Overhaul Minstrelry

You have gained the following abilities in Minstrelry:
Composition         You may compose songs expressing your own creativity.
Sustain             The ability to maintain a song.
DrinkingSong        Share a merry drink with your friends.
FireForte           Guard yourself against fire.
DiscordantChord     This painful chord shall crush the disharmonic soul.
Stumbling           Uh oh! Someone should take some dancing lessons.
AlcoholFumes        You're such a boozer, people get drunk just being near you!
Refrain             A musical structure that allows repetition of a stanza.
Reprise             A musical structure that allows reversal of a stanza.
ChaosChord          This chaotic chord embodies the spirit of Gaudiguch.
StrangeTrip         Where am I? What's going on!
YaikoYaiko          Pink elephants and giant ducks are not good omens.
CaptiveAudience     Both friends and enemies hear nothing but your songs.
PurpleHaze          The purple haze will bring with it hallucinations.
Cabaret             A lively uptempo tune to raise the spirits.
MorningStar         A rousing composition by Tetra Alin'dor.
ShotNote            Get someone seriously intoxicated!
FireFugue           A passionate tune to make their blood boil.
Jamboree            Refresh the mind with a boisterous celebration.
BurningPower        Draw energy from your burning environment.
Encore              Play a rousing encore performance.
CanCan              Watch where you kick!
DrunkenFool         Dare someone to do something they might regret.
Jitterbug           Let the jitterbug into your brain.
Rave                This energetic tune will make someone dance til they drop.
See AB MINSTRELRY <ability> for more information on an ability.

MINSTRELRY - COMPOSITION

Syntax: COMPOSE NEW <song>
        COMPOSE LIST
        COMPOSE <song> STANZA <number> LYRIC <text>
        COMPOSE <song> STANZA <number> IMBUE [<power>|NONE]
        COMPOSE <song> STANZA <number> DELETE
        COMPOSE <song> DELETE
        COMPOSE <song> [INFO]
        PERFORM SONG <song> [<target>]
        SONGSTAT, SONGSTATUS

As your ability in your song specialization increases, you will be able
to compose new songs. You can write your own song and set it in
stanzas. Each song can consist of up to 9 stanzas, and certain powers
can also be invested in each stanza. Powers are divided into 3 types:
Low (L), Medium (M) and High (H). Low types can only invested in stanzas
1-3, medium in stanzas 4-6 and high in stanzas 7-9. Low stanzas
generally have simple effects, medium stanzas have stronger effects, and
high stanzas have very strong effects. Some song powers
need to be targetted and others will create a passive effect that stays
around you. As a general rule, you will not be able to stack passive
effects.

When playing a custom song, it always begins in stanza 1, each time you
play the song, it progresses to the next stanza until the song ends or
you change to another song or a certain amount of time elapses,
whichever comes first. Note that before the time elapses, you can take
other actions so long as you continue your performance before the time
elapses.

MINSTRELRY - SUSTAIN

Syntax: SUSTAIN

This ability will allow you to slow the music you are playing to
imperceptible levels, effectively freezing the music in place.

MINSTRELRY - DRINKINGSONG

Stanza:     Low (1-3)
Targetable: No
Buff:       Alcohol Tolerance, Level 1/Max 3
            Body Buff, Level 1/Max 3
While the song plays, you and your allies will have an increased alcohol tolerance and a fortified body.

MINSTRELRY - FIREFORTE

Stanza:     Low (1-3)
Targetable: No
Buff:       Fire Damage Resistance, Level 1/Max 3
            Fire Damage Buff, Level 1/Max 3
Protection against fire damage will befall you and your allies. Furthermore, any fire damage caused by you or your allies will be increased.

MINSTRELRY - DISCORDANTCHORD

Syntax: PLAY DISCORDANTCHORD <target>
Power: 3
Damage Type: 100% Magic
The discordant chord is tuned to especially harm those ears which are already suffering the tonal ailments of a musician, doing greater damage the greater the level of auditory afflictions the victim has. The victim will also suffer grievous mana and ego loss. Note that hearing the discordant chord will remove all auditory afflictions. If you have an octave active in the room, its magical ability will also increase the damage of your chord for no extra power cost.
 
MINSTRELRY - STUMBLING

Stanza:     Low (1-3)
Targetable: No

Enemies who hear this song may find themselves stumbling over their own
two feet.

MINSTRELRY - ALCOHOLFUMES

Stanza:     Low (1-3)
Targetable: No

Enemies will slowly get inebriated just by hearing this song, up to a
point.

MINSTRELRY - REFRAIN

Syntax: PERFORM REFRAIN <song> [<target>]
Instead of moving forward in the stanzas of a song, you can repeat the last stanza you performed as a refrain. You can refrain as many times as you desire.


MINSTRELRY - REPRISE

Syntax: PLAY REPRISE
Power:  1 (any)

By reprising your melodies and harmonies, you can take your song back
one stanza.
 
MINSTRELRY - CHAOSCHORD

Syntax:        PLAY CHAOSCHORD <target>
Damage Type:   50% Fire 50% Psychic
This chord is similar in nature to the minor second, except that it is
tuned to the power of the Fire Plane and will slowly boil your target's
blood.

MINSTRELRY - STRANGETRIP

Stanza:     Low (1-3)
Targetable: No

Enemies who hear this song will eventually begin to suffer from the
effects of cactus weed. Anyone suffering a strange trip will find it
takes longer to regain balance and equilibrium. If they are having a
particularly bad trip, this effect is pronounced.
 
MINSTRELRY - YAIKOYAIKO

Stanza:     Mid (4-6)
Targetable: No

This effect drains the mana and ego of any enemies who hear it. The
amount drained will increase if your enemy is particularly insane.
 
MINSTRELRY - CAPTIVEAUDIENCE

Syntax: CAPTIVATE AUDIENCE
This will effect all allies and enemies in the room who can hear and are
not already captivated by a bard. Those who are captivated will only pay
attention to your songs and thus will only be affected (either
negatively or positively) by your song effects. Blanknote or Blankchord
will break the captivation.
   
MINSTRELRY - PURPLEHAZE

Stanza:     Mid (4-6)
Targetable: No
Affliction: Addiction, Level 1/Max 3 (1/5 if tripping; 2/5 if bad trip)
Those enemies who hear this song will suffering the effects of addiction. Those who suffer from cactus weed may experience more severe addiction effects. A bad trip will have even a more extreme effect.
 
MINSTRELRY - CABARET

Stanza:     Mid (4-6)
Targetable: No

You and your allies will enjoy regeneration of your ego and mana.
   
MINSTRELRY - MORNINGSTAR

Stanza:     Mid (4-6)
Targetable: No
Buff:       Universal Damage Buff, Level 1/Max 3 (Gaudiguch citizens)
This rousing music will inspire the citizens of Gaudiguch to greater heights,
causing the damage they do to be increased. This powerful sound was inspired by the lyrics of "Morning Star" by Tetra Alin'dor, the first guildmaster and founder of the guild.

MINSTRELRY - SHOTNOTE

Stanza:     High (7-9)
Targetable: Yes
Power:      5 (Eternal Flame)

This revealing note can be sustained and directed at a target, causing
his or her state of inebriation to dramatically increase.

MINSTRELRY - FIREFUGUE

Stanza:        High (7-9)
Targetable:    No
Damage Type:   100% Fire
This music when heard by enemies will cause them to combust, the amount
of damage depending on their burn level.
    
MINSTRELRY - JAMBOREE

Stanza:     High (7-9)
Targetable: No
This rousing protective music will soothe the stresses of your existence, occasionally healing afflictions.
   
MINSTRELRY - BURNINGPOWER

Stanza:     High (7-9)
Targetable: Yes
Power       3 (Eternal Flame)

This fiery note will imbue your target with the ability to draw power
from the latent heat of the desert. The next five power-consuming feats
he performs in a pyrocast desert shall require one less power.

MINSTRELRY - 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 playing songs
will be halved.

MINSTRELRY - CANCAN

Stanza:     High (7-9)
Targetable: No

An amusing number that will cause enemies to kick each other. Obviously
this has no effect if there are not at least two enemies in the room.
 
MINSTRELRY - DRUNKENFOOL

Stanza:     High (7-9)
Targetable: Yes
Power:      10 (Eternal Flame)

This little ditty must be directed at a drunken target. It will cause
that person to dance like a fool, resulting in a balance loss, the
length of which depends on how inebriated the target is. Afterwards,
however, the sober reality of what they did reduces the target's drunken
state significantly.
 
MINSTRELRY - JITTERBUG

Stanza:     High (7-9)
Targetable: No

A lively tune that will cause your enemies to jitter, which makes their
attempt to heal themselves occasionally not take effect.

MINSTRELRY - RAVE

Stanza:     High (7-9)
Targetable: Yes
Power:      3 (Eternal Flame)

Put on a killer performance by playing music that it is impossible not
to rave to. Such vigorous, ongoing exercise will eventually lead to
fatal exhaustion. Once you start the killing note, you can do nothing
that will disrupt the song.

Comments

  • Commentary: I'm not sure what to make of this. 2/5 addiction is wonderful and all, but I really don't think it's enough to base a class on. Maybe FireFugue is just amazing though and does massive burns every time you ChaosChord someone?
  • So, hope it is okay to resurrect this thread. I'm wondering if tolerance/sobriety mechanics are sticking around in minstrel skills, or are they all going away except for small effects for RP reasons a la report 1340?

    I'm also wondering if anyone knows the specific effects of alcohol withdrawal. >.>
  • Right now, withdrawal gives you a HME-malus. I think it tops out at a 10% reduction, but it was years since I was looking at it, and odds are it'll change in the overhaul anyway.
    image
  • SynkarinSynkarin Nothing to see here
    I don't think tolerance will go away. While there isn't a defensive reason to build it after 1340 is implemented, there are still several skills that are supposed to be scaling with drunkenness (drinkingsong, dwarven demi, demi+ perk). I even think darkbeer and amberbeer may be brought back in to scale with drunkenlevels in the form of their max boost increasing. (ie instead of 1/5, it could be 1/7 or 1/8 depending on how much you drink). 

    So I believe tolerance will still be an existing mechanic, it just won't be as necessary as it is now.

    Everiine said:
    "'Cause the fighting don't stop till I walk in."
    -Synkarin's Lament.
  • Synkarin said:
    I don't think tolerance will go away. While there isn't a defensive reason to build it after 1340 is implemented, there are still several skills that are supposed to be scaling with drunkenness (drinkingsong, dwarven demi, demi+ perk). I even think darkbeer and amberbeer may be brought back in to scale with drunkenlevels in the form of their max boost increasing. (ie instead of 1/5, it could be 1/7 or 1/8 depending on how much you drink). 

    So I believe tolerance will still be an existing mechanic, it just won't be as necessary as it is now.
    So, after 1340 is implemented, minstrels will no longer make their foes increasingly drunk?
  • SynkarinSynkarin Nothing to see here
    Alcoholicfumes will for RP reasons as you already said, but it'll only be a token amount.

    It was never really as strong as it's been made out to be. As a faeling, max tolerance, with the charm, I'd still sober up under the effects of alcoholicfumes rather than getting more drunk. I imagine it's going to be weaker than it is now.

    Everiine said:
    "'Cause the fighting don't stop till I walk in."
    -Synkarin's Lament.
  • Personally, I would like to see tolerance changed from its current mechanic. It lengthens the time needed to get to a certain drunkenness level, but doesn't mitigate the effects of that drunken level. If we move away from offensive uses of drunkenness, that removes the need to maintain potency of each drunkenness level, and can open the way for alcoholic-tolerance to reduce fumbling and the sort.

    As it is, current tolerance mechanics have very limited impact on combat anyway, because it is designed so that it wouldn't neuter theoretical uses of drunkenness as an attrition mechanic - but using drunkenness as an attrition mechanic wasn't very fun nor useful in the first place, so both tolerance and drunkenness didn't see much use.

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