Post by Variaz on Oct 30, 2011 18:58:25 GMT -5
The Bard returns in the next patch!
Depending on the game, the Bard does various things. In D&D, the Bard is a jack-of-all-trades, master of none class, while in some other games, the Bard is an entirely support-based class that support allies with songs. So making a Bard class is something of a challenge, since it can be many things, depending on the game.
In Portralis, I've wanted the Bard to be the most "social" class, the kind that can talk his way out of trouble, rather than just smashing or burning up everything. To this end, I've given the Bard many abilities that increase the Charisma stat. This not only helps with Music and getting better prices in stores, but also gives better dialogue options in certain situations. Admittedly, there isn't that many such opportunities(but there's a few, such as convincing Rolf to let you enter the castle, or persuading a shop keeper during the Vipers questline...), but there will be eventually.
As for the combat capabilities, I could have made a supportive class that relies on having friendly monsters. There's only one problem with this: summons aren't fun. Due to the lack of control, they tend to be not too smart. There's also no real "aggro" mechanics in Portralis, the monsters always target the player if they can, making their use as a meat shield questionable. Combine this with the bugs(such as friendly ranged monsters never using their ranged attacks, and others where they fail to do damage and stuff...) and you have something that really isn't that great. They can be good for certain situations, but a character entirely centered on summons isn't viable or even fun.
The class DOES get support abilities, but it's not the main focus. The class features abilities to improve Music, improve other things as well, but many of the Bard's abilities improves Charisma. Really, the main focus of the Bard class is about getting a good amount of Charisma. So no matter what you choose, your Charisma should be high, and so your songs will be very effective!
So let's look at what the 0.5 Bard has to offer:
Pretty much your basic passive ability, this time for Music damage. It makes healing songs better, and increases radius. Nothing too fancy, pretty much on par with other basic class passive abilities. But we need to start somewhere, right?
The "support" Bard AND the "jack-of-all-trades" Bard, all in one ability! And you get your first Charisma enhancing ability. With enough Charisma, you can become a fairly competent melee, ranged or caster, and your summons will become better and will last longer if you activate the ability. And your Charisma will get better.
When you're a Bard, and you spend your life travelling and singing songs in taverns, you're bound to learn many things during your travels. This ability is that: you get a bonus to Intelligence and Wisdom, based on your Charisma. It's kind of what it was in 0.4, but with an additional bonus: it ALSO increases your Charisma now. You can raise your Charisma, and get good wisdom/intelligence in the process, so you could multiclass to priest or mage, and get some cool stuff from them(such as a Priest blessing!). And Charisma buffs are great for Music and getting good prices in stores.
A special move that provides paralysis over an area of effect, and also some descent damage. Although weaker than music songs at first, with a very powerful instrument and lots of points, thanks to the multiplicative damage of Active damage abilities, you could eventually get a very high damage output from this, in addition to the chance of paralysis.
It does everything it's 0.4 version did, but now has a new feature. Instead of using it to call up your friends, you can also use it to send your enemies away. The good thing about it is that you don't necessarely need to have the enemies in your line of sight for this to work. So if you detect enemies that are going to cause troubles, you can hide behind a wall and use this to have them go away. Of course, there's potential risks to this. You don't know where they're going to appear, so they might end up appearing in an open space near you, and now you'll be in trouble!
Another Music damage enhancing passive, this one raises your Charisma, and also your Music skill. However, it ONLY affects offensive songs, and not healing ones, and does not increase radius, unlike Improved Songs.
This ability essentially makes you the most "social" character in the game. You get better dialogue options, and very cheap prices in stores. The 0.4 version had a fear effect that required you to kill dozens of a particular kind of monster to work... so it wasn't very useful, wasn't it? If you can kill 20+ monsters of a kind, you don't need to scare them away. So it has been scrapped, and instead replaced by a nice Charisma buff that is going to always help you.
An ability focused on improving things like "Song of Strength", songs that raises stats and other similar effects. Also improves healing songs. Not much more to say, if you like using effect songs for things other than direct damage, this ability can be quite helpful.
Pretty much like it was in 0.4. A chance to charm enemies with your songs. If you like it, also raise Inspire Courage to get the most out of your new friends. Note that enemies with high CR are much harder to charm.
This ability is fun.
Enemies that are in your line of sight must win a resistance roll in order to be able to act. It's quite powerful if you place a couple points in it and have the Charisma and Music skill to use it. And Charisma you will have, because it also gives a very nice passive bonus to Charisma. I've tried it, and it's a fun ability! Just note that high CR enemies might resist it more easily. (but nothing is completely immune to it, not even Nightmares!)
And there you have it. In the end, the Bard is a very charismatic character that can sing songs and talk his way through things, and has quite a few tricks up his sleeves.
Depending on the game, the Bard does various things. In D&D, the Bard is a jack-of-all-trades, master of none class, while in some other games, the Bard is an entirely support-based class that support allies with songs. So making a Bard class is something of a challenge, since it can be many things, depending on the game.
In Portralis, I've wanted the Bard to be the most "social" class, the kind that can talk his way out of trouble, rather than just smashing or burning up everything. To this end, I've given the Bard many abilities that increase the Charisma stat. This not only helps with Music and getting better prices in stores, but also gives better dialogue options in certain situations. Admittedly, there isn't that many such opportunities(but there's a few, such as convincing Rolf to let you enter the castle, or persuading a shop keeper during the Vipers questline...), but there will be eventually.
As for the combat capabilities, I could have made a supportive class that relies on having friendly monsters. There's only one problem with this: summons aren't fun. Due to the lack of control, they tend to be not too smart. There's also no real "aggro" mechanics in Portralis, the monsters always target the player if they can, making their use as a meat shield questionable. Combine this with the bugs(such as friendly ranged monsters never using their ranged attacks, and others where they fail to do damage and stuff...) and you have something that really isn't that great. They can be good for certain situations, but a character entirely centered on summons isn't viable or even fun.
The class DOES get support abilities, but it's not the main focus. The class features abilities to improve Music, improve other things as well, but many of the Bard's abilities improves Charisma. Really, the main focus of the Bard class is about getting a good amount of Charisma. So no matter what you choose, your Charisma should be high, and so your songs will be very effective!
So let's look at what the 0.5 Bard has to offer:
1. Improved Songs(Passive, level 1)
Effect: Improves the power of offensive and healing songs, and also increases
their area of effect.
Offensive/Healing songs power: +10%
Extra points: +10% to Offensive/Healing songs power.
+1 to song radius every 5 points.
This passive ability gives you a bonus to the power of all offensive and
healing songs that you use, and will also increase their area of effect.
By placing points in this ability, you can quickly gain a good area of effect
for your songs, without having to use a Rhythm that costs a lot of Charisma
to add to your song. Or you can combine this with a costly Rhythm to get
a very large area of effect.
Effect: Improves the power of offensive and healing songs, and also increases
their area of effect.
Offensive/Healing songs power: +10%
Extra points: +10% to Offensive/Healing songs power.
+1 to song radius every 5 points.
This passive ability gives you a bonus to the power of all offensive and
healing songs that you use, and will also increase their area of effect.
By placing points in this ability, you can quickly gain a good area of effect
for your songs, without having to use a Rhythm that costs a lot of Charisma
to add to your song. Or you can combine this with a costly Rhythm to get
a very large area of effect.
Pretty much your basic passive ability, this time for Music damage. It makes healing songs better, and increases radius. Nothing too fancy, pretty much on par with other basic class passive abilities. But we need to start somewhere, right?
2. Inspire Courage(Active/Passive, level 1)
Effect: Activate this ability to motivate friendly monsters and increase all
their skills. This ability also provides a passive bonus to your
Fighting, Shooting, Spellcraft and Music skills, as well as your
Charisma.
Radius: 10
Bonus to all monster skills: (10% of Charisma)%
Summons duration: +3 turns.
Bonus to Fighting, Shooting, Spellcraft and Music: 3% of Charisma.
Bonus to Charisma: +5% of base Charisma.
Extra points: +(10% of Charisma)% to all affected monster skills.
+3 to summons duration.
+3% of Charisma to Fighting, Shooting and Spellcraft.
+5% of base Charisma to Charisma.
You can activate this ability to inspire friendly monsters around you, and give
them a bonus to all their skills. The more points you place in this ability,
and the higher your Charisma, the greater the bonus will be. Summoned friendly
monsters will also be able to stay with you for a longer time. Any monster
affected by this ability will receive the "Morale Boost" status, meaning they
have been affected by this ability, and will not be able to be affected again.
Also, this ability will give you a passive bonus to Fighting, Shooting and
Spellcraft that is always active, and based on your Charisma. Charisma itself
will be buffed by this ability, so with enough points, you can gain a
considerable bonus to all three general combat skills.
Effect: Activate this ability to motivate friendly monsters and increase all
their skills. This ability also provides a passive bonus to your
Fighting, Shooting, Spellcraft and Music skills, as well as your
Charisma.
Radius: 10
Bonus to all monster skills: (10% of Charisma)%
Summons duration: +3 turns.
Bonus to Fighting, Shooting, Spellcraft and Music: 3% of Charisma.
Bonus to Charisma: +5% of base Charisma.
Extra points: +(10% of Charisma)% to all affected monster skills.
+3 to summons duration.
+3% of Charisma to Fighting, Shooting and Spellcraft.
+5% of base Charisma to Charisma.
You can activate this ability to inspire friendly monsters around you, and give
them a bonus to all their skills. The more points you place in this ability,
and the higher your Charisma, the greater the bonus will be. Summoned friendly
monsters will also be able to stay with you for a longer time. Any monster
affected by this ability will receive the "Morale Boost" status, meaning they
have been affected by this ability, and will not be able to be affected again.
Also, this ability will give you a passive bonus to Fighting, Shooting and
Spellcraft that is always active, and based on your Charisma. Charisma itself
will be buffed by this ability, so with enough points, you can gain a
considerable bonus to all three general combat skills.
The "support" Bard AND the "jack-of-all-trades" Bard, all in one ability! And you get your first Charisma enhancing ability. With enough Charisma, you can become a fairly competent melee, ranged or caster, and your summons will become better and will last longer if you activate the ability. And your Charisma will get better.
3. Lore of the Bard(Passive, level 1)
Effect: Gain a bonus to Intelligence, Wisdom and Charisma, based on your
base Charisma.
Bonus to Intelligence/Wisdom/Charisma: 10% of base Charisma.
Extra points: +10% of base Charisma to Intelligence/Wisdom/Charisma.
This passive ability gives you a bonus to three stats, Intelligence, Wisdom
and Charisma, all based on your base Charisma. This means that points placed
in Charisma upon leveling up will not only make you better with Music, but
also with Intelligence and Wisdom-based spellcasting.
Effect: Gain a bonus to Intelligence, Wisdom and Charisma, based on your
base Charisma.
Bonus to Intelligence/Wisdom/Charisma: 10% of base Charisma.
Extra points: +10% of base Charisma to Intelligence/Wisdom/Charisma.
This passive ability gives you a bonus to three stats, Intelligence, Wisdom
and Charisma, all based on your base Charisma. This means that points placed
in Charisma upon leveling up will not only make you better with Music, but
also with Intelligence and Wisdom-based spellcasting.
When you're a Bard, and you spend your life travelling and singing songs in taverns, you're bound to learn many things during your travels. This ability is that: you get a bonus to Intelligence and Wisdom, based on your Charisma. It's kind of what it was in 0.4, but with an additional bonus: it ALSO increases your Charisma now. You can raise your Charisma, and get good wisdom/intelligence in the process, so you could multiclass to priest or mage, and get some cool stuff from them(such as a Priest blessing!). And Charisma buffs are great for Music and getting good prices in stores.
4. Stunning Note(Active, level 1)
Effect: An attack that deals Sound damage, and has a chance to paralyze
enemies. Requires a musical instrument.
Damage: Based on intrument.
Type: Sound
Radius: 2
Paralysis duration: 2 turns
Resist: 10% of (Charisma + Music) vs (Mind + Magic Defense)
Extra points: +10% to damage.
+10% of (Charisma + Music) to roll, up to a maximum of 100% at
10 points.
+5% to resist roll.
+1 to radius every 10 points.
The damage of this ability uses the standard music damage formula(based on
Charisma, and uses Music skill to bypass enemies defenses), but it is only
based on the damage of the musical instrument you are using, and not the
song you are singing. However, with a powerful instrument, and multiple
points in this ability, it could eventually catch up, or even surpass
normal song damage, thanks to it's damage bonus being applied to the
damage after the passive bonus have been applied.
The other function of this ability is to stun multiple enemies. Stunned
enemies won't perform any action, allowing you to perform another action
for free without fear of counter attack. Early on, enemies have little to
no Magic Defense, and this ability will work very often. If you plan on using
it against strong enemies, however, you will need to place multiple points
in it, and have high Charisma and Music skill. Note that the paralysis
effect doesn't work on enemies immune to paralysis, and it will also not
work on enemies that are immune to Sound.
Effect: An attack that deals Sound damage, and has a chance to paralyze
enemies. Requires a musical instrument.
Damage: Based on intrument.
Type: Sound
Radius: 2
Paralysis duration: 2 turns
Resist: 10% of (Charisma + Music) vs (Mind + Magic Defense)
Extra points: +10% to damage.
+10% of (Charisma + Music) to roll, up to a maximum of 100% at
10 points.
+5% to resist roll.
+1 to radius every 10 points.
The damage of this ability uses the standard music damage formula(based on
Charisma, and uses Music skill to bypass enemies defenses), but it is only
based on the damage of the musical instrument you are using, and not the
song you are singing. However, with a powerful instrument, and multiple
points in this ability, it could eventually catch up, or even surpass
normal song damage, thanks to it's damage bonus being applied to the
damage after the passive bonus have been applied.
The other function of this ability is to stun multiple enemies. Stunned
enemies won't perform any action, allowing you to perform another action
for free without fear of counter attack. Early on, enemies have little to
no Magic Defense, and this ability will work very often. If you plan on using
it against strong enemies, however, you will need to place multiple points
in it, and have high Charisma and Music skill. Note that the paralysis
effect doesn't work on enemies immune to paralysis, and it will also not
work on enemies that are immune to Sound.
A special move that provides paralysis over an area of effect, and also some descent damage. Although weaker than music songs at first, with a very powerful instrument and lots of points, thanks to the multiplicative damage of Active damage abilities, you could eventually get a very high damage output from this, in addition to the chance of paralysis.
5. Sotto Voce(Active, level 1)
Effect: Teleport all friendly monsters around you, or teleport enemies away.
Maximum distance(friends teleport): 20
Maximum distance(enemies teleport): 10
Enemies teleport radius: 100
Resist: (Charisma + Music) vs (Mind + Magic Defense)
Extra points: +20 to maximum distance for teleporting friendly monsters.
+10% to resist roll.
This ability has two possible effects(you can choose which effect you
want when you use this ability). The first one is to teleport friendly
monsters present on the current dungeon level, wherever they may be, next
to you. This is useful if you have to teleport away and friendly monsters
are still fighting away from you. This effect does not take any turns,
and can be performed as a free action.
The second effect is that it will teleport enemies that are near you
away from you. Each enemies is allowed a resistance roll to resist this
effect, but if they fail, they will be teleported. Note that they are
still present on the dungeon level, and so they aren't dead, and you
could still encounter them later on.
This ability can only be used in dungeons, it cannot be used outside or
in quest/indoor areas.
Effect: Teleport all friendly monsters around you, or teleport enemies away.
Maximum distance(friends teleport): 20
Maximum distance(enemies teleport): 10
Enemies teleport radius: 100
Resist: (Charisma + Music) vs (Mind + Magic Defense)
Extra points: +20 to maximum distance for teleporting friendly monsters.
+10% to resist roll.
This ability has two possible effects(you can choose which effect you
want when you use this ability). The first one is to teleport friendly
monsters present on the current dungeon level, wherever they may be, next
to you. This is useful if you have to teleport away and friendly monsters
are still fighting away from you. This effect does not take any turns,
and can be performed as a free action.
The second effect is that it will teleport enemies that are near you
away from you. Each enemies is allowed a resistance roll to resist this
effect, but if they fail, they will be teleported. Note that they are
still present on the dungeon level, and so they aren't dead, and you
could still encounter them later on.
This ability can only be used in dungeons, it cannot be used outside or
in quest/indoor areas.
It does everything it's 0.4 version did, but now has a new feature. Instead of using it to call up your friends, you can also use it to send your enemies away. The good thing about it is that you don't necessarely need to have the enemies in your line of sight for this to work. So if you detect enemies that are going to cause troubles, you can hide behind a wall and use this to have them go away. Of course, there's potential risks to this. You don't know where they're going to appear, so they might end up appearing in an open space near you, and now you'll be in trouble!
6. Charismatic Musician(Passive, level 1)
Effect: Improves your Charisma and Music skill, and give a passive bonus
to the damage of your offensive songs.
Bonus to Charisma: 5% of base Charisma.
Bonus to Music: 10% of base Music skill.
Bonus to songs damage: +10%
Extra points: +5% of base Charisma to Charisma.
+10% of base Music skill to Music.
+10% to songs damage.
This passive ability gives you a bonus to Charisma, Music and also a passive
damage bonus to all offensive songs. Because it raises all stats related
to Music, it will make all your songs perform better.
Effect: Improves your Charisma and Music skill, and give a passive bonus
to the damage of your offensive songs.
Bonus to Charisma: 5% of base Charisma.
Bonus to Music: 10% of base Music skill.
Bonus to songs damage: +10%
Extra points: +5% of base Charisma to Charisma.
+10% of base Music skill to Music.
+10% to songs damage.
This passive ability gives you a bonus to Charisma, Music and also a passive
damage bonus to all offensive songs. Because it raises all stats related
to Music, it will make all your songs perform better.
Another Music damage enhancing passive, this one raises your Charisma, and also your Music skill. However, it ONLY affects offensive songs, and not healing ones, and does not increase radius, unlike Improved Songs.
7. Bardic Reputation(Passive, level 6)
Effect: You become a famed adventurer and artist. This affects how the world
interacts with you(see below), and also gives you a bonus to your
Charisma.
- Your Charisma is treated 20% higher for every points for the purpose of
unlocking dialogue options.
- Your Charisma is treated 20% higher for every points for the purpose of
getting discounts in stores.
Bonus to Charisma: +10% of base Charisma.
Extra points: +10% of base Charisma to Charisma.
See above for other improvements.
This passive ability gives you a bonus to Charisma, and also makes Charisma
more effective for the purpose of unlocking dialogue options in certain
situations, and for the purpose of reducing prices in stores. With points
in this ability, you will be able to buy your equipment faster, get better
choices in certain dialogues, and higher Charisma will make you better
with Music and other Charisma-related abilities.
Effect: You become a famed adventurer and artist. This affects how the world
interacts with you(see below), and also gives you a bonus to your
Charisma.
- Your Charisma is treated 20% higher for every points for the purpose of
unlocking dialogue options.
- Your Charisma is treated 20% higher for every points for the purpose of
getting discounts in stores.
Bonus to Charisma: +10% of base Charisma.
Extra points: +10% of base Charisma to Charisma.
See above for other improvements.
This passive ability gives you a bonus to Charisma, and also makes Charisma
more effective for the purpose of unlocking dialogue options in certain
situations, and for the purpose of reducing prices in stores. With points
in this ability, you will be able to buy your equipment faster, get better
choices in certain dialogues, and higher Charisma will make you better
with Music and other Charisma-related abilities.
This ability essentially makes you the most "social" character in the game. You get better dialogue options, and very cheap prices in stores. The 0.4 version had a fear effect that required you to kill dozens of a particular kind of monster to work... so it wasn't very useful, wasn't it? If you can kill 20+ monsters of a kind, you don't need to scare them away. So it has been scrapped, and instead replaced by a nice Charisma buff that is going to always help you.
8. Effect Songs Mastery(Passive, level 6)
Effect: Increases the power of "effect" songs that applies to yourself.
Bonus to effect songs: +20%
Bonus to healing songs: +10%
Extra points: +20% to power of effect songs.
+10% to power of healing songs.
This passive ability raises the power of effect songs that applies to yourself.
This includes healing songs, and other songs that buff stats, or have any other
effect on you. If you use the melodies "Healing Melody", "Song of Strength" or
other similar melodies, consider placing some points in this ability to make
them more effective.
Note that healing songs works a bit differently, as the effect is treated
as a passive bonus to healing effects rather than a direct boost to the power
of the song. This means that it will only increase the healing effect on
yourself.
Effect: Increases the power of "effect" songs that applies to yourself.
Bonus to effect songs: +20%
Bonus to healing songs: +10%
Extra points: +20% to power of effect songs.
+10% to power of healing songs.
This passive ability raises the power of effect songs that applies to yourself.
This includes healing songs, and other songs that buff stats, or have any other
effect on you. If you use the melodies "Healing Melody", "Song of Strength" or
other similar melodies, consider placing some points in this ability to make
them more effective.
Note that healing songs works a bit differently, as the effect is treated
as a passive bonus to healing effects rather than a direct boost to the power
of the song. This means that it will only increase the healing effect on
yourself.
An ability focused on improving things like "Song of Strength", songs that raises stats and other similar effects. Also improves healing songs. Not much more to say, if you like using effect songs for things other than direct damage, this ability can be quite helpful.
9. Enthralling Songs(Passive, level 6)
Effect: All offensive songs gain the potential to turn enemies into allies.
Resist: 10% of (Charisma + Music skill) vs ((Mind + Magic Defense) * CR)
Extra points: +10% of (Charisma + Music skill), up to a maximum of 100% at
10 points.
+5% to resist roll.
This passive ability will give all your offensive songs the power to enthrall
enemies and make them allies. If successful, the affected enemies will remain
allies for as long as you remain on the current area that you're exploring.
Note that Uniques and certain other enemies may not be possible to enthrall.
Be aware that enemies of higher CR are significantly harder to enthrall.
In addition to their naturally superior stats, their resistance roll is
multiplied by their CR, making them even more difficult to charm.
To enable this effect, you will first have to turn it on in the 'K' menu.
After that, you can turn it off by going in the 'K' menu again.
Effect: All offensive songs gain the potential to turn enemies into allies.
Resist: 10% of (Charisma + Music skill) vs ((Mind + Magic Defense) * CR)
Extra points: +10% of (Charisma + Music skill), up to a maximum of 100% at
10 points.
+5% to resist roll.
This passive ability will give all your offensive songs the power to enthrall
enemies and make them allies. If successful, the affected enemies will remain
allies for as long as you remain on the current area that you're exploring.
Note that Uniques and certain other enemies may not be possible to enthrall.
Be aware that enemies of higher CR are significantly harder to enthrall.
In addition to their naturally superior stats, their resistance roll is
multiplied by their CR, making them even more difficult to charm.
To enable this effect, you will first have to turn it on in the 'K' menu.
After that, you can turn it off by going in the 'K' menu again.
Pretty much like it was in 0.4. A chance to charm enemies with your songs. If you like it, also raise Inspire Courage to get the most out of your new friends. Note that enemies with high CR are much harder to charm.
10. Bardic Grandeur(Passive, level 10)
Effect: Your performance is so majestic that enemies may become fascinated
by your presence, and lose their turn. Also gives you a bonus
to Charisma.
Bonus to Charisma: +10% of base Charisma.
Resist: 10% of (Charisma + Music skill) vs ((Mind + Magic Defense) * CR)
Extra points: +10% of (Charisma + Music skill), up to a maximum of 100% at
10 points.
+5% to resist roll.
+10% of base Charisma to Charisma.
Enemies that are in your line of sight will have to win a resistance roll.
If they don't, they will become fascinated by your performance, and lose
their turn. The ability will also give you a bonus to Charisma, raising
both this ability's success rate, and improving Music and many other
abilities.
Effect: Your performance is so majestic that enemies may become fascinated
by your presence, and lose their turn. Also gives you a bonus
to Charisma.
Bonus to Charisma: +10% of base Charisma.
Resist: 10% of (Charisma + Music skill) vs ((Mind + Magic Defense) * CR)
Extra points: +10% of (Charisma + Music skill), up to a maximum of 100% at
10 points.
+5% to resist roll.
+10% of base Charisma to Charisma.
Enemies that are in your line of sight will have to win a resistance roll.
If they don't, they will become fascinated by your performance, and lose
their turn. The ability will also give you a bonus to Charisma, raising
both this ability's success rate, and improving Music and many other
abilities.
This ability is fun.
Enemies that are in your line of sight must win a resistance roll in order to be able to act. It's quite powerful if you place a couple points in it and have the Charisma and Music skill to use it. And Charisma you will have, because it also gives a very nice passive bonus to Charisma. I've tried it, and it's a fun ability! Just note that high CR enemies might resist it more easily. (but nothing is completely immune to it, not even Nightmares!)
And there you have it. In the end, the Bard is a very charismatic character that can sing songs and talk his way through things, and has quite a few tricks up his sleeves.