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==Custom Songs==


==Common Songs==
In addition to the default Bard Song & Curse Song, bards on EFU can learn server-specific Custom Songs. These songs will be discovered in-game during the course of your character's adventures! The more common songs can be purchased in Ephia's Well, but there also exists rarer, more prestigious music, hidden deep among the secrets and treasures buried in the ash desert.


These songs are commonly accessible through NPC vendors in Ticker Square, the Peerage Ward, and the Pauper Ponds.
A good starting location for aspiring bards is Elossi's, located in Ephia's Well main plaza. There is always a minstrel or two performing at such a frequented location, and many willing to sell song sheets from their collection. The prices, effects, and rarity of such songs will vary. Players are able to freely compose and share songs with one another, using their songbooks as well.


The list is not exhaustive, and there exist rarer, more powerful songs in the City Rings that await a bard worthy enough to learn them.
==Songsheets and Songbooks==


Bards may use the command '''"/c songbook activate <#>"''' to rapidly switch between custom songs and/or create hotbar text macros which do so for them. For the below songs and everyone's convenience, their values are listed in addition to their name.


====Lesser Chant of Old Netheril====
*In order to access the custom Bard songs available in EFU: Sands of Intrigue, a Songbook item is required - you will receive one when you activate a perk or buy one from a store.
*You can add a song to your songbook either by using a songsheet on your songbook or absorbing another songbook into yours (either by being gifted a songbook or stealing one from another Bard).
*To absorb a songbook into yours use it like you would a songsheet and target the songbook you want to absorbs the songs into.
*There are two varieties of custom Bard songs in EFU.  The variety that are beneficial to your allies and the cursed variety which affect enemies via damage, negative effects or even damage.
*You can scribe cursed songs to your songbook without the  Cursed Song feat but you will not be able to use them.
*There are two types of songs you can have active at any given moment in EFU. First, the Cursed Song feat (which requires you to take the feat to use) and only affects hostile targets. Second, any other custom bard song of which there are two types of - inspiring which typically affects allies positively or cursed which typically affects hostile targets negatively (and requires the Cursed Song feat to use but not to scribe into your songbook).
*For every 3 points of the Bard's total Perform skill Bard songs will last 1 extra round. Additionally, every character level over 5 grants another round of duration.
 
==Standard Songs==
====(0) Default NWN Bard Song ====
''This can be swapped back to with /c songbook activate 0''
Level 1: +1 AB, +1 Physical Damage
Level 2: +1 AB, +1 Physical Damage, +1 Will
Level 3: +1 AB, +2 Physical Damage, +1 Will, +1 Fortitude
Level 6: +1 AB, +2 Physical Damage, +1 Universal, +1 to all skills
Level 8: +2 AB, +2 Physical Damage, +1 Universal, +1 to all skills, +8 Temporary HP
Level 11: +2 AB, +2 Physical Damage, +2 Dodge AC, +1 Universal, +1 to all skills, +8 Temporary HP,
 
====(21) Lesser Chant of Old Netheril====
  ''This curious chant is in a language strange and unfamiliar to most ears, coming from a time in the distant past when Magic was wild and free.''
  ''This curious chant is in a language strange and unfamiliar to most ears, coming from a time in the distant past when Magic was wild and free.''
   
   
Line 14: Line 35:
  Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will
  Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will


 
====(33) Spellsong’s Chant====
====Spellsong’s Chant====
  ''The power of magic made manifest through song.''
  ''The power of magic made manifest through song.''
   
   
Line 25: Line 45:
  Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic)
  Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic)


 
====(37) Wild Pipings of the Rat Prince====
====Wild Pipings of the Rat Prince====
  ''A screeching symphony of the courtly Rat Prince and his loyal knights.''
  ''A screeching symphony of the courtly Rat Prince and his loyal knights.''
   
   
  Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 rat ally
  Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 Rat Ally
  Level 3: +2 Animal Empathy,  +2 Bluff, +4 vs Disease, Summon 2 rat ally, +1 Piercing Damage, +2 Hide, +2 Move Silently
  Level 3: +1 Piercing Damage, +2 Animal Empathy,  +2 Bluff, +4 vs Disease, Summon 2 Rat Allies, +2 Hide, +2 Mo‎ve Silently
  Level 6: +2 Animal Empathy,  +2 Bluff, +4 vs Disease, Summon 3 rat ally, +1 Piercing Damage, +2 Hide, +2 Move Silently, +10% Movement Speed
  Level 6: +1 Piercing Damage, +2 Animal Empathy,  +2 Bluff, +4 vs Disease, Summon 3 Rat Allies, +2 Hide, +2 Mo‎ve Silently, +10% Mo‎vement Speed
 


====March of the Battle Mages====
====(44) March of the Battle Mages====
  ''An enchanted battlemarch that greatly enhances the abilities of mages.''
  ''An enchanted battlemarch that greatly enhances the abilities of mages.''
   
   
  Level 1: +1 Concentration, +1 Spellcraft, +1 AC
  Level 1: +1 Concentration, +1 Spellcraft, MAGES: +1 Shield AC
  Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, +1 AC
  Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +1 Shield AC
  Level 6: +2 Concentration, +2 Spellcraft, +1 Fortitude, +1 Magic Damage, +2 AC, +1 AB, Mages: 1 round of Haste
  Level 6: +1 AB, +1 Magic Damage, +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 1 round of Haste
  Level 8: +3 Concentration, +3 Spellcraft, +1 Fortitude, +2 Magic Damage, +2 AC, +1 AB, Mages: 2 rounds of Haste
  Level 8: +1 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 2 rounds of Haste
  Level 10: +3 Concentration, +3 Spellcraft, +2 Fortitude, +2 Magic Damage, +2 AC, +2 AB, Mages: 4 rounds of Haste
  Level 10: +2 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +2 Fortitude, MAGES: +2 Shield AC, 4 rounds of Haste
 
*MAGES effect is only given to Wizards and Sorcerers.


====Whistles of the Thief====
====(45) Whistles of the Thief====
  ''A quiet tune that thieves often whistle while they work.''
  ''A quiet tune that thieves often whistle while they work.''
   
   
  Level 1: +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble, +1 Dex
  Level 1: +1 Dex, +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble
  Level 3: +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Dex, +1 Reflex
  Level 3: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Reflex
  Level 6: +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Dex, +2 Reflex, 10% Movement Speed Increase
  Level 6: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +2 Reflex, 10% Mo‎vement Speed Increase
  Level 8: Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Dex, +2 Reflex, 15% Movement Speed Increase
  Level 8: +2 Dex, Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Reflex, 15% Mo‎vement Speed Increase
 


====Shouts of the Wildlings====
====(46) Shouts of the Wildlings====
  ''While not much of a song, this does make people rush to danger and throw their defenses away.''
  ''While not much of a song, this does make people rush to danger and throw their defenses away.''
   
   
  Level 1: +2 Intimidate, -1 Discipline, +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR
  Level 1: +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR, +2 Intimidate, -1 Discipline,
Level 6: +3 Intimidate, -2 Discipline, +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +2 Fort, -2 Will, 5% Immunity against Physical Damage
Level 6: +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +3 Intimidate, -2 Discipline, +2 Fort, -2 Will, 5% Immunity against Physical Damage
  Level 8: +4 Intimidate, -3 Discipline, +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +3 Fort, -3 Will, 5% Immunity against Physical Damage, Barbarians: time until rage can be used again is reduced by 2 minutes. If it reaches 0 or below, the barbarian will rage
  Level 8: +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +4 Intimidate, -3 Discipline, +3 Fort, -3 Will, 5% Immunity against Physical Damage


 
====(47) Sha'ir’s Catchy Tune====
====Traveller’s Catchy Tune====
  ''A catchy tune that travelers sing to themselves as they travel through the unknown.''
  ''A catchy tune that travellers sing to themselves as they travel through the unknown.''
Level 1: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, TRAVEL: 5% Mo‎vement Increase
Level 3: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, TRAVEL: 5% Mo‎vement Increase
Level 6: +2 AB, +1 Piercing Damage, +1 Dex, +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% Mo‎vement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 10% Mo‎vement Increase
Level 8: +2 AB, +2 Piercing Damage, +2 Dex, +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% Mo‎vement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 15% Mo‎vement Increase
   
   
  Level 1: +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, +1 Dex, +1 AB, +1 Piercing Damage, Rangers/Travel Domain: 5% Movement Increase
  *TRAVEL effects are only given to Rangers and Clerics with Travel as their sub-domain.
Level 3: +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, +1 Dex, +1 AB, +1 Piercing Damage,  Rangers/Travel Domain: 5% Movement Increase
Level 6: +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% Movement Increase, +1 Dex, +2 AB, +1 Piercing Damage,  Immunity to Entangle/Grease/Web, Rangers/Travel Domain: 10% Movement Increase
Level 8: +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% Movement Increase, +2 Dex, +2 AB, +2 Piercing Damage,  Immunity to Entangle/Grease/Web, Rangers/Travel Domain: 15% Movement Increase
 


====Orchestra of Sounds====
====(48) Orchestra of Sounds====
  ''A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves).''
  ''A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves).''
   
   
  Level 1: +1 Sonic Damage, +1 AB, Non-Singer: -1 Concentration, -1 AC, Singer: +1 Perform, +1 AC
  Level 1: +1 AB +1 Sonic Damage; SINGER: +1 Perform, +1 Natural AC; LISTENER: -1 Concentration, -1 AC
  Level 6: +2 Sonic Damage, +2 AB, +1 Against Mind Affecting, Non-Singer: -2 Concentration, -1 AC, Singer: +2 Perform, +1 AC
  Level 6: +2 AB, +2 Sonic Damage, SINGER: +2 Perform, +1 Natural AC, +1 Against Mind Affecting; LISTENER: -2 Concentration, -1 AC
  Level 8: +1D4 Sonic Damage, +2 AB, +2 Against Mind Affecting, Non-Singer: -3 Concentration, -2 AC, Singer: +4 Perform, +1 Universal, +1 All skills, +1 CHA, +2 AC
  Level 8: +2 AB, +1D4 Sonic Damage, +2 Against Mind Affecting; SINGER: +4 Perform, +1 Universal, +1 to all skills, +1 CHA, +2 Natural AC; LISTENER: -3 Concentration, -2 AC
  Level 10: +1D4 Sonic Damage, +3 AB, +3 Against Mind Affecting, Non-Singer: -3 Concentration, -3 AC, Singer: +4 Perform, +2 Universal, +2 All skills, +2 CHA, +2 AC
  Level 10: +3 AB, +1D4 Sonic Damage, +3 Against Mind Affecting; SINGER: +4 Perform, +2 Universal, +2 all skills, +2 CHA, +2 Natural AC; LISTENER: -3 Concentration, -3 AC
 
*SINGER effects are only given to the Bard that sings.
*LISTENER effects are given to all other affected allied creatures (excluding the singer).
**It is considered exploitive, and against the intent of this song, to lower the AC of enemies.


====Tales of the Azer Hero====
====(49) Tales of the Azer Hero====
  ''Tales of a nameless Azer hero, who battled oppressors of his kin for all of his life.''
  ''Tales of a nameless Azer hero, who battled oppressors of his kin for all of his life.''
   
   
  Level 1: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline, Dwarf: Damage Shield (1 Fire)
  Level 1: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline; DWARF: Damage Shield (1 Fire)
  Level 3: +1 AB, +1 Fprt, +1 Fire Damage, +1 Discipline, +1 Against Fear, Dwarf: Damage Shield (1 Fire)
  Level 3: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline, +1 Against Fear; DWARF: Damage Shield (1 Fire)
  Level 6: +1 AB, +1 Fort, +2 Discipline, +2 Fire Damage, +1 Against Fear, Dwarf: Damage Shield (2 Fire)
  Level 6: +1 AB, +2 Fire Damage, +1 Fort, +2 Discipline, +1 Against Fear; DWARF: Damage Shield (2 Fire)
  Level 8: +2 AB, +2 Fort, +3 Discipline, +2 Fire Damage, +2 Against Fear, Dwarf: Damage Shield (1d4 Fire)
  Level 8: +2 AB, +2 Fire Damage, +2 Fort, +3 Discipline, +2 Against Fear; DWARF: Damage Shield (1d4 Fire)
  Level 10: +2 AB, +3 Fort, +4 Discipline, +3 Fire Damage, +2 Against Fear, Dwarf: Damage Shield (1d6 Fire)
  Level 10: +2 AB, +3 Fire Damage, +3 Fort, +4 Discipline, +2 Against Fear; DWARF: Damage Shield (1d6 Fire)
*DWARF effects are given to dwarves.


 
====(50) Ode to the Avariel====
 
====Ode to the Avariel====
  ''An ode written by an elf poet, to his now almost extinct Avariel cousins.''
  ''An ode written by an elf poet, to his now almost extinct Avariel cousins.''
   
   
  Level 1: +1 Electrical, +1 AB, Half-Elf: 2% Movement Increase, Elf: 5% Movement Increase
  Level 1: +1 AB, +1 Electrical; HALF-ELF: 2% Mo‎vement Increase; ELF: 5% Mo‎vement Increase
  Level 3: +1 Electrical, +1 AB, +1 Tumble, Half-Elf: 2% Movement Increase, Elf: 5% Movement Increase
  Level 3: +1 AB, +1 Electrical, +1 Tumble; HALF-ELF: 2% Mo‎vement Increase; ELF: 5% Mo‎vement Increase
  Level 6: +1 Electrical, +1 AB, +2 Tumble, +1 Reflex, Half-Elf: 5% Movement Increase, Elf: 10% Movement Increase, 5% Concealment
  Level 6: +1 AB, +1 Electrical, +2 Tumble, +1 Reflex; HALF-ELF: 5% Mo‎vement Increase; ELF: 10% Mo‎vement Increase, 5% Concealment
  Level 8: +2 Electrical, +2 AB, +3 Tumble, +2 Reflex, Non-Elf: 5% Movement Increase, Half-Elf: 10% Movement Increase, Elf: 15% Movement Increase, 10% Concealment
  Level 8: +2 AB, +2 Electrical, +3 Tumble, +2 Reflex, 5% Mo‎vement Increase; HALF-ELF: 10% Mo‎vement Increase; ELF: 15% Mo‎vement Increase, 10% Concealment
  Level 10: +2 Electrical, +2 AB, +4 Tumble, +3 Reflex, Non-Elf: 10% Movement Increase, Half-Elf: 15% Movement Increase, Elf: 20% Movement Increase, 10% Concealment
  Level 10: +2 AB, +2 Electrical, +4 Tumble, +3 Reflex, 10% Mo‎vement Increase; HALF-ELF: 15% Mo‎vement Increase; ELF: 20% Mo‎vement Increase, 10% Concealment
 
*HALF-ELF effects are given to half-elves.
*ELF effects are given to only elves.


====Spooky Party Song====
====(51) Spooky Party Song====
  ''An upbeat spooky song that Undead have shown quite a positive reaction to.''
  ''An upbeat spooky song that Undead have shown quite a positive reaction to.''
   
   
  Level 1: +1 Negative Energy Damage, +1 AC, Undead: 5% Concealment
  Level 1: +1 Negative Energy Damage; UNDEAD: +1 Dodge AC, 5% Concealment
  Level 3: +1 Negative Energy Damage, +1 Fort, +1 AC, +1 AB, Undead: 10% Concealment
  Level 3: +1 AB, +1 Negative Energy Damage, +1 Fort; UNDEAD: +1 Dodge AC, 10% Concealment
  Level 6: +1 Negative Energy Damage, +1 Fort, +2 AC, +1 AB, 5% Against Divine, 5% Against Positive, Undead: 10% Concealment
  Level 6: +1 AB, +1 Negative Energy Damage, +1 Fort, 5% Against Divine, 5% Against Positive; UNDEAD: +2 Dodge AC, 10% Concealment
  Level 8: +2 Negative Energy Damage, +2 Fort, +2 AC, +1 AB, 10% Against Divine, 10% Against Positive, Undead: 20% Concealment, Damage Reduction 5/1
  Level 8: +1 AB, +2 Negative Energy Damage, +2 Fort, 10% Against Divine, 10% Against Positive; UNDEAD: +2 Dodge AC, 20% Concealment, Damage Reduction 5/+1
  Level 10: +2 Negative Energy Damage, +2 Fort, +3 AC, +2 AB, 20% Against Divine, 20% Against Positive, Undead: 30% Concealment, Damage Reduction 10/1
  Level 10: +2 AB, +2 Negative Energy Damage, +2 Fort, 20% Against Divine, 20% Against Positive; UNDEAD: +2 Dodge AC, 30% Concealment, Damage Reduction 10/+1
*UNDEAD effects are given to only the undead.


====(54) Swamp Noises====
''While not very musical, residents of the swamp are proud of such a “song.”''
Level 1: +1 AB, +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, Summon 1 Frog Ally; SWAMP: +1 Against Disease/Poison, +1 Acid Damage; NOT SWAMP: -1 CHA
Level 6: +1 AB,+1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, Summon 1 Frog Ally; SWAMP: +2 Against Disease/Poison, +2 Acid Damage; NOT SWAMP: -1 CHA
Level 8: +2 AB, +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, Summon 2 Frog Allies; SWAMP: +4 Against Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA
Level 10: +2 AB, +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, Summon 3 Frog Allies; SWAMP: Immunity to Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA


====A Groater’s Tune====
====(55) Songs from the Resistance====
  ''A popular tune in the Peerage district.''
  ''Songs that have been recorded during the days of fightings against the Sibilant Masters.''
   
   
  Level 1: 5% Movement, +1 Intimidate, Peerage: +1 Piercing Damage, +1 AB
  Level 1: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian
  Level 6: 5% Movement, +2 Intimidate, +1 Will, Peerage: +1 Piercing Damage, +2 AB
  Level 3: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian, +1 Slashing Damage
  Level 8: 10% Movement, +3 Intimidate, +2 Will, Peerage: +2 Piercing Damage, +2 AB
  Level 6: +1 AB, +2 Discipline, +2 Dodge AC against Reptilian, +1 Slashing Damage
  Level 10: 10% Movement, +4 Intimidate, +3 Will, Peerage: +2 Piercing Damage, +3 AB
  Level 8: +2 AB, +3 Discipline, +2 Dodge AC against Reptilian, +2 Slashing Damage, +1 Universal


====(56) Scaley Slithering Song====
''An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters.''
Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage
Level 3: +1 AB, +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage, 5% Cold Immunity
Level 6: +1 AB, +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear; REPTILIAN: +2 Dodge AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds
Level 8: +2 AB, +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear; REPTILIAN: +2 Dodge AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds
*REPTILIAN effects are given to reptiles.


====Ticker Anthem====
====(57) Ballad for A Soft Breeze in a Summer’s Day====
  ''One of the anthems of Ticker Square, sung by all who reside there.''
  ''An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.''
   
   
  Level 1: +1 AC, +1 Persuade, Ticker: +2 Appraise, +1 Universal
  Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Mo‎vement Increase
  Level 6: +1 AC, +2 Persuade, +4 Bonus HP, Ticker: +3 Appraise, +1 Universal
Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Mo‎vement Increase
  Level 8: +2 AC, +3 Persuade, +8 Bonus HP, +1 AB, Ticker: +4 Appraise, +2 Universal
  Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 10% Mo‎vement Increase
  Level 10: +2 AC, +4 Persuade, +16 Bonus HP, +2 AB, Ticker: +5 Appraise, +2 Universal
  Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 20% Mo‎vement Increase, +1 Universal
  Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, CONSTRUCT: Regeneration 3 HP every 6 seconds, 20% Mo‎vement Increase, +2 Universal
*CONSTRUCT effects are given to constructs.


====(58) Last Lament of the Musician====
''An ancient emotional lament, which is said to have been written by a musician, long forgotten by the ages.''
Level 1: +1 AB, +1 Sonic Damage, +1 Negative Energy Save
Level 3: +1 AB, +1 Sonic Damage, +1 Negative Energy Save, +1 Lore, +1 Concentration
Level 6: +1 AB, +1 Sonic Damage, +2 Negative Energy Save, +1 Lore, +1 Concentration, +1 Will
Level 8: +1 AB, +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will
Level 10: +1 AB, +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will


====Pond Noises====
====(62) A Mother’s Lullaby====
  ''While not very musical, residents of the Pauper Ponds are proud of such a “song”.''
  ''A sweet lullaby, that gives comfort to those who hear it.''
Level 1: +1 Positive Damage, +1 Concentration; HALFLINGS: +1 Natural AC
Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear; HALFLINGS: +1 Natural AC
Level 6: +1 AB, +1 Positive Damage, +2 Concentration, +1 Against Fear; HALFLINGS: +2 Natural AC
Level 8: +1 AB, +2 Positive Damage, +2 Concentration, +2 Against Fear; HALFLINGS: +2 Natural AC, 1 Regeneration every round
   
   
  Level 1: +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, +1 AB, Summon 1 Frog Ally, Pond: +1 Against Disease/Poison, +1 Acid Damage, Non-Pond: -1 CHA
  *HALFLING effects are given to Halflings only.
Level 6: +1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, +1 AB, -Summon 1 Frog Ally, Pond: +2 Against Disease/Poison, +2 Acid Damage, Non-Pond: -1 CHA
Level 8: +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, +2 AB, Summon 2 Frog Allies, Pond: +4 Against Disease/Poison, +1d4 Acid Damage, Non-Pond: -2 CHA
Level 10: +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, +2 AB, Summon 3 Frog Allies, Pond: Immunity to Disease/Poison, +1d4 Acid Damage, Non-Pond: -2 CHA


====(63) Story of a Trickster====
''A thrilling story detailing many adventures of a gnome trickster, some of them mostly exaggerated...''
Level 1: +1 Negative Damage, +1 Tumble; GNOMES: +1 DEX
Level 3: +1 Natural AC, +1 Negative Damage, +1 Tumble, +1 UMD; GNOMES: +1 DEX, +1 Reflex
Level 6: +1 Natural AC, +1 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +1 DEX, +1 Reflex, 1 Illusory Clone
Level 8: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 10% Mo‎vement Speed, 3 Illusory Clones
Level 10: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 15% Mo‎vement Speed, 5 Illusory Clones
*GNOME effects are applies to Gnome creatures.
*Clones created by this song do not count against any limits and do not cause existing minions to be unsummoned.


====Songs from the Resistance====
====(64) Serenade of Roses====
  ''Songs that have been recorded during the days of fightings against the Sibilant Masters.''
  ''A melodic serenade, with some lines that pierce through the heart.''
   
   
  Level 1: +1 AB, +1 Discipline, +1 AC against Reptilian
  Level 1: +1 AB, +1 Piercing Damage
  Level 3: +1 AB, +1 Discipline, +1 AC against Reptilian, +1 Slashing Damage
Level 3: +1 AB, +1 Piercing Damage, +1 Perform; FEMALE: +1 CHA
  Level 6: +1 AB, +2 Discipline, +2 AC against Reptilian, +1 Slashing Damage
  Level 6: +1 AB, +1 Piercing Damage, +1 Perform, +1 Tumble; MALE: Take 1d4 piercing damage; FEMALE: +1 CHA, +1 Persuade, +1 Bluff
  Level 8: +2 AB, +3 Discipline, +2 AC against Reptilian, +2 Slashing Damage, +1 Universal
  Level 8: +1 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d6 piercing damage; FEMALE: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage
  Level 10: +2 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d8 piercing damage; FEMALE: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage


====(65) Song of the Oak====
''A slow rhythm song that nurses the bodies of those who hear it.''
Level 1: +1 Positive Damage; SUNLIGHT: 4 Temp HP
Level 3: +1 AB, +1 Positive Damage; SUNLIGHT: 8 Temp HP, 1 Regeneration
Level 6: +1 AB, +1 Positive Damage, +1 Fortitude; SUNLIGHT: 12 Temp HP, 1 Regeneration, +1 CON
Level 8: +1 AB, +2 Positive Damage, +1 Fortitude; SUNLIGHT: 16 Temp HP, 2 Regeneration, +1 CON
Level 10: +2 AB, +2 Positive Damage, +2 Fortitude; SUNLIGHT: 20 Temp HP, 3 Regeneration, +2 CON
*SUNLIGHT effects are given while outdoors, during day time, in non-plane areas.


====Scaley Slithering Song====
====(66) The Owl’s Lullaby====
  ''An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters.''
  ''A quiet tune that merges itself with the surroundings...''
Level 1: +1 AB, +1 Spot/Listen/Search; MOONLIGHT: +1 Reflex
Level 3: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify
Level 6: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify, Clairaudience/Clairvoyance
Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard; MOONLIGHT: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect
   
   
  Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, Reptilian: +1 AC, +1 Negative Energy Damage
  *MOONLIGHT effects are given while outdoors, during night time, in non-plane areas.
Level 3: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear, +1 AB, Reptilian: +1 AC, +1 Negative Energy Damage, 5% Cold Immunity
Level 6: +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear, +1 AB, Reptilian: +2 AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds
Level 8: +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear, +2 AB, Reptilian: +2 AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds


====(67) Dance of Swords====
''A high tempo rhythm song that coordinates well with swift mo‎vements of swords.''
 
Level 1: +1 Slashing Damage, +1 Parry
Level 3: +1 Slashing Damage, +1 Parry, +1 AB, SWORD: Damage Shield (1 Slashing)
Level 6: +2 Slashing Damage, +2 Parry, +1 AB, +1 Reflex, +5% mo‎vement speed, SWORD: Damage Shield (2 Slashing), SPECIAL: Copy & animate 1 random SWORD weapon
Level 8: +2 Slashing Damage, +3 Parry, +1 AB, +2 Reflex, +10% mo‎vement speed, SWORD: Damage Shield (1d4 Slashing), SPECIAL: Copy & animate 2 random SWORD weapons
Level 10: +3 Slashing Damage, +3 Parry, +2 AB, +2 Reflex, +10% mo‎vement speed, SWORD: Damage Shield (1d6 Slashing), SPECIAL: Copy & animate 3 random SWORD weapons
*SWORD effects are given to creatures with appropriate weapons (daggers, shortswords, longswords, rapiers, scimitars, greatswords, or bastard swords)
*SPECIAL effects occur when a character is given the effects of SWORD. Animate a copy of their weapon as a floating creature, giving it a similar effect of Shelgarn Persistant Blade, for the duration of the song.
*SPECIAL cannot animate more than it's random value.


====(68) Clyde’s Song of the Tenacious Tambourine====
''A rhythmic song accompanied by tambourines that encourages its listeners to mo‎ve faster, even the heavyset ones.''
Level 1: 5% Mo‎vement Increase, +1 Sonic Damage, +1 Tumble
Level 3: 10% Mo‎vement Increase, +1 Sonic Damage, +1 Tumble, HEAVY: +1 AB
Level 6: 15% Mo‎vement Increase, +1 Sonic Damage, +2 Tumble, HEAVY: +1 AB
Level 8: 20% Mo‎vement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB
Level 10: 30% Mo‎vement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB
*HEAVY effects are given to creatures with the "large" phenotype, generally depicting an overweight person.


====Ballad for A Soft Breeze in a Summer’s Day====
====(69) Elsbeth’s Chronicle of Companions====
  ''An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.''
  ''A positive song that sounds better the more listeners and performers there are.''
 
Level 1: +1 Positive Damage, X Temp HP (capped at 10)
Level 3: +1 Positive Damage, +1 AB, X Temp HP (capped at 10)
Level 6: +1 Positive Damage, +1 AB, +1 Natural AC,  +3% Mo‎vement Speed, X *2 Temp HP (capped at 15)
Level 8: +2 Positive Damage, +2 AB, +2 Natural AC, +5% Mo‎vement Speed, X *3 Temp HP (capped at 22), MOMENTUM: +1 Universal
Level 10: +2 Positive Damage, +2 AB, +3 Natural AC, +7% Mo‎vement Speed, X *4 Temp HP (capped at 30), MOMENTUM: +2 Universal
   
   
  Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, Constructs: +1 AC, 5% Movement Increase
  * X is the number of PCs that heard the song at activation.
  Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, Constructs: +1 AC, 5% Movement Increase
  * MOMENTUM effects are given when there are 6+ PCs heard the song at activation.
Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, Constructs: +2 AC, 10% Movement Increase
  * The Bard is not included in these calculations (X - 1), but still receives the exact song effects as the listeners.
  Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, Constructs: +2 AC, 20% Movement Increase, +1 Universal
Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, Constructs: +3 AC, 20% Movement Increase, +2 Universal


====(71) Hymn to the Well====
''An almost ceremonial hymn, glorifying the Well of Ephia.''
Level 1: 4 Temp HP
Level 3: 8 Temp HP
Level 6: 12 Temp HP, 1 Regeneration
Level 8: 16 Temp HP, 2 Regeneration
Level 10: 20 Temp HP, 3 Regeneration


====Last Lament of the Musician====
====(72) Sha'ir’s Ballad of the Great Ash====
  ''An ancient emotional lament, which is said to have been written by a musician, long forgotten by the ages.''
  ''One of the many ballads and songs of the Sha'ir.''
Level 1: +1 AB, +1 Fire Damage, DERVISH: DR 5/1 20 points
Level 3: +1 AB, +1 Reflex, +1 Fire Damage, +1 Discipline, DERVISH: DR 5/1 30 points
Level 6: +1 AB, +1 Reflex, +2 Fire Damage, DERVISH: DR 5/2 30 points
Level 8: +2 AB, +2 Reflex, +2 Fire Damage, DERVISH: DR 5/2 40 points
Level 10: +2 AB, +3 Reflex, +3 Fire Damage, DERVISH: DR 10/2 50 points
   
   
  Level 1: +1 Sonic Damage, +1 Negative Energy Save, +1 AB
  *DERVISH effects given while in desert tilesets.
Level 3: +1 Sonic Damage, +1 Negative Energy Save, +1 Lore, +1 Concentration, +1 AB
Level 6: +1 Sonic Damage, +2 Negative Energy Save, +1 Lore, +1 Concentration, +1 Will, +1 AB
Level 8: +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will, +1 AB
Level 10: +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will, +2 AB
 


====A Mother’s Lullaby====
====(??) Goldbrick's Golden Glories====
  ''A sweet lullaby, that gives comfort to those who hear it.''
  ''Grag-stills Goldbrick was an enormously wealthy dwarven merchant and Councilor from Upper Sanctuary.''
   
   
  Level 1: +1 Positive Damage, +1 Concentration, Halflings: +1 AC
  Level 1: +5 appraise
  Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear, Halflings: +1 AC
  Level 3: +5 appraise, +2 lore, +2 persuade
  Level 6: +1 Positive Damage, +2 Concentration, +1 Against Fear, +1 AB, Halflings: +2 AC
  Level 6: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves
  Level 8: +2 Positive Damage, +2 Concentration, +2 Against Fear, +1 AB, Halflings: +2 AC, 1 Regeneration every round
  Level 8: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves, +2 con
 


====Story of a Trickster====
====(??) Philip Meet's Positive Ministrations====
  ''A thrilling story detailing many adventures of a gnome trickster, some of them mostly exaggerated...''
  ''Philip Meet was a gentle Seeker who mastered the lore of the Purple Crystals in an unprecedented way, even for a time having chunks of their material embedded in his body.''
   
   
  Level 1: +1 Negative Damage, +1 Tumble, Gnomes: +1 DEX
  Level 1: 1d10 HP healed to caster and allies
Level 3: +1 Negative Damage, +1 Tumble, +1 UMD, +1 AC, Gnomes: +1 DEX, +1 Reflex
  Level 3: 2d10 HP healed to caster and allies
Level 6: +1 Negative Damage, +2 Tumble, +2 UMD, +1 AC, Gnomes: +1 DEX, +1 Reflex, 1 Illusion Clone
  Level 8: +2 Negative Damage, +2 Tumble, +2 UMD, +1 AC, Gnomes: +2 DEX, +2 Reflex, 10% Movement Speed, 3 Illusion Clones
Level 10: +2 Negative Damage, +2 Tumble, +2 UMD, +1 AC, Gnomes: +2 DEX, +2 Reflex, 15% Movement Speed, 5 Illusion Clones


 
====(??) Ghyrrt's Grotesque Gruntings====
====Serenade of Roses====
  ''The goblin Ghyrrt, one of the many monsters controlled by the notorious Montezzi Brothers of Lower Sanctuary, was widely feared and known for his distinctive grunts as he launched into battle.''
  ''A melodic serenade, with some lines that pierce through the heart.''
   
   
  Level 1: +1 Piercing Damage, +1 AB
  Level 1: +1 AB, +1 bludgeoning damage, -1 will
Level 3: +1 Piercing Damage, +1 Perform, Females: +1 CHA
  Level 3: +1 AB, +2 bludgeoning damage, -4 will, +1d4 acid damage vs lawful good on right hand weapon
  Level 6: +1 Piercing Damage, +1 Perform, +1 Tumble, +1 AB, Males: Damaged 1d4 piercing damage, Females: +1 CHA, +1 Persuade, +1 Bluff
Level 8: +1 Piercing Damage, +2 Perform, +2 Tumble, +1 AB, Males: Damaged 1d6 piercing damage, Females: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage
Level 10: +1 Piercing Damage, +2 Perform, +2 Tumble, +2 AB, Males: Damaged 1d8 piercing damage, Females: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage




====Song of the Oak====
''A slow rhythm song that nurses the bodies of those who hear it.''
Level 1: +1 Positive Damage, Sunlight: 4 Temp HP
Level 3: +1 Positive Damage, +1 AB, Sunlight: 8 Temp HP, 1 Regeneration
Level 6: +1 Positive Damage, +1 AB, +1 Fortitude, Sunlight: 12 Temp HP, 1 Regeneration, +1 CON
Level 8: +2 Positive Damage, +1 AB, +1 Fortitude, Sunlight: 16 Temp HP, 2 Regeneration, +1 CON
Level 10: +2 Positive Damage, +2 AB, +2 Fortitude, Sunlight: 20 Temp HP, 3 Regeneration, +2 CON
Sunlight effects are given while outdoors, during day time, in non-plane areas.


__NOEDITSECTION__


====The Owl’s Lullaby====
__NOTOC__
''A quiet tune that merges itself with the surroundings...''
Level 1: +1 AB, +1 Spot/Listen/Search, Moonlight: +1 Reflex
Level 3: +1 AB, +2 Spot/Listen/Search, Moonlight: +1 Reflex, Amplify
Level 6: +1 AB, +2 Spot/Listen/Search, Moonlight: +1 Reflex, Amplify, Clairaudience/Clairvoyance
Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard, Moonlight: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect
Moonlight effects are given while outdoors, during night time, in non-plane areas.

Latest revision as of 01:13, 25 March 2023

Custom Songs

In addition to the default Bard Song & Curse Song, bards on EFU can learn server-specific Custom Songs. These songs will be discovered in-game during the course of your character's adventures! The more common songs can be purchased in Ephia's Well, but there also exists rarer, more prestigious music, hidden deep among the secrets and treasures buried in the ash desert.

A good starting location for aspiring bards is Elossi's, located in Ephia's Well main plaza. There is always a minstrel or two performing at such a frequented location, and many willing to sell song sheets from their collection. The prices, effects, and rarity of such songs will vary. Players are able to freely compose and share songs with one another, using their songbooks as well.

Songsheets and Songbooks

Bards may use the command "/c songbook activate <#>" to rapidly switch between custom songs and/or create hotbar text macros which do so for them. For the below songs and everyone's convenience, their values are listed in addition to their name.

  • In order to access the custom Bard songs available in EFU: Sands of Intrigue, a Songbook item is required - you will receive one when you activate a perk or buy one from a store.
  • You can add a song to your songbook either by using a songsheet on your songbook or absorbing another songbook into yours (either by being gifted a songbook or stealing one from another Bard).
  • To absorb a songbook into yours use it like you would a songsheet and target the songbook you want to absorbs the songs into.
  • There are two varieties of custom Bard songs in EFU. The variety that are beneficial to your allies and the cursed variety which affect enemies via damage, negative effects or even damage.
  • You can scribe cursed songs to your songbook without the Cursed Song feat but you will not be able to use them.
  • There are two types of songs you can have active at any given moment in EFU. First, the Cursed Song feat (which requires you to take the feat to use) and only affects hostile targets. Second, any other custom bard song of which there are two types of - inspiring which typically affects allies positively or cursed which typically affects hostile targets negatively (and requires the Cursed Song feat to use but not to scribe into your songbook).
  • For every 3 points of the Bard's total Perform skill Bard songs will last 1 extra round. Additionally, every character level over 5 grants another round of duration.

Standard Songs

(0) Default NWN Bard Song

This can be swapped back to with /c songbook activate 0

Level 1: +1 AB, +1 Physical Damage
Level 2: +1 AB, +1 Physical Damage, +1 Will
Level 3: +1 AB, +2 Physical Damage, +1 Will, +1 Fortitude
Level 6: +1 AB, +2 Physical Damage, +1 Universal, +1 to all skills
Level 8: +2 AB, +2 Physical Damage, +1 Universal, +1 to all skills, +8 Temporary HP
Level 11: +2 AB, +2 Physical Damage, +2 Dodge AC, +1 Universal, +1 to all skills, +8 Temporary HP, 

(21) Lesser Chant of Old Netheril

This curious chant is in a language strange and unfamiliar to most ears, coming from a time in the distant past when Magic was wild and free.

Level 1: +1 AB, +2 Spellcraft
Level 3: +1 AB, +2 Spellcraft, +1 Magic Damage,
Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will

(33) Spellsong’s Chant

The power of magic made manifest through song.

Level 1: +1 Magic Damage, 6 SR
Level 2: +1 Magic Damage, 7 SR
Level 3: +1 Magic Damage, 8 SR
Level 6: +1 Magic Damage, 10 SR, Damage Shield (1 Magic)
Level 8: +2 Magic Damage, 12 SR, Damage Shield (1 Magic)
Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic)

(37) Wild Pipings of the Rat Prince

A screeching symphony of the courtly Rat Prince and his loyal knights.

Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 Rat Ally
Level 3: +1 Piercing Damage, +2 Animal Empathy,  +2 Bluff, +4 vs Disease, Summon 2 Rat Allies, +2 Hide, +2 Mo‎ve Silently
Level 6: +1 Piercing Damage, +2 Animal Empathy,  +2 Bluff, +4 vs Disease, Summon 3 Rat Allies, +2 Hide, +2 Mo‎ve Silently, +10% Mo‎vement Speed

(44) March of the Battle Mages

An enchanted battlemarch that greatly enhances the abilities of mages.

Level 1: +1 Concentration, +1 Spellcraft, MAGES: +1 Shield AC
Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +1 Shield AC
Level 6: +1 AB, +1 Magic Damage, +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 1 round of Haste
Level 8: +1 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 2 rounds of Haste
Level 10: +2 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +2 Fortitude, MAGES: +2 Shield AC, 4 rounds of Haste

*MAGES effect is only given to Wizards and Sorcerers.

(45) Whistles of the Thief

A quiet tune that thieves often whistle while they work.

Level 1: +1 Dex, +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble
Level 3: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Reflex
Level 6: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +2 Reflex, 10% Mo‎vement Speed Increase
Level 8: +2 Dex, Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Reflex, 15% Mo‎vement Speed Increase

(46) Shouts of the Wildlings

While not much of a song, this does make people rush to danger and throw their defenses away.

Level 1: +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR, +2 Intimidate, -1 Discipline,
Level 6: +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +3 Intimidate, -2 Discipline, +2 Fort, -2 Will, 5% Immunity against Physical Damage
Level 8: +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +4 Intimidate, -3 Discipline, +3 Fort, -3 Will, 5% Immunity against Physical Damage

(47) Sha'ir’s Catchy Tune

A catchy tune that travelers sing to themselves as they travel through the unknown.

Level 1: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, TRAVEL: 5% Mo‎vement Increase
Level 3: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, TRAVEL: 5% Mo‎vement Increase
Level 6: +2 AB, +1 Piercing Damage, +1 Dex, +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% Mo‎vement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 10% Mo‎vement Increase
Level 8: +2 AB, +2 Piercing Damage, +2 Dex, +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% Mo‎vement Increase, Immunity to Entangle/Grease/Web, TRAVEL: 15% Mo‎vement Increase

*TRAVEL effects are only given to Rangers and Clerics with Travel as their sub-domain.

(48) Orchestra of Sounds

A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves).

Level 1: +1 AB +1 Sonic Damage; SINGER: +1 Perform, +1 Natural AC; LISTENER: -1 Concentration, -1 AC
Level 6: +2 AB, +2 Sonic Damage,  SINGER: +2 Perform, +1 Natural AC, +1 Against Mind Affecting; LISTENER: -2 Concentration, -1 AC
Level 8: +2 AB, +1D4 Sonic Damage, +2 Against Mind Affecting; SINGER: +4 Perform, +1 Universal, +1 to all skills, +1 CHA, +2 Natural AC; LISTENER: -3 Concentration, -2 AC
Level 10: +3 AB, +1D4 Sonic Damage, +3 Against Mind Affecting; SINGER: +4 Perform, +2 Universal, +2 all skills, +2 CHA, +2 Natural AC; LISTENER: -3 Concentration, -3 AC

*SINGER effects are only given to the Bard that sings.
*LISTENER effects are given to all other affected allied creatures (excluding the singer).

**It is considered exploitive, and against the intent of this song, to lower the AC of enemies.

(49) Tales of the Azer Hero

Tales of a nameless Azer hero, who battled oppressors of his kin for all of his life.

Level 1: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline; DWARF: Damage Shield (1 Fire)
Level 3: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline, +1 Against Fear; DWARF: Damage Shield (1 Fire)
Level 6: +1 AB, +2 Fire Damage, +1 Fort, +2 Discipline, +1 Against Fear; DWARF: Damage Shield (2 Fire)
Level 8: +2 AB, +2 Fire Damage, +2 Fort, +3 Discipline, +2 Against Fear; DWARF: Damage Shield (1d4 Fire)
Level 10: +2 AB, +3 Fire Damage, +3 Fort, +4 Discipline, +2 Against Fear; DWARF: Damage Shield (1d6 Fire)

*DWARF effects are given to dwarves.

(50) Ode to the Avariel

An ode written by an elf poet, to his now almost extinct Avariel cousins.

Level 1: +1 AB, +1 Electrical; HALF-ELF: 2% Mo‎vement Increase; ELF: 5% Mo‎vement Increase
Level 3: +1 AB, +1 Electrical, +1 Tumble; HALF-ELF: 2% Mo‎vement Increase; ELF: 5% Mo‎vement Increase
Level 6: +1 AB, +1 Electrical, +2 Tumble, +1 Reflex; HALF-ELF: 5% Mo‎vement Increase; ELF: 10% Mo‎vement Increase, 5% Concealment
Level 8: +2 AB, +2 Electrical, +3 Tumble, +2 Reflex, 5% Mo‎vement Increase; HALF-ELF: 10% Mo‎vement Increase; ELF: 15% Mo‎vement Increase, 10% Concealment
Level 10: +2 AB, +2 Electrical, +4 Tumble, +3 Reflex, 10% Mo‎vement Increase; HALF-ELF: 15% Mo‎vement Increase; ELF: 20% Mo‎vement Increase, 10% Concealment

*HALF-ELF effects are given to half-elves.
*ELF effects are given to only elves.

(51) Spooky Party Song

An upbeat spooky song that Undead have shown quite a positive reaction to.

Level 1: +1 Negative Energy Damage; UNDEAD: +1 Dodge AC, 5% Concealment
Level 3: +1 AB, +1 Negative Energy Damage, +1 Fort; UNDEAD: +1 Dodge AC, 10% Concealment
Level 6: +1 AB, +1 Negative Energy Damage, +1 Fort, 5% Against Divine, 5% Against Positive; UNDEAD: +2 Dodge AC, 10% Concealment
Level 8: +1 AB, +2 Negative Energy Damage, +2 Fort, 10% Against Divine, 10% Against Positive; UNDEAD: +2 Dodge AC, 20% Concealment, Damage Reduction 5/+1
Level 10: +2 AB, +2 Negative Energy Damage, +2 Fort, 20% Against Divine, 20% Against Positive; UNDEAD: +2 Dodge AC, 30% Concealment, Damage Reduction 10/+1

*UNDEAD effects are given to only the undead.

(54) Swamp Noises

While not very musical, residents of the swamp are proud of such a “song.”

Level 1: +1 AB, +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, Summon 1 Frog Ally; SWAMP: +1 Against Disease/Poison, +1 Acid Damage; NOT SWAMP: -1 CHA
Level 6: +1 AB,+1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, Summon 1 Frog Ally; SWAMP: +2 Against Disease/Poison, +2 Acid Damage; NOT SWAMP: -1 CHA
Level 8: +2 AB, +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, Summon 2 Frog Allies; SWAMP: +4 Against Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA
Level 10: +2 AB, +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, Summon 3 Frog Allies; SWAMP: Immunity to Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA

(55) Songs from the Resistance

Songs that have been recorded during the days of fightings against the Sibilant Masters.

Level 1: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian
Level 3: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian, +1 Slashing Damage
Level 6: +1 AB, +2 Discipline, +2 Dodge AC against Reptilian, +1 Slashing Damage
Level 8: +2 AB, +3 Discipline, +2 Dodge AC against Reptilian, +2 Slashing Damage, +1 Universal

(56) Scaley Slithering Song

An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters.

Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage
Level 3: +1 AB, +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage, 5% Cold Immunity
Level 6: +1 AB, +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear; REPTILIAN: +2 Dodge AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds
Level 8: +2 AB, +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear; REPTILIAN: +2 Dodge AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds

*REPTILIAN effects are given to reptiles.

(57) Ballad for A Soft Breeze in a Summer’s Day

An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.”

Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Mo‎vement Increase
Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, CONSTRUCT: Regeneration 1 HP every 6 seconds, 5% Mo‎vement Increase
Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 10% Mo‎vement Increase
Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, CONSTRUCT: Regeneration 2 HP every 6 seconds, 20% Mo‎vement Increase, +1 Universal
Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, CONSTRUCT: Regeneration 3 HP every 6 seconds, 20% Mo‎vement Increase, +2 Universal

*CONSTRUCT effects are given to constructs.

(58) Last Lament of the Musician

An ancient emotional lament, which is said to have been written by a musician, long forgotten by the ages.

Level 1: +1 AB, +1 Sonic Damage, +1 Negative Energy Save
Level 3: +1 AB, +1 Sonic Damage, +1 Negative Energy Save, +1 Lore, +1 Concentration
Level 6: +1 AB, +1 Sonic Damage, +2 Negative Energy Save, +1 Lore, +1 Concentration, +1 Will
Level 8: +1 AB, +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will
Level 10: +1 AB, +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will

(62) A Mother’s Lullaby

A sweet lullaby, that gives comfort to those who hear it.

Level 1: +1 Positive Damage, +1 Concentration; HALFLINGS: +1 Natural AC
Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear; HALFLINGS: +1 Natural AC
Level 6: +1 AB, +1 Positive Damage, +2 Concentration, +1 Against Fear; HALFLINGS: +2 Natural AC
Level 8: +1 AB, +2 Positive Damage, +2 Concentration, +2 Against Fear; HALFLINGS: +2 Natural AC, 1 Regeneration every round

*HALFLING effects are given to Halflings only.

(63) Story of a Trickster

A thrilling story detailing many adventures of a gnome trickster, some of them mostly exaggerated...

Level 1: +1 Negative Damage, +1 Tumble; GNOMES: +1 DEX
Level 3: +1 Natural AC, +1 Negative Damage, +1 Tumble, +1 UMD; GNOMES: +1 DEX, +1 Reflex
Level 6: +1 Natural AC, +1 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +1 DEX, +1 Reflex, 1 Illusory Clone
Level 8: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 10% Mo‎vement Speed, 3 Illusory Clones
Level 10: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 15% Mo‎vement Speed, 5 Illusory Clones

*GNOME effects are applies to Gnome creatures.
*Clones created by this song do not count against any limits and do not cause existing minions to be unsummoned.

(64) Serenade of Roses

A melodic serenade, with some lines that pierce through the heart.

Level 1: +1 AB, +1 Piercing Damage
Level 3: +1 AB, +1 Piercing Damage, +1 Perform; FEMALE: +1 CHA
Level 6: +1 AB, +1 Piercing Damage, +1 Perform, +1 Tumble; MALE: Take 1d4 piercing damage; FEMALE: +1 CHA, +1 Persuade, +1 Bluff
Level 8: +1 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d6 piercing damage; FEMALE: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage
Level 10: +2 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d8 piercing damage; FEMALE: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage

(65) Song of the Oak

A slow rhythm song that nurses the bodies of those who hear it.

Level 1: +1 Positive Damage; SUNLIGHT: 4 Temp HP
Level 3: +1 AB, +1 Positive Damage; SUNLIGHT: 8 Temp HP, 1 Regeneration
Level 6: +1 AB, +1 Positive Damage, +1 Fortitude; SUNLIGHT: 12 Temp HP, 1 Regeneration, +1 CON
Level 8: +1 AB, +2 Positive Damage, +1 Fortitude; SUNLIGHT: 16 Temp HP, 2 Regeneration, +1 CON
Level 10: +2 AB, +2 Positive Damage, +2 Fortitude; SUNLIGHT: 20 Temp HP, 3 Regeneration, +2 CON

*SUNLIGHT effects are given while outdoors, during day time, in non-plane areas.

(66) The Owl’s Lullaby

A quiet tune that merges itself with the surroundings...

Level 1: +1 AB, +1 Spot/Listen/Search; MOONLIGHT: +1 Reflex
Level 3: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify
Level 6: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify, Clairaudience/Clairvoyance
Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard; MOONLIGHT: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect

*MOONLIGHT effects are given while outdoors, during night time, in non-plane areas.

(67) Dance of Swords

A high tempo rhythm song that coordinates well with swift mo‎vements of swords.
 
Level 1: +1 Slashing Damage, +1 Parry
Level 3: +1 Slashing Damage, +1 Parry, +1 AB, SWORD: Damage Shield (1 Slashing)
Level 6: +2 Slashing Damage, +2 Parry, +1 AB, +1 Reflex, +5% mo‎vement speed, SWORD: Damage Shield (2 Slashing), SPECIAL: Copy & animate 1 random SWORD weapon
Level 8: +2 Slashing Damage, +3 Parry, +1 AB, +2 Reflex, +10% mo‎vement speed, SWORD: Damage Shield (1d4 Slashing), SPECIAL: Copy & animate 2 random SWORD weapons
Level 10: +3 Slashing Damage, +3 Parry, +2 AB, +2 Reflex, +10% mo‎vement speed, SWORD: Damage Shield (1d6 Slashing), SPECIAL: Copy & animate 3 random SWORD weapons

*SWORD effects are given to creatures with appropriate weapons (daggers, shortswords, longswords, rapiers, scimitars, greatswords, or bastard swords)
*SPECIAL effects occur when a character is given the effects of SWORD. Animate a copy of their weapon as a floating creature, giving it a similar effect of Shelgarn Persistant Blade, for the duration of the song.
*SPECIAL cannot animate more than it's random value.

(68) Clyde’s Song of the Tenacious Tambourine

A rhythmic song accompanied by tambourines that encourages its listeners to mo‎ve faster, even the heavyset ones.

Level 1: 5% Mo‎vement Increase, +1 Sonic Damage, +1 Tumble
Level 3: 10% Mo‎vement Increase, +1 Sonic Damage, +1 Tumble, HEAVY: +1 AB
Level 6: 15% Mo‎vement Increase, +1 Sonic Damage, +2 Tumble, HEAVY: +1 AB
Level 8: 20% Mo‎vement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB
Level 10: 30% Mo‎vement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB

*HEAVY effects are given to creatures with the "large" phenotype, generally depicting an overweight person.

(69) Elsbeth’s Chronicle of Companions

A positive song that sounds better the more listeners and performers there are.
 
Level 1: +1 Positive Damage, X Temp HP (capped at 10)
Level 3: +1 Positive Damage, +1 AB, X Temp HP (capped at 10)
Level 6: +1 Positive Damage, +1 AB, +1 Natural AC,  +3% Mo‎vement Speed, X *2 Temp HP (capped at 15)
Level 8: +2 Positive Damage, +2 AB, +2 Natural AC, +5% Mo‎vement Speed, X *3 Temp HP (capped at 22), MOMENTUM: +1 Universal
Level 10: +2 Positive Damage, +2 AB, +3 Natural AC, +7% Mo‎vement Speed, X *4 Temp HP (capped at 30), MOMENTUM: +2 Universal

* X is the number of PCs that heard the song at activation.
* MOMENTUM effects are given when there are 6+ PCs heard the song at activation.
* The Bard is not included in these calculations (X - 1), but still receives the exact song effects as the listeners.

(71) Hymn to the Well

An almost ceremonial hymn, glorifying the Well of Ephia.

Level 1: 4 Temp HP
Level 3: 8 Temp HP
Level 6: 12 Temp HP, 1 Regeneration
Level 8: 16 Temp HP, 2 Regeneration
Level 10: 20 Temp HP, 3 Regeneration

(72) Sha'ir’s Ballad of the Great Ash

One of the many ballads and songs of the Sha'ir.

Level 1: +1 AB, +1 Fire Damage, DERVISH: DR 5/1 20 points
Level 3: +1 AB, +1 Reflex, +1 Fire Damage, +1 Discipline, DERVISH: DR 5/1 30 points
Level 6: +1 AB, +1 Reflex, +2 Fire Damage, DERVISH: DR 5/2 30 points
Level 8: +2 AB, +2 Reflex, +2 Fire Damage, DERVISH: DR 5/2 40 points
Level 10: +2 AB, +3 Reflex, +3 Fire Damage, DERVISH: DR 10/2 50 points

*DERVISH effects given while in desert tilesets.

(??) Goldbrick's Golden Glories

Grag-stills Goldbrick was an enormously wealthy dwarven merchant and Councilor from Upper Sanctuary.

Level 1: +5 appraise
Level 3: +5 appraise, +2 lore, +2 persuade
Level 6: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves
Level 8: +5 appraise, +2 lore, +2 persuade, +10 hp, +1 saves, +2 con

(??) Philip Meet's Positive Ministrations

Philip Meet was a gentle Seeker who mastered the lore of the Purple Crystals in an unprecedented way, even for a time having chunks of their material embedded in his body.

Level 1: 1d10 HP healed to caster and allies
Level 3: 2d10 HP healed to caster and allies

(??) Ghyrrt's Grotesque Gruntings

The goblin Ghyrrt, one of the many monsters controlled by the notorious Montezzi Brothers of Lower Sanctuary, was widely feared and known for his distinctive grunts as he launched into battle.

Level 1: +1 AB, +1 bludgeoning damage, -1 will
Level 3: +1 AB, +2 bludgeoning damage, -4 will, +1d4 acid damage vs lawful good on right hand weapon