The Bard of Aetolia

The Bard is Aetolia’s untethered performer-assassin: a class trained in the Djeirani Theater of Shadows. Acrobatic falchion work, light-shaping magic, and Songcalling combine to serve both spectacle and the kill.
| At a glance | |
|---|---|
| Tether | Untethered |
| City | None (origin: Djeir’s Theater of Shadows) |
| Guild | None on Sapience; learn from Haratos in the Theater |
| Skill sets | Weaving, Performance, Songcalling |
| Mirror class | None (untethered) |
| Sister class in guild | None |
| Signature mechanic | Grace of the Empress (legal assassination under Da’ath Nievva) |
| Best for | Players who want acrobatic combat, dramatic flair, and ritualised killing |
Bards are performers and assassins both, working out of the Theater of Shadows in the Undercity of Djeir. The art originated as a brutal blend of drama and bloodsport. It survived a civil war, a goddess’s wrath, and centuries of imperial politics. Outsiders could not study it until the year 502 MA, after the Grand Tragedie nearly ended the profession entirely.
The Bard is one of the most distinctive classes in Aetolia. If you want a swordfighter who sings legend into reality and operates under a royal license to kill, this is the only place to find it.
Origin and lore
The Bard tradition began as theater. The Undercity of Djeir hosted plays that blended drama and bloodsport in front of paying audiences. When civil war broke out following the death of Empress Jy’rilia Garilicci, the Theater emerged as a political power, extending its skills from entertainment into aristocratic assassination. So great was its influence that it managed something rare: it united the noble houses of Djeir against it.
The houses planned the slaughter of the Theater. Vascsce, a low-born actor and lover to Nueciale Garilicci, learned of the plan and walked into the noble quarters humming. He felled each house head in a single deadly performance, pouring his soul into his work and stumbling onto the magical art of Songcalling along the way. By dawn, Nueciale was Empress.
She granted Vascsce attro ca pa’sa, the Grace of the Empress, which forgives any crime committed under Djeirani law. The Concordat she established made the sitting Empress patron of the Theater. In exchange, the Theater accepts no contracts on the throne. The accord still stands.
In 501 MA, Master Bard Teclah Neri tried to stage an assassination during a play for Nalibhtavi, the Replete. The goddess took it as a desecration and slaughtered almost every Djeirani Bard. After that, Haratos, Master of the Theater, opened the doors. Outsiders can now learn the craft from him for 40 credits.
Skill sets
The Bard skill sets are Weaving, Performance, and Songcalling.
Weaving is the class’s magical school: an ancient Djeirani discipline that shapes light into illusory objects and effects, drawing on ambient spirit. A skilled weaver can produce countless props, falling stars, and the orbiting globes of light that are the signature of the form. Onyx jewellery helps mitigate the dithering exhaustion that comes from prolonged light-work.
Performance covers the physical half. A Bard wields the falchion with acrobatic flair, finding ways to throw off an opponent’s pace. The skill covers acting, disguises, charm work, and dramatic histrionics in addition to the swordplay. Every traditional Bardic activity falls under Performance.
Songcalling is the voice as a weapon. Each song of power belongs to a collection called The Eminent Ensemble, ballads of legend and myth whose lyrics have impacted people across the ages. By using their soul as a catalyst, a Bard can tap into this musical legendarium and shape the emotions of an audience. Instrument selection is deeply personal: a portion of the Bard’s soul is imbued into the chosen instrument to allow simultaneous play and song.
Skill abilities
Weaving
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Handtrailing
DescriptionThis ability is passive.
Trailing is a method by which one is able to begin creating light, the first step of weaving.
To begin, it requires a single hand free of items, allowing light to form within the palm of your hand. However, being a rather ancient and crude method of magic, it will exhaust your body of its natural energy, requiring that you move your body a certain number of times before you may weave another spell.
This is known as a state of dither, and when looking at Weaving spells that you may use, they will be listed with a dithering value. After casting a spell, you will need to use a number of balance-taking actions equal to the dithering value before you can cast another spell.
The amount of balance recovery time does not matter, simply using your balance and recovering it is enough.
Your state of dither will eventually recover on its own, even if you don't utilise your balance.
DetailsDithering Recovery Time 100 seconds
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Tearing
DescriptionSyntax: WEAVE TEARING <target>
Dithering effect: 3Weave glowing threads through your opponent and then tear them apart with a simple gesture. This will deal cutting damage to their body and, if they are an adventurer, cause them to bleed.
DetailsTarget Location Same location
Dithering Effect 3
Damage Type Cutting
Damage Source Arcane
Armour Modifier 20%
Damage 400 + 16%
Damage (Denizen) 1020
Bleeding 110
Equilibrium Recovery 3.00 seconds
Equilibrium Recovery (Denizen) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 25 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Threads
DescriptionSyntax: THREADS
Should you have woven together an item through an act of Weaving, you can sense where that item is and how long until it crumbles apart.
DetailsRequirementsRequires balance and equilibrium.
Costs 10 willpower to use.
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Glimmer
DescriptionThis ability is passive.
While your ability to weave isn't under the effects of dithering, your glowing hand can serve as a distraction to your opponent. It will unintentionally act as a focal point, drawing the opponent's eyes, and allows you to better dodge your opponent's attacks.
DetailsDodge Bonus +5%
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Sheath
DescriptionSyntax: WEAVE SHEATH
Dithering effect: 1
Spin together a subtle sheath around yourself that will help you resist harm against physical attack. In addition, every sixth instance of damage will be negated completely.DetailsDithering Effect 1
Damage Types Cutting and Blunt
Resistance 10%
Damage Nullification Every 6th hit
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Image
DescriptionSyntax: WEAVE IMAGE [target]
Dithering effect: 3Create a lifelike image of your target. This image will be treated like a real person when a skill calculates how many people are within a room.
If no target is specified, then you will create an image of yourself.
DetailsTarget Location Same location
Dithering Effect 3
Image Duration 5 minutes
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
Can be used on yourself.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Scatter
DescriptionSyntax: UNWEAVE <GLOBES|RUNEBAND|BOUNDARY|woven object>
With a clench, you can cause any woven object or effect to crumble apart. This will remove all objects or effects of its kind that you have created.
The only exception to this is the Boundary ability. You may scatter any Boundary in your current room, no matter who it belongs to.
DetailsEquilibrium Recovery (Globes) 2.00 seconds
Equilibrium Recovery (Runeband) 2.00 seconds
Equilibrium Recovery (Boundary) 5.00 seconds
Equilibrium Recovery (Items) 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Nullstone
DescriptionSyntax: WEAVE NULLSTONE
Dithering effect: 2Weave together a stone of annulment, that you can hold in your free hand. Should an enemy strike you while this stone is wielded, it will shatter and destroy two defences that they have in the process.
DetailsDithering Effect 2
Maximum Creatable 2 at once
Life Time 120 seconds
Defences Stripped 2
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Soundblast
DescriptionSyntax: WEAVE SOUNDBLAST
Dithering effect: 3With a mighty clap of your hands, you can annihilate the hearing of those around you. This will cause a case of ringing ears and leave them afflicted with clumsiness.
DetailsDithering Effect 3
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Signage
DescriptionSyntax: WEAVE SIGNAGE <foreground colour> <background colour> <text>
Dithering effect: 1Pull light into your grasp and shape it into large, floating text that is sure to bring attention to whatever grandiose announcement you have to make. Your message cannot be longer than 11 characters.
DetailsDithering Effect 1
Maximum Text Length 11 characters
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Facsimile
DescriptionSyntax: WEAVE FACSIMILE <type>
Dithering effect: 1Conjure forth ordinary everyday objects. They can be a few things of choice and will last longer than other woven items.
Types:
Cup, chair, table, cane, rock, chest, soapbox, sword, pole, springboard, ladder, barrel, or fence.DetailsDithering Effect 1
Maximum Creatable 10 at once
Life Time 3600 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 40 willpower to use.
Requires both arms functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Globes
DescriptionSyntax: WEAVE GLOBES <target>
Dithering effect: 1Bring forth three illusionary globes to encircle a target of choice. Should that target move to a different location, one of them will become charged and zip back to you, reducing your accumulated dithering by one.
Once enough time passes and at least one of the globes is still upon your foe, they will crash into your target, causing dizziness, confusion, and then perplexity in that order for each remaining globe.
Bonus effect:
Weaving an ability that triggers this bonus effect will consume a globe if they have one, then cause either dizziness, confusion, and then perplexity in that order upon the target.DetailsDithering Effect 1
Number of Globes 3 globes
Globes Crash Timer 180 seconds
Dithering Reduction 1 on globe return
Equilibrium Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Patchwork
DescriptionSyntax: WEAVE PATCHWORK <target>
Dithering effect: 3Through probing strands of light, you can utilise them to heal two random physical afflictions from a target by stitching together injuries found within the body. If they are an ally, it will also cure a random mental affliction and restore some health.
Look at HELP TYPES for more information on what is regarded as a physical and mental affliction.
DetailsDithering Effect 3
Ally Health Gain 15%
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
RestrictionsConsidered an assisting action.
Cannot be entangled, paralysed, or fallen.
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Aurora
DescriptionSyntax: WEAVE AURORA
Dithering effect: 1
When any arcane-sourced attack you make takes form, it will become empowered if it strikes someone who has been recently hostile to you. This will allow that attack to deal 50% more damage to them.DetailsDithering Effect 1
Damage Source Arcane
Damage Boost 50%
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Horologe
DescriptionSyntax: WEAVE HOROLOGE and TURN <hourglass>
Dithering effect: 3Weave together a faded hourglass into your free hand. Once turned, the hourglass will burst into a flash of light after five seconds and whoever holds it will be struck by magical damage, and have their shielded defence and rebounding defence destroyed. If the aura of rebounding is in the process of coming up, it will be prematurely ended.
DetailsDithering Effect 3
Maximum Creatable 1 at once
Life Time 120 seconds
Detonation Timer 5 seconds
Damage Type Magic
Damage Source Knowledge
Damage 240 + 11%
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
(Weaving) Costs 150 mana to use.
(Weaving) Costs 30 willpower to use.
Requires both arms functional.
(Turning) Costs 5 endurance to use.
Restrictions(Weaving) Considered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Swindle
DescriptionSyntax: WEAVE SWINDLE <target>
Dithering effect: 5
This will activate the bonus effect of Globes.By weaving light to penetrate your opponent's defences, you may steal one of them for your own benefit. The defence is chosen at random from those currently active on the target, and will expire after a set amount of time.
DetailsTarget Location Same location
Dithering Effect 5
Swindled Defence Duration 45 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Goblet
DescriptionSyntax: WEAVE GOBLET
Dithering effect: 3Drinking from this goblet will cause you to double over in pain, vomiting up whatever you eat next. Although usually most people wouldn't drink from this cup, if the person who holds it has the addiction affliction, they will be unable to help themselves from drinking it instead of something else.
DetailsDithering Effect 3
Maximum Creatable 3 at once
Life Time 120 seconds
Blight Sips 10 sips
Damage Type Poison
Damage Source Knowledge
Damage 300 + 18%
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Starfall
DescriptionSyntax: WEAVE STARFALL
Dithering effect: 2Bring down stars of multicoloured light five times to strike your foes providing you are outside. Deals either magical, cold, or fire damage to random enemies within the location, but will only strike up three enemies per wave.
The magical light will also destroy the arcane defence when it collides with an enemy.
DetailsDithering Effect 2
Starfall Timer Every 3 seconds
Starfall Waves 5 waves
Maximum Enemies Hit 3
Damage Types Magic, Cold, or Fire
Damage Source Arcane
Damage 150 + 8%
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Barbs
DescriptionSyntax: WEAVE BARBS <target>
Dithering effect: 3
This will activate the bonus effect of Globes.Split a globe surrounding your opponent into deadly anti-magical rods that will plunge into their body. Each time they use or lose some mana, the manabarbs will draw blood to the surface and cause them to bleed proportionally to the amount of mana consumed.
After a certain amount of mana is used or lost, the rods will disintegrate into nothing.
DetailsDithering Effect 3
Manabarbs Duration 360 seconds
Manabarbs Mana Threshold 2000
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Onyx
DescriptionThis ability is passive.
You now possess understanding of how to utilise onyx in order to reduce the magical fatigue on your body caused by weaving. While wearing any jewelcraft with a gem of onyx upon it, the immediate effects of dithering will be reduced by one.
If this effect reduces the dithering effect to zero or below, you will able to cast another weaving spell in succession if you so choose.
DetailsDithering Cost Reduction 1
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Boundary
DescriptionSyntax: WEAVE BOUNDARY
Dithering effect: 3Form a destructive boundary over the current location that will only visible to those who have engaged hypersight. Anyone who crosses the boundary will be subject to its destructive effects. For each ability on cooldown that is counted in seconds, one defence will be lost.
Bonus effect:
Weaving an ability that triggers this bonus effect will empower the boundary, preventing enemies from leaving your location for a short while.DetailsDithering Effect 3
Boundary Duration 6 minutes
Boundary Charged Duration 8 seconds
Balance Upset 1.00 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Headstitch
DescriptionSyntax: WEAVE HEADSTITCH <target>
Dithering effect: 2
This will activate the bonus effect of Globes.Grasp their head and stitch together their mouth and mind with conjured strands of light. This will interfere with their conscious mind, leaving them in a state of magical besilence and mental deadening.
DetailsDithering Effect 2
Equilibrium Recovery 2.60 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Anelace
DescriptionSyntax: WEAVE ANELACE and STAB <target>
Dithering effect: 3Weave together a sharp anelace engraved with runes of apathy and dolour. Once wielded, anyone may stab this blade into their opponent to drive a hollowness into their soul, making them swirl with hollow thoughts and unrelenting narcolepsy, after which it will quickly crumble apart.
Since the anelace is a small weapon, you will be able to stab with it during Rhythm. Please see AB PERFORMANCE RHYTHM for more information on this skill.
DetailsDithering Effect 3
Maximum Creatable 2 at once
Life Time 120 seconds
Equilibrium Recovery 3.00 seconds
Target Location (Stab) Same location
Crumble Delay (Stab) 1 seconds
Balance Recovery (Stab) 2.00 seconds
RequirementsRequires balance and equilibrium.
(Weaving) Costs 150 mana to use.
(Weaving) Costs 30 willpower to use.
(Weaving) Requires both arms functional.
(Stab) Costs 40 endurance to use.
(Stab) Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Polarity
DescriptionSyntax: WEAVE POLARITY <target>
Dithering effect: 3
This will activate the bonus effect of Boundary.Shift a target and yourself to a random location within three rooms. If there is a monolith sigil in the target's room or the destination, then you will be stricken with magical forces working against you, causing damage and stripping the cloak defence after movement.
DetailsTarget Location Same location
Dithering Effect 3
Room Radius 3 rooms
Movement Type Magical
Denizens Follow No
Players Follow No
Mounts Follow No
Damage Type Magic
Damage Source Arcane
Monolith Self Damage 450 + 16%
Monolith Target Damage 150 + 8%
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 40 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Impetus
DescriptionSyntax: WEAVE IMPETUS
Dithering effect: 4Wreathe your falchion or rapier in black light that will mark your opponent when you land a blow upon them. Upon three consecutive blows in quick succession, the light will hold upon the opponent and mark them with a blackstar. This may only be achieved through the use of the Tempo into Rhythm combination.
Venoms cannot be imparted from your blade's edge to your opponent while this effect is upon your sword.
DetailsDithering Effect 4
Impetus Duration 30 seconds
Next Strike Window 3 seconds
Blackstar Duration 30 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Effigy
DescriptionSyntax: WEAVE EFFIGY <target>
Dithering effect: 4
This will activate the bonus effect of Boundary.By utilising a placed boundary upon the ground, you can draw upon it to weave together an effigy of your opponent. Once created, you can strike this effigy with an attack and any damage dealt to it will be transferred to your opponent, no matter how far away they might be.
DetailsTarget Location Same location
Dithering Effect 4
Maximum Creatable 3 at once
Life Time 120 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 40 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Runeband
DescriptionSyntax: WEAVE RUNEBAND <target>
Dithering effect: 3Surround your opponent with a band of shifting runes, wrought from magical light and drifting in a clockwise pattern around them. While active, the confusing marks will afflict your opponent every so often with one of following afflictions in the specified order. They will additionally be unable to use abilities that dispel illusionary magic.
List of afflictions given by Runeband in order:
Stupidity, paranoia, ringing ears, loneliness, exhaustion, laxity, and clumsiness.If the opponent is no is no longer in the same location as you, the band will collapse, unless they are currently fleeing. While they are fleeing, it will not deliver any afflictions.
Bonus effect:
Weaving an ability that triggers the bonus effect will alter the spin of the band, afflicting the enemy in reverse order instead.DetailsTarget Location Same location
Dithering Effect 3
Runeband Timer Every 8 seconds
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 15 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Thurible
DescriptionSyntax: WEAVE THURIBLE
Dithering effect: 5Weave together a golden thurible that will begin to emit smoke. Any enemy of yours in the location will choke and cough on the smoke, knocking their pipe balance. If they inhale the smoke three times, then it will cause asthma instead.
The smoke will only occur if the thurible is either wielded or placed upon the ground.
DetailsDithering Effect 5
Thurible Timer Every 4 seconds
Pipe Balance Upset 0.75 seconds
Asthma Bonus Threshold Affected 3 times
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Bladestorm
DescriptionSyntax: WEAVE BLADESTORM <target>
Dithering effect: 3
This will activate the bonus effect of Runeband.Summon three daggers to hover around your target. Every time someone uses a weapon attack against the target, there is a 1 in 3 chance a dagger will plunge down from the skies and deliver the loki venom. If the weapon attack does not originate from the Performance skillset, then the chance is lowered to 1 in 8.
The venom that the loki attack delivers from this skill will be visible to you.
DetailsDithering Effect 3
Maximum Creatable 1 at once
Life Time 30 seconds
Bladestorm Charges 3
Dagger Chance 12.5%
Dagger Chance (Performance) 33.33%
Dagger Launch Delay 0.10 seconds
Damage Type Poison
Damage Source None
Damage 100 + 5%
Bleeding 30
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Talisman
DescriptionSyntax: WEAVE TALISMAN
Dithering effect: 5Once woven, this wooden talisman will grant any holder extra luck while they possess it. Magical effects that alert your presence to another on entry will become nullified while it remains in your inventory.
DetailsDithering Effect 5
Maximum Creatable 1 at once
Life Time 120 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Ironcollar
DescriptionSyntax: WEAVE IRONCOLLAR <target>
Dithering effect: 3
This will activate the bonus effect of Runeband.Weave together the runeband upon your opponent to create an iron collar, which will constrict their throat by snapping shut shortly after creation. When the iron collar is latched closed, they will find it difficult to smoke their pipes quickly, and they will unable to FLY or SWING into the trees.
An opponent can remove the collar from themselves to escape its grasp before it becomes trapped around their neck.
DetailsTarget Location Same location
Dithering Effect 3
Maximum Creatable 10 at once
Life Time 120 seconds
Locks Shut Timer 2 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Heartcage
DescriptionSyntax: WEAVE HEARTCAGE <target> and BREAK LOCKET
Dithering effect: 6
This will activate the bonus effect of Boundary.If the opponent is bound by an iron collar and their primary emotional state is over 50% in strength, you can tie their heart to the pinnacle of weaving; the heart-cage locket. Once begun, it will begin to form upon the ground after a short delay. During its formation, the locket can be attacked and destroyed to prevent its creation.
Once the locket is fully formed, you will be able to break it in order to slay your opponent instantly at your leisure, though be warned it will only last for five minutes before crumbling.
DetailsTarget Location Same location
Dithering Effect 6
Maximum Creatable 5 at once
Life Time 300 seconds
Primary Emotion Threshold 50%
Woven Form Timer 2 seconds
Formation Max Health 1000 health
Heartcage Final Timer 3 seconds
Balance Recovery (To Break) 1.50 seconds
Equilibrium Recovery 5.50 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 100 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Masterstroke
DescriptionSyntax: WEAVE MASTERSTROKE <target>
Dithering effect: 8Begin your opening act in a dazzling display of mastery, earned through relentless training and effort, and perfect your art in weaving light into form. This ability allows you to seamlessly combine the effects of Globes, Boundary, and Runeband into a single performance.
While this comes at a higher dithering cost, it compensates with faster equilibrium recovery compared to weaving each effect together individually.
Please see AB WEAVING <skill> for more information on Globes, Boundary, and Runeband.
DetailsTarget Location Same location
Dithering Effect 8
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 100 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Performance
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Rouse
DescriptionSyntax: ROUSE
Performers need to be ready at all times. Rouse yourself from the clutches of sleep by splashing your face with nearby water and in the process become less tired.
DetailsTiredness Set to 150 of 255
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Tempo
DescriptionSyntax: TEMPO <target> [venom]
While wielding either a falchion or a rapier, you may attempt to thrust it into your opponent, inflicting them with a venom if you so choose. This deals a small amount of bleeding and utilises your dexterity, unlike traditional weaponry attacks.
If the target suffers from self-loathing, then this attack cannot be dodged. This effect does not apply to Rhythm.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 120%
Weapon Damage Modifier (Denizen) 112%
Weapon Trauma Modifier 130%
Set Weapon Bleeding 20 to 40 bleeding
Weapon Speed Modifier +0.20 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Flair
DescriptionSyntax: WITHFLAIR <pre-defined emote>
This ability will let you perform an pre-defined emote in a manner that will consume a small amount of balance. Helpful to those who want to eliminate their dithering when making use of Weaving!
See EMLIST for a list of potential emotes.
DetailsBalance Recovery 0.50 seconds
RequirementsRequires balance and equilibrium.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Tackle
DescriptionSyntax: TACKLE <target>
Tackle your opponent by the legs, bringing them to the floor along with yourself.
DetailsTarget Location Same location
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Charisma
DescriptionSyntax: CHARISMA
The benefits of charisma are well known by many, often bestowing you with the generosity of the common people. This particular ability will have unique interactions while you are actively questing throughout the land. In addition, any vermin you trade in (HELP VERMIN) will reward you with extra gold.
Be warned however, the consequences of charisma are not always kind and can sometimes result in jealousy or other unfortunate circumstances. It is not always a boon worth retaining.
This ability has an additional effect in Persuasion: All Pathos appeals cost less Acumen with charisma active.
DetailsPersuasion Pathos Acumen Reduction 15%
RequirementsRequires balance and equilibrium.
Costs 40 endurance to use.
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Pierce
DescriptionSyntax: PIERCE <target>
This ability will use your falchion or rapier to pierce through defensive auras and abilities that protect your target.
It will pierce the following in order:
Reflections
Magical shields
Rebounding aura
Speed defenceDetailsTarget Location Same location
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Seduce
DescriptionSyntax: SEDUCE <target>
One of many basic talents in the performer's arsenal - with a little charm, you can make your opponent remove an item of clothing from their body. If they are wearing armour, it is removed first.
If you are scantily-clad or their emotional state is predominately happiness, then your performance will also cause intense infatuation.
DetailsTarget Location Same location
Clothing Threshold 100 warmth
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 40 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Tolerance
DescriptionSyntax: TOLERANCE
Still your disgestive system when consuming alcohol, delaying its inhabilating effects until much later on. Although you might find yourself able to drink plenty, you aren't immune from your gluttony forever.
DetailsTolerance Duration 600 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 endurance to use.
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Mimicry
DescriptionSyntax: MIMIC <speaker|NOONE>
Every talented performer knows how to imitate another and you are no exception. With this ability, you may adopt the demeanour of another person within your location.
Once you have begun to mimic them, your ability to SAY and TELL will appear as though they are the one speaking instead.
You can cease to mimic others by using MIMIC NOONE and return to your regular voice.
DetailsTarget Location Same location
Mimicry Duration 1200 seconds
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires an unimpaired throat.
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Tumbling
DescriptionSyntax: TUMBLE <direction>
STOPYour body is agile enough that you are able to escape nearly any predicament by tumbling out of the room, although it will be rather slow. Once you have successfully tumbled, your vigourous movement will strip away the cloak defence.
If you are ablaze, you will tumble slightly faster than usual. Perhaps being on fire isn't so bad after all.
DetailsMovement Type Unblockable
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Movement Delay 4.00 seconds
Movement Delay (ablaze) 3.00 seconds
Balance Recovery 6.00 seconds
Equilibrium Recovery 6.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 endurance to use.
Costs 75 willpower to use.
RestrictionsCannot be flying in the sky.
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Guilt
DescriptionSyntax: GUILT
If you are in a state of shock or mental burnout, you can guilt your enemies around you providing your voice remains intact. This will upset their balance and also either cause them to start shivering or burden their mind with weariness or mercy - any of which will initially be hidden from them.
DetailsBalance Upset 0.25 seconds
Balance Recovery 2.25 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
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Ridicule
DescriptionSyntax: RIDICULE <target>
Ridicule your opponent's efforts loudly and mockingly, instilling them with a sense of self loathing. If they have three or more afflictions, then they will double-down in an attempt to recoup their pride by adopting a handicap to display their boundless magnanimity.
DetailsTarget Location Same location
Affliction Bonus Threshold 3 afflictions
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
Will bypass magical shields.
Will bypass prismatic barriers.
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Bootstrap
DescriptionSyntax: BOOTSTRAP <mount>
Providing its owner is not present, you may mount up on their noble steed and command it as though it were your own.
DetailsBalance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires at least one arm functional.
Requires both legs functional.
RestrictionsCannot be entangled, paralysed, or fallen.
Cannot be used while phased.
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Crackshot
DescriptionSyntax: FASHION CRACKSHOTS
CRACKSHOT <target>Requires 1 elemental ash for 50 crackshots.
Hurl a small pellet that will explode upon contact with your opponent, generating a large flash and unruly sound - casting them into a bout of dizziness and perplexity. This will also stun them for a short period.
DetailsTarget Location Same location
Stun Duration 0.75 seconds
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Whistle
DescriptionSyntax: WHISTLE CALL
Produce such an intriguing whistle that nearby aggressive denizens and/or guards will be drawn to the sound, and will come investigate the cause.
DetailsBalance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires an unimpaired throat.
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Frugality
DescriptionSyntax: FRUGAL and MODEST
By becoming intentionally frugal, you can prevent others from making you give up precious items and resources unwillingly, while still being able to do so of your own accord.
DetailsEquilibrium Recovery 0.50 seconds
Equilibrium Recovery (Modest) 0.50 seconds
RequirementsRequires balance and equilibrium.
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Equipoise
DescriptionSyntax: EQUIPOISE <ON|OFF>
With grand poise, you are now able to follow another even while off equilibrium. This ability will tax your mind of its mana while active.
DetailsBalance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
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Needle
DescriptionSyntax: FASHION NEEDLES
NEEDLE <target> <venom>Requires 1 iron bar for 50 needles.
Fashion a small needle that you can hurl at your target, bypassing rebounding and inflicting a venom of choice. The venom will take 4 seconds to circulate the blood stream before it affects the opponent. Further flung needles will have no effect until the current venom circulates.
In addition to the regular venoms, you may also use the sumac and loki venoms with a needle.
Cooldown (only on hit): 200 csecs
DetailsTarget Location Same location
Bleeding 15 bleeding
Venom Delay 4 seconds
Cooldown (only on hit) 200 csecs
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Unwind
DescriptionSyntax: UNWIND
While at a public tavern, pub, or inn that serves alcohol, you can choose to unwind there, refreshing your endurance and willpower somewhat. You will also become slightly tipsy, but such is the price to pay for comfort.
Cooldown: 60 minutes
DetailsEndurance Gain 20% max endurance
Willpower Gain 20% max willpower
Alcohol Intake 25 drunkenness
Cooldown 60 minutes
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Rhythm
DescriptionThis ability is passive.
Brilliant swordmanship requires an understanding of tempo and rhythm, and the swordplay of a performer is no different. After striking with the Tempo ability, you will proceed to followup with extra strikes, up to three, afterward on a delay.
The first followup will happen 1.2 seconds after using Tempo, and then each strike afterward will occur 1.8 seconds after the last.
Each successive strike will require that your opponent has a certain affliction in order to land the next blow. The affliction needs to be present right before you would strike with your next blow and is not required before. All blows dealt by Rhythm will have the same attributes as Tempo, however they will ignore the aura of weapon-rebounding.
Each strike requires the following affliction in order to perform them:
- (Followup strike) Paresis or paralysis.
- (Second strike) Shyness.
- (Third strike) Besilence.While you are under the throes of Rhythm, you will not be able to attack with a weapon of your own accord. Using STOP will allow you to make use of them once more, or until Rhythm cannot deliver any more strikes.
Please see AB PERFORMANCE TEMPO for more information on this ability.
DetailsTarget Location Same location
Rhythm Delay Timer (first hit) 1.2 seconds
Rhythm Delay Timer (other hits) 1.8 seconds
RequirementsCosts 5 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Deflect
DescriptionSyntax: DEFLECT <target>
With clever positioning and flexibility, you can deflect an attack with your weapon onto another target within your location. The target must be different from the attacker, or it will fail.
DetailsTarget Location Same location
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be entangled, paralysed, or fallen.
Cannot be prevented by any protective state.
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Quip
DescriptionSyntax: QUIP <target>
Call forth memories of your budding adulthood and unleash a quip that'll be sure to destroy your opponent's psyche. In doing so, you will give the opponent hatred and, if their intelligence is lower than yours, mania.
If their current emotional state is predominately filled with anger, then your intelligence won't matter.
DetailsTarget Location Same location
Balance Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
Will bypass magical shields.
Will bypass prismatic barriers.
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Harry
DescriptionSyntax: HARRY <target> [venom]
With a brazen flip, you can chase after an adjacent opponent while evading any traps in the process. Upon landing next to your foe, you will strike them with your falchion or rapier and deliver a venom.
For each curable affliction on your opponent, the time it takes to recover balance from this skill will be reduced.
You may use this ability while off balance.
DetailsTarget Location Adjacent location
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Damage Source Agile
Weapon Damage Modifer 130%
Target Switch Lockout Timer 3.00 seconds
Balance Recovery 3.00 seconds
Balance Reduction Bonus -0.25 for each affliction
Balance Recovery Minimum 1.25 seconds
RequirementsRequires equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Stretching
DescriptionSyntax: STRETCHING <ON|OFF>
When healing an affliction that is cured by the mending salve, you will also restore a small amount of trauma that has been caused to the limb as well. This ability will drain you of your endurance while it is active.
DetailsTrauma Healed 2.00%
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
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Bilingual
DescriptionSyntax: BILINGUAL SHOW
BILINGUAL LEARN <language>Your need to perform on a daily basis puts you in contact with many different races, as such you have now become able to learn a second language of choice. You will continue to understand the language even if you are in a different class, providing that you maintain ownership over this skill.
Select your language carefully, you may only choose once. See HELP LINGUISTICS for a list of languages you can learn.
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Sock
DescriptionSyntax: SOCK <target>
With a free hand you can sock an opponent right in their face, leaving them dizzy. If they are already dizzy, it will daze them instead and you will be able to move while off balance from this skill.
If the target is holding a thurible of your own making, then socking them will cause it to be dropped.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Damage 30 + 7%
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Hiltblow
DescriptionSyntax: HILTBLOW <target>
Slam the hilt of your blade into your target's stomach, letting pain cloud their senses with clumsiness and misery.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Agile
Weapon Speed Modifer +0.20 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Bravado
DescriptionSyntax: BRAVADO <target> [venom]
While wielding either a falchion or rapier, you can summon forth a burst of bravado and attack your opponent, rejecting any afflictions you may have to cure one of them at random.
This attack will utilise your strength and cannot be dodged.
Cooldown: 10 seconds
DetailsTarget Location Same location
Weapon Damage Modifier (Denizen) 105%
Cooldown 10 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
RestrictionsConsidered an aggressive action.
Cannot be entangled.
Cannot be fallen.
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Gossipmonger
DescriptionSyntax: GOSSIP
GOSSIP SPREAD <text>A bard is ever-attuned to the local gossip, and when handled right it can be a weapon as deadly as any other. Through the careful sifting of gossip, bards learned the movements of the great houses of Djeir, and with a word or two in the right ear, they would draw their targets into the open.
You must be at least slightly tipsy in order to loosen your silver tongue, both allowing you to pick up gossip with more clarity than other people, and spread new gossip. Gossip spread in this way will be local to the current area, and last a lot shorter than natural gossip. Gossip can only be spread once every hour - any shorter than that and you risk being outed as the source.
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Reprisal
DescriptionSyntax: REPRISAL
While wielding either a falchion or a rapier, you can attempt to retaliate against an opponent by slashing back with your blade. As such, after taking brute-sourced damage, you will automatically strike them while you remain focused.
Such an act requires concentration, should you perform any action then you will cease your focus.DetailsDamage Source Agile
Balance Recovery 3.00 seconds
Requirements(Setup) Requires balance and equilibrium.
(Setup) Costs 100 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
(Setup) Cannot be entangled, paralysed, or fallen.
Cannot be fallen.
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Mundane
DescriptionSyntax: MUNDANE [disguise] and UNVEIL
Blend in with the crowd as one of the mundane, trying not to draw attention. While you are actively trying to be mundane, you will appear as a simple peasant. Should you be attacked, then the disguise is lost and you will be stunned. Should you have a better disguise on hand, you may utilise that in place of adopting a peasant-like appearance.
Act with care, as your disguise only works so long as you do not draw attention yourself - most actions will still show you for who you are. Only emotes and says will convey your disguise otherwise.
This ability will fool even guards, but keep in mind that if you perform an aggressive action, it will lose its effects at once.
Maintaining the mundane disguise will incur a moderate willpower and endurance cost.
DetailsDisguise Broken Stun 3.00 seconds
Disguise Broken Damage Multiplier x2 damage taken
Balance Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 250 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsCannot be entangled, paralysed, or fallen.
Cannot be flying in the sky.
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Cadence
DescriptionSyntax: CADENCE <target> [venom]
This mesmerising blow will deal increased damage to your opponent with your falchion or rapier and deliver a venom on your blade, but at a longer balance cost than usual. If your opponent is affected by the black star from Impetus, it will also cause a vast amount of deep bleeding to them.
Please see AB WEAVING IMPETUS for more information on the Impetus ability.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 200%
Deep Bleeding (blackstar) 33.33% of max health
Weapon Speed Modifier +1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
Weapon must be wielded in a functional arm.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Songcalling
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Voice
DescriptionSyntax: SING SONG OF <name>
The first step that most learn toward music is using the voice. It is with your voice that you will first learn to elicit effects upon those who hear you.
Each song will take a short while of singing before its effect will be felt by those you direct it towards. You may move or act during a song once started, however you may not speak. If a song requires it to be held, then you must cease all actions once the first part of the song is heard. Only one song may be sung at a time.
Since you are using the voice, do note that any damage to your throat will prevent you from completing your song. Ensure that it remains healthy so that your song will have its intended effect.
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Audience
DescriptionSyntax: AUDIENCE and AUDIENCE <target|NONE>
Some song's effects may only be directed toward a single person. Their target, in such cases, will be the person whom you have designated as your audience.
You may alter your intended audience at any time, including while a song is being sung - except if the song is held.
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Songward
DescriptionThis ability is passive.
While in the middle of a song, you will gain 10% accuracy with your attacks and 10% resistance to all types of damage until the song is complete.
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Coldread
DescriptionSyntax: COLDREAD [target] [emotion]
Perform a cold read of your target to deduce their current emotional state. Their emotions must first be awakened to make full use of this ability. If no target is supplied, then you will read yourself.
Please see AB SONGCALLING AWAKENING for more information on awakening their emotional state.
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Discordance
DescriptionSyntax: DISCORDANCE
Each time you begin a song, you will inflict a hidden affliction of either hallucinations, masochism, or mania into any enemies in your location that hear your song. Your song must not interrupt another song for the effects to apply.
You are not able to benefit from the effects of Euphonia and Discordance at the same time.
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Instrument
DescriptionSyntax: IMBUE <instrument> WITH SOUL
PLAY SONG OF <name>Imbue a single instrument with a fragment of your soul, allowing you to entrance those around you with its musical power.
While wielding your instrument, you can PLAY instead of SING, allowing you to play and sing one song for each at a time. A played song will also elicit its effect sooner than if you had sung it.
You must continue to wield your instrument until the song is finished, otherwise it will fail.
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Euphonia
DescriptionSyntax: EUPHONIA
Each time you begin a song, you will restore a small amount of health and mana to yourself and any allies in your location that can hear your music. Your song must not interrupt another song for the effects to apply.
You are not able to benefit from the effects of Euphonia and Discordance at the same time.
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Induce
DescriptionSyntax: INDUCE <emotion>
Providing that their emotions have been awakened to manipulation, you can induce an emotional reaction of your choosing in anyone in the same location as you through a short string of notes. This will bring the chosen emotion to the forefront of their mind, causing it to become their primary emotion. While affected by a primary emotion, certain afflictions will become more potent.
Here are the emotion types and their effects:
Sadness (shyness) - Instills a 5% chance of missing physical attacks.
Happiness (perplexity) - Pipe curing balance is increased by 0.5 seconds.
Surprise (dizziness) - Causes an inability to dodge attacks.
Anger (hatred) - Prevents the ability to shield.
Stress (masochism) - Attacking yourself via masochism stuns yourself.
Fear (self loathing) - Thoughts caused by the self-loathing affliction give the hopelessness anxiety.
Disgust (besilence) - Improves besilence so that it blocks any ability requiring mana.While under the effect of an induced emotion, the corresponding emotional level of those effected will slowly deplete over time and neither can it be further increased. They will also be occasionally afflicted with the associated affliction as their inducement wears down their emotions.
For more information on awakening emotional states, please refer to the AB SONGCALLING AWAKENING.
There is no balance or equilibrium cost associated with this ability, but it is placed on cooldown for a short period. Wielding your instrument will cause the cooldown to be shorter.
Cooldown (sung): 10 seconds
Cooldown (played): 7 seconds -
Inspire
DescriptionSyntax: INSPIRE
Infuse a single note with evocative energy, inspiring your allies in your location to dodge the next attack directed at them with complete certainty as well as immediately restoring a small amount of health and mana. Their dodge cooldown will also be reset when they gain the inspired defence.
There is no balance or equilibrium cost associated with this ability, however it is placed upon cooldown for a short period. Wielding your instrument will cause this cooldown to be shorter.
Please read HELP AVOIDANCE for more information on dodging.
Cooldown (sung): 10 seconds
Cooldown (played): 6 seconds -
Halfbeat
DescriptionSyntax: HALFBEAT [OFF]
At the cost of your willpower, you can perform your songs in series of half beats while allowing your tune to retain its intrigue to others. It will periodically allow you, one half of the time, to perform songs at a greater speed while in effect.
- You can play the following songs of the Eminent Ensemble
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Origin
DescriptionSyntax: SING SONG OF ORIGIN
Target: Self.This miraculous song will engulf you in its nostalgic tune, returning you to your city entrance. If you are citiless, then the song will return you to the shores of Djeir, ancestral home of all bards.
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Charity
DescriptionSyntax: SING SONG OF CHARITY
Target: Enemies.Sing a song of charity, filling the air with notes of altruism that will instill your enemies with a sense of peace.
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Fascination
DescriptionSyntax: SING SONG OF FASCINATION
Target: Audience.Fascinate a target, making them unable to escape by normal means, but still able to attack. This will hold them in place until it is writhed from.
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Youth
DescriptionSyntax: SING SONG OF YOUTH
Target: Allies and self.This youthful song will merge the present physical body with its memory of the past, restoring some health to your allies and self. If your chosen audience is healed by this effect, it will additionally cure them of a random affliction.
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Feasting
DescriptionSyntax: SING SONG OF FEASTING
Target: All except self.Those who hear your song will be unable to help themselves, devouring an assortment of edible items from within their inventory or edible items upon the ground.
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Decadence
DescriptionSyntax: SING SONG OF DECADENCE
Target: Enemies.The song of decadence will awaken depraved symptoms within your audience, inflicting them with a perverse addiction.
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Unheard
DescriptionSyntax: SING SONG OF THE UNHEARD
Target: Audience.Use your sonorous voice to cause psychic damage the mind of others with your attention-demanding song. It will have no effect if your target does not suffer from either ringing ears or sensitivity.
This song can reach your chosen audience if they reside within the same area as you.
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Sorrow
DescriptionSyntax: SING SONG OF SORROW
Target: Audience.The sorrowful notes of this song will capture your audience's attention and thoughts, driving them into the depths of grief. It will instill them with a miserable migraine and leave their ability to call upon magical teleportation completely squelched.
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Merriment
DescriptionSyntax: SING SONG OF MERRIMENT
Target: All adjacent (Held).This uplifting song will lighten the hearts of those who hear its joyful notes. While under its calming spell, they will find themselves afflicted with a lightheart and their density defence will cease to provide meaningful benefit.
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Doom
DescriptionSyntax: SING SONG OF DOOM
Target: Audience.Draw an inescapable doom down upon your target through your music, placing a mark of destruction on them at the song's completion. When two seconds have passed since the end of the song, they will be dealt half of all damage taken during the mark's lifetime as magical damage.
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Foundation
DescriptionSyntax: SING SONG OF FOUNDATION
Target: Allies.The song of foundation will instill your allies with resilience. This will prevent some damage from brute-sourced attacks until it fades.
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Destiny
DescriptionSyntax: SING SONG OF DESTINY
Target: Self.The flow of destiny will favour you as this song reaches its completion. The next time you weave together a certain effect, it will be free of any equilibrium cost.
The skills include:
Globes, Boundary, Runeband, Horologe, Thurible, Bladestorm, Anelace, and Masterstroke.See AB WEAVING <skillname> for more information on each skill above.
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Tranquility
DescriptionSyntax: SING SONG OF TRANQUILITY
Target: All except self (Held).This entrancing song will beguile the hearts of those who hear it. While it is in effect, those in the same location as you will be unable to commit aggressive actions except against yourself. This song is a channeled action once active and requires your full attention to remain in effect.
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Awakening
DescriptionSyntax: SING SONG OF AWAKENING
Target: Enemies.This stirring song reaches toward the deeper instincts of those against which it is directed, leaving their emotions awakened and able to more easily affect their decision making.
As such, their emotional levels will begin to rise when the following occurs:
Sadness - When mana is consumed or drained.
Happiness - When afflictions are cured.
Surprise - When they are stunned.
Anger - When taking damage.
Stress - When they bleed.
Fear - When observing an object being weaved.
Disgust - Moving out of combat.Act quickly as given enough time, their state of awakening will eventually fade away.
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Harmony
DescriptionSyntax: SING SONG OF HARMONY
Target: Allies.The song of harmony will give your allies resistance against the elements. This will prevent some damage from arcane-sourced attacks until it fades.
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Remembrance
DescriptionSyntax: SING SONG OF REMEMBRANCE
Target: Self.Remind your physical form of its original state, completely obliterating any residual dithering that may have been accumulated within your body. This will reduce your dithering to nothing, allowing you to weave once more.
Please see AB WEAVING HANDTRAILING for more information on what dithering is.
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Hero
DescriptionSyntax: SING SONG OF THE HERO
Target: Audience (Held).While this song is being played, your chosen target will become infused with the courage of heroes past. While under its musical effect, they will become unable to perish through the effects of damage and will obtain a 20% boost to any sourced damage they deal, but only when up against other adventurers.
While you may not perform any other actions while this song is held, your target can move as they please and the effect will persist as long as the song continues.
Should your target lose the touch of heroism or leave the same area as they received it, then you will cease your song.
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Mythics
DescriptionSyntax: SING SONG OF MYTHICS
Target: Audience.Perform the song of mythics to another who is mutual allies with you. Upon hearing its uplifting notes, your soul will drift into and swap with the other, allowing you control over them, and them control over you.
Either person may use the command UNPOSSESS to end the control.
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Fate
DescriptionSyntax: SING SONG OF FATE
Target: Audience.Call upon musical notes of fate to consume your foe. Every so often, one of their exits will become shrouded in darkness. Should they leave through this exit and enter the darkness, they will suffer severe unblockable damage for attempting to defy fate.
This effect will persist until only one exit is safe, at which point it will then fade not long after.
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Oblivion
DescriptionSyntax: SING SONG OF OBLIVION
Target: All and adjacent (Held)This terrifying song will bring an end to all that hear it. It will affect those in your location and those in adjacent locations once it begins in earnest, however the song is long, requires concentration, and will take time to complete.
There is no method to prevent the void that awaits those that hear its first notes, other than to cease the song from reaching its closing and final note.
Should the song be denied its finale - whether by failure or choice - it will lash out against the user and transfix them in place, for only success will please it.
Visual style and identity
To properly fulfil their obligations and invoke attro ca pa’sa, a Bard must work with dramatic flourish and elaborate effect. Despite the supposed mundane physicality of Performance, dexterous acrobatics and skilled swordplay are well-honed to provide entertainment and spectacle. Weaving ranges in intensity from pinpricks of light to great shows of illumination depending on the complexity of the act. Among its most distinguishable creations are the globes of bright light which orbit a victim, and the falling stars that signal a serious working.
Selection of one’s instrument is an extremely personal choice. Imbuing a portion of one’s soul into the instrument makes it a prominent feature of the Bard’s ballads and tunes. The hands of a master playing their bonded instrument are a captivating sight.
Side effects of the work
Constant physical exertion wears on the body, and a Bard must respect their limits, taking time to rest and to warm up before any particularly taxing endeavour. The risk of physical exhaustion and injury is intensified by the dithering effect that comes from prolonged Weaving. Complex light-work is extremely taxing and difficult, though its effects can be mitigated by wearing jewellery made from onyx.
Bards cover a wide range of archetypes. Charming rogues, swashbucklers, lively brawlers, and combinations of all three are equally valid reads on the class. Rarely are any two alike given the vast platform for expression that theatrics provide. Murder is an omnipresent facet of even the most sophisticated societies, and a Bard adheres to no strict alignment or morality, choosing their own way.
Who plays this class
The Bard suits players who want a class with strong roleplay theming. The Grace of the Empress is a unique mechanic: it allows legal, ceremonial assassinations through the Ceremony of the Rose, also known as Da’ath Nievva. The ritual is elaborate: a black rose presented to the target, who may accept it (denying the spectacle) or refuse it (committing to a dramatic, legal kill). After the strike, the Bard lays the rose on the corpse, bows, and verbally invokes the Empress’s Grace.
Mechanically, the class rewards players who like to mix acrobatic melee with magical control. Songcalling and Weaving give the Bard a versatile second layer that most other classes do not have. Songcaller burst and falchion finesse mean the Bard can pivot between roles depending on the fight.
Essential, however, is a love of the dramatic and a fondness for stories, whether a grand saga delivered in royal chant or a bawdy tale shared over the spit and sawdust of a seedy inn.
Origin and apprenticeship
The Bard has no city-anchored guild on the continent of Sapience. The Theater of Shadows sits in Djeir, the Undercity ruled by the Garilicci line. The Empress remains the Theater’s patron under the Concordat, and the Bards remain immune from prosecution for assassinations carried out under the Ceremony of the Rose.
Outsider apprenticeship became possible after the Grand Tragedie of 501 MA. Haratos, Master of the Theater, teaches the craft to those willing to invest 40 credits and learn. He is the only path to the class for non-Djeirani players.
Because the Bard is mechanically untethered, you can multiclass freely with either Spirit or Shadow classes and move between cities without losing the class. Race choice is independent of class, so you can play a Bard of any Aetolia race.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Bard profile. Or see Aetolia’s class hub for the rest of the roster.
Infiltrator
Untethered (mechanically) Syssin assassin class with dirks, whips, and Hypnosis. Pick Infiltrator if you like the assassin frame but want the urban Shadow politics of Spinesreach instead of Djeirani theater, and if you prefer mental manipulation to Songcalling.
Predator
Untethered knife-fighter with sitaras and beast companions. Pick Predator if you want a similar untethered killer profile but prefer the wilderness, raw physicality, and animal kinship to performance and stagecraft.
Shapeshifter
Untethered beast-form class that joins one of five Packmoot factions. Pick Shapeshifter if you want maximum class flexibility (zero lesson investment to start) and a transformation-based fighting style.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Bard and play free
