The Bard songs require 3 times the memory to use.
Level 1 Songs take 3 memory slots
Level 2 Songs take 9 memory slots

The effects of a song start off weak and gradually increase with potency as the Bard "performs" the song. During this performance stage, the Bard is "stunned" with concentration.

Songs take 3 turns to perform, after which the effects remain on until the Bard starts a new song, gets stunned, or dies.

Any movement or action will cancel the song's performance and the song's effects end immediately. So it is best to perform the song before combat. Being attack does not stop the performance.

There are two types of songs, "Combat and Non-Combative". The songs are half as effective in their opposite setting.

Thier regen song is a Non-Combative song. The song heals Vitality, Magic Armor, and Physical Armor each turn. During the performance the song heals 6, 8, then 10 vitality, physical armor, and magical armor. After which the song maintains healing 10 of each per turn.
In combat, the song is reduced by 50%. If performed during combat the song heals 3, 4, then 5 of each and remains at 5 of each per turn.

The Bard uses Instruments as their weapons. They shoot out magical notes in all directions that hurt all enemies within range. Each instrument type does a different effect, like piercing, magical, slashing, poison, etc (Up to the developers).

Since Bard's instruments cause Area of Effect (AOE) damage, they generate threat from every enemy. This makes them larger targets of being stunned, ending their songs.

Damage with instruments and the effectiveness of songs is based on a character's WIT (as any storyteller knows, it takes wit to keep your audience on the edge of their seats).

Wit: a natural aptitude for using words and ideas in a quick and inventive way to create humor.

Last edited by Kigh; 08/05/17 04:06 AM.