Changes to Bards in GS4

Changes to Bards in GS4

 

New Skills

 

All skills are open to every profession.  Below are likely skills in which a Bard might train.

 

Dodging

A character training in this skill learns combat techniques to deflect or avoid blows, provided that the character is not completely incapacitated (sleeping, paralyzed, etc.).  The character’s Defensive Strength (DS) and ability to avoid many maneuver attacks take the Dodging skill into account.

 

Note: More information on the influence of Dodging can be found on the Combat page.

 

Elemental Lores

 

More information on the different lores can be found on the Magic page.

 

Fire

A character training in this skill will be more adept in the use of fire-related magic.  This can include casting more powerful fire spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Fire magic.

Earth

A character training in this skill will be more adept in the use of earth-related magic.  This can include casting more powerful earth-related spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Earth magic.

Water

A character training in this skill will be more adept in the use of water-related magic.  This can include casting more powerful water and ice spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Water magic.  When coupled with training in Air Lore, a character may also become more adept in using Storm/Electrical magic.

Air

A character training in this skill will be more adept in the use of air-related magic.  This can include casting more powerful air and wind spells, better control over spells that are normally random in elemental effect and access to spells that are not available to those ignorant of the secrets of Air magic.  When coupled with training in Water Lore, a character may also become more adept in using Storm/Electrical magic.

 

Harness Power

 

By training in this skill, the character becomes more capable of tapping into the mana weave that encompasses and infuses Elanthia.  Each training will increase the character’s maximum Mana capacity.  There will no longer be an automatic increase in mana each training.  Mana capacity will only increase with training in the Harness Power skill.

 

In numbers, every rank up to the character’s level will yield 3 mana points.  Each rank above that gives 1 mana point.  Characters will have more mana in the beginning, however, as starting mana is calculated as the average mana stat bonus/2.

 

Mana Control

 

The Mana Control skills will replace Mana Share.  Additionally, it will only be possible to hold your maximum amount of mana, regardless of how much mana is sent.  Finally, the transfer of mana to another character is not a perfectly efficient science; some mana will always be lost in a transfer.

 

Elemental

This skill determines a character’s ability to manipulate Elemental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Elemental spells.

Mental

This skill determines a character’s ability to manipulate Mental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Mental spells.

 

Note: The mental sphere of magic will not be released until the release of Monks or Savants.  As of now, Mana Control, Mental, is extremely limited in use.

 

Mental Lores

 

All Mental Lores currently affect at least one spell except for Transference.  More information on the different lores can be found on the Magic page.

 

Telepathy

A character training in this skill will be more adept in the use of Mental sphere magic involving thought and emotion-affecting spells.

Manipulation

A character training in this skill will be more adept in the use of Mental sphere magic involving the manipulation of matter, such as telekinetically moving a large boulder that blocks a path, or causing an object to burst into flames.

 

New Spells

 

Bard Circle

 

1008 - Stunning Shout [SHOUT]

Duration: Immediate; not renewable

Type: Attack

Description: The bard focuses the power of their shout into a physical blow that strikes their target with great force.  In addition to the damage caused, the target may be knocked down, stunned, or disoriented for a period of time.
The song is an instantaneous attack, not added to the song maintenance list and not renewable.  Primary damage caused is based on the warding roll.  The secondary critical is based on bard vs. target level and the warding roll, and may be either an impact or unbalance critical.  Tertiary effect is either a stun or a disorient effect.  Stun duration is not stackable with other stuns (but the greater duration of the two stuns will apply).  Disorientation varies in severity based on the warding roll, but will always result in at least some round time for the target, plus possible other ill effects.
Mana Point (MP) cost is 8 per cast.

Lore Benefits: Primary damage caused by the spell is increased slightly by training in Elemental Lore, Air.

 

1025 - Singing Sword [SINGSWORD]

Duration: Singing Sword lasts as long as the Bard is singing the song.

Type: Attack

Description: Through clever manipulation of vibrations, a Bard can force magic and air to take the shape of a particular free-floating weapon.  This free-floating weapon will follow the Bard into most areas, and he or she can direct it to attack foes.

The attack strength of the weapon is based upon the skills of the Bard, but the final attack strength may not match that of the Bard.  Through the magic of the spellsong, the weapon is affected by the condition and posture of the caster, and its attack strength will adjust accordingly.  However, this song-created weapon cannot be attacked or cast upon.

The weapon’s attack strength is based upon the skill of the Bard in the weapon type, the number of spells known over spell 1025, the Bard’s knowledge of Mental Lore, Manipulation, as well as the Aura and Influence stat bonuses.  Other songs, spells, potions, or other items that increase the Bard’s attack strength will not affect that of the weapon.
The Bard will receive a portion of the normal Experience Points and Fame Points they would be eligible for through damage done with this weapon.  If, for some reason, the spellsong is interrupted beyond the control of the caster, or if the Bard is not in the same room as the weapon when attempting to renew the song, the weapon will disintegrate.

The weapon is subject to a five second Roundtime (RT) for one-handed weapon types.  Polearms and two-handed weapons naturally have a higher RT due to their size and structure.  The caster can continue to perform other functions without receiving RT from the weapon’s attacks.  The singer may even attack with another weapon in his or her hands at the same time.

Usage: Use STOP 1025 to eliminate the weapon.

Upon preparing the spellsong, the Bard can sing one of ten weapon types, using the format SING <weapon type>.  Available weapons are:

 

Broadsword

Club

Falchion

Halberd

Longsword

Jeddart-Axe

Katar

Mace

Morning Star

Sai

Troll-Claw

Two-Handed Sword

War Mattock

 

Controlling the sword is done with the TELL verb.

TELL WEAPON TO <command>, where <command> is:

ATTACK [target] - Attacks the specified creature or player.  If no target is specified, it will attack the first eligible creature

CEASE - Causes the weapon to stop attacking

RETURN - Causes the weapon to return to the room the Bard is in if it becomes “lost” or “stuck”.  Note that some areas of the game are naturally inaccessible to the weapon

Lore Benefits: Training in Mental Lore: Manipulation, affects the attack strength of the weapon.

 

1035 – Song of Tonis

Duration: 60 seconds

Description: While singing this song, a Bard magically imparts all members of his or her party with additional speed, making all of their actions a bit quicker, and giving them an increased chance to dodge incoming attacks.  Specifically, Song of Tonis increases the defensive equivalent of the group’s Dodging skill by +20 ranks as well as adding a -1 second haste effect.

Lore benefits: Training in Elemental Lore, Air will increase the dodge benefit of this song, and at certain thresholds, the haste effect will be increased.  Dodging is increased from 1 Dodging rank at 1 rank of Air Lore, with the maximum being 20 Dodging ranks at 100 ranks of Air Lore.  There is also a -1 second haste effect at 30 ranks, then again at 75 ranks.
The duration of Song of Tonis can be increased by training in Mental Lore, Telepathy.  The first 20 ranks of Telepathy Lore will increase the spellsong’s duration +1 second.  Every 2 ranks of Telepathy Lore thereafter will increase the spellsong’s duration +1 second.  The total maximum duration addition for 100 ranks of Mental Lore, Telepathy is 60 seconds.

Renewal Cost: 20 Mana Points (MP).

 

Changed Spells

 

Bard Circle

 

Song 1002, Vibration Chant, has been altered to include lores.

 

Song 1004, Purification Song, has been altered to include lores.

 

Song 1007, Kai’s Triumph Song, has been altered to include lores.  The renewal cost has been changed to 2 Mana Points, +1 for every point of AS boost over +10.

 

Song 1009, Sonic Shield Song, now includes lores and changes to shield mechanics.

 

Song 1010, Song of Valor, now provides by +10 Defense Strength (DS), +1 DS for every 2 Bard spells known over 1010.  The starting cost is now 10, +1 for every +2 DS beyond +10 and the renewal cost is 3, +1 for every +5 DS bonus over +10.

 

Song 1012, Sonic Blade Song, now includes lores.  Also you can now wield a sonic weapon in either hand (not both).  Also, if you’re singing the song and do a ‘prep 1012/sing scimitar,’ you’ll get a scimitar out of it and only be charged the renewal cost.  If you do the prep/sing thing to change your weapon, if you have both hands open it will show up in your right hand.  If you don’t have either hand open, it will fail.  Otherwise, it will show up in whichever hand you have open.

 

Song 1013, Song of Unraveling, now uses Mana Control, Mental to determine the amount of mana recovered from the song.

 

Song 1014, Sonic Armor, now includes lores.

 

Song 1015, Song of Depression, now includes lores.

 

Song 1016, Song of Rage, now includes lores.

 

Song 1019, Eonak’s Song of Glory, has been replaced with Song of Mirrors.  The new Song of Mirrors now provides the defense equivalent of 20 Dodging ranks, +1 for every 2 Bard spellsongs known over 1019.  To begin the song costs 19, +1 for every 5 Bard spellsongs known over 1019 and renewing costs 8, +1 for every 10 spellsongs known over 1019.

 

Song 1030, Song of Sonic Disruption, is now available in focused form.  To use the focused version, the Bard must have 15 ranks in Mental Lore, Manipulation, PREPARE 1030/SING <target>.  The song will cost 15 mana on the initial prep/sing, 10 mana for future casts.  Once it’s going in a targeted form, the Bard can RENEW 1030, which will cost 10 mana and will automatically target the last target attacked with the song.  Also, once it’s going in targeted form, PREPARE 1030/SING will result in a 10 mana charge and will target the last target attacked with 1030.  To change from targeted to open, PREPARE 1030/SING <self>, which will cast the spell in the open form and cost 20 mana.  The Bard can also change from open to targeted just by singing it in a targeted form, with the cost being 10 mana.

 

Song 1035, Song of Mirrors, has moved to slot 1019.  Song 1035 is now Song of Tonis, detailed above.

 

Minor Elemental Circle

 

Spell 411, Elemental Blade, now includes lores and attunement.

 

Spell 415, Elemental Strike, now includes lores and attunement.

 

Spell 419, Mass Elemental Defense, now provides +20 to all DS types.

 

Spell 430, Elemental Barrier, now provides a bonus of +15 to DS as well as Elemental TD, +1 for every 2 Minor Elemental spells known over 30.  However, it appears that there is no cap to the bonus.

 

Spell 435, Major Elemental Wave, now includes lores and attunement.

 

Global Spell Changes

 

All currently released 50th level spells will be moved to level 40 in their respective circles.

After level 20, spell gaps are being opened for future development every 5 levels up to level 40 where they did not exist before.  While these spell gaps will not be filled immediately, eventually every spell circle will include spells in the level 1-20, 25, 30, 35, 40, and 50 slots.

 

Combat Maneuvers

 

Bards will have access to the new Combat Maneuvers system.

 

Magic Sphere Change

 

Bardic magic is being moved from a purely Elemental concept to a hybrid definition, combining aspects of the Mental and Elemental spheres.  Bards will retain access to the Minor Elemental spell circle, but the Bard spell circle will be considered partially Mental, partially Elemental.

 

Attributes

 

Primary Attribute:

Influence

Secondary Attribute:

Aura

Mana Attritutes:

Influence and Aura

 

Attributes Assigned by Autoconverter

 

STR

90

CON

50

DEX

70

AGL

80

DIS

60

AUR

90

LOG

40

INT

30

WIS

60

INF

90

 

Skill Costs

 

Skill

Cost

Times

Armor skills

 

 

Armor Use

5/0

2x

Shield Use

5/0

2x

Weapon Skills

 

 

Edged Weapons

3/1

2x

Blunt Weapons

4/1

2x

Two-Handed Weapons

7/2

2x

Ranged Weapons

4/2

2x

Thrown Weapons

3/1

2x

Pole Arm Weapons

6/1

2x

Brawling

3/1

2x

Combat Skills

 

 

Two Weapons Combat

3/2

2x

Combat Maneuvers

8/4

2x

Multi-Opponent Combat

7/3

1x

Ambush

4/4

1x

Physical Fitness

4/0

2x

Dodging

6/6

2x

General Skills

 

 

Climbing

3/0

2x

Swimming

3/0

2x

Disarming Traps

2/3

2x

Picking Locks

2/1

2x

Stalking and Hiding

3/2

2x

Perception

0/3

2x

First Aid

2/1

2x

Trading

0/2

2x

Picking Pockets

2/1

2x

Survival

2/2

2x

Magic Skills

 

 

Arcane Symbols

0/4

2x

Magic Item Use

0/4

2x

Harness Power

0/5

2x

Spell Aiming

3/10

1x

Mana Control: Elemental

0/6

1x

Mana Control: Spiritual

0/12

1x

Mana Control: Mental

0/6

1x

Spell Research

 

2x

Minor Elemental

0/17

 

Bardic Spellsongs

0/17

 

Elemental Lore

 

1x

Air

0/8

 

Earth

0/8

 

Fire

0/8

 

Water

0/8

 

Spiritual Lore

 

1x

Blessings

0/20

 

Religion

0/20

 

Summoning

0/20

 

Sorcerous Lore

 

1x

Demonology

0/18

 

Necromancy

0/18

 

Mental Lore

 

1x

Divination

0/8

 

Manipulation

0/8

 

Telepathy

0/8

 

Transference

0/8

 

Transformation

0/8

 

 

Growth Intervals by Race

 

 

CON

DEX

DIS

LOG

INT

STR

AGL

INF

WIS

AUR

Base

20

25

15

10

15

25

20

30

20

25

Dark Elf

18

30

13

10

15

25

25

30

20

25

Dwarf

25

22

18

10

15

30

15

28

23

25

Elf

15

30

10

10

15

25

23

33

20

30

Giant

23

23

15

10

17

30

18

30

20

25

Half-Elf

20

27

13

10

15

27

22

32

20

25

Halfling

25

30

13

8

15

20

25

30

20

25

Human

22

25

15

10

17

27

20

30

20

25

Sylvankind

18

30

10

10

15

22

25

33

20

28

Forest Gnome

22

27

17

10

15

22

23

30

20

25

Burghal Gnome

20

28

12

15

20

20

23

30

20

23

Half-Krolvin

25

27

15

8

15

28

22

28

20

23

Erithian

20

25

18

12

15

23

20

33

20

25

Aelotoi

18

28

17

10

17

25

23

28

20

25

 

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