Difference between revisions of "The Bards' guild"

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(Spells)
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[[Sounds of silence]]: Prevents shouts from death, useless unless you intend to die from embarassing monster
 
[[Sounds of silence]]: Prevents shouts from death, useless unless you intend to die from embarassing monster
  
[[Dancing blades: Kinda cool spell but takes too long for the damage, useless
+
[[Dancing blades]]: Kinda cool spell but takes too long for the damage, useless
  
 
[[Melody of the misadventurer]]: The fuck you spell, lessens luck for the spell duration. There is also rumour that casting this would permanently lessen casters luck but I did not notice anything. Useless.
 
[[Melody of the misadventurer]]: The fuck you spell, lessens luck for the spell duration. There is also rumour that casting this would permanently lessen casters luck but I did not notice anything. Useless.

Revision as of 08:39, 11 April 2020

There isn't areal adventuring-party of the true nature without a ravishing member of the Bards' guild in it. As bards are considered generally musical artists who preserve and describe tales and legends through their songs, are the Shadowkepian bards also developed from this starting point.

Generally acknowledged as one of the less power-hungered guilds, getting familiar with a true bard is most likely to be an unique experience. Bards are bound into exploring, facing overpowerful enemies, bitterly learning the lore and universally having a blast of it all. One of the elder sayings go 'there is no merrier than the heart of a bard when death is imminent.'

Bards have some fighting skills and a few outrageous songspells. Advancing in the guild often requires some story-writing skills and completion of specific guild quests. As weapons, bards fashion short andlong blades; seldomly also bows.

Important: Remember to read the guide in the joining room for more exact information about songcasting and bards in general.

Info

Command: bard

Creators: Amarth<analytics uacct="UA-3466433-3" ></analytics> and Walin<analytics uacct="UA-3466433-3" ></analytics>

Maximum level: 30

Joining requirements:

Background must be civilized

sinfo

Skill/Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Songcasting 20 22 25 28 31 33 36 39 42 44 47 50 53 55 58 61 64 66 69 72 75 77 80 83 86 88 91 94 97 100
Songscribing 20 24 29 34 38 43 48 52 57 62 67 71 76 81 85 90 95 100 - - - - - - - - - - - -
Attack 25 27 30 33 35 38 41 44 46 49 52 54 57 60 63 65 68 71 74 76 79 82 85 - - - - - - -
Swim 25 50 75 - - - - - - - - - - - - - - - - - - - - - - - - - - -
Short blades 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 46 48 50 52 54 56 58 60 62 64 66 68 70 72 75
Long blades 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 46 48 50 52 54 56 58 60 62 64 66 68 70 72 75
Noituloves dischord 10 32 55 77 100 - - - - - - - - - - - - - - - - - - - - - - - - -
Dodge - 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Catchy singalong - 10 19 28 37 46 55 64 73 82 91 100 - - - - - - - - - - - - - - - - - -
Musicians alm - - 10 25 40 55 70 85 100 - - - - - - - - - - - - - - - - - - - - -
Campfire tune - - - 10 15 21 26 32 38 43 49 55 60 66 71 77 83 88 94 100 - - - - - - - - - -
Kings feast - - - 10 18 26 34 42 50 59 67 75 83 91 100 - - - - - - - - - - - - - - -
Tumbling attack - - - - 1 3 5 7 9 11 13 15 17 19 21 24 26 28 30 32 34 36 38 40 42 45 - - - -
Negate offhand penalty - - - - 1 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50
Jesters trivia - - - - 20 36 52 68 84 100 - - - - - - - - - - - - - - - - - - - -
Hiking - - - - - 1 9 17 26 34 43 51 60 - - - - - - - - - - - - - - - - -
Enhance criticals - - - - - 2 - - - - - 4 - - - - - 6 - - - - - 8 - - - - - 10
Strength in unity - - - - - 30 35 41 47 53 59 64 70 76 82 88 94 100 - - - - - - - - - - - -
Plant lore - - - - - - 5 8 12 16 20 24 28 32 36 40 44 48 52 56 60 - - - - - - - - -
Alcohol tolerance - - - - - - 1 9 17 25 33 41 50 - - - - - - - - - - - - - - - - -
Melodical embracement - - - - - - 5 12 20 28 36 44 52 60 68 76 84 92 100 - - - - - - - - - - -
Instrument creation - - - - - - - 10 19 28 37 46 55 64 73 82 91 100 - - - - - - - - - - - -
Venturers way - - - - - - - 10 19 28 37 46 55 64 73 82 91 100 - - - - - - - - - - - -
Sweet lullaby - - - - - - - - 20 36 52 68 84 100 - - - - - - - - - - - - - - - -
Clandestine thoughts - - - - - - - - - 5 9 14 19 24 28 33 38 43 47 52 57 62 66 71 76 81 85 90 95 100
Singing shepherd - - - - - - - - - 20 33 46 59 73 86 100 - - - - - - - - - - - - - -
Uncontrollable mosh - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - -
Pathfinder - - - - - - - - - - - 5 10 15 20 26 31 36 41 47 52 57 63 68 73 78 84 89 94 100
Rapture of the deep - - - - - - - - - - - 20 24 36 44 52 60 68 76 84 92 100 - - - - - - - -
War ensemble - - - - - - - - - - - - 10 21 32 43 55 66 77 88 100 - - - - - - - - -
Songmastery - - - - - - - - - - - - - - 20 25 30 35 41 46 51 57 62 67 73 78 83 89 94 100
Soothing sounds - - - - - - - - - - - - - - 24 39 54 69 84 100 - - - - - - - - - -
Vigilant melody - - - - - - - - - - - - - - - - 40 52 64 76 88 100 - - - - - - - -
Noituloves deathlore - - - - - - - - - - - - - - - - - 10 20 30 40 50 60 70 80 90 100 - - -
Achromatic eyes - - - - - - - - - - - - - - - - - - 20 30 40 50 60 70 80 90 100 - - -
Con fioco - - - - - - - - - - - - - - - - - - - 20 36 52 68 84 100 - - - - -
Sounds of silence - - - - - - - - - - - - - - - - - - - - 20 40 60 80 100 - - - - -
Dancing blades - - - - - - - - - - - - - - - - - - - - - - 25 35 46 57 67 78 89 100
Mana control - - - - - - - - - - - - - - - - - - - - - - - - 30 40 50 60 70 -
Melody of the misadventurer - - - - - - - - - - - - - - - - - - - - - - - - 20 36 52 68 84 100
Quick chant - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1
Skill/Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Bard guild is located in Shadowkeep in Rothikgen. Bard guild is bit more role play oriented than your average guild and it is hevily party oriented. For minmaxers bards are general support guild with some healing power, some blasting power and unique party boost spells. It can also be used as role playing and the level quest system enforces it a bit.


Introduction

Bards have unique spell learnign system called KBH (Known By Heart). It means that you need to cast every bard spell succesfully x times before you can cast it without reading it first from a notebook. The x varies kinda lot but there is more info on guild board. Notebooks can be bought from Bard guild and they are fairly cheap but to get the words of a song you need to go to the songmaster who wanders somewhere outworld. They will tell their location if asked but you need to travel where ever he/she is. Every song has it's own songmaster. Now you don't need to learn every song KBH if you do not want to use them but it is lvl 29 quest in quild to get all songs KBH. The notebook also wears bit every time you read it. The amount of damage to the book greatly depends on Songscribing skill so you need some if you are going to get any songs KBH and you will want songs that you use KBH and there are also some level quests like learn 6 songs KBH and so on. KBH will stay from reinc to another.

Bards also have a repution system where they collect might. It gathers from casting spells in parties and the more you have it the better your spells will be. Repution will stay from reinc to another but it gathers slowly.

Bards can also create an instrument that gives hp/ep/sp. There are different types and you can do them almost any material. You also need the skill Instrument creation and to get divine instrument you need atleast 90% of the skill. Might affect the stats on instrument. Different type of instruments give different bonuses but the instrument weight does not affect it's power. Tanks normally aim for divine maracas as it gives only hp and weights less than 1kg. But you can play around with them. YOu can create one instrument only every 3rd rl day and you need atleast 5 for level quest. Instruments can also be stored over reincs.

Character Stats

The most important stat for bard is dex because all songs depend on it. More dex more power. Other stats work normally, con and str based on need, wis and int give 1 sp per point each so bards will always have only little sp. As the only healing spell takes bit over 100 sp you won't cast a lot of spells in a row.

Spells

Noituloves dischord: Magic missile for bards, does physical damage iirc

Catchy singalong: Oh the annoyance, useless

Musicians alm: Nice spell for learning QC, othervise useless

Campfire tune: Heals every player in room, works better if you have campfire

Kings feast: creates food and drink

Jesters trivia: gives spells affecting every player in room

Strength in unity: spreds damage to whole party, ends if you move

Melodical embracement: give +skills, best skills are qc, dodge, casting skills

Venturers way: Gives ep

Sweet lullaby: Camp for all, works better with sleeping bag

Clandestine thought: Prevents mortal snooping, kinda useless if you do not want to be player killer

Singing shepherd: Makes small outworld animals to follow you, useless

Uncontrollable mosh: Damages everyone except caster in room, useless

Pathfinder: Teleport spell, not sure if you works from continent to continent

War ensemble: The spell, gives +str, +hp, +dex to ever player in party. This is the reason you will get parties.

Soothing sounds: Might calm agressive monster no nonagressive, but works kinda randomly.

Vigilant melody: Tells who are in 3 room radius from casting place and stays for few minutes, useless

Noituloves deathlore: Psi damage area spell, does decent damage

Achromatic eyes: can't remember, something useless

Con fioco: Fire damage single target spell, good damage

Sounds of silence: Prevents shouts from death, useless unless you intend to die from embarassing monster

Dancing blades: Kinda cool spell but takes too long for the damage, useless

Melody of the misadventurer: The fuck you spell, lessens luck for the spell duration. There is also rumour that casting this would permanently lessen casters luck but I did not notice anything. Useless.

Intro2

-To get to max level in bards, you need to have 50% explore and 20 quests solved. This is just a reminder of that.

-You don't need notebooks to KBH all the spells. You can refresh your spell at the songmaster. So basically you can just follow the songmaster and cast the spell again and again. Some bard spells improve even if you have it active on you, this makes them very easy to KBH, you can detect this with 'bscore' command.

-When you got enough bardic might, instruments you create will give some extra int and wis, even if they originally did not give int and wis.

-Bards get nice and noticeable bonuses from having the guild leadership.

-And about some of the bard spells: Clandestine thought: Also stomps spider servants automatically.

Pathfinder: More bardic might you have, more targets you get for this spell. For instance I get these locations with adequate might: keep(roth), inn(roth), arelium(laenor), ship(laenor), rilynttar(furn), lorenchia(luce), donaru(roth), calythien(deso), songmaster or nothing for start location.

War ensemble: You can count the length of the spell for every player from the amout of +hpmax they get. Each bg has different starting number but otherwise the results are very accurate and you will know exactly how long warez will stay on for a particular player. I got triggers to do these calculations for me.

You can check the background of a player with this command(you can get the background of a player from this output): command check_background quote 'grep -q " $* " who guild nomad' kill nomad;quote 'grep -q " $* " who guild evil_religious' kill evil_religious;quote 'grep -q " $* " who guild good_religious' kill good_religious;quote 'grep -q " $* " who guild magical' kill magical;quote 'grep -q " $* " who guild civilized' kill civilized Usage: check_background Lyriikka (first character of the name needs to be uppercase)

Soothing sounds: Start casting it at the end of the round.

Old Bards' Guide

The quests in the guild are, and how they're solved: level title requirements 1st .. Novel song-brother ... civilized background, dex 2nd .. Song scribbler ....... explore the guild

  • You need to visit every room at the guild. You'll see a progress

info when you go around.

3rd .. Simple harpist ....... setting the message

  • Set your guild status message that is shown at 'bard who'

4th .. Pied piper ........... itinerant errand of bards

  • Contact a Loremaster or a Masterbard. You can see who they are

with 'bard who'. Ask from him (politely!) to give you a task. He will then tell you what your task is.

5th .. Singing sword ........ win at the bardic casino

  • Go to the bardic casino, it is w,nw,d,n,e,s from the entrance.

There are two games available for you. Pick the one you like and play until you win enough. You can type 'info 5' at the guild advancement room to see how much you need to win. NOTE: The amount of money you need to win is depending on your player level. for a lvl 50 its petty cash, but for 90 its ~40-50k already. So do this quest and advance to 6th before you advance your player levels too much.

6th .. Explorer ............. explore 15% 7th .. Wandering loresman ... - 8th .. Sell-harp ............ meet the songmasters

  • Check 'bgreet xxx' to see all the Songmasters. You need to visit

each one. I am not sure if only going to the same room and leaving counts, but type 'greet just to make sure. To ease up the quest, you can ask for a distinguished bard to help you. He can use 'Pathfinder' to relocate to the songmasters directly and then summon you there.

9th .. Promising harpist .... have a costume approved

  • Go to the wardrobe (w,ne from 'enter') and create yourself a costume.

Look at the list for instructions and follow them. Don't muck around with the costume, but do it properly. You might consider also thinking about your first onstage performance, and create a costume for that. Ask for a Loremaster (politely) to come and approve your costume when it's done.

10th .. Songwriter ........... three songspells kbh'd

  • You need to see three spells 'known by heart' in your bscore.

11th .. Known songwriter ..... onstage performance

  • Your first performance. There is a stage where you enter the bards'

guild that is used for performance alone or in a group. Pick an idea, lyrics, poems, something you like and go to the stage and rehearse. Look at the instructions how to use the stage, and how to wear your costume. When you think your ready, inform a Loremaster (politely) about it, and set a date/time when he/she will come and see your performance. You also must inform other players at the 'tales' newsgroup so they can come and watch it.

12th .. Musician ............. 500 gold received alms 13th .. Legendteller ......... 10 quests solved 14th .. Grindstone champion .. instrument created

  • See below in the 'Instruments' section how to do this.

15th .. Grinning picker ...... - 16th .. Bard ................. - 17th .. Adventurous musician . explore 28% 18th .. Robust poemist ....... play (minimum 2 persons)

  • This is probably considered by many the most intimidating quest at the

guild. Performing is always exciting and for many, frightening. This however requires more timing and teamwork. Get a friend, make up a play or re-act some famous dialogue, etc. The main point is that both performers are at the same page when the performance is on. The keyword is: rehearse. Go to the stage, and go through the play. You can 'review' the play after you've rehearsed it to see what it looked like to the audience.

19th .. Respected musician ... - 20th .. Deadly singer ........ six songspells kbh'd

  • You need to see six 'known by heart's in your bscore.

21st .. Reigning sell-harp ... three instruments

  • You need to create three instruments. As the instrument creation cooldown

is three days, on your first reinc you cannot advance in less than nine days beyond this level no matter what.

22nd .. Virtuous bard ........ tale

  • You must write a tale and present it to a Loremaster (politely) who

then approves.

23rd .. Bladesinger .......... - 24th .. Songweaver ........... - 25th .. Songhurler ........... 20 quests solved 26th .. Bladesdancer ......... - 27th .. Divine composer ...... five instruments

  • Create two more instruments.

28th .. Singing wayfarer ..... explore 35% 29th .. Expert wayfarer ...... explore 45% 30th .. Professional bard .... explore 50%, 23 spellsongs kbh'd

  • This is a tricky one. There are two ways of acheaving this.

1) KBH all songs, including the infamous melody of the misadventurer. 2) KBH all songs except the melody, and keep casting bardic spells until your might is 'paltry'. One player told me that this took 4 months RL time of playing to achieve, but atleast you dont have to suffer the consequences of the misadventurer.

NOTE: You cannot join the navigator's guild until you're a full bard.

LM .. Loremaster ........... masterbard's approval MB .. Masterbard ........... unimaginable pain and suffering

Bardic might

When casting bard spells, getting them KBH'd you get Bardic might, which can be seen with the command 'bmight'. The statuses are: pathetic pitiful sad bad tiny little meager feeble poor paltry crude weak slight low mediocre average decent adequate, good nice great excellent impressive incredible superb awesome dazzling, magnificent unearthly divine


KBH (Know By Heart)

After you've KBH'd all spells, the might should be somewhere around 'meager', if you've just been doing the KBH. While writing this, the best bard in the game had 'excellent' might, so it's not a fast process obviously.

Spells and KBH guides: How spellbooks work: Some spells can be KBH'd at the trainer, but some require a target. Some require a monster, some another player or both. You can buy spellbooks from the bards' guild, go w,s from the entrance. There is a vendor that keeps 30 books in store. Some can be found at the magical shop at shadowkeep. You can also buy a bag to store ~10 books.

The basic idea is that when you study the spell at the guild, you cannot cast it immediately. You need to learn the words for that spell from a trainer that are scattered around the realm. Type 'bgreet xxx' to see all the trainers. From the list below you can see each spell and their spellsong.

First of all you need the skill 'songscribing'. The better it is, the better your songbooks will hold. Then you must choose a spell to cast, and study it. If its a spell you can KBH at the trainer, then go there and start casting. Otherwise you need spellbooks, and here how it works: Get books. You can buy them near the guild. From the street where the entrance to the auditorium, go 2 w and one south. Go to the trainer and check your inventory. See that you got your books in order there. Type 'learn', and you will scribe the words to your spellbook. Select the next book (give book 2 to yourself) and type learn again. Repeat this until all the books are written. Then check 'bscore'. You'll probably notice that it says something like this:


Clandestine thoughts needs more practice currently in memory

If you dont have the spell currently in memory, its says: Clandestine thoughts needs more practice not in memory When you cast the spell successfully, it will disappear from your memory, and you need to either type 'learn' at the trainer, or 'read book'. If you have multiple different books you can type 'read Spellsong name' (case sensitive). When you memorize the spell, you'll get a message:

You memorize the tunes for 'Clandestine thoughts'.

After this, you can cast it. The spell% affects on how many times you need to type 'learn' or 'read book'. The higher the spell% the less you need to read. When you read a book, it starts to decompose. When the book reaches a condition: A dead notebook for 'Clandestine thoughts', it will break down from the next read. At this point, choose another book (again give the second best book to yourself so it'll be first in your inventory), until all your books are depleted. You do not need to throw the 'dead' notebooks away, but you can write them again at the trainer by typing 'learn' again with each book. The maximum condition of the books will suffer, but atleast you dont have to run and get new books all the time.

Instruments

You need to create yourself atleast 5 instruments in order to max out the bards' guild. The instruments are created at the bards' guild, southwestern part. You need to choose a material and the type of your instrument. Here are the types and materials:

instrument material not allowed materials --- bagpipes 50 kilos air banjo 20 kilos burlap bongo 12 kilos chalk cello 35 kilos charcoal clarinet 8 kilos clay contrabasso 70 kilos cloth cymbals 9 kilos coal didgeridoo 28 kilos cotton flute 5 kilos earth guitar 30 kilos emulsion harmonica 2 kilos enchanted air harp 40 kilos feathers horn 30 kilos fire lute 18 kilos flesh mandoline 18 kilos food maracas 2 kilos fur oboe 12 kilos hemp piccolo 2 kilos ice saxophone 30 kilos leather sitar 22 kilos paper tambourine 7 kilos phosphorus trumpet 25 kilos rubber tuba 80 kilos silk violin 25 kilos sulphur xylophone 8 kilos vegetation water wax wool


Different instruments give different stats. You get hpmax, epmax, str dex and con. To create an instrument, you need the skill 'Instrument creation'. It's very expensive, but in order to create good instruments you need it at 90%+ So, choose an instrument, get the required amount of material which is not of the disallowed materials and go to the instrument creation room. Drop the nugget of material you have on the ground and type:

create [instrument] of [material]

This will take some few minutes, and depending on your skill the instrument is generated. When you create an instrument and you're already wielding one, you need to 'store' it first at the backroom (south of the creation room). You can only create one instrument per three days, so start creating them as soon as you get the creation skill.

WARNING - NOTICE - ATTENTION: The material needs to be in ONE PIECE. So providing 2x5kg does not work as one 10kg piece. BRING ENOUGH MATERIALS WITH YOU - if you break the instrument and leave the room to get more materials, you burn your bardic might and cannot create another instrument for three days.


Here are some example of instruments you can create (thanks to Wermine): Instrument Stats


A violin made of titanium (divine) +5dex A tambourine made of crystal (incredible) +6str +6con +36hpmax An oboe made of ruby (incredible) +3str +6dex +3con +18hpmax +25epmax A maracas made of dukonium (divine) +10str +10con +60hpmax +14epmax A guitar made of mithril (divine) +5dex +20epmax A flute made of emerald (divine) +5str +10dex +5con +30hpmax +41epmax A bongo made of laen (magnificient) +8str +8con +48hpmax +1epmax A trumpet made of kryptonite (divine) +5str +10dex +5con +30hpmax +42epmax A xylophone made of ruby (unearthly) +8str +8con +48hpmax +1epmax A piccolo made of ruby (divine) +5str +10dex +5con +30hpmax +42epmax A harmonica made of weenite (unearthly) +4str +8dex +4con +24hpmax +34epmax


Spell KBH info

Spell: Musicians Alm Trainer: Cyarus Casts required: 100 successes

Usage: No practical use

KBH: Create lyrics with the 'balm'-command that are not too long, and sing the song by the trainer.

---

Spell: Kings Feast Trainer: Derevan Casts required: 100 successes

Usage: Creates a feast with food and drink

KBH: Just go to the trainer, and cast it repeatedly

---

Spell: Vigilant Melody Trainer: Fyanna Casts required: 105 successes

Usage: Creates a mist that informs the caster whoever runs through that mist.

KBH: Go to the caster, learn the song, run few paces to some direction, cast it and go learn it again. You cannot cast the spell in the room if there's a mist already in there.

---

Spell: Campfire Tune Trainer: Gilian Casts required: 140 successes

Usage: Heals everyone at the same room. A fire in the room enhances the effects

KBH: If the trainer happens to be near a big mob, a frozen sea or something similar, just get yourself hurt in there run back to the trainer and heal yourself. Or get some elemental item that hurts while held in your inventory

---

Spell: Venturers Way Trainer: Holm Casts required: 90 successes


Usage: Restores endurance points.

KBH: Just run 20 paces away and back to the trainer, and cast the spell.

---

Spell: Strength in Unity Trainer: Malecketh Casts required: 200 successes

Usage: Unifies the party, sharing some of the damage anyone in there receives.

KBH: Get a friend, remove all weapons and anything that does damage and create a party. Go to an area with some 1-2k mobs, attack the mob, cast the unity, leave the room. read the book, go in, cast unity and leave.

---

Spell: Uncontrollable Mosh Trainer: Patricia Casts required: 160 successes

Usage: Physdam area spell that hurts everyone in the room, including your partymembers

KBH: Go to newbie mountain and shoot.


---

Spell: Sweet Lullaby Trainer: Razmatag Casts required: 65 successes

Usage: Lets everyone in your party camp, even if they don't have the skill.

KBH: Go to the trainer, cast, wait for camp to reset, repeat.

---

Spell: Jesters Trivia Trainer: Sineyole Casts required: 85 successes

Usage: Show everyones boosts, curses and suchs in the same room

KBH: Go to the trainer and cast repeatedly.

---

Spell: Noituloves Dischord Trainer: Stringbreaker Casts required: 39 successes

Usage: A very weak attack spell

KBH: Go to newbie mountain and snuff some flies.

---

Spell: War Ensemble Trainer: Talos Casts required: 295 successes

Usage: Gives an str/dex-boost +hpmax depending on your background

KBH: Go to the trainer and cast. Can be cast upon another so just cast as soon as you regen enough.

---

Spell: Singing Shepherd Trainer: Tinebring Casts required: 139 successes

Usage: Make outworld mobs follow you

KBH: Find some outworld area with a few squirrels and mice, cast the spell on them (4-5 mobs), run around in a circle (like 20x e,n,w,s) for a few times and they will drop from your follow, cast the spell again and repeat. Note: This is good to do when your spell% is low so they wont follow you for long. NOTE: There are a few ways to make this even faster, like meddling with indoor exists and such. HOWEVER this most likely is considered illegal, and should not be tried. Getting your KBH status resetted because of a spell that can be KBH'd in a few hours anyways is not worth it. ---

Spell: Con Fioco Trainer: Yomototh Casts required: 230 successes

Usage: A good fire attack spell

KBH: Newbie mountain calls


---

Spell: Melodical Embracement Trainer: Zantus Casts required: 325 successes

Usage: Gives +skill% to some skills

KBH: Go to trainer, cast repeatedly.

---

Spell: Soothing Sounds Trainer: Otharus Casts required: 220 successes

Usage: Disables default aggro from a mob, and often stops the battle cancelling all spells and skills

KBH: Noctur's Ant Hill in Lucentium is an excellent place for KBHing this. Or Kara'Tur if you're tough enough. Just enter a room with an aggro mob, cast the spell, and find the next aggro.

---

Spell: Noituloves Deathlore Trainer: Noitulove Casts required: 202 successes

Usage: Psionic area spell

KBH: Newbie mountain

---

Spell: Dancing Blades Trainer: Vahearun Casts required: 400 successes

Usage: Make blades dance in the air, attacking a mob of your choice

KBH: Newbie mountain. Get a blade/knife, and do 'cast dancing blades at use knife 1' and repeat. Very many times. PLEASE NOTE: If you leave the room when the blades are flying, go ld, quit, get summoned, relocate or are any other ways removed from the room, the blade will drop to the ground and is pickable by anyone. You can try to 'catch' the blade from mid-air if you need to leave. WARNING: There have been several reports of this spell bugging so that your blades will stay on the air and not return, or otherwise mess up so you'll lose your eq. So do _NOT_ use any expensive eq if you're not prepared to lose them.

---

Spell: Clandestine Thoughts Trainer: Dria Casts required: 280 successes

Usage: Shield yourself from snooping spells

KBH: Shoot at yourself at a trainer (takes weeks), or search for players to cast it on.

---

Spell: Catchy Singalong Trainer: Endek Casts required: 95 successes

Usage: Annoy the hell out of people with a tune that travels from player to player.

KBH: To newbie mountain again. Cast the singalong to a mob and kill it. Wait for the catchy to drop and find the next mob. You might try to lessen the lenght of the song with shorter lyrics (using balm), but I don't know if that's of any value. WARNING: If you enter the church, you will stop singing and you can cast the spell again immediately. This however IS ILLEGAL and YOU WILL BE SCR00D if you do this.

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Spell: Pathfinder Trainer: Zord Casts required: 333 successes

Usage: Teleport

KBH: Get books, move a few steps away from an inn or your startloc, cast, repeat.

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Spell: Arches Favour Trainer: Jolm Casts required: 1 success

Usage: Gives luck.

KBH: You can train this when your bardic might reaches 'paltry'. NOTE: See Melody of the Misadventurer.

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Spell: Sounds of Silence Trainer: Aline Casts required: 195 successes

Usage: mutes the mobs it hits so that they won't shout if they kill you.

KBH: Get books and silence the mobs at newbie mountain.

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Spell: Melody of the Misadventurer Trainer: Forsimnetu Casts required: 295 successes

Usage: To stop people from reaching the highest level of bards too fast

KBH: This spell ruins the luck of the target for ~15 minutes, but it will screw the casters luck permanently, so you'll have to sac items and wait for your luck to return to normal after this for awhile. I reckon the easiest way to KBH this is to hire few of your friends to stand in the field for a few days, and just keep casting on them one by one, wait for it to drop and repeat. Casting this randomly to other players will make you a nice bunch of enemies and other fun stuff. WARNING: Using quit/re-enter or other methods that decrease the time it takes to KBH this are all illegal. People have gotten their KBH statuses nulled because they tried to circle around this one way or the other. HOWEVER: You can avoid KBHing this by casting enough bard spells to increase your bardic might enough to get Arches Favour, which completes the last bard quest, 23 songs kbh'd.

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Spell: Achromatic Eyes Trainer: Zinbaf Casts required: 350 successes

Usage: Brings the targets alignment towards yours.

KBH: Go to newbie mountain, cast the achromatic eyes to a mob and kill it. Note: The spell takes its power from the following stats: duration: song's % power: song's %, charisma and guildlevel This means that casting it to bigger mobs is more difficult, and the spell ain't that useful alltogether, so keep it low% and cast it to really small mobs.

KBH Progress

Statuses in 'bscore':

not even started no hope little progress will take forever needs more practice 6000X = rememberance one fifth soon! far far, far away one fourth someday keep on trying.. this is sick, hehe won't tell you! ;) not even halfway someday, my friend seek the knowledge! on the better side courage, doing well dreams do come true 1,000,000X and you see it Gm's fax: +358 0 577795 PING! THE magic number! still far away good progress getting there warm already not so far anymore getting hot almost there! on the verge any play now SooO CLOSE!

NOTE: The statuses do not always go in correlation with your casts. Sometimes they might go one per cast, sometimes stuck in place for many casts.