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The Bard

The Bard is the song-twisting support class of Monsters and Memories — a fast-moving performer who layers songs to haste the group, speed its travel, raise its resistances, slow and mesmerize enemies, and pull the next fight into place. The Early Access rework made the Bard far friendlier: beneficial songs now stay active in a Measure instead of needing constant recasting, Charisma sets your mana and song damage, and the instrument in your off hand decides which songs hit hardest.

Updated for Early Access · September 2026

Bard Class Guide
Ready to play one? Our Monsters and Memories Bard Guide covers the best races and traits, songs and twisting, abilities by level, group and solo tactics, where to level and the gear to chase.

Strengths

  • Songs work as group auras and cost no mana
  • Secondary haste that stacks with an Enchanter or Shaman
  • The best resistance buffs in the game
  • Group run speed, invisibility and water breathing
  • Short mezzes, an area slow, a de-taunt and songs you can play while moving, which make you an excellent puller
Weaknesses

  • Everything you do is modest on its own
  • You can only keep a few songs going at once, so you have to choose
  • Detrimental songs still need constant twisting
  • Limited, short charm
  • No Meditation, and instruments matter, so you’ll carry and swap them

CharismaPrimary
DexteritySecondary
StaminaSecondary

Bard gameplay starts with your Measure: pick the beneficial songs you want running — three, or four from level 30 — and they keep themselves going. Your attention goes to the fight: twist detrimental songs like slows and mezzes, use your shouts and melee ability, and save Crescendo for the moment that matters. Carry the right instruments, since a basic store-bought one adds 50% to applicable songs. Your mobility makes you a natural puller and scout.

For players who like making everyone else better. If you enjoy pulling, scouting, choosing the right tool for each situation and providing the travel tools every group wants, the Bard is a great fit — and a much friendlier one than older versions.

Dwarf, Halfling, Human, Wood Elf

Races playable at Early Access. See the class guide for starting stats and our picks.

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Martial No ?? ?? (Level x 5) + 5
Subterfuge No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Defense No ?? ?? Level x 5
Dodge Yes ?? ?? Level x 2.5 (rounded down)
Hand to Hand No ?? ?? Level x 5
Offense No ?? ?? Level x 5
Dual Wield Yes ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Bludgeoning No ?? ?? Level x 5
Piercing No ?? ?? Level x 5
Slashing No ?? ?? Level x 5
Throwing No ?? ?? Level x 4

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No 25 25 N/A
Fishing No 300 300 N/A
Swimming No 100 100 N/A
Safe Fall No ?? ?? ??
Tracking Yes ?? ?? Level x 5

Notable Gear

Ranked for Bard’s key attributes — Primary: Charisma · Secondary: Strength, Dexterity
Wyrmsbane War Drum
Wyrmsbane War Drum
Instrument · Secondary
CHA +8, STR +1, Percussion 33%
Horn of the Sea
Horn of the Sea
Instrument · Secondary
Brass 30%
Fine Elven Drum
Fine Elven Drum
Instrument · Secondary
CHA +6, Percussion 28%
Hydrophone Drum
Hydrophone Drum
Instrument · Secondary
CHA +5, Percussion 28%
Fine Elven Flute
Fine Elven Flute
Instrument · Secondary
CHA +5, Wind 28%
Redpaw Battle Drum
Redpaw Battle Drum
Instrument · Secondary
CHA +2, STR +1, Percussion 25%
Ba’Haara Lute
Ba’Haara Lute
Instrument · Secondary
CHA +5, Stringed 24%
Shattershriek Spike
Shattershriek Spike
Weapon · Primary
STR +3, DEX +5, Wind 24%

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Bard Spells & Abilities Bard Guides ← Back to All Classes

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