20
Type : <both>

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.

Refer to the Morgue page for more information regarding corpses.


Walking on the Sun Glvl: 20

This song causes powerful radiation to descend upon your target in your attempt to destroy it.

Syntax: perform walking on the sun for <target>

Song Level : 20
VCost : 0.21% [8%]
KCost : 10
Dur : 37
Type : <a cappella>



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.

If you cease this song prematurely, the dust will be useless.

Note: You can perform this song without a corpse, but it will do you no good. But you'll look cool doing it.

Syntax: perform another one bites the dust

Song Level : 21
VCost : 0.13% [9%]
KCost : 20
Dur : 66
Type : <both>

See also: The dust bag that can be purchased from the guild shop.

Refer to the Morgue page for more information regarding corpses.


Good For You Glvl: 22

This song will heal both you and your target for the duration of the song.

Syntax: perform good for you _for_ <player>

Note: You must type _for_ with the underscores to perform this song.

Song Level : 22
VCost : 0.29% [18%]
KCost : 10
Dur : 61
Type : <both>



Comfortably Numb Glvl: 23

While you are performing this song the attacks of your enemies will seem much less painful.

Syntax: perform comfortably numb

Song Level : 23
VCost : 0.13%
KCost : 15
Dur : Varies
Type : a cappella



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.

Suspected Beneficiaries: Adventurers, Bards, Monks, Priests, Necros

Syntax: perform invigorating tune

Song Level : 26
VCost : 0.00% [0%]
KCost : 30
Dur : 3
Type : instrumental



Water Glvl: 27

Completing this song will cause a magical flask of water to appear in your inventory. Completely refreshing and safe for drinking.

Syntax: perform water

Song Level : 27
VCost : 0.17% [5%]
KCost : 7
Dur : 26
Type : <both>



I Will Survive Glvl: 28

During the performance of this song your health will regenerate rapidly.

Syntax: perform i will survive

Song Level : 28
VCost : 0.34% [23%]
KCost : 18
Dur : 66
Type : a cappella



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.

Syntax: perform it's all coming back to me now

Song Level : 29
VCost : 0.38% [40%]
KCost : 17
Dur : 103
Type : <both>



Bullet With Butterfly Wings Glvl: 30



Syntax: perform bullet with butterfly wings for <target>

Song Level : 30
VCost : 0.26% [3%]
KCost : 15
Dur : 9
Type : <both>



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.

Syntax: perform looking through your eyes for <player>

Song Level : 32
VCost : 0.13% [7%]
KCost : 9
Dur : 51
Type : <both>



Grinch's Hero Glvl: 33

That's a bard song, it has no extra help info.

Song Level : 33
VCost : 0.21% [12%]
KCost : 5
Dur : 54
Type : <both>

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.

Syntax: perform hero [for <player>]

Song Level : 33
VCost : 0.21% [12%]
KCost : 5
Dur : 56
Type : <both>

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.

Note: This is a Gallant only song!

Syntax: perform death's law for <target>

Song Level : 34
VCost : 0.17% [1%]
KCost : 12
Dur : 6
Type : <both>



Acid Rock Glvl: 35

This song causes a giant ball of acid to sheet forth from your instrument every round, striking your enemy.

Syntax: perform acid rock for <target>

Song Level : 35
VCost : 0.00% [0%]
KCost : 30
Dur : 9
Type : instrumental



Shower of Light Glvl: 36

This song draws hundreds of tiny electric bolts to shoot out of the sky and strike your enemy.

Note: This is a Mystic-only song.

Syntax: perform shower of light for <target>

Song Level : 36
VCost : 0.00% [0%]
KCost : 40
Dur : 12
Type : instrumental



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'

Syntax: perform mystic eyes

Song Level : 37
VCost : 0.50% [8%]
KCost : 35
Dur : 15
Type : <both>



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.

Syntax: perform minstrel boy

Song Level : 38
VCost : 0.37% [7%]
KCost : 11
Dur : 18
Type : a cappella



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.

Syntax: perform orinoco flow

Song Level : 39
VCost : 0.50% [11%]
KCost : 30
Dur : 22
Type : <both>



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.

Syntax: perform memory

Song Level : 40
VCost : 0.50% [19%]
KCost : 10
Dur : 38
Type : <both>



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.

Note: This is a Gallant-only song.

Syntax: perform the electric chair for <target>

Song Level : 41
VCost : 0.00% 0%
KCost : 35
Dur : 14
Type : instrumental



Son of Man Glvl: 42

When this song reaches completion the Strength and Wisdom of your target will increase.

Syntax: perform son of man [for <player>]

Song Level : 42
VCost : 0.25% [10%]
KCost : 8
Dur : 40
Type : <both>



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.

You can perform this song for others as well, but they must be in the room with you for the entire duration of the song.

Syntax: perform dead mans party for [player]

Song Level : 43
VCost : 0.33% [12%]
KCost : 50
Dur : 35
Type : <both>



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.

Syntax: perform i am a rock

Song Level : 44
VCost : 0.35% [15%]
KCost : 15
Dur : 42
Type : a cappella



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.

Syntax: perform we are the champions

Song Level : 45
VCost : 0.31% [15%]
KCost : 9
Dur : 48
Type : <both>



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.

Syntax: perform mama said knock you out for <target>

Song Level : 46
VCost : 0.53% [69%]
KCost : 20
Dur : 129
Type : a cappella



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).

Syntax: perform let it be [for <player>]

Song Level : 47
VCost : 0.13% [8%]
KCost : 15
Dur : 59
Type : <both>



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.

Syntax: perform wail of the banshee for <target>

Song Level : 50
VCost : 0.40% [2%]
KCost : 5
Dur : 5
Type : <both>



Silent Lucidity Glvl: 50

This song is best explained by performing it.

Note: This is a Mystic only song.

Syntax: perform silent lucidity

Song Level : 50
VCost : 0.48% [25%]
KCost : 30
Dur : 51
Type : <both>

Singing this song when your spell points are 100% will make them go overmax (+5sp per round while you're singing it.)

It's been said that this song heals hit points, spell points, and karma. (Much like Electric Funeral, but you do not need a corpse to perform 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.

Syntax: perform black for <target>

Song Level : 53
VCost : 0.35% [11%]
KCost : 11
Dur : 29
Type : <both>



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.

Syntax: perform we will rock you

Song Level : 56
VCost : 0.35% [13%]
KCost : 10
Dur : 35
Type : <both>



Into The Fire Glvl: 55

This song causes flames to erupt from the floor, engulfing every living creature within, though it will spare yourself.

Syntax: perform into the fire

Song Level : 55
VCost : 0.22% [6%]
KCost : 5
Dur : 28
Type : <both>



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.

Syntax: perform amazing grace

Song Level : 56
VCost : 0.40% [8%]
KCost : 10
Dur : 19
Type : <both>



Spellbound Glvl: 57

This song, once completed, will cause your opponent to run in fear for several rounds.

Syntax: perform spellbound for <target>

Song Level : 57
VCost : 0.57% [17%]
KCost : 17
Dur : 29
Type : <both>



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. :)

Syntax: perform don't worry, be happy

Song Level : 59
VCost : 0.48% [49%]
KCost : 21
Dur : 101
Type : a cappella



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.

Note: This is a mystic only song!

Syntax: perform death march for <target>

Song Level : 61
VCost : 0.00%
KCost : 50
Dur : Varies
Type : instrumental



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...

Syntax: perform it's the end of the world as we know it

Song Level : 63
VCost : 0.66% [34%]
KCost : 50
Dur : 50
Type : <both>



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.

Syntax: perform sands of time for <target>

Song Level : 65
VCost : 0.44% [4%]
KCost : 25
Dur : 8
Type : <both>



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.

Syntax: perform devil went down to georgia for <target>

Song Level : 70
VCost : 0.22% [13%]
KCost : 75
Dur : 56
Type : <both>



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.

Syntax: perform ballad of the ancients for <target>

Song Level : 75
VCost : 1.14% 30%
KCost : 50
Dur : 25
Type : <both>



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.

Syntax: perform vampire

Song Level : 76
VCost : 1.01% [64%]
KCost : 135
Dur : 62
Type : <both>



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.

Syntax: perform when the music's over for <target>

Song Level : 77
VCost : 0.44% [21%]
KCost : 25
Dur : 46
Type : <both>



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.

Oh, and it'll probably kill you too.

And as a note, if you're unsure what 'probably' means, it means more likely than not. Which means that if you die while using this then you would be on the side of the majority. If you don't die, then you are a very lucky person. If you need further clarification on what 'probably' means, please see the following web page:
http://www.merriam-webster.com/dictionary/probably

Syntax: perform who wants to live forever for <target>

Song Level : 80
VCost : 0.88% [25%]
KCost : 100
Dur : 27
Type : <both>



Rainbow of Death Glvl: 85

As you perform this song various harmful energies will stream forth from your instrument seeking to destroy your enemy.

Syntax: perform rainbow of death for <target>

Song Level : 85
VCost : 0.00% [0%]
KCost : 50
Dur : 8
Type : instrumental



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.

Syntax: perform hammer smashed face [for <target>]

Song Level : 95
VCost : 0.44% [22%]
KCost : 100
Dur : 49
Type : <both>




Spells


About Spells

<info spells>

Several spells are available to the Bard. To see which ones you're currently able to cast, type 'spells'. To view all spells, type 'spells ALL'. All spells are cast in a similar manner, the syntax is:

cast <spell> [on <target>]

Spells cost SP to cast.



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.

You may notice different results from this spell depending on your skill in knowledge.

There is now a scale, describing the power of the Defenses of the Target:

Poor, Fair, Decent, Average, Great, Superb, Outstanding, Heroic, Godly, and Legendary.

Syntax: cast thought wave on <creature>

Spell Level : 1
SP Cost: 3



Burning Hands Glvl: 6

This spell causes a jet of flame to shoot from your outstretched hands to burn your opponent.

Syntax: cast burning hands on <target>

Spell Level : 6
SP Cost: 7



Magic Missile Glvl: 8

A shimmering missile of force will fly from your fingers when you cast this spell, damaging your enemy.

Syntax: cast magic missile on <target>

Spell Level : 8
SP Cost: 9



Hardened Skin Glvl: 9

Casting this spell will cause a magical force to flow over your skin, protecting you yet not restricting movement.

Syntax: cast hardened skin

Spell Level : 9
SP Cost: 49



Light Glvl: 10

This spell causes a small globe of light to appear in your hands to help you see in the dark.

Syntax: cast light

Spell Level : 10
SP Cost: 18



Whispering Wind Glvl: 11

When you cast this spell the words you speak will be carried on the wind to your intended target.

Syntax: cast whispering wind on <player> <message>

Spell Level : 11
SP Cost: 3



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.

Syntax: cast minor healing on [on <person>]

Spell Level : 12
SP Cost: 9



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.

Syntax: cast spike stones

Spell Level : 12
SP Cost: 45



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.

Syntax: cast cupid's dart on <player1> <player2>

Spell Level : 13
SP Cost: 60



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.

Syntax: cast floating disc

Spell Level : 14
SP Cost: 45



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.

Syntax: cast mystic guardian at <hp/sp>/<#>/<action>
ex: cast mystic guardian at hp/50/drink potion

You may now clear your mystic guardian by using one of the following:

. cast mystic guardian at clear
. cast mystic guardian at rest
. cast mystic guardian at nothing

Syntax: cast on <target>

Spell Level : 15
SP Cost: 39



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.

Wielding a weapon will override your cats claws.

Syntax:
cast cats claw
cast cats claw at off

Spell Level : 16
SP Cost: 54



Flaming Sphere Glvl: 17

When you cast this spell a flaming sphere will burst from your hands and assault your enemy.

Syntax: cast flaming sphere at <target>

Spell Level : 17
SP Cost: 19



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.

Syntax: cast immortalize on <item> <message>

Spell Level : 18
SP Cost: 27



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.

Syntax: cast cure [on <person>]

Spell Level : 19
SP Cost: 15



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).

Syntax: cast blinding flash on <target>

Spell Level : 23
SP Cost: 18



Know Alignment Glvl: 24

This spell will provide information about the general intentions of your opponent.

Syntax: cast know alignment on <target>

Spell Level : 24
SP Cost: 21



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.

Syntax: cast protection from good

Spell Level : 28
SP Cost: 30



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.

Syntax: cast protection from evil

Spell Level : 28
SP Cost: 30



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.
Note: Very Powerful monsters will not be affected.

Syntax: cast hypnotic pattern on <target>

Spell Level : 30
SP Cost: 23



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.

Syntax: cast protection from neutral

Spell Level : 31
SP Cost: 30



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.

This bead can then be strung onto a special necklace which you, or anyone else, can wear which will provide you a long lasting flow of health.

You can also crush the bead for an instant burst of health.

Syntax: cast soul bead

Spell Level : 32
SP Cost: 15

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.

Syntax: cast mind blank

Spell Level : 33
SP Cost: 120



Lightning Bolt Glvl: 35

If you don't know what this does, wipe now.

Syntax: cast lightning bolt on <target>

Spell Level : 35
SP Cost: 36



Protection From Frost Glvl: 37

This spell causes a pale blue, yet transparent, globe of protection to surround you, helping defense against icy assaults.

Syntax: cast protection from frost

Spell Level : 37
SP Cost: 135



Protection From Heat Glvl: 37

This spell causes a reddish, yet transparent, globe of protection to surround you, helping to defend against searing heat.

Syntax: cast protection from heat

Spell Level : 39
SP Cost: 135



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.

Syntax: cast spasmodic shuffle on <target>

Spell Level : 40
SP Cost: 39



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.

The most beneficial aspect of this spell, however, is when used in conjunction with the 'follow thread' power that allows you to quickly follow your thread back to the starting location, along the fastest path.

Syntax: cast mystic thread

Spell Level : 41
SP Cost: 54



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.

Syntax: cast noxious cloud on <target>

Spell Level : 42
SP Cost: 54



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.

Syntax: cast energy bolt on <target>

Spell Level : 50
SP Cost: 48



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.

This spell can be terminated prematurely by 'detach'ing the wings.

Syntax: cast wings of the phoenix on <player>

Example:

cast wings of the phoenix
 Adds wings to caster

cast wings of the phoenix on bob
 Adds wings to bob

cast wings of the phoenix on party
 Adds wings to everyone in your party

WARNING
Using this spell on an entire party incurs an additional cost of 25 SP, and can only be cast on party members in the room with you.

Spell Level : 53
SP Cost: 45



Fire Storm Glvl: 58

This spell causes a raging storm of fire to descend upon your foe attempting to incinerate him where he stands.

Syntax: cast fire storm on <target>

Spell Level : 58
SP Cost: 51



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!

Syntax: cast lightning vortex

Spell Level : 60
SP Cost: 60



Clairvoyance Glvl: 62

Using this spell you will be able to see into the rooms that surround you without having to venture inside.

Syntax: cast clairvoyance at <dir>

Spell Level : 62
SP Cost: 75



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.

Syntax: cast blade dance on <target>

Spell Level : 65
SP Cost: 54



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.

In order to use this ability you must be able to touch your target with your bare hands. (No gloves.)

If you have two types of reagents, you can choose wich one you would like to use by adding 'with dust/ashes' to your spell.

Lastly, the nature of the spell makes it a bit of a difficult maneuver to cast on yourself and thus its effects are reduced.

Syntax: cast healing hands [on <person>] [with dust/ashes]

Example: cast healing hands on morongrim with dust

Spell Level : 70
SP Cost: 51



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.

Syntax: cast caustic critic on <target>

Spell Level : 75
SP Cost: 72



Placate Glvl: 80

With this spell you have a chance to permanently remove natural hostile urges from your monstrous opponents.

Syntax: cast placate

Spell Level : 80
SP Cost: 150



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.

Each casting is good for a single backstab attack.

Syntax: cast mystic venom on <weapon>

Spell Level : 81
SP Cost: 150



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.

The amount of health regeneration is tied exponentially to the guild level of the song you are singing.

Syntax: cast harmonic regeneration

Spell Level : 83
SP Cost: 300



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.

The result of this is to deal the most damage possible to your unwitting opponent.

Syntax: cast focus the rainbow

Spell Level : 90
SP Cost: 30




Powers


About Powers

<info powers>

In addition to songs and spells, bards have general powers that they can use. To activate your powers, type them directly with any necessary arguments added. Typing 'powers' will show you the powers available to you at your current guild level, and typing 'powers ALL' will show all powers.

Powers use Karma to cast.



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.

Syntax: resume [for <player>]

Example:

If while in combat you were playing 'acid rock' and were forced to cease your performance, you could simply type 'resume' to begin playing the song again.

If your last song was 'Everything I do I do it for you' 'resume _for_ bert' would replay the song for Bert.

Power Level : 1
Karma Cost: 0



Brecord Glvl: 1

No guild help exists on that topic

Syntax: cast

Power Level : 1
Karma Cost: 0



ED Recall Glvl: 1

The ED Editor

THE BASICS

The following are the most commonly used and most useful commands. Although life might certainly be easier if you learn some other commands, you can get by with these alone.

Remember the following list and you'll be fine.

a for append
c for copy over
i for insert above
x for exit and save
d for delete
n for number the lines
z for list (sorry about that last one).

Also you should know how to set your current line number. It's easy, just type the number of the line you want to go to at the command prompt. Further commands will relate to the line you are on. For example if you type '32' to place yourself on line 32, and then 'c' to copy over the current line, then any text you type will replace what was previously on line 32.

Command: a Usage: a
Append causes the editor to enter input mode, inserting all text starting AFTER the current line. Use a '.' on a blank line to exit this mode.

Command: c Usage: c
Change command causes the current line to be wiped from memory. The editor enters input mode and all text is inserted where the previous line existed.

Command: d Usage: d or ranged
Deletes the current line unless preceeded with a range of lines, then the entire range will be deleted.

Command: i Usage: i
Insert causes the editor to enter input mode, inserting all text starting BEFORE the current line. Use a '.' on a blank line to exit this mode.

Command: q Usage: q
Quit the editor. Note that you can't quit this way if there are any unsaved changes. See 'w' for writing changes to file.

Command: Q Usage: Q
Force Quit. Quit the editor even if the buffer contains unsaved modifications.

Command: n Usage: n
This command toggles the internal flag which will cause line numbers to be printed whenever a line is listed.

Command: x Usage: x
Save file under the current name, and then exit from ed.

Command: z Usage: z or z- or z.
Displays 20 lines starting at the current line. If the command is 'z.' then 20 lines are displayed being centered on the current line. The command 'z-' displays the 20 lines before the current line.

LIST OF ALL COMMANDS

The following list is really just the output from typing 'h' at the command prompt while in ed's command mode. These are all the documented commands you can use in ed.

/ - search forward for pattern
? - search backward for a pattern
= - show current line number
a - append text starting after this line
A - like 'a' but with inverse autoindent mode
c - change current line, query for replacement text
d - delete line(s)
e - replace this file with another file
E - same as 'e' but works if file has been modified
f - show/change current file name
g - Search and execute command on any matching line.
h - help file (display this message)
i - insert text starting before this line
I - indent the entire code (Qixx version 1.0)
j - join lines together
k - mark this line with a character - later referenced as 'a
l - line line(s) with control characters displayed
m - move line(s) to specified line
n - toggle line numbering
p - print line(s) in range
q - quit editor
Q - quit editor even if file modified and not saved
r - read file into editor at end of file or behind the given line
s - search and replace
set - query, change or save option settings
t - move copy of line(s) to specified line
v - Search and execute command on any non-matching line.
x - save file and quit
w - write to current file (or specified file)
W - like the 'w' command but appends instead
z - display 20 lines, possible args are . + -
Z - display 40 lines, possible args are . + -

NEW RECALL FILES

To create a new recall file, the file will fit under one of the recall categories

areas
armours/boots
armours/helmets
armour/shields
misc
armours/amulets
armours/cloaks
armours/others
recall
monsters
armours/body
armours/gloves
armours/rings
items
weapons

So for a brown pair of boots, the new recall file to create it would be edrecall armours/boots brown pair of boots.

If you would like a File to play with and learn without having to worry about mistakes, try editing the test file. If something happens that you make a total mess of it just let someone know and we can reset it.

If you wish to make a new file for testing make it under misc and your character name, followed by test. ie: edrecall misc orgrimtest.

Note: Edrecall and Edinfo work the same for editing.

Power Level : 1
Karma Cost: 0



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.

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 rnd5)

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



Insult Glvl: 1

No guild help exists on that topic

Power Level : 1
Karma Cost: 0



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.

The things you can 'bset' are:
auto_shield - Auto removes/re-wear shield when performing a song.
gwhomess - What's shown in 'gwho'

[This message should be limited to 40 characters.]
[Please do NOT wrap your message. Abuse of this ]
[ability will result in your loss in its use. ]

entermess - What's shown to the guild when you log in
exitmess - What's shown to the guild when you log out
custom_hp - Your own personal HP bar.
briefme - Toggle message briefing on/off (dodging, cat's claw, ect)
bset briefme 0 - verbose mode
bset briefme 1 - brief mode
portal_hp3 - Toggles Portal HP3 NGL from % to actual number.
For entermess and exitmess you can use $N$ to mean yourself:
Example: bset entermess You wish $N$ would log in. Wish granted!
Note: if you don't use $N$ it will default to putting your name first.

To see what you've set something to, use "?". ex: bset entermess ?

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
$SPELLS$ - See below.
$POWERS$ - See below.
$SONGS$ - See below.

Separate the variables and literals using the "&" character.

$SPELLS$ - 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.

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

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.


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.

You can 'recall' information that fellow guild members have gathered in their travels. Be sure to note the date of the information; the three kingdoms are always in a constant state of flux and what one guild member once discovered another guild member may find altogether different. This is particularly true for any recalled information dated:

25-Nov-2000 : Guild open to existing members
02-Jan-2001 : 5150 changes implemented MUDwide

Syntax:
recall <no arg> :
recall categories : Will list all the current categories.
recall boot : Will list all files with 'boot' in its title.
(Note: tarnished greaves will not show up in this listing.
recall category <boots>: Will list all files found under the boots category.
recall boots lucanus : Will show the recall file for 'boots lucanus'

Power Level : 1
Karma Cost: 0



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>

Example: lyrics walking on the sun

Note: Complete and accurate spelling of the song title is required

See also: songs

Power Level : 1
Karma Cost: 0



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.

Syntax: bandage
Power Level : 1
Karma Cost: 2



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.

Syntax: divulge [person]
Power Level : 1
Karma Cost: 2



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.

Syntax: crank hurdy gurdy
  stop cranking

Type 'hurdy gurdy' to take your hurdy gurdy out.
To put it away 'drop hurdy gurdy'

Power Level : 1
Karma Cost: 3



Chilling Chord Glvl: 3

You are able to strike a powerful, magical chord on your instrument that will damage your enemy.

Note: This power is all instrument, as such it cannot be executed when a song with an instrument component is being performed.

Syntax: chilling chord <target>

Power Level : 3
Karma Cost: 3



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.

Syntax:
identify <item> - A particular item
identify <ALL> - ALL items in your possession
identify <ROOM> - All items in the room


NOTE: The use of ALL and ROOM take extensive knowledge and karma to use successfully and may have a greater chance of failure.

Power Level : 3
Karma Cost: 23



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.

Syntax: backstab <target>

See ALSO: hide in shadows

Power Level : 8
Karma Cost: 28



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.

Syntax: hide in shadows

See Also: backstab

Power Level : 8
Karma Cost: 30



Karma Tap Glvl: 9

This power enables you to directly tap into your Karma to heal your life force.

Syntax: karma tap <amt>

Power Level : 9
Karma Cost: 1



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.

Syntax: anticipate blow
typing 'anticipate blow' again will toggle it off

Power Level : 10
Karma Cost: varies



Breset Glvl: 10

This power allows you to reset your current settings for the following powers:

righteous fury(rf)
called shot (cs)
masque

It is best used when you are too low on karma to shut off each power normally.

Syntax: breset righteous fury

Power Level : 10
Karma Cost: 0



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.

To remove your masque just try to masque yourself.

This power doesn't expire until you turn it off.

Syntax: masque <creature/myplayername>

Example:
masque cancer
masque gneblefurtz (turns it off, if your name was gneblefurtz)

NOTE: Do not masque a mage's familiar under any circumstances

Power Level : 11
Karma Cost: 20



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.

Note: You can remind potential recruits that the scroll can be saved to their mail account by typing 'savescroll'.

Syntax: inscribe [person]

Power Level : 12
Karma Cost: 3



Defend Glvl: 13

Using great speed and prowess you can use this power to place yourself between your ally and his (or her) enemy.

Syntax: defend <player>

Power Level : 13
Karma Cost: 30



Soothe Glvl: 14

The power of song is drawn together with this ability to heal the mind and body of you or your ally.

Syntax: soothe [person]

Power Level : 14
Karma Cost: 17



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.

Syntax: lore [legend] <item> [for <player>]

Examples:
'lore axe' - displays axe lore results
'lore legend axe' - displays axe's legend if any

See also: immortalize,lore categories

Power Level : 15
Karma Cost: 43



Enthrall Glvl: 17

If successful, this power will cause your enemy to cease his (or her) assault.

Syntax: enthrall

Power Level : 17
Karma Cost: 30



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).

Note: This power is all voice, so it cannot be executed when a song with a voice component is being performed.

Note 2: This power gets more costly as you get bigger. Pay attention.
(It only uses this extra Karma if you have it available.)

Syntax: thunderous bellow <target>

Power Level : 20
Karma Cost: 10



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.

Warning: The blast is extremely powerful and can leave residual side effects to you as well.

Syntax: cacophony <target>

Power Level : 25
Karma Cost: 30



Reveal Glvl: 30

This will allow you to see if any bard enhancements have been placed on yourself or another player and by whom.

Syntax: reveal [person]

Power Level : 30
Karma Cost: 3



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.

Syntax: heal [person]

Power Level : 35
Karma Cost: 25



View Glvl: 37

This will allow you to 'see' through the mystic eyes you have summoned.
You can also command your eyes to do various emotes, such as:
wince, wink, peer, blink, stare, open*, close*, dissolve*, clear, taunt <message>, study <target>, stfu

(open eyes can see, closed eyes cannot, dissolve destructs the eye, taunt sets the message seen when an eye is attacked, clear resets message to default, in case that wasn't obvious).

study only works if you have the appropriate mud skills stfu toggles auto-view of inventory

See also 'info mystic eyes'

Syntax: view [#] [action]

Power Level : 37
Karma Cost: 3



Heartening Laugh Glvl: 39

Bellowing out a magical, heartening laugh, you are able to boost the heartiness of everyone in the room.
Lasts for 30 minutes.

Syntax: heartening laugh

Power Level : 39
Karma Cost: 51

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.

Syntax: defensive harmony [<person>]

Power Level : 40
Karma Cost: 100



Follow Thread Glvl: 41

After you have cast a Mystic Thread, you can use this command to follow the thread back to its source.

Syntax: follow thread

Power Level : 41
Karma Cost: 10



First Impression Glvl: 42

Using good disguise and make-up techniques you are able to increase your overall appearance to be more persuading.

Syntax: first impression

Power Level : 42
Karma Cost: 50



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.

Syntax: enrage <target>

Power Level : 57
Karma Cost: 17



Righteous Fury Glvl: 59

This allows you to attack all of your enemies simultaneously.

Syntax: righteous fury

Power Level : 59
Karma Cost: 75



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.

Syntax: called shot [ALWAYS ON][OFF]

Power Level : 62
Karma Cost: 100



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.)

Of course, if you're out of karma... you're out of luck.

Syntax: karmic shield

Power Level : 64
Karma Cost: 0



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.

Syntax: swift strike

Power Level : 67
Karma Cost: 15



Avoid Blow Glvl: 70

Using this ability you are able to avoid a portion of every attack against you.

Syntax: avoid blow

Power Level : 70
Karma Cost: varies



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.

Syntax: martial assault

Power Level : 74
Karma Cost: 35



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.

Syntax: empowered strikes

Power Level : 78
Karma Cost: 175




Guild Levels


Image of a bards guild level graph.
Bards Level Graph

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 159the 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