The Southern Keats Intersection
Obvious exits: -N -E -S -U
< 148h/148H 118v/119V Pos: standing >
Inside the Southern City Gates
Obvious exits: -E -S# -W
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 148h/148H 117v/119V Pos: standing >
Ok.
< 148h/148H 118v/119V Pos: standing >
Outside the Southern City Gates
Obvious exits: -N -S
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
< 148h/148H 117v/119V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
< 148h/148H 118v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
You appears to be Human and is in excellent condition.
He's medium in size.
< 148h/148H 119v/119V Pos: standing >
Outside the Southern City Gates
Obvious exits: -N -S
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
< 148h/148H 119v/119V Pos: standing >
You aren't wearing anything!
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
You are carrying: (0/10)
Nothing.
< 148h/148H 119v/119V Pos: standing >
Skill
awareness 30
bandage 30
blindfighting 30
buddha palm 30
calm 30
chant 38
chi purge (obtained at level 21)
climb 30
combination attack 32
diamond soul 30
dragon punch 34
feign death 31
fishing 30
heroism 31
kick 30
martial arts 58
mount 32
quivering palm 30
regenerate 31
retreat 30
roundkick 31
safe fall 30
salvage 30
springleap 31
swim 30
switch opponents 30
unarmed damage 65
Skill
awareness 30
bandage 30
blindfighting 30
buddha palm 30
calm 30
chant 38
chi purge (obtained at level 21)
climb 30
combination attack 32
diamond soul 30
dragon punch 34
feign death 31
fishing 30
heroism 31
kick 30
martial arts 58
mount 32
quivering palm 30
regenerate 31
retreat 30
roundkick 31
safe fall 30
salvage 30
springleap 31
swim 30
switch opponents 30
unarmed damage 65
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
Inside the Southern City Gates
Obvious exits: -E -S -W
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 148h/148H 118v/119V Pos: standing >
The Southern Keats Intersection
Obvious exits: -N -E -S -U
< 148h/148H 117v/119V Pos: standing >
Keats Street
Obvious exits: -N -S
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.
< 148h/148H 116v/119V Pos: standing >
Keats Street
Obvious exits: -N -S -W
< 148h/148H 116v/119V Pos: standing >
Keats Street
Obvious exits: -N -E -S
< 148h/148H 116v/119V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -N -E -S -W
< 148h/148H 117v/119V Pos: standing >
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 148h/148H 116v/119V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -N -U -D
The corpse of A tharnadian illusionist is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
< 148h/148H 116v/119V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A steel dagger has been tossed aside here.
A cudgel has been dropped here.
[10] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
[4] A large wooden torch has been discarded here.
[2] A stout cudgel carved from oak wood lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A steel short sword lies discarded here.
[2] A steel long sword has been left here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
< 148h/148H 115v/119V Pos: standing >
You aren't wearing anything!
< 148h/148H 116v/119V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W -U
< 148h/148H 118v/119V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A steel dagger has been tossed aside here.
A cudgel has been dropped here.
[10] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
[4] A large wooden torch has been discarded here.
[2] A stout cudgel carved from oak wood lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A steel short sword lies discarded here.
[2] A steel long sword has been left here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
< 148h/148H 117v/119V Pos: standing >
You are carrying: (0/10)
Nothing.
< 148h/148H 117v/119V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'
< 148h/148H 118v/119V Pos: standing >
Skill
awareness 30
bandage 30
blindfighting 30
buddha palm 30
calm 30
chant 38
chi purge (obtained at level 21)
climb 30
combination attack 32
diamond soul 30
dragon punch 34
feign death 31
fishing 30
heroism 31
kick 30
martial arts 58
mount 32
quivering palm 30
regenerate 31
retreat 30
roundkick 31
safe fall 30
salvage 30
springleap 31
swim 30
switch opponents 30
unarmed damage 65
Skill
awareness 30
bandage 30
blindfighting 30
buddha palm 30
calm 30
chant 38
chi purge (obtained at level 21)
climb 30
combination attack 32
diamond soul 30
dragon punch 34
feign death 31
fishing 30
heroism 31
kick 30
martial arts 58
mount 32
quivering palm 30
regenerate 31
retreat 30
roundkick 31
safe fall 30
salvage 30
springleap 31
swim 30
switch opponents 30
unarmed damage 65
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
You appears to be Human and is in excellent condition.
He's medium in size.
< 148h/148H 119v/119V Pos: standing >
You are carrying: (0/10)
Nothing.
< 148h/148H 119v/119V Pos: standing >
You aren't wearing anything!
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.
< 148h/148H 119v/119V Pos: standing >
Auctions closing soon:
104595) 1 a dagger called 'Autumn Decay' [3h 15m] Bid: 1500p Buy: 2000p
104574) 1 a deep red ring [superior] [19h] Bid: 10p Buy: 50p
104575) 1 a thick belt braided from human hair [19h] Bid: 20p Buy: 50p
104576) 1 a complete miner's badge [20h] Bid: 200p Buy: 500p
104577) 1 a magical essence of Power [21h] Bid: 500p Buy: 500p
104578) 1 a magical essence of Charisma [21h] Bid: 500p Buy: 500p
104579) 1 a magical essence of Wisdom [21h] Bid: 500p Buy: 500p
104536) 1 a token of allegiance to Thrym [poor] [35h] Bid: 100p Buy: 250p
104537) 1 some drow-made stone greaves [35h] Bid: 100p Buy: 300p
104557) 1 a magical essence of Constitution [41h] Bid: 600p Buy: 600p
104571) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3000p Buy: 5000p
104570) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3000p Buy: 5000p
104573) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3000p Buy: 5000p
104572) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3001p Buy: 5000p
104599) 1 a magical essence of Damroll [141h] Bid: 500p Buy: 500p
104603) 1 a cobra scale shield [poor] [153h] Bid: 20p Buy: 50p
Auctions closing soon:
104595) 1 a dagger called 'Autumn Decay' [3h 15m] Bid: 1500p Buy: 2000p
104574) 1 a deep red ring [superior] [19h] Bid: 10p Buy: 50p
104575) 1 a thick belt braided from human hair [19h] Bid: 20p Buy: 50p
104576) 1 a complete miner's badge [20h] Bid: 200p Buy: 500p
104577) 1 a magical essence of Power [21h] Bid: 500p Buy: 500p
104578) 1 a magical essence of Charisma [21h] Bid: 500p Buy: 500p
104579) 1 a magical essence of Wisdom [21h] Bid: 500p Buy: 500p
104536) 1 a token of allegiance to Thrym [poor] [35h] Bid: 100p Buy: 250p
104537) 1 some drow-made stone greaves [35h] Bid: 100p Buy: 300p
104557) 1 a magical essence of Constitution [41h] Bid: 600p Buy: 600p
104571) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3000p Buy: 5000p
104570) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3000p Buy: 5000p
104573) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3000p Buy: 5000p
104572) 1 a Magical Green Mushroom from the Sylvan Wood [65h] Bid: 3001p Buy: 5000p
104599) 1 a magical essence of Damroll [141h] Bid: 500p Buy: 500p
104603) 1 a cobra scale shield [poor] [153h] Bid: 20p Buy: 50p
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A steel dagger has been tossed aside here.
A cudgel has been dropped here.
[10] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
[4] A large wooden torch has been discarded here.
[2] A stout cudgel carved from oak wood lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A steel short sword lies discarded here.
[2] A steel long sword has been left here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
< 148h/148H 119v/119V Pos: standing >
You appears to be Human and is in excellent condition.
He's medium in size.
< 148h/148H 119v/119V Pos: standing >
You are carrying: (0/10)
Nothing.
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
Druid Skills
=========================================
The following is a list of all the skills and spells available to the Druid class:
==See also==
* Commune
* Druid
==Innate abilities==
plane shift (obtained at level 41)
charm animal (obtained at level 21)
shapechange (obtained at level 11)
*forest sight
'*' Designates passive ability.
==Skills==
1st Level: 1h bludgeon, 1h slashing, bandage, carve, clerical spell knowledge, climb, concentration, double attack, fishing, kick, mount, quick chant, retreat, salvage, swim
==Spells==
1st Circle: animal friendship, barkskin, fortitude, pulchritude
2nd Circle: aid, disease, sticks to snakes
3rd Circle: faerie fire, faerie fog, flame blade, protection from animals
4th Circle: create spring, lightning bolt, poison, serendipity
5th Circle: earthquake, natures touch, tranquility
6th Circle: earthen maul, endurance, regeneration
7th Circle: cyclone, dispel magic, mielikki vitality
8th Circle: animal vision, pass without trace
9th Circle: consecrate land, sunray, wandering woods
10th Circle: creeping doom, moonwell, natures blessing
11th Circle: elemental aura
12th Circle: moonstone, nova
Druid Skills
=========================================
The following is a list of all the skills and spells available to the Druid class:
==See also==
* Commune
* Druid
==Innate abilities==
plane shift (obtained at level 41)
charm animal (obtained at level 21)
shapechange (obtained at level 11)
*forest sight
'*' Designates passive ability.
==Skills==
1st Level: 1h bludgeon, 1h slashing, bandage, carve, clerical spell knowledge, climb, concentration, double attack, fishing, kick, mount, quick chant, retreat, salvage, swim
==Spells==
1st Circle: animal friendship, barkskin, fortitude, pulchritude
2nd Circle: aid, disease, sticks to snakes
3rd Circle: faerie fire, faerie fog, flame blade, protection from animals
4th Circle: create spring, lightning bolt, poison, serendipity
5th Circle: earthquake, natures touch, tranquility
6th Circle: earthen maul, endurance, regeneration
7th Circle: cyclone, dispel magic, mielikki vitality
8th Circle: animal vision, pass without trace
9th Circle: consecrate land, sunray, wandering woods
10th Circle: creeping doom, moonwell, natures blessing
11th Circle: elemental aura
12th Circle: moonstone, nova
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
Bard Skills
=========================================
The following is a list of all skills and spells available of the Bard class.
==See also==
* Bard
* Memorize
* Play
* Songs
==Innate abilities==
None.
==Skills==
1st Level: 1h piercing, 1h slashing, awareness, backstab, bandage, carve, climb, concentration, double attack, fishing, hide, kick, meditate, mount, parry, quick chant, retreat, salvage, scribe, shield block, sneak, swim, unarmed damage
10th Level: appraise, lore, sorcerous spell knowledge
15th Level: listen
==Spells==
2nd Circle: mirror image
3rd Circle: magic missile
4th Circle: burning hands, minor creation
5th Circle: concealment
6th Circle: dispel magic, infravision, lightning bolt, ray of enfeeblement
7th Circle: dimension door, fireball, slowness
8th Circle: bigbys clenched fist
9th Circle: feeblemind
10th Circle: detect invisibility
11th Circle: rope trick
12th Circle: enlarge, sirens song
==Songs==
6th Level: song of sleep
16th Level: song of calming, song of discord, song of harmony
21st Level: song of cowardice, song of forgetfulness, song of protection
26th Level: song of dissonance, song of peace
31st Level: song of flight, song of healing
36th Level: song of charming, song of dragons, song of harming
41st Level: song of heroism, song of storms
46th Level: song of chaos, song of revelation
==Instruments==
5th Level: drums, flute, harp, horn, lyre, mandolin
Bard Skills
=========================================
The following is a list of all skills and spells available of the Bard class.
==See also==
* Bard
* Memorize
* Play
* Songs
==Innate abilities==
None.
==Skills==
1st Level: 1h piercing, 1h slashing, awareness, backstab, bandage, carve, climb, concentration, double attack, fishing, hide, kick, meditate, mount, parry, quick chant, retreat, salvage, scribe, shield block, sneak, swim, unarmed damage
10th Level: appraise, lore, sorcerous spell knowledge
15th Level: listen
==Spells==
2nd Circle: mirror image
3rd Circle: magic missile
4th Circle: burning hands, minor creation
5th Circle: concealment
6th Circle: dispel magic, infravision, lightning bolt, ray of enfeeblement
7th Circle: dimension door, fireball, slowness
8th Circle: bigbys clenched fist
9th Circle: feeblemind
10th Circle: detect invisibility
11th Circle: rope trick
12th Circle: enlarge, sirens song
==Songs==
6th Level: song of sleep
16th Level: song of calming, song of discord, song of harmony
21st Level: song of cowardice, song of forgetfulness, song of protection
26th Level: song of dissonance, song of peace
31st Level: song of flight, song of healing
36th Level: song of charming, song of dragons, song of harming
41st Level: song of heroism, song of storms
46th Level: song of chaos, song of revelation
==Instruments==
5th Level: drums, flute, harp, horn, lyre, mandolin
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
Song of Charming
=========================================
* Area of effect: Room
* Aggressive: No
* Cumulative: N/A
* Duration: Dependant on proficiency of singer
* Type of song: Enchantment
"Song of charming" is one of the most powerful songs of the bard and
attempts to charm all those mobs in the bard"s room.
This song will only show on score if those affected have detect magic up.
==See also==
Songs, Instrument, Play, Bard, Bard Skills
The following character attributes are used in execution of this ability (if any):
Victim's Intelligence.
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
Gnome
=========================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.
Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Cleric : Zealot, Healer, Holyman
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 85
Agility : 120
Dexterity : 115
Constitution: 90
Power : 105
Intelligence: 130
Wisdom : 95
Charisma : 95
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : incredible
==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Gnome directions
Gnome
=========================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.
Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Cleric : Zealot, Healer, Holyman
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 85
Agility : 120
Dexterity : 115
Constitution: 90
Power : 105
Intelligence: 130
Wisdom : 95
Charisma : 95
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : incredible
==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Gnome directions
< 148h/148H 119v/119V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
The receptionist starts to chant in a deep voice.
< 148h/148H 119v/119V Pos: standing >
Bard
=========================================
Blessed with the talent of music, Bards can, with practice, play any instrument. These instruments can invoke magical tunes and songs that act as spells, aiding a party during their adventures. Bards are a thief/mage/warrior hybrid by nature, and possess some of the advantages of all of those classes. They are true "Jacks of all Trades" which means they have many skills and spells, but are master of none.
==Equipment usage==
Bards can use a mixture of rogue and caster items and weapons.
==Playstyle==
The role of a Bard can vary depending on a character's playstyle and is a good class for someone who likes all aspects of play: subtlety, support, damage, defensive.
Standard Operation:
Bards are masters of song, and as such they can play songs. Different songs become
available at different levels and can be viewed by checking skills (type skills in game).
Songs tick passively when active, meaning once you start playing a song it will continue to
pulse until stopped by the character or manually stopped by invoking play in game.
Offense:
Bards can output damage through some of their songs, melee abilities such as backstab and sneaky strike, as well as through their spells (type spells in game). In order to maximize these skills a Bard should focus development on intelligence, for use in spellcasting and a combination of strength, dexterity and agility for optimizing their thief/rogue skills such as Backstab.
Support and Defense:
Bards have unique defensive abilities which automatically trigger in combat, as well as
some rogue abilities such as hide and sneak. Additionally, a number of bard songs provide support spells to group members affected by them.
The following epic skills are available to this class:
chant mastery, advanced meditation, sneaky strike, shield combat, toughness, improved endurance, empower song, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damanage control.
==See also==
* Bard Skills
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
None.
==Specializations==
* Disharmonist
* Scoundrel
* Minstrel
The following help topics also matched your search:
Bard Skills
Bard
=========================================
Blessed with the talent of music, Bards can, with practice, play any instrument. These instruments can invoke magical tunes and songs that act as spells, aiding a party during their adventures. Bards are a thief/mage/warrior hybrid by nature, and possess some of the advantages of all of those classes. They are true "Jacks of all Trades" which means they have many skills and spells, but are master of none.
==Equipment usage==
Bards can use a mixture of rogue and caster items and weapons.
==Playstyle==
The role of a Bard can vary depending on a character's playstyle and is a good class for someone who likes all aspects of play: subtlety, support, damage, defensive.
Standard Operation:
Bards are masters of song, and as such they can play songs. Different songs become
available at different levels and can be viewed by checking skills (type skills in game).
Songs tick passively when active, meaning once you start playing a song it will continue to
pulse until stopped by the character or manually stopped by invoking play in game.
Offense:
Bards can output damage through some of their songs, melee abilities such as backstab and sneaky strike, as well as through their spells (type spells in game). In order to maximize these skills a Bard should focus development on intelligence, for use in spellcasting and a combination of strength, dexterity and agility for optimizing their thief/rogue skills such as Backstab.
Support and Defense:
Bards have unique defensive abilities which automatically trigger in combat, as well as
some rogue abilities such as hide and sneak. Additionally, a number of bard songs provide support spells to group members affected by them.
The following epic skills are available to this class:
chant mastery, advanced meditation, sneaky strike, shield combat, toughness, improved endurance, empower song, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damanage control.
==See also==
* Bard Skills
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
None.
==Specializations==
* Disharmonist
* Scoundrel
* Minstrel
The following help topics also matched your search:
Bard Skills
< 148h/148H 119v/119V Pos: standing >
Songs
=========================================
These are the basic skills of the bard, and each has various magical properties.
6th level: song of sleep (Flute)
16th level: song of calming (Harp)
song of discord (Flute}
song of harmony (Flute)
21st level: song of protection (Horn)
song of forgetfulness (Mandolin)
song of cowardice (Drums)
26th level: song of peace (Harp)
song of dissonance (Horn)
31st level: song of flight (Horn)
36th level: song of healing (Lyre)
song of dragons (Horn)
song of harming (Lyre)
41st level: song of storms (Drums)
46th level: song of heroism (Drums)
song of revelation (Mandolin)
song of chaos (Drums)
51st level: song of charming (Flute)
==See Also==
* Bard
* Instrument
* Play
Songs
=========================================
These are the basic skills of the bard, and each has various magical properties.
6th level: song of sleep (Flute)
16th level: song of calming (Harp)
song of discord (Flute}
song of harmony (Flute)
21st level: song of protection (Horn)
song of forgetfulness (Mandolin)
song of cowardice (Drums)
26th level: song of peace (Harp)
song of dissonance (Horn)
31st level: song of flight (Horn)
36th level: song of healing (Lyre)
song of dragons (Horn)
song of harming (Lyre)
41st level: song of storms (Drums)
46th level: song of heroism (Drums)
song of revelation (Mandolin)
song of chaos (Drums)
51st level: song of charming (Flute)
==See Also==
* Bard
* Instrument
* Play
< 148h/148H 119v/119V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 148h/148H 119v/119V Pos: standing >
< 148h/148H 119v/119V Pos: standing >
Sing
=========================================
Sing is a social command, or an Emote. Typing this command will allow you to Sing, using preprogrammed commands. The benefits of using these commands will allow you in one word to sum up a long phrase, and social commands are sometimes used as triggers. More often they are a nice simple command to express yourself. The command list is as follows.
Sing = You begin to sing...
Sing me/self = You hear a melody in your head, and start singing along to it.
Sing (target name) = Your beautiful singing voice is left unheard.
==See also==
Emote, Social Actions, commands
The following help topics also matched your search:
Death Blessing
Divine Blessing
Natures Blessing
Sing
=========================================
Sing is a social command, or an Emote. Typing this command will allow you to Sing, using preprogrammed commands. The benefits of using these commands will allow you in one word to sum up a long phrase, and social commands are sometimes used as triggers. More often they are a nice simple command to express yourself. The command list is as follows.
Sing = You begin to sing...
Sing me/self = You hear a melody in your head, and start singing along to it.
Sing (target name) = Your beautiful singing voice is left unheard.
==See also==
Emote, Social Actions, commands
The following help topics also matched your search:
Death Blessing
Divine Blessing
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
Natures Blessing
< 148h/148H 119v/119V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W -U
< 148h/148H 118v/119V Pos: standing >
A Corridor
Obvious exits: -N -S -W -D
< 148h/148H 117v/119V Pos: standing >
Room #12
Obvious exits: -S
< 148h/148H 116v/119V Pos: standing >
Duris News
Duris News
February 4th, 2015
* Damroll has been adjusted. Those with high str, expect to see a higher damroll.
* You must now be level 2 to use the who list.
February 2nd, 2015
* Damroll should now cap differently: adjusted level cap, stopped damroll from going back to 0 instead of capping at 255, additional damage from high str increased slightly.
* The keys in Dragonnia should now load instead of items from the new zone (vnum issues).
January 21st, 2016
* The epic skill 'ki strike' now requires a standing target and will cancel combination attack due to the extreme concentration needed.
January 13th, 2016
* Experience between level 20 and level 35 (inclusive) is now easier.
* Experience in general is (another) 33% easier.
* The new zone, Court of the Muse, now has functional portals.
January 12th, 2016
* A new zone, Court of the Muse, has been added on EM.
* You can no longer teleport into !magic rooms.
* The baby dragons in Dragonnia should no longer crash the mud.
January 11th, 2016
* If anyone has an issue with me meddling with exp tables at this point in the wipe (that's still playing), please get a message to Lohrr by Jan 13th either [email protected], bug channel or petition (verify I get the message if using petition).
January 1st, 2016
* Christmas elves are gone after this boot.
* In the spirit of the New Year, I've cleared the cheater list.
* Also, the only things that will be punished for the rest of this wipe will be multi-playing, the 1 hr rule, and multiple abuses of a crash bug.
December 21st, 2015
*Christmas elves are in.
November 25rd, 2015
* Thanksgiving bloodthirsty turkeys are back this boot.
November 23rd, 2015
* Ashyel has been frozen and is playing a mortal.
November 8th, 2015
* Experience increased for goods by 25% until further notice.
November 8th, 2015
* Farsee and infravision should now work together properly.
* The 'innate list player' and 'innate list all' lists are now alphabetical.
* 'A note' quest item from Ailvio, Duris Newbie Outpost is now takeable.
* The 'bandage' quest in Ailvio should now be doable.
Part II
* A crashbug involving HardCore characters is fixed.
* Items made by a shop (ie mining picks) are no longer rare load when loading in a shop.
November 5th, 2015
* Disappearing EQ bug upon voiding has been fixed.
* The spell 'spirit jump' no longer randomly doesn't show everyone the jump-from-room and jump-to-room messages.
* The trailing L and D no longer exist when running the map with followers and globe of darkness or mage flame.
November 4th, 2015
* Crashbug involving watching someone kill something while terse battle mode enabled fixed.
* Changed the way map rooms were identified. This should cut down CPU time.
* a long, flowing cape of hellfire from The Realm of Barovia Continued is no longer a bartender-quest reward.
* A few zone markers are no longer portable/gate-able/shiftable/etc and have proper titles.
* Immortals now have a method for changing the ownership of a ship (for cases where someone gets a name change, but the ship doesn't change ownership with it).
November 1st, 2015
* A little round wooden shield is now available as a newbie item for all class-race combos.
* All area-effect spells from potions have been nullified (ie quaffing a haste and meteorswarm potion will not cast meteorswarm, but only give the quaffer haste).
* Everyone's favorite vision code has been tweaked again, giving Evils a use for infravision.
* Four other places were found with the missing '.' in exp code. Yes, they were fixed.
Part II
* Spam suiciding will now get you caged.
* Hiding and tracking are now mutually exclusive actions (track breaks hide, and hide stops tracking).
* I broke Map Vision in to 5 categories:
-Category 1: Stuff that overrides everything: You're in the room, then CTF Flag is in room.
-Category 2: Stuff that's really big: Good Ships, Evil Ships, Undead Ships, Neutral Ships, Unknown Ships, Ships, Ferries.
-Category 3: Light/Dark: Magic Light rooms and Magic Dark rooms.
-Category 4: Lifeforms: Witch, Dragon, Buildings (yes, under lifeforms), Good|Evil PCs, Group Member PC, White PC, Mob.
-Category 5: Objects: Certain Portals (not really used atm), GHs, Corpses, Tracks, Blood, Old Blood, Mine, Gem Mine, Cargo.
-The previous items override the later: You being in room overrides everything, Cargo is overrided by everything.
-In Category 4, Enemies will show up before allies when considering the color of the P.
-Map rooms no longer apply dayblind / nightblind. You can see Ms Ps and Ss and Ds all the time.
October 31st, 2015
* You no longer need a greater orb of Magic in your inventory to conjure level 51 to 56 mobs.
* A silvery-colored potion is no longer meteorswarm.
* Fixed an exp bug that was reducing killing exp from lower level things to 0, and not providing a bonus for killing higher level things.
* With regards to the neg-pocket incident:
-After thorough review, Lohrr has come to the conclusion that bug abuse did, in fact, occur.
-People were aware that they were doing wrong, and this was an event that had been planned for about a week.
-The abuse of the proc for a dense pocket of negative energy in the past was punished, albeit the abuse was done using different methods.
-The assumption that you will not be punished for intentionally abusing a bug because it's the first time you abuse it is false.
-If it's something you believe will be changed after it being either reported or otherwise discovered by an Immortal, it is a bug.
-Any claims that you will quit playing if something is done or not done will be ignored or punished. The Immortals are not to be extorted.
-While Lohrr would not have known the bug abuse had happened if it weren't for a petition, it would still have been a punishable offense.
-And, finally, it is up to the Immortals to decide when/how to punish. This means, if we are in a good mood, and the offense was made on both sides, it is at our discretion to decide whether to punish all offenders or to decide that it's partially or fully a wash.
October 29th, 2015
* The exp from craft and forge is no longer in the tens of thousands for ival 1 eq.
* A dense pocket of negative energy should no longer be charmable.
October 25th, 2015
* MaDMaN equipment is no longer available as a bartender-quest reward.
* Mobs will now load with slightly higher attributes.
* Mob damage increased slightly.
* Dracolich damage increased slightly.
* Greater Dracoliches now either have hellfire or battle ecstasy and are now target-able as greater.
* The random-eq spells 'armor' and 'barkskin' should no longer spam the wearer if they're already affected by such.
* There is now diminishing returns on fishing experience, although you will always get some. The timer resets after 10 ticks of not fishing.
* Level 56 characters now get more than 5% experience back from resurrect.
* Exp loss from death should now be less painful.
* The Sky City of Ultarium's a hole leading up should no longer fall.
* Aan, the dragonlord of the Sacred Hells is no longer worth 42.5M exp.
* Other mobs that people had tried to cheat with (a large gray squirrel, a large gray squirrel, A furry rabbit) are no longer flagged to be 40M experience (the writer forgot the _ignore_ flag so they weren't actually set to that much).
* The Arch Devil Dispator is no longer worth 4+B (yes billion) experience.
* Exp is calculated slightly faster.
* Class-of-victim modifiers for experience now apply to PCs as well as NPCs.
* All class-of-victim modifiers for experience now apply to multi-class NPCs (over level 20).
* Tiamat experience increased significantly.
* Cleric experience should be slightly easier.
October 20th, 2015
* The spell 'enervation' should no longer drop the victim below 1 max move.
* A hammer named "Drowcrusher" should now load 100% of the time.
* The enchanted mithril shield of Shanat no longer drops from bartender quests.
* A pair of boots of stealth no longer drop from bartender quests.
* An emblem of the dragonslayer no longer drops from bartender quests.
* You can once again get a portal from your gh to the closest town's inn.
* Firbolgs are now classified as humanoids. Among other things, this means they need a shield to bash.
* The 'rename' command is functional again. This affects Immortals as well as Grudat.
* Racial damroll modifiers are now all set to 1.000 for real.
October 12th, 2015
* A couple rooms in Tharnadia - City of Humans are no longer flagged Dark.
* Those with the innate 'quick thinker' now have a 15% bonus chance to save vs int and pow based spells.
* Trolls now take more fire damage and their skin blocks less damage.
* Aggressive Bard songs now have a 75% chance to affect each ungrouped person in the room.
* The save for the spell 'poison' is now level based.
* The save for the spell 'wither' is now save spell, save fear, level, and power based (and is slightly randomized).
* The flag for quest items should be fully functional and applied on all quest objects; they should always load now.
-Since we have a new object flag, we have a new version of the DE (v3.00).
* Zone difficulty scales a little harder now.
October 6th, 2015
* You can now 'who dwarf' to show dwarves.
* The Temple of the Earth now has buttons that work right, every boot.
* All keys, switches, teleports, vehicles, ships and storage units will load 100% each boot now.
* The stats on a lot of food has changed.
* The three rooms in The Town of Moregeeth that were flagged magic-light are no longer flagged as such.
* The essences used to augment equipment are no longer flagged as food, but as treasure.
* The spell 'weapon enchantment' is now 'enchant weapon'.
-It now works on all weapons not flagged as (magic), but will have a limited effect on 'stronger' weapons.
October 2nd, 2015
* The renaming process no longer un-capitalizes your name on your ship ('help rename' for how to rename your character).
* The spell 'ray of enfeeblement' no longer allows you to cycle below 0 damage to 255 damage (which is then limited max for your Str).
* The spell 'fire lance' now has a damage bonus for Ruiners.
* Everyone with farsee can now farsee into rooms flagged twilight (ie hometowns).
* The Paladin innate that lights up rooms now makes dark rooms twilight, but does not make the room lit (and, thus, does not blind all Evils in the room).
* There is a new item flag for quest items. This flag is implemented, but no items as of yet are actually flagged.
-Quest items are no longer salvageable, craftable, forgable, nor can you get recipes for them nor get them from enhancing.
* The maximum itemvalue for enhancing an object has been reduced to 95 from 100. This means anything with an itemvalue 100 or above is not createable with enhance (as intended).
* You can no longer summon a ship to a new port, buy cargo at the old port, then sell it when it comes in at the new port.
September 29th, 2015
* Any racewar side can now use Neutral hometown(s).
* Killing someone that isn't a frag is slightly less exp, as is PvP exp as a whole.
* Horseshoes should now work properly.
* Illithids have retaken their hometown of Ixarkon, but allow their food to rent there.
* A solid steel key to the docks to the Desert City of Venan'Trut now loads on a drunk sailor and is for sale at Deraisem at An Oasis.
* A disguise kit should load always now.
* The quest given by the BrightAxe cook has been modified.
* A huge sloppy fat dwarf has gotten more stingy with his rewards.
September 27th, 2015
* Heal exp has increased.
* The potions in The Arcaneum of L'srillizzin have increased in cost.
* Mirror images should now be flying and follow invisible casters.
* The spell 'thornskin' should now work properly.
* PvP experience has increased considerably.
* Headbutt damage now scales with level.
* The section in helpfiles listing which attributes apply to which skills has been updated.
* The itemvalue function has changed for backstabbers, ac gear, move and mana gear, hp gear, and ultra gear.
* Bodyslam should now land slightly more often and a low dexterity should play less of a role.
* Fixed some typos in the spell 'barskin'.
September 21st, 2015
* The new rare-load eq stuff should work correctly now, giving a chance to load each time an item would normally pop.
* The 30 mobs in 30 minutes bonus has been tweaked again.
* A pinewood totem from The Goblin Camp has been made Shaman-only instead of no-Shaman.
* There are now more quests per level, but they give slightly less exp.
* The gcc channel now shows your guild's name instead of "your guild".
September 18th, 2015
* The epic store raised its prices due to inflation.
* Epic skills now cost twice the cash and three times the epics.
* Multiclasses have been disabled.
* Each AC point on an item now raises the item value by 1/2 point rounded up.
* The racial modifiers for damroll have been removed.
* The damage from circle has been reduced slightly.
* The combat pulse on a lot of races has changed.
* Human base stats are now all 100s.
* Orc intelligence and luck have been reduced.
* Elven shrug has been increased slightly.
* Spell penetration has been reviewed.
Autosaving...
* It now takes 1000, 2500, 4500, 7000, 10000, 13500 epics to reach levels 51-56.
* It's now a little easier to smuggle contraband.
* Each Nexus now lasts 12 days instead of 9.
* The witch epic potion now gives a 15% bonus instead of 25%.
* The chance for eq to get blown up from pvp kills has increased slightly.
* The spell 'sap nature' no longer stacks, but does refresh.
* Agility now plays a bigger role in bodyslam and the bodyslammer's dex plays a role now too.
* All equipment is now rareload!!! (If it's itemvalue is above 1)
* All iouns that are maxstat, are now 15 points.
* Dodge has been tweaked: Agility now affects dodge more. You now have a very minute chance to dodge with a high agility if you are stunned or dazzled.
* The load check for Drow Elf dodge has been modified.
* A crown of burning flames and a pair of vampiric dragonscale gauntlets are no longer quest reward options.
* The ironwood spell should work properly now.
* There has been some epic store inflation, and the Faeries have gotten lazy, resulting in a max itemvalue of 125 from a Mystical Faerie Bag of stolen loot.
* The 30 mobs in 30 minutes bonus is now affected by group size.
* The bloodlust damage bonus now ranges from 1% to 10%.
* NPCs can no longer eat things.
---== THE PLAYER WIPE OCCURRED HERE ==---
September 11th, 2015
* Only Assassin/Huntsman/Bounty Hunter specs have improved track now.
* Raised the cap for hitroll and damroll from 127 to 255 (And they now reset to 0 instead of going negative).
--= There will be a pwipe in one week: 9/18/2015 at noon EST =--
- Multi-classes will be disabled indefinitely starting at the beginning of this wipe.
- The one hour rule for changing racewar sides has been lifted until the wipe.
September 6th, 2015
* Reset all zone alignment to neutral. Enjoy.
September 5th, 2015
* You no longer leave tracks on roads.
* Tracks do not last as long, and are of the mount's race if mounted.
* You can no longer 'gate to ardgral' then enter a gateway to a !gate map room.
* Undead/Illithids no longer affect zone alignment. Nor do they get a bonus or penalty for zone alignment.
* Bullywugs are now protected by some magic as well as protector mobs (the entrance is a safe room).
* Summoners can now see the class/level of all mobs.
August 30th, 2015
* Kimordril is now aggro to Undead.
* Shady Grove is now aggro to Undead.
* Khildarak Stronghold is now aggro to Undead.
* Ugta is now aggro to Undead.
* Ashrumite Village is now aggro to Undead.
* The effects of combat pulse gear/spells/skills/etc is now halved.
* Minotaurs are now slower, weaker, but higher con.
* Trolls are a little faster, and Revenants a little slower.
* Ashyel now has access to petition block.
* The descend command has been disabled, and will remain so throughout next wipe.
* A strange green stone is no longer pass without trace, but regeneration instead.
* A mysterious hooded white robe emitting black smoke is now minor globe instead of pass without trace.
August 25th, 2015
* The spell 'barkskin' should work properly now.
* Mobs attempting to use the auction house no longer crash the mud.
* The amount of effect of combat pulse items, skills and spells was revamped.
* You can now 'auction list sort invisibility' to list the items that grant the user invisibility (as opposed to 'invisible' which shows invisible eq).
* A bug with 'auction list sort ear' is fixed (was showing ear, save fear, and no-fear items).
* The You Strahd Me At Hello achievement now works properly.
* The reward proc from the You Strahd Me At Hello achievement works for physical hits and spells and will now work on PCs as well as NPCs.
* A huge flaming greatsword now procs properly.
* The 'i' is no longer missing from a Mystical Faerie Bag of stolen loot.
* The messages for the proc on the mystical longsword of Volo the Traveler now display properly.
* The modifier for damroll has been reduced slightly. This should affect damage from all hitters.
* You can now hear nchat while disguised.
* The innate 'charge' has been tweaked and re-enabled (size limits are now +/- 1 among other things).
* When using Deaths Door or a bottle of ToRMeNTeD Souls, the portal will no longer fall in a room with a fall chance, and it will be (illuminating) so you can see it in a dark room.
* The justice alarm bells now ring when any non-good racewar PC enters a good hometown.
-The evil justice horns and drums are currently disabled (but they work the same way).
* The fear / hatred of the Undead has entered the hearts of the guards and citizens of Tharnadia - City of Humans and Woodseer.
* Breath weapons have been reviewed. As such, when a PC pet breathes, it will hit NPCs.
August 12th, 2015
* Immortals can now remove pleasantry via the pleasantry command.
* The 'charge' command has been disabled until next copyover.
* The spell 'vines' no longer crashes the mud when you have herb in your inventory.
August 9th, 2015
* The spell 'shambler' now is a Scourge spec only spell.
* A Small Tool Shed in IceCrag is now flagged indoors instead of forest.
* Fixed a couple typos.
August 3rd, 2015
* Achievement display has been tweaked (no content changes).
* The deathsdoor command now shows how many points left until you achieve it.
* Renaming your character no longer refreshes the timers on your artifacts.
* A new zone NE of Woodseer has been added. It seems the Halflings wanted to mine some.
July 25th, 2015
* Carrying heavy stuff now has a much more varied effect on your armor class.
* The bug that's been poofing the whole set of a player instead of just the artifact is fixed.
July 25th, 2015
* Various water rooms in the UD are now UD-Water-NoSwim as opposed to (surface) Water-NoSwim. This means no more sunlight in the UD.
* You now have to type 'who mortal' for the mortal/short list.
* The Local Bank in Lava Springs is now a real bank.
* Berserk has been tweaked: It now only gives a small power bonus, but now grants tower of iron will for BeRSeRKeRs. It no longer grants BeRSeRKeR bonuses to non-BeRSeRKeRs.
* The lag on kick has been adjusted slightly.
* The 'salvage' command has been reviewed. Salvaged materials no longer yield 20+ platinum.
* The auction house listings should now be in neat columns.
* Old school Assassins can now 'garrote', and their backstab and circle skills have improved.
-This affects mainly Necromancer pet Spectres.
* The 'garrote' skill is now