The skill tree is broken into three tiers. To unlock the second tier of skills you must spend 8 skill points. To unlock the third tier, you must spend an additional 16 points in the 2nd tier. To unlock each new tier you'll have to travel to the Adventurers' Guild to be judged worthy of advancement by the review board.
Bard Skill Trees
Music
Image | Name | Training In | Grants Mastery For | Description | Quotes |
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Hot Cross Buns | Bones | Sanctuary Score | Grants mastery In: Sanctuary Score Spell Points +2 Intelligence +3 |
Every Bard's first instrument is the simple but portable musical bones. This skill is learned automatically and cannot be unlearned. |
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Spell Points 1 | - | - | Spell Points +1 | - |
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Spell Points 2 | - | - | Spell Points +1 | - |
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Warchanter: Novice | - | Kael's Rudiment | Grants mastery In: Kael's Rudiment |
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Warchanter: Journeyman | - | - | Constitution +2 |
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Warchanter: Master | - | The Archer's Beat | Grant Mastery in: The Archer's Beat |
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Grand Warchanter | - | - | Passives: War Chanter: Your party gains +1 Strength at the end of each turn as long as this character lives. Constitution +5 |
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Troubadour: Novice | - | Wayland's Watch | Grants Mastery In: Wayland's Watch |
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Troubadour: Journeyman | - | - | Intelligence +1 | - |
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Troubador: Master | - | Song of Compulsory Cavorting | Grants Mastery In: Song of Compulsory Cavorting | - |
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Grand Troubadour | - | - | Passives: Troubadour: At the start of combat , one enemy falls in love with the Bard up to 3 turns or until it takes damage. Intelligence +3 |
Troubadours use string instruments to play love songs which beguiles enemies, rendering them nearly harmless. Legends tell of a few master Troubadours who sang a Song |
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Rabble-Rouser: Novice | - | Rhyme of Duotine | Graints Master In: Rhyme of Duotine | - |
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Rabble-Rouser: Journeyman | - | - | Strength +1 | - |
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Rabble-Rouser: Master | - | Falkentyne's Fury | Graints Master In: Falkentyne's Fury | - |
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Grand Rabble Rouser | - | - | Strength +3 | Rabble-Rousers use powerful horns to whip their party into a frenzy with supernatural songs of fervor. They're capable of making their allies move at super natural speed and hit harder than ever before. Grand Rablle- Rousers make their party stronger with their mere presence. |
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Minstrel: Novice | - | Spellsong | Grants Mastery In: Spellsong | - |
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Minstrel: Journeyman | - | - | Spell Points +1 | - |
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Minstrel: Master | - | Lyric of Legends | Grants Mastery In: Lyric of Legends | - |
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Grand Minstrel | - | - | Passives: Minstrel: Your party gains +10 Constitution at the end of each combat. Spell Points +2 |
Minstrels use wind instruments to play songs that celebrate the deeds of the party and drive them to new heights. Minstrels, with their music, impart Spell points and Opportunity to their party which can allow them to perform deeds truly worthy of legend. |
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Intelligence 1 | - | - | Intelligence +2 | - |
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Intelligence 2 | - | - | Intelligence +2 | - |
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Intelligence 3 | - | - | Intelligence +3 | - |
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Intelligence 4 | - | - | Intelligence +3 | - |
Attack
Image | Name | Training In | Grants Mastery For | Description | Quote |
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Basic Combat (Bard Skill) | Booze | Chop | Crafting Recipe: Throw Squeezin's Training in: Booze Grants Mastery In: Chop Strength +4 |
Fighting and Drinking comes naturally to a Bard. This skill is learned automatically and cannot be unlearned |
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Strength 1 | - | - | Strength +1 | - |
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Strength 2 | - | - | Strength +1 | - |
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Strength 3 | - | - | Strength +2 | - |
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Strength 4 | - | - | Strength +2 | - |
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Juggler | - | - | Passives: Dual Wield: You may equip one-handed weapons in your off-hand. |
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Swordsman: Novice | - | Storm of Blades | Grants Mastery In: Storm of Blades | - |
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Bludgeon: Novice | - | Head Knocker | Grants Mastery In: Head Knocker | - |
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Axeman: Novice | - | Lumbering Strike | Grants Mastery In: Lumbering Strike | - |
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1-Handed Weapons: Journeyman | - | - | Strength +1 | - |
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Swordsman: Master | - | Passing Slash | Grants Mastery In: Passing Slash | - |
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Axe: Master | - | Eviscerating Gash | Grants Mastery In: Eviscerating Gash | - |
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Bludgeon: Master | - | Foe Dropper | Grants Mastery In: Foe Dropper | - |
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Critical Hit: Swords | - | - | Passives: Critical Hit-Swords: Sword abilities (Storm of Blades, Passing Slash, Sundering Smash, Sweeping Slash, All or Nothing, Last Breath) have a 20% chance to reset their cooldowns. |
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Tireless | - | - | Passives: Tireless: Critical hits with Sword abilities a 50% chance to restore 1 Oppurtunity |
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Flurry of Blows | - | - | Passives: Flurry: 20% increased Critical chance with Sword abilities |
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Blood Hunter | - | - | Passives: Blood Hunter: 20% increased Critical chance with Axe abilities. |
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Eviscerate | - | - | Passives: Eviscerate: Critical hits with Axe abilities add an additional stack of Bleed. |
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Shockwave | - | - | Passives: Shockwave: Critical hits with Bludgeon abilities will also knock down combatants behind the target. |
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Heaving Blow | - | - | Passives: Heaving Blow: 15% increased Critical chance with Bludgeon abilities. |
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Critical Hit: Bludgeons | - | - | Passives: Critical Hit- Bludgeons: Bludgeon abilities (Head Knocker, Foe Dropper) have a 10% chance to knock the target down |
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Critical Hit: Axes | - | - | Passives: Critical Hit- Axes: Axe abilities ( Chop, Lumbering Strike, Evisorating Gash) have a 30% chance to cause the target to bleed |
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