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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

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 10

Level 17

Level 33

Level 37

Level 43