Bard
Bards are jack-of-all-trades adventurers who use music to create a wide variety of magical effects. Though they often use melee weapons, bards are primarily a magic-using class, with the ability to wear plate armor and wield many different types of weapons and instruments. Bards can do a little bit of everything. Their songs can regenerate health and mana, increase attack speed and accuracy, momentarily charm angry enemies, help friends resist many types of damage and even directly damage enemies. Bards are perhaps best known, however, for their ability to greatly increase the foot speed of their group. Bards have the unique ability to create multiple effects at once. By weaving different songs together, a bard can customize effects to any situation. This makes nimble fingers and quick thinking a must for those who want to play a bard. Bards do well both alone and in groups. With the right combination of songs, they can adapt to many different challenges. The bard is a great class for players who enjoy a wide variety of play options but are quick to adapt to a changing situation.
In EverQuest Legends every character combines three classes — Bard can be your primary (locked at level 11) or one of two swappable companion classes.
Skills by level (from the game client)
| Level | Skill | Cap |
|---|---|---|
| 1 | 1H Blunt | 250 |
| 1 | 1H Piercing | 250 |
| 1 | 1H Slashing | 250 |
| 1 | Athletics | 250 |
| 1 | Brass Instruments | 250 |
| 1 | Defense | 225 |
| 1 | Dual Wield | 210 |
| 1 | Hand to Hand | 195 |
| 1 | Offense | 200 |
| 1 | Percussion Instruments | 250 |
| 1 | Singing | 250 |
| 1 | Strategy | 250 |
| 1 | Stringed Instruments | 250 |
| 1 | Throwing | 250 |
| 1 | Wind Instruments | 250 |
| 10 | Dodge | 205 |
| 10 | Meditate | 1 |
| 10 | Pick Lock | 210 |
| 12 | Forage | 55 |
| 15 | Sense Traps | 120 |
| 15 | Tracking | 100 |
| 16 | Intimidation | 175 |
| 17 | Kick | 225 |
| 17 | Sneak | 75 |
| 20 | Disarm Traps | 120 |
| 20 | Safe Fall | 240 |
| 25 | Hide | 50 |
| 25 | Parry | 130 |
| 30 | Riposte | 105 |
General & tradeskills (15)
| 1 | Alcohol Tolerance | 275 |
| 1 | Begging | 250 |
| 1 | Bind Wound | 275 |
| 1 | Fishing | 200 |
| 1 | Sense Heading | 200 |
| 1 | Swimming | 250 |
| 1 | Alchemy | 300 |
| 1 | Baking | 300 |
| 1 | Blacksmithing | 300 |
| 1 | Brewing | 300 |
| 1 | Fletching | 300 |
| 1 | Jewelry Making | 300 |
| 1 | Pottery | 300 |
| 1 | Tailoring | 300 |
| 16 | Tinkering | 300 |
Alternate Advancement (browse all)
Bard-specific
- Ambidexterity (1)
- Instrument Mastery (3)
- Jam Fest (3)
- Singing Mastery (3)
- Body and Mind Rejuvenation (1)
- Physical Enhancement (1)
- Thief's Intuition (3)
- Acrobatics (3)
- Scribble Notes (1)
- Harmonious Attack (5)
- Boastful Bellow (1)
- Fleet of Foot (2)
- Fading Memories (1)
- Extended Notes (6)
- Thief's Intuition (1)
- Battlefield Vengeance (3)
Archetype
- Unbound Destruction (3)
- Mastery of the Past (3)
- Natural Healing (3)
- Combat Fury (6)
- Fear Resistance (3)
- Finishing Blow (6)
- Mastery of the Past (3)
- Mental Clarity (3)
Stances
- Balanced stance
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.
- Offensive stance
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.
- Evasive stance
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your Strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
💬 This is your 'oh shit!' button when fights get too heavy for offensive stance. Just watch that stamina though. Once it runs out, so does your fun.
- Recovery invocation
You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected.
While out of combat, the regeneration modifier of this invocation is active even if this invocation is not.💬 You don't need to switch to this invocation to get the regen when you're not in combat! It's just free passive regen!
- Inversion invocation
Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost.
💬 The go-to for spellblade setup. You'll have less downtime if you kill enemies faster and spend more time with out of combat regen, so chain nuke them with inversion on!
- Overchannel invocation
Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance.
💬 Nice if you're hitting a wisp or a higher level mob that's resisting your nukes and dots.
- Inviolable invocation
Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance.
💬 With channeler stance active, this probably isn't helpful but your experience might be different.
Spells by level (71) Search Bard spells →
Level 1
Level 2
Level 3
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 15
Level 16
Level 17
Level 18
Level 19
Level 21
Level 22
Level 23
Level 24
Level 25
Level 26
Level 27
Level 28
Level 29
Level 30
Level 31
Level 32
Level 33
Level 35
Level 36
Level 37
Level 38
Level 39
Level 41
Level 43
- Denon's Desperate Dirge 800m · 3s