You have gained the following abilities in Wildarrane:
Composition You may compose songs expressing your own creativity.
Sustain The ability to maintain a song.
AncestralCall The spirits of your ancestors lend you fortitude.
AncestralWatch The ancestral spirits stand guard o'er the forests.
PaleBeauty Ego replenishes like the pale beauty of Mother Moon.
DiscordantChord This painful chord shall crush the disharmonic soul.
BlueMoon It's hard to focus when you're blue.
LunaMelody Herbs will be absorbed faster while hearing this melody.
Refrain A musical structure that allows repetition of a stanza.
Reprise A musical structure that allows reversal of a stanza.
WildeChord The wilde can damage those who stand against nature.
StoneMists Mists mixed with smoke will dampen burning herbs.
FaeDitty Fae enjoy amusing ditties that are hard to forget.
CaptiveAudience Both friends and enemies hear nothing but your songs.
SpiritGuard The dance of the spirits wards you from blows.
AncientCurse The primal elder curse called by your ancestral spirits.
Celebrate Cheerful tune that inspires those touched by the Moonhart.
NintobaSong Mother Moon is inspired by the memory of Nintoba's Song.
NatureRhythm Hear the natural music of the seasons.
Encore Play a rousing encore performance.
EternalTree True forests will heal those who are loyal to the green.
AncientFeud The wrath of your ancestors will trap and harm your foes.
AncestralFealty A legacy of duty and service inspires fealty.
CairnLargo Send your ancestral spirits to haunt your enemies.
Bardoon Lead them off with the march of the dead.
See AB WILDARRANE <ability> for more information on an ability.
WILDARRANE - COMPOSITION
Syntax: COMPOSITION LIST
COMPOSITION NEW <name>
COMPOSITION SHOW <composition>
COMPOSITION DELETE <composition>
COMPOSITION CLEAR <composition> <stanza>
COMPOSITION LYRIC <composition> <stanza> <text>
COMPOSITION IMBUE <composition> <stanza> <power|NONE>
PERFORM SONG <composition> [target|SKIP]
SONGSTAT[US]
* All stanza arguments must be intab egers in the range 1-9
As your ability in your song specialization increases, you will be able to compose songs. Compositions are made up of a series of up to nine stanzas. Each stanza must be assigned lyrics, and one of the powers gained via study in music specializations, the rules for which can be found below. These compositions can then be played as songs. The total number of compositions you can have at once is determined by your skill rank in your specialization.
Once you have a composition, it is possible to perform it as a song. Each time you perform a song, you will progress one stanza, and any power associated with that stanza will be activated. A given performnace will last for a set period of time, unless it is performed again before the timer expires. After playing the last stanza in the composition, the song will end. In general, performing a song will always cause a progression of stanzas, though other abilities will allow rewinding or repeating stanzas.
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Composition powers are divided according to two different categories: level and action type, each explained below:
Level determine into which stanzas in a composition a power can be imbued. Levels come in three flavours: low, mid, and high. Higher level powers generally have stronger effects. Each power has exactly one power level, noted in the corresonding AB file. The valid stanzas for each power level are:
Power Level | Stanzas
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Low | 1-3
Medium | 4-6
High | 7-9
Action types determine the way in which the power's effects manifets. Action type comes in three flavours: passive, periodic, and active. Powers may have multiple action types. Details for the action types are:
Passive powers are in continuous effect so long as the targets are able to hear the song. Each passive power defines its own set of valid targets, most often either the enemies or allies of a bard, as well as possible unique requirements; see the relevant AB file. Passive powers cannot be repeated in a composition.
Periodic powers perform some active effect on a timer. At each tick of the timer, the power's effect will affect all valid targets able to hear the song. As with passive powers, each period power defines its own set of valid targets and unique requirements; see the relevant AB file for each power. Periodic powers cannot be repeated in a composition.
Active powers perform their effect once when a stanza is first performed. Often, these powers require a target, but this is not necessarily the case. Each active power defines its own unique requirements and target(s); see the relevant AB file. Active powers can be repeated in a composition.
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To create a composition, the command COMPOSITION NEW <name> is used. Compositions by an individual must all have unique names, but no such restrction exists regarding name clashes of other bards' compositions. The inverse command, COMPOSITION DELETE <composition>, will permanently delete the specified composition.
To view your current list of compositions, use the command COMPOSITION LIST.
To view information about a composition, such as its lyrics and powers, use the COMPOSITION SHOW <composition> command.
COMPOSITION CLEAR <composition> <stanza> will remove the lyrics and power from the specified stanza.
COMPOSITION LYRIC <composition> <stanza> <text> will assign lyrics to the specified stanza. Lyrics cannot exceed 75 characters in length.
To assign a power to a stanza, the command COMPOSITION IMBUE <composition> <stanza> <power|NONE> is used. This command can also be used to remove a power from a stanza without wiping the lyrics. Stanzas cannot be imbued when a given composition is being used to perform a song.
PERFORM SONG <composition> [target] will either begin a song based on that composition (if no song, or a song for a different composition, is being played), or the current song will advance one stanza. In the former case, the song will begin at stanza one; in the latter, the song will advance one stanza - if the song advances past its last stanza, the song ends. In both cases, the expiration timer for the song is reset, and any power imbued in the new stanza is activated. For those powers which require a target, this should be supplied here. Specifying your target as SKIP will ignore any active powers.
To view information about a currently playing song, use SONGSTAT[US]. This will display the current composition being performed, the current stanza, the expiration timer, and possibly additional information from other abilities. Abilities which include additional information will have this noted in their AB file.
WILDARRANE - SUSTAIN
Syntax: SUSTAIN
This ability will allow you to slow the music you are playing, effectively stopping the expiration timer on your song. While sustained, your song's powers will also halt. Performing the song will end the sustain.
SONGSTAT[US] will show if your song is currently sustained.
WILDARRANE - ANCESTRALCALL
Level: Low
Type: Periodic
Buff: Universal Damage Resistance 1/2
Universal Damage Resistance 1/3 (5+ spirits)
Universal Damage Resistance 2/3 (9+ spirits)
** Currently, only the 1/2 damage resistance is accessible, pending updates to other systems **
Your song calls forth the spirits of your ancestors; as long as it plays, another spirit will join you, up to a maximum of ten. These spirits will afford you some resistance to damage as long as they stay with you. However, whenever you move, you may leave one of them behind. Also note that other Wildarrane skills will require a coterie of ancestral spirits called forth with this song effect.
SONGSTAT[US] will show how many spirits you have called.
WILDARRANE - ANCESTRALWATCH
Syntax: PLAY ANCESTRALWATCH [DISMISS|LIST]
Power: 1 (Moonhart Mother Tree) (to summon)
** Currently spirits do not react to players entering the room, pending updates to other systems **
You may appoint the spirit of one of your ancestors (called with AncestralCall) to stand guard over a particular location. If a personal enemy enters this location, the watchful spirit will notify you before returning to the mists of death afer spotting three enemies. These spirits will also retire from their watch when you leave the Basin, or you can dismiss one if you stand before it.
WILDARRANE - PALEBEAUTY
Level: Low
Type: Passive
Buff: Ego Regeneration Buff 1/3
When you or your allies hear the sound of this music, your ego will regenerate.
WILDARRANE - DISCORDANTCHORD
Syntax: PLAY DISCORDANTCHORD <target>
Power: 3 (Any)
Damage Type: 100% Magic
The discordant chord is tuned to especially harm those ears already suffering from the tonal ailments of a musician, doing greater damage the greater the level of auditory afflictions the victim has. The victim will also suffer mana and ego loss scaling with the auditory affliction level. Further, if the user maintains an octave in the room, the discordant chord will be yet stronger. Hearing the discordant chord will, however, remove all auditory afflictions from its target.
WILDARRANE - BLUEMOON
Level: Low
Type: Passive
Malus: Health, Mana, Ego Regen Malus 1/3
** THIS ABILITY IS CURRENTLY UNIMPLEMENTED, PENDING UPDATES TO OTHER SYSTEMS/SKILLS **
Your enemies who hear this sound will find themselves recovering their mental, spiritual, and bodily focus at a much slower rate.
WILDARRANE - LUNAMELODY
Level: Low
Type: Passive
Buff: Herb Balance Recovery Buff 1/3
The melody of Luna when heard by you and your allies will cause herb balance to decrease in recovery time.
WILDARRANE - REFRAIN
Syntax: PERFORM REFRAIN <composition> [<target>|SKIP]
This ability acts exactly as though you were performing a song, except that instead of advancing one stanza, you'll instead repeat the current stanza.
WILDARRANE - REPRISE
Syntax: PLAY REPRISE
Power: 1 (any)
By reprising your melodies and harmonies, you can bring your song back one stanza. Note that attempting to reprise past the first stanza will end the song.
WILDARRANE - WILDECHORD
Syntax: PLAY WILDECHORD <target>
Damage Type: 75% Cold
25% Divinus
Similar to minor second, this chord is powerful enough to damage your enemies by creating notes that vibrate to the cold winters within the Serenwilde.
WILDARRANE - STONEMISTS
Level: Low
Type: Passive
Malus: Herb Balance Recovery Malus 1/3
When your enemies hear this music, they will find that their ability to ingest smoked and eaten herbs will be decreased by the shrouding mists.
WILDARRANE - FAEDITTY
Level: Mid
Type: Periodic
Fae just love songs with a catchy tune, and your enemies will think so too. They cannot help but singing a stanza that runs through their head like a ditty, losing their concentration.
WILDARRANE - CAPTIVEAUDIENCE
Syntax: CAPTIVATE AUDIENCE
This ability will effect all allies and enemies, as well as the bard themselves, in the room who are not already captivated by a bard. Those who are captivated will only be able to pay attention to the songs of the bard by whom they've been captivated, whether the effects be negative or positive. Blanknote and blankchord can break the captivation, and the captivation will also wear off after a time.
WILDARRANE - SPIRITGUARD
Level: Mid
Type: Passive
** THIS ABILITY IS CURRENTLY UNIMPLEMENTED, PENDING UPDATES TO OTHER SYSTEMS/SKILLS **
The ancestral spirits you have called around you (see AncestralCall) may intercept attacks made against you. The more spirits that surround you, the greater the chance of blocking each attack.
WILDARRANE - ANCIENTCURSE
Level: Mid
Type: Periodic
Affliction: Neurosis 1/5 (chance of 2/5)
Your ancestor spirits are inspired by your song to evoke an ancient,
primal curse, which will afflict your enemies when they hear it. The curse weakens the mind, inflicting neurotic afflictions. There is a chance that a 2/5 affliction will be applied instead of 1/5, depending on the number of summon ancestral spirits.
WILDARRANE - CELEBRATE
Level: Mid
Type: Passive
Buff: Universal Damage Buff 1/3 (SerenwildE)
This rousing music will inspire the members of Serenwilde to greater heights, causing the damage they do to be increased. This powerful sound was inspired by the lyrics of "Celebrate" by Ialie Starfall, the first guildmistress and founder of the guild.
WILDARRANE - NINTOBASONG
Level: Mid
Type: Passive
** THIS ABILITY IS CURRENTLY UNIMPLEMENTED, PENDING UPDATES TO OTHER SYSTEMS/SKILLS **
When maidens, mothers and crones hear Nintoba's Song, they will be touched by the memories this brings. Maidens will stay around longer, mothers will heal more, and crones will act faster than before.
WILDARRANE - NATURERHYTHM
Level: High
Type: Passive
Buff: Health Regen Buff 1/3 (Spring)
Mana Regen Buff 1/3 (Summer)
Ego Regen Buff 1/3 (Autumn)
Malus: Max Health Malus 1/3 (Winter)
The rhythms of the seasons shall fill your ears, and during the spring you and your allies shall regenerate health, in summer - ego, and in the autumn your mental fortitude shall be replenished. In the barren depths of winter, your enemies shall reap the famine of this time and their max health will be lower.
WILDARRANE - ENCORE
Syntax: ENCORE PERFORMANCE
Power: 3 (any)
By playing an encore performance, you will speed quickly through your song at a faster tempo - your recovery of equilibrium when performing songs will be greatly accelerated.
WILDARRANE - ETERNALTREE
Level: High
Type: Passive
Buff: Potion Balance Recovery Buff 2/3
When you and your allies stand upon true forest ground and hear this song, the forest's aura will be sympathetic to you and help you heal. The recovery time for using health, mana, and bromides potions will be shorter.
WILDARRANE - ANCIENTFEUD
Level: High
Type: Periodic, Passive
Damage Type: 100% Cold
** Currently, the movement-blocking effect is inaccessible, pending updates to other systems **
Evoking ancestral enmities, your song sets the ancestor spirits around you to rage against your foes, draining them of life, doing more damage with more summoned spirits. In addition, the spirits have a chance of preventing your enemies from fleeing your location.
WILDARRANE - ANCESTRALFEALTY
Level: High
Type: Passive
Buff: Universal Damage Buff 1/2
Universal Damage Buff 1/3 (5+ spirits)
Universal Damage Buff 2/3 (9+ spirits)
** Currently, only the 1/2 damage buff is accessible, pending updates to other systems **
Tales of past service, of duty and fealty, remind you and your allies of the importance of your struggle and inspire you to strike foes with greater force.
WILDARRANE - CAIRNLARGO
Level: High
Type: Passive
Syntax: SPIRITSONG <spell> <target>
You may direct the ancestral spirits called with AncestralCall to
haunt your target, one at a time. Once you have haunted an enemy, you may drive the spirits to attack the person with various effects, consuming the spirits in the process. At a regular interval, your targets will have a chance of losing a haunting spirit if they do not stand within your presence.
Spell: Haunt
Affliction: Haunting Spirit 1/5
Charge one of your ancestral spirits with haunting your victim. You must be attended by at least one spirit to do this.
Spell: Recall
Recall any spirits haunting the person.
Spell: Bind
Haunting Spirits: 1
Affliction: Entangle
Binds your target's legs, requiring them to writhe to get free.
Spell: Summon
Haunting Spirits: 2
Pull your target back to you, so long as they are in the same area.
Spell: Chill
Haunting Spirits: 3
Damage Type: 100% Cold
Strike your target with a burst of cold damage.
Spell: Harrow
Haunting Spirits: 4
Affliction: Paranoia 2/4
The attacking spirits will drive your target paranoid.
Spell: Freeze
Haunting Spirits: 5
Affliction: Frostbite 3/5
Freeze your target, also causing damage and a long stun.
WILDARRANE - BARDOON
Level: High
Type: Active (targeted)
Power: 3 (Mother Moonhart)
The march of the dead starts with a pure note to call the ancestors to take the soul to the Fates. Once you start singing this killing note, you can do nothing lest you disrupt the song.
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Comments
-Currently, most of this skill is not implemented!
-Paranoia is no longer an affliction, so Paranoia 2/4 on AncestralFealty makes me confused.
-Freezing 3/5 is honestly really, really hardcore. Two-shot Unconsciousness, what? This doesn't actually work, because of how spirits work now!
-Summer and Autumn don't have their descriptions match their stated effects for NatureRhythm.
It should be noted that the number of balances/equilibriums to take to do something really isn't indicative of how OP or not OP it may be.
I think having 1/3 universal damage resistance and 1/3 universal damage buff AT THE SAME TIME as 5 spirits attached to the target is too much. There needs to be a cost/benefit to spirits. Either this for that OR this for that. Not both all the time.
And it's not about it being fair, I understand, however, just comparing Shadowbeat to Wildarrane and it's very easy (from a fighter's PoV) to just kinda wtf at the differences. If I could choose to have either Wildarrane or Shadowbeat as a part of my current skills, it would be Wildarrane all the way.
Or the transfix+afflictions that takes five balances? Or the webbing that takes two? I mean, I can see if you could just use the spirits around you directly to use these skills, but you can't