Spheres: Arms, Elemental
Prime stats: Aura, Logic
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You see Lady Breannaa de'Arcy the Sylvankind Balladeer. She appears to be in her 80's, has long, straight dark brown hair, violet eyes, and fair skin. She has a small rosebud tattoo on her ankle. She is in good shape. She is wearing a sparkling dragonfire ruby earring, a gold-clasped red silk belt, a double heart opal ring, a crystal amulet, an elegant black velvet cloak fastened at the shoulder with an ornate golden key, a ruby and gold pendant, a gold ring, a golden mesh back sling, a laje banded tower shield, a parti-colored red and gold bag, a golden spidersilk backpack, a cloud-etched brooch, a lapis-inset gold filigree sheath, some fitted elven scale mail, a small flower, a gold-beaded red linen bodice, a golden glaes spider charm, a small rose, a tiny golden hammer pin, a spray of white jasmine, a faceted ruby treble clef, some delicate gold slippers, a lovely golden scatter pin, a gold-threaded red ruffled skirt, a faceted ruby treble clef, a stunning ruby encrusted gold bracelet, a simple gold ankle-chain, a delicate red crystal rose, a low-slung gold chain belt, a hammered gold coif, a sprig of Imaera's Lace, a diaphanous golden silk mantellum, a tiny red silk cymbal pouch, and a linked ruby demon miniature bracelet.
P/M | (T) | Skill Name | P/M | (T) | Skill Name | ||
1 | 5/5 | (2) | Two Weapon Combat | 15 | 2/4 | (2) | Picking Locks |
2 | 5/0 | (2) | Armor Use | 16 | 3/2 | (2) | Stalking & Hiding |
3 | 5/0 | (2) | Shield Use | 17 | 0/3 | (2) | Perception |
4 | 8/3 | (2) | Combat Maneuvers | 18 | 0/24 | (1) | Spell Research |
5 | 4/1 | (2) | Edged Weapons | 19 | 0/4 | (1) | Scroll Reading |
6 | 10/1 | (2) | Blunt Weapons | 20 | 0/5 | (1) | Magic Item Use |
7 | 15/2 | (2) | Two-Handed Weapons | 21 | 0/10 | (1) | Mana Sharing |
8 | 8/2 | (2) | Ranged Weapons | 22 | 3/10 | (1) | Spell Aiming |
9 | 12/2 | (2) | Thrown Weapons | 23 | 5/6 | (1) | Ambush |
10 | 6/2 | (2) | Pole Arm Weapons | 24 | 5/0 | (2) | Physical Training |
11 | 4/1 | (2) | Climbing | 25 | 2/3 | (2) | First Aid |
12 | 4/1 | (2) | Swimming | 26 | 0/2 | (2) | Trading |
13 | 9/4 | (1) | Multi-Opponent Combat | 27 | 2/2 | (2) | Picking Pockets |
14 | 2/3 | (2) | Disarming Traps | 28 | 5/1 | (1) | Brawling |
Looking at the top of the table above, I will explain the headers to you.
P/M = Physical and Mental Training Points.
This indicates the number of both that you will need to train once in that skill per level.
T = The number of Times you can train in it per level.
The higher the number of Times you can train in a particular skill, usually means; the more that skill is suited to your profession.
Physical Training Points are configured like this: (CO+ST+DE+RE+DI+AU/10)
Mental Training Points are configured like this: (LO+IN+CH+WI+DI+AU/10)
NOTE: The more mental and physical training points you have, the more you are able to train in each skill per level. The maximum number of points you could have are 60 mental points and 60 physical points-60/60.
Before I forget to mention this, let me tell you now.
CO = CONSTITUTION
DE = DEXTERITY
DI = DISCIPLINE
IN = INTELLIGENCE
LO = LOGIC
ST = STRENGTH
RE = REFLEXES
CH = CHARISMA
WI = WISDOM
AU = AURA
I think the most important STATS for a Bard are: Strength, Aura, Logic, Reflexes, Dexterity, Discipline, Constitution, Charisma and in that order. Some might not agree, but it has worked well for me. Also remember, that stats will rise at different levels of training. Some faster than others, depending on your race and profession. Do not despair if you do not get a 100 in each one to start out with, no one does. First thing you will see in the Character Manager is a set of 10 numbers. Their starting values are weighted so that the first three numbers can be as high as 90, the next three up to 60, the next 3 up to 50 and the last number up to a 100. A good roll, which is the total number of all your stats, would be around a 625, a great roll would be around 650, and a fantastic roll would be 700, because that is a perfect roll! When you finally get 4 numbers above 80, add up the total of all 10 rolls, do not include your bonus points in this. This total should be 625 or over if you want at least a good character, and I wouldn’t settle for anything less than this no matter how long it takes me to roll it. Most Bards will want to start with 1 number at least 90 or higher, 3 numbers that are 80 or greater and 3 numbers that are 55 or better. You might be thinking at this point that you are not going to stop until you get a perfect roll. I say, "Good luck!" I have yet to meet someone who has rolled that yet in my four years of being in the lands. I guess their must be some lucky ones out there.
STRENGTH: I would place my highest number here. A Bard, relies on their strength to survive, along with their songspells. A low roll here and you will have a hard time hitting a rat, much less the fearsome creatures you will encounter later in life. This stat controls your attack strength. The stronger you are, the harder you hit an opponent. This Stat also does not rise fast for a Bard, so if you have a low number here, it is going to take you forever to get stronger.
AURA: This is a required stat for a Bard. You will get an automatic +10 added to this stat, so don't waste your highest number on it. Anywhere from a 75-80, would be a good number here. This stat controls how much mana you will receive each level. Mana equals your magical energy. The more mana you have, the longer you can maintain a spell or cast more spells. The maximum amount of mana points you can receive per level is 3. Aura also adds to both your physical and mental training points.
LOGIC: This is the second required stat for a Bard. As with Aura, you will get a +10 added to this one too. So again, do not put your highest number here. Anywhere from a 70-80 would be a good number here, with a +10, that would make it an 80-90. This stat controls how fast you absorb your experience, along with Discipline. The faster you learn, the faster you gain levels. I call this my time saving stat.
DEXTERITY AND REFLEXES: I am putting these both together, because they go hand in hand on making your defensive strength better, or DS as we privately refer to it in the lands. These are Rogue stats, but they serve a Bard well too. If you want to be quick and harder to hit, put higher numbers here. Dexterity, also helps you to skin the pelts from the creatures more effectively. Reflexes help you to move out of the way of an attack faster. If you decide to use a weapon other than one handed edged (OHE), like a polearm, a higher relfex will cut down on your round time.
DISCIPLINE: This stat controls development in both the mental and physical realms. A higher number here and you will be able to train in more skills per level. I think it also combines with Logic to help you absorb your experience faster. This is another time saving skill.
CONSTITUTION: This stat ensures more hit points(HP's) per level. Hit points are the number of health points you can lose before being rendered unconscious or dead. Constitution, hastens your recovery from poisen and disease or lessens the damage you receive from the elements. It also, increases your physical training points. Do not put anything less than a 55 here, unless you want to be a sickly Bard.
CHARISMA: This stat refers to your natural magnetism. We all want to be well liked and charming. The higher this stat is, the more effective your Loresinging will be. Some say this also helps a Bard with their spell singing too, but I have not noticed too much of a difference myself. Seeing as this stat is one that rises the fastest for a Bard, I would only put a 50 here to begin with. There is an added bonus for having a lower Charisma, the less you stand out, the better you are at hiding.
That leaves INTELLIGENCE and WISDOM. Which leaves you no choice but to put your lowest two numbers here. Hopefully, you will have rolled nothing less than a 40 or 50. Wisdom, aids you in disarming locks and scarabs. Both these stats, add to your mental training points and are also time saving skills. The higher they are, the more you absorb what you have learned. The more you learn, the faster you train. Remember too, that although a Bard can not be as Intelligent as a Wizard, they can be more Logical. You won't be a genious, but you will have more common sense! (Wink)
It is now time to pick a race. Try not to pick one that has strong deficits in Strength, Aura, Logic, Reflexes, Dexterity, Discipline, Constitution or Charisma. I am a Sylvankind Elf, myself. They say Elfs make good Bards, I would not pick a Dark Elf though. A Giantman, although strong, has no Charisma. Halflings, are too weak. I know a Dwarf that is an excellent Bard, Lord Halen who was my mentor. That leaves Half-Elves and Humans, your choice.
Time to train...Woohoo, my favorite part!!! A well trained Bard, is a happy Bard. Keep in mind, the more you train in one skill, the more training points you use per level. (Example: A Bard decides to train in Combat Manuevers, the first time it will cost them 8 physical points and 3 mental ones 8/3. They are allowed to train twice per level. If they decide to train for another rank that level, it will cost them 16/6, which would bring the combined total to 24/9). Whatever training points you have left over, if any, will be carried over to your next level. You will not lose them if you do not use them all at once. My recommendations for training are as follows:
Armor Use: Provides protection from most attacks, especially in a melee. There are five basic groups of Armor(AG's). Skin,(no armor at all), leather, scale, chain and plate. In these Armor groups, their are subgroups too. (Example: light leather, full leather and double leather, 0x to 10x enchanted.) Heavier armor provides the most protection. The heavier the armor, the more training you need to wear it without penalty. Keep in mind that the heavier armor also inhibits spells cast from and at the wearer. I would recommend training at least once per level, until you have little or no spell, combat or manuevering penalties. Personally, I recommend training at least to a skill level of 140, which would equal 40 ranks.
*Note on armor: Do not wear any kind of head armor or gear, as it seriously affects the Bard's spell songs.
Shield Use: This skill increases the defensive bonus imparted by a shield, especially if you have a well-made or magical shield. You do not need this skill to benefit from a shield though. All shields offer protection, it is just a matter of the degree of protection. I would recommend training in this every level at least once, twice only if you have extra points. I have never stopped training in this yet.
Combat Manuevering: This skill provides bonuses to your attack and defense strength, even beyond your skill with weapons. It also helps you to avoid some critical hits, gas clouds and other things that would harm you. Do not neglect this skill, train in it at least once per level.
Edged Weapons: Very Important skill here for a Bard. I recommend training in it twice per level, throughout your whole life. Does not cost the Bard a lot of training points either. This skill allows you bonuses when wielding a single or double edged weapon. The weapons included in this category are: Daggers, knives, swords, other similiar edged weapons and axes that are light enough to use with one hand.
Blunt: I would not recommend this one if you are going to train in Edged Weapons. This skill allows one to crush on impact, rather than slash or puncture. The weapons included in this group are: the Mace, Morning Star, War Hammer and Whips. If you do decide to choose Blunt over Edged Weapons, then train in it twice per level for your lifetime.
Ranged: The weapons included in this group are: Composite bows, Crossbows, Long and Short Bows. Would not recommend this for a Bard. However, if you do decide train in it, my recommendation would be the same as the Edged and Blunt skills, twice per level.
Pole Arms: Training in this skill sharpens your aim and accuracy. Does not cost a lot of training points either. Some Bards prefer this over training in Edged Weapons, your choice really. The weapons included in this category are: Halberds, Harpoons, Javelin, Lances, Pole Arm and Spears. If you decide this is for you, then train in it at least twice per level.
Thrown: This skill allows you to fling or hurl your weapon at a target more effectively. Thrown weapons include: Bolas, Boomerangs, Darts and Shurikens. Would not recommend this for a Bard, but again if you decide this is for you, train in it at least twice per level.
Two-Handed: Training in this skill enhances your ability to use those weapons that are so heavy and awkward that it takes two hands to hold them. These weapons inflict a lot of damage when used effectively. The down side to this is that you can not hold a shield while using them. I would not recommend training in this for a Bard, this is more of a Warrior's skill. The weapons included in this category are: Battle axes, Clubs, Cudgels, Flails, Picks, Staves, Two-handed Swords, War Hammers and War Mattocks. Again, if you choose this, you need to train in it at least twice per level.
*Note on Weapon Training: I feel it is much better to concentrate on one style of weapon training throughout your lifetime. Better to be a Master at one weapon, than a Jackal of many.
Spell Research: I highly recommend this one. This skill allows you to learn Spells from your own spell circle. A Bard is a Semi-Circlist which means you can train from the Bardic or the Minor Elemental Circles. You learn them in consecutive order, one per level. I would recommend training from 1001-1003 from the Bardic Spell list, switch to 401 from the Minor Elemental Spell list, then back to 1004-1010 from the Bardic Spell list, then back again to 402-410 from the Minor Elemental list. Then it is your choice what spell list you prefer to choose from. There are a few differing opinions on this. Train in this once per level until there are no more spells left for you to train in.
Physical Training: This skill determines how many hit points or health points (HP's) you can withstand to lose before dying. Every time you train in this, you gain bonuses or increases in the amount of base hit points you have. You can increase your hit point total by an amount determined by your race and class. Train in this once per level at least until you have reached your maxium health point total, then just once after that.
Climbing: This skill makes it helpful in ascending and descending cliffs, slopes and other rugged terrain. It reduces the likelihood of falling when crossing certain obstacles, scaling slopes or walls. I would reccomend alternate training in this with Swimming once every other level, until you have reached a skill level of at least 60. I have a skill level of 70 in it myself.
Swimming: This skill is useful in preventing drowing when transversing on bodies of water. I would reccomend alternate training with Climbing in this once every other level, until you have reached a skill level of 50. I do not think you need more than that.
Disarm Traps: This skill determines your chances of success when attempting to neutralize a trap. It is more of a Rogues skill. I would recommend training in this at least once every other level if at all possible. Only train in it though, if you have extra training points left over. This skill is not mandatory for a Bard, but it is useful to us when we want to Pop open a box that might be trapped. A higher stat in Wisdom, helps here.
Pick Locks: This skill helps in opening locks. It is a Rogue's skill and we do not need it at all. We magically pop boxes open, not manually with a lockpick. The boxes we can not pop open we can ask a Rogue to pick for us. Never train in this one.
Stalk and Hide: This skill allows you to follow and hide on your target without being seen. Your success is determined by your own skill and the perception of you quarry. This skill is often combined with the Ambush skill. I would not recommend training in this one, unless you have a lot of extra training points left over. Bards do not hide well, because of their high Charisma and their singing spells. Every time we hide, we also renew our songs and when that happens, we are revealed from hiding automatically.
Perception: Would recommend this one highly. This skill affects how much information your character can obtain from a room, object, creature, or another adventurer. Train in this at least once per level, until you have reached a skill level of 100 at least. Train in it twice per level if you can afford it.
Ambush: This skill allows you to make a more precise hit on your opponent, with the element of surprise. To use this skill effectively, you must hide on your target first. Again, Bards are notoriously bad hiders. So, I would recommend training in this only if you have extra points left over.
First Aid: This skill allows you to skin certain creatures more effectively. The skins can then be sold for coin. More importantly, it allows you to tend your wounds, or the wounds of others, if an Empath is not nearby. I would recommend training in this at least once per level, until you have reached a skill level of 100 in it and only if you can afford it, if not, train in it every other level.
Mana Share: This skill allows you to transfer your magical energy to another person and visa versa. It is a very good skill to have, especially when you are older and need to ask others for their spells. It also helps when you are older and are doing Mass Spells of your own and need the mana to continue. People love it when you have a good mana share. That is the upside, the downside is that it gets expensive for a Bard to train in this every single time. I would recommend training in this as much as you can, without sacrificing your other more important skills. To be really efficient in mana sharing, you will need at least a skill level of 100.
Spell Aim: Aimed spells are the magical equivalent of weapons. They create and focus natural force, hurling it at one or more targets. I would leave this one alone, as it is primarily a Wizard's skill and as Bard's, we will not use it. Don't waste you training points here.
Two Weapons: This skill allows you to attack with two weapons, one in each hand. The skill with the off-hand weapon, being the lesser of your skills. I do not recommend training in this, unless it really suites your fancy. I have never trained in it once, as I have found one weapon and a shield to be good enough.
Brawling: This skill helps in hand to hand combat, it also helps with Voln fu, that is of course if you even join Voln (more on Voln later). This skill is useful if you need to defend yourself without a weapon. I trained in it to the skill level of 50 myself, being a Voln Master, I thought I would need it. I found out though, that because us Bards could only train in it once per level, unlike the Warriors and Rogues who get to train at least twice per level, it really did not do me justice. I guess it helped with my defenses some, especially when I am not holding a weapon of any kind. Your choice, but I would save my training points for another fighting skill.
Trading: This skill gives you an advantage in dealing with the Merchants. It is kind of nice to have at least a skill level of 50 in it, but not necessary at all. If you have extra points and do not know what to do with them, train in this.
Scrolls: This skill allows you to decipher spells on scrolls, parchment, paper and other similiar materials. It is a good skill to learn, but again not necessary for the Bard. If you have extra training points and are looking for a fun thing to train in, this is a good one.
Magic Item Use: This skill allows you to wave a wand more effectively at your target. The more skill you have in this, the better use you will make of your wand's magic. However, this is a totally useless skill for a Bard who is trained in weapontry. I would not recommend wasting any of my training points on this one.
Ranks: Your rank in skills, equals the number of times you have trained in it. Each rank increases your skill bonus. The amount of bonus is higher at a lower rank level then it is at the higher ones. For example, here are the amount of ranks and the skill gained by each rank. 10 ranks =(50%), 20 ranks = (90%), 30 ranks = (120%), 40 ranks = (140%), 50 ranks =(150%), 60 ranks = (160%) etc, etc, etc.
Loresinging: This is one of the greatest gifts a Bard has. It is a wonderful role playing tool also. A Bard can have a lot of fun with Loresinging, by either making up comical verses, witty verses, profound verses or even simple verses to entertain others with. Charisma, helps a lot in Loresinging. The higher your Charisma is, the better you will be at Loresinging. To Loresing, you must hold the weapon in your RIGHT hand and type this command: Loresing (Your verse goes here). Between each line, you must use a semi-colon. Example: (Loresing Broadsword in my hand; what is your value in the land?) That little ditty will probably get you the original price and the weight of the broadsword you are holding in your RIGHT hand. Also, try rhyming your words, that seems to work the best. For more detailed information about a specific item, you must sing more verses. Each verse must contain a key word. Some key words are: Value, Magic, Strength, Ability and the item's name of course. There are more, but you can discover those on your own, I don't want to give away all the secrets. I have found that singing at least two - four lines for one verse works well. Some Bards say that occasionally an item will lie to you about it's value. I have not found this to be true with me however. Usually if it gives you a different price then what it was really purchased for it means, that you are getting the original base price of that item and not some super inflated price of the seller. The value of the weapon when you sing to it, indicates either the original Market Price from the Merchant or the price you can sell it for at the Pawn Shop, but does not necessarily mean the market price you can get for it from another character. Note on Loresinging, you will incur a round time penalty and it does require mana.
MUSICAL INSTRUMENTS: Recently, they have added a wide variety of Musical Instruments to aid us with our role playing skills. These Instruments are available to all professions, but only Bards can Master them. Bards, will learn more quickly than other professions and older Bards will learn the fastest. The Instruments are a learned skill starting at the Beginner level, advancing to Apprentice, then ending at the level of Master. At the Apprentice level, you will be able to fine tune your Instrument also. You may learn as many classes of Instruments as you like, but your skill in one class will only carry on to the same class of instrument, not other classes. The verb commands to use your instruments are:
*Play
*Stop
*Tune
THE CLASSES OF INSTRUMENTS ARE:
Bagpipes
Neck Stringed: Cittern, Lute, Mandolin, Theorbo.
Percussion(Two Sub Classes): Tabor, Tamorine, Typani.
Woodwinds: Fife, Flute, Piccolo
Harps: Dulcimer, Harp, Lyre, Psaltery, Zither.
Horns: Coronett, Crumhorn, Lysard.
To hear and view Medieval Instruments, click here--->MEDIEVAL INSTRUMENTS
*NOTE: There is no "Bard Guild" at this time.
*Please note that this is just a Basic Bard Guide, with most of the information aquired from the Gemstone Files Library, with a few of my opinions inserted here and there. I suggest that you visit the Gemstone Library yourself, for a more in depth view on Bards and other related material concerning role playing in Gemstone. Click here--->GEMSTONE III