Additional songs??
Posted: Tue Apr 17, 2007 9:25 am
I was looking through bardstalk, douglas_b's site where there is a section of an unofficial "Bard's Legacy" section and noticed there are more songs listed then are in the game currently. or at least currenlty as in version 2.0. Were there originally all these songs or is it possible to create additional songs? here is what is listed. Also curious about the harmonic gem referencing.
Bard Songs
The River Stane:
Combat - Brings the image of the river into the minds of foes and slows the responses/incantations of the mages. Spells cast by enemy Mages will do only half damage or half their effect.
Non-combat - If PC's are in a safe place and aren't walking about, this song played one time through uninterrupted, cures poisoning.
Special requirements: Charisma value of 17 and either a Lute or Harp.
The March of Bran:
Combat - Increases the Strength and Constitution of the Party.
Non-combat - Protection from traps. The Party receives half damage
Special requirements: Pipes.
The Beasty Skirl:
Combat - Calls wild animals to either join the party or leave the opposing force of attackers .
Non-combat - Attracts wild animals who want to join the party. No Dragons or mythical highly intelligent animals.
Special requirements: None. This song can be played on Lute, Harp and Flute.
The Herald's Gift:
Combat - Gifts party with greater resistance to magic, including true sight (disbelief of illusions) and greater dexterity.
Non-combat - Increases intuition. A mystic eye appears while walking to warn of trips and traps (turns red and message in scroll box appears.)
Special requirements: This piece requires the Elven Elonian Pipes (several have been made and with luck can be pruchased from a local merchant) which has it's own harmonic properties.
Saltarello Jubilate:
Combat - Cheers up the party, strengthening their spirits and adding +1 to IQ and Charisma.
Non-combat - improves the successful useage of special abilities.
Special requirements: None. This song can be played on Lute, Harp, Pipes and Flute.
Sweet Maggie's Kiss:
Combat - Spellbinds a foe and brings them into the party
Non-combat - attracts npcs who want to join
Special requirements: This song can be played on Lute, Harp, and Flute and requires 2 Harmonic Gems.
Walking Song:
Combat - This song enables the party to escape from combat (apart from boss fights)
Non-Combat - Staves off random attacks.
Special requirements: This song can be played on Lute, Harp, Pipes and Flute and requires 2 Harmonic Gems.
Kerowyn's Soothing Psalm:
Combat - Calms down enemies, who then become less effective in combat.
Non-combat - Stops party attacks from insane pcs
Special requirements: This song can be played on Lute, Harp, Pipes and Flute and requires 2 Harmonic Gems.
Dungeon Dance:
Combat - Decreases dexterity of monsters by -1/10 Bard lvl.
Non-Combat - Locates a dungeon's exit
Special requirements: This song can be played on Lute, Harp, Pipes and Flute and requires 2 Harmonic Gems.
Berserker's Paradise:
Combat - Starts a beserker rage giving all melee fighters one extra attack per round.
Non-combat - Starts a beserker rage party attack.
Balm Ballad:
Combat - Heals the party each round it's played. (alls chars 1 HP/bard level).
Non-Combat - Heals the bard. (1 HP/minute/bard lvl.)
Special requirements: This song must be played on an Elven Harp.
Spirit Chant:
Combat & Non-combat - Replenishes the mages' Spell Points (1 SP./5 bard levels per round, or per minute {non-combat} )
Special requirements: This song can be played on an Elven Harp, or Elven Flute.
Tryler's Intuition:
Combat - Blinds enemies for one round of combat.
Non-combat - Improves night/dark vision (slightly less than a torch)
Special requirements: This song can be played on Lute, Harp, Pipes and Flute (can augment with 1 Harmonic Gem).
Brave Sir Robin:
Combat - This song makes it harder for attacking enemies to run away.
Non-combat - Increases the chances for random enemies.
Special requirements: This song can be played on Lute, Harp, and Flute (can augment with 1 Harmonic Gem).
Diit's Eternal Song:
Combat - Some enemies will fall asleep, but there is also the danger of your characters falling asleep too. Bard should fall asleep if played too long. The lower the IQ and WI/ or CH, the greater the chances of falling asleep.
Non-combat - causes friction with party
Special requirements: This song can be played on Lute, Harp, Pipes and Flute.
Branigan Mach in D Minor:
Combat & Non-combat - Spells have more potency (ie. Spells hit for more, heals more)
Special requirements: This song must be played on Pipes and requires 2 Harmonic Gems.
The Dwarven Shavier:
Combat - This crafty Dwarven music gives the Party extra protection from being hit or damaged (all chars; +1 AC/10 bard levels)
Non-combat - Increases resistance to harsh conditions and tells directions like a compass; keeps pulling the Bard North.
Special requirements: This song can be played on Lute, Harp, and Flute and requires 3 Harmonic Gems.
Bard Songs
The River Stane:
Combat - Brings the image of the river into the minds of foes and slows the responses/incantations of the mages. Spells cast by enemy Mages will do only half damage or half their effect.
Non-combat - If PC's are in a safe place and aren't walking about, this song played one time through uninterrupted, cures poisoning.
Special requirements: Charisma value of 17 and either a Lute or Harp.
The March of Bran:
Combat - Increases the Strength and Constitution of the Party.
Non-combat - Protection from traps. The Party receives half damage
Special requirements: Pipes.
The Beasty Skirl:
Combat - Calls wild animals to either join the party or leave the opposing force of attackers .
Non-combat - Attracts wild animals who want to join the party. No Dragons or mythical highly intelligent animals.
Special requirements: None. This song can be played on Lute, Harp and Flute.
The Herald's Gift:
Combat - Gifts party with greater resistance to magic, including true sight (disbelief of illusions) and greater dexterity.
Non-combat - Increases intuition. A mystic eye appears while walking to warn of trips and traps (turns red and message in scroll box appears.)
Special requirements: This piece requires the Elven Elonian Pipes (several have been made and with luck can be pruchased from a local merchant) which has it's own harmonic properties.
Saltarello Jubilate:
Combat - Cheers up the party, strengthening their spirits and adding +1 to IQ and Charisma.
Non-combat - improves the successful useage of special abilities.
Special requirements: None. This song can be played on Lute, Harp, Pipes and Flute.
Sweet Maggie's Kiss:
Combat - Spellbinds a foe and brings them into the party
Non-combat - attracts npcs who want to join
Special requirements: This song can be played on Lute, Harp, and Flute and requires 2 Harmonic Gems.
Walking Song:
Combat - This song enables the party to escape from combat (apart from boss fights)
Non-Combat - Staves off random attacks.
Special requirements: This song can be played on Lute, Harp, Pipes and Flute and requires 2 Harmonic Gems.
Kerowyn's Soothing Psalm:
Combat - Calms down enemies, who then become less effective in combat.
Non-combat - Stops party attacks from insane pcs
Special requirements: This song can be played on Lute, Harp, Pipes and Flute and requires 2 Harmonic Gems.
Dungeon Dance:
Combat - Decreases dexterity of monsters by -1/10 Bard lvl.
Non-Combat - Locates a dungeon's exit
Special requirements: This song can be played on Lute, Harp, Pipes and Flute and requires 2 Harmonic Gems.
Berserker's Paradise:
Combat - Starts a beserker rage giving all melee fighters one extra attack per round.
Non-combat - Starts a beserker rage party attack.
Balm Ballad:
Combat - Heals the party each round it's played. (alls chars 1 HP/bard level).
Non-Combat - Heals the bard. (1 HP/minute/bard lvl.)
Special requirements: This song must be played on an Elven Harp.
Spirit Chant:
Combat & Non-combat - Replenishes the mages' Spell Points (1 SP./5 bard levels per round, or per minute {non-combat} )
Special requirements: This song can be played on an Elven Harp, or Elven Flute.
Tryler's Intuition:
Combat - Blinds enemies for one round of combat.
Non-combat - Improves night/dark vision (slightly less than a torch)
Special requirements: This song can be played on Lute, Harp, Pipes and Flute (can augment with 1 Harmonic Gem).
Brave Sir Robin:
Combat - This song makes it harder for attacking enemies to run away.
Non-combat - Increases the chances for random enemies.
Special requirements: This song can be played on Lute, Harp, and Flute (can augment with 1 Harmonic Gem).
Diit's Eternal Song:
Combat - Some enemies will fall asleep, but there is also the danger of your characters falling asleep too. Bard should fall asleep if played too long. The lower the IQ and WI/ or CH, the greater the chances of falling asleep.
Non-combat - causes friction with party
Special requirements: This song can be played on Lute, Harp, Pipes and Flute.
Branigan Mach in D Minor:
Combat & Non-combat - Spells have more potency (ie. Spells hit for more, heals more)
Special requirements: This song must be played on Pipes and requires 2 Harmonic Gems.
The Dwarven Shavier:
Combat - This crafty Dwarven music gives the Party extra protection from being hit or damaged (all chars; +1 AC/10 bard levels)
Non-combat - Increases resistance to harsh conditions and tells directions like a compass; keeps pulling the Bard North.
Special requirements: This song can be played on Lute, Harp, and Flute and requires 3 Harmonic Gems.