Class Information

Bard

Songs, stories, dance steps and a bow drawn with theatrical timing.

Bard class portrait

What It Feels Like

Bards are support and mischief specialists. They sing, inspire, mock, lockpick, dance out of danger and now have a real projectile identity through bow-work.

Choose Bard if you want variety. You will not be the purest caster or hardest fighter, but you will have tools, jokes, rhythm, ranged threat and party value.

Focus

  • songs and support magic
  • SP dance flourishes
  • bargaining and utility
  • projectile weapons

Good Race Matches

  • HumanA strong social and flexible default.
  • Half-elfExcellent fit for charisma, magic and elegance.
  • KenderChaotic, social and well-suited to nimble mischief.
  • NymphA charming support-flavoured match.

Core Skill Shape

Top class skill strengths from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Bargaining10100
Projectile590
Conjuring585
Magic defence485
Magic attack370
Knife270
Defence265
Melee265
Blade260
Attack160

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Encourage 1 MP magical Give yourself and nearby party members or followers a burst of courage. This is a maintained bard song, so starting another song ends it.
Lilt 1 MP magical Hum a quick protective lilt, steadying your footwork and magical nerve.
Sidestep 1 SP physical Dance lightly out of danger, spoiling an enemy's next few attacks with timing, footwork and theatre. This is a physical Bard dance and uses stamina.
Satire 2 MP magical Skewer an enemy with a cruel couplet, briefly spoiling its confidence, attack and magic.
March 3 MP magical Maintain a marching song that improves attack, melee and stamina for the bard's nearby party or followers.
Locksong 4 MP magical Maintain a nimble little song that improves the bard's lockpicking by helping them hear the rhythm of tumblers. Everyone else in the same room gets a smaller locks bonus while the song lasts.
Refrain 4 MP healing Sing a restorative refrain, healing the bard and nearby party members or followers. It is gentler than clerical healing, but reaches the company.
Trickshot 4 SP physical Loose a theatrical shot from a bow or crossbow, hurting an enemy and spoiling their timing. This is a physical Bard flourish and uses stamina.
Counterpoint 5 MP magical Maintain a protective counter-song that improves magic defense and calm defensive sense for the bard's nearby company.
Tarantella 5 SP physical Dance a sharp, needling tarantella around a foe, tangling their timing and slowing their attacks. This is a physical Bard dance and uses stamina.
Dissonance 6 MP magical Strike an enemy with discordant sound, causing sonic pain and briefly staggering the target.
Bravura 7 SP physical Launch into a dazzling bravura flourish, gaining brief extra attacks and sharper weapon timing.
Dirge 8 MP magical Sing a grim dirge that hurts one foe and lets the sorrow spill through nearby enemies, weakening their nerve.
Hypnotise 8 SP physical Hold a monster's attention with a precise, elaborate dance, leaving it briefly hypnotised and unable to act. This is a physical Bard dance and uses stamina.
Ballad 9 MP healing Maintain a heroic ballad that heals on the first verse and then improves defence, magic defence and healing for the nearby company.
Finale 10 MP magical End your active song with a dramatic finale, trading the maintained tune for a short personal surge of attack and magical force.
Legend 10 MP magical Sing the company into legend, briefly raising attack, defence, magical force, magical warding, charisma and wisdom for nearby party members or followers.