Musicianship
Musicianship
Musicianship is the gating skill of every Bard discipline in Ultima Online. None of Provocation, Discordance, or Peacemaking can be invoked without a successful Musicianship check first — a fumbled note before the song means an instant failure of the song itself. A Bard with low Musicianship spends as much time apologizing for cacophony as actually playing; a Bard at GM passes the music check automatically and can put full attention on target selection. It is the first skill any Bard trains, and the one that quietly rises in the background while the other three are practiced on creatures.
Why it matters
Every Bard ability rolls two checks: a Musicianship check first (did the song play correctly?), then the Bard-skill check itself (did Provocation / Discordance / Peacemaking succeed?). Failing the music check fails the entire attempt — no matter how high the partner skill, the song never lands.
| Musicianship | First-check pass rate (Provocation, Peacemaking) |
|---|---|
| Below 100 | Variable — increases linearly with skill |
| 100 (GM) | 100% pass on the first check |
| Above 100 | 100% pass; surplus contributes to overall barding-difficulty roll |
100 Musicianship is the practical breakpoint. Below it, every Bard attempt has a hidden failure chance that compounds with the partner-skill check. At GM, the Bard never fumbles a song and the partner skill alone determines outcome.
The asymmetric note in the original wiki — "with higher than 100, you will have an even better chance, but this may actually slow your training in the [partner] skill" — reflects how Musicianship's surplus folds into the barding difficulty roll. A Bard at 120 Musicianship trains Provocation more reliably but gains skill points slightly slower because gains favor checks closer to the failure threshold.
Carpentry interaction
A Carpenter requires at least 80 Musicianship to begin crafting playable instruments. Below 80 Music, the Carpenter's lutes and harps register no better than NPC purchases.
Above 80 — and especially as an Exceptional from a Grandmaster Carpenter — the instrument carries a +10% bonus to every Bard skill check played through it. A GM-Carpenter Exceptional Lap Harp is the staple instrument of every working Bard.
Slayer instruments — crafted from Slayer Talismans or randomly imbued — add a further +20% on a matching creature group, or apply -20% as a deliberate "anti-bonus" to dodge the post-90 skill-gain plateau on Provocation and Discordance.
Uses beyond the Bard checks
- Fire Horn. The Fire Horn is a craftable instrument that fires a damaging cone of flame; using it requires Musicianship skill to play, with damage scaling against Music skill. It is the only direct-damage application of Musicianship in the game and a signature combat move for hybrid Bards.
- Bard Masteries. Activating any Bard Mastery (Despair, Inspire, Invigorate, Perseverance, Resilience, Tribulation) routes through the Bard's primary instrument. Higher Musicianship slightly raises the Mastery effect's reliability and duration.
- Atmospheric performance. Strumming an instrument plays the appropriate sound — lutes, lap harps, drums, tambourines, lyres, and the various Tokuno-flavored instruments each have distinct samples. Pure flavor, but a working part of UO's bardic culture: festivals, weddings, EM events all draw on player Bards as ambience.
Training
Musicianship trains via plain instrument use — double-click any instrument with the skill flagged for gain. It rises both actively (instrument-only sessions) and passively while the Bard practices the partner skills.
Active
| Skill | Method |
|---|---|
| 0 – 30 | NPC Bard purchase. Bard NPCs in Britain, Skara Brae, and the Tokuno villages all carry the skill. |
| 30 – 100 | Double-click any musical instrument repeatedly. Use NPC-bought instruments — they have no bonus, which puts the gain pace in the steady-rise band. Sit at a player Bard's house and burn through a stack of 100 lutes in a sitting. |
Passive
| Skill | Method |
|---|---|
| 0 – 30 | NPC Bard purchase. |
| 30 + | Musicianship has a chance to rise on every Provocation, Discordance, or Peacemaking attempt. Most Bards reach 100 Music passively before any partner skill caps at 100. |
In practice the recommendation depends on the Bard's primary skill:
- Provocation- or Discordance-first Bards: train the partner skill on creatures and let Musicianship come for free. By the time Provocation reaches 80, Musicianship is usually already at 100.
- Peacemaking-first Bards: active instrument-cycling is faster, since Peacemaking trains slowly via self-target and the passive Musicianship gain rate is correspondingly slow.
Musicianship has no Power Scroll cap raise to 120 in older eras, but the modern game allows it to scale to 120 with a Musicianship Power Scroll dropped from Champion Spawns. The +20 surplus over GM compounds with high-end barding-difficulty rolls; serious Bards take 120 in all four skills.
Bard Masteries
Musicianship has its own Bard Mastery: Inspire, the party-buff Mastery that boosts allied damage output and weapon hit chance for a duration. Inspire is the standard Mastery for a Bard supporting a group rather than soloing.
The other Masteries — Despair, Invigorate, Perseverance, Resilience, Tribulation — each map to a specific Bard discipline (Peacemaking, Resilience-style, Provocation, Discordance respectively) but all activate through the Bard's primary instrument. Musicianship gates the activation roll.
Instruments
The Bard's instrument is a held item, slotted in the second hand or kept in pack and double-clicked at need. Common types:
| Type | Source | Notes |
|---|---|---|
| Lute | NPC, Carpenter | The default Bard instrument |
| Lap Harp | NPC, Carpenter | The aesthetic favorite — Tarjan-era Bards' preferred sound |
| Drum | NPC, Carpenter | Loud, easy crafting |
| Tambourine | NPC, Carpenter | Lightest weight |
| Harp | NPC | Floor instrument; rarely carried in pack |
| Lyre | NPC | Tokuno-flavored variant |
| Bamboo Flute | Tokuno turn-in | Reward; counts as a normal instrument |
A Slayer property turns any of the above into a Slayer Instrument; pick one matched to the day's hunting target.
Strategy notes
- Train Music to 100 first. Every other Bard skill is multiplied by the Musicianship pass rate. 100 Music turns every later session deterministic.
- Carry three instruments. NPC-bought (anti-bonus for skill gain), Exceptional GM-Carpenter (+10% working bonus), and a Slayer for the day's target. Drag-drop swap as the engagement changes.
- Fire Horn for damage. Hybrid Bards use the Fire Horn as a Bard's "magic missile." Pair it with high Musicianship and Carpentry-crafted ammunition for sustained DPS.
- Always 120 in the modern era. With Power Scrolls available, leaving Musicianship at GM caps every other Bard skill at the GM-equivalent reliability. The 20-point surplus is worth the scroll.
- Don't pick up an instrument in a duel ring. PvP servers will sometimes flag instrument-use as combat initiation; learn the local rules before testing Bard play in a contested zone.
See also
Provocation, Peacemaking, Discordance, Bard Masteries, Book of Bard Masteries, Inspire, Fire Horn, Carpentry, Slayer, Lute, Lap Harp, Drum, Tambourine, Power Scrolls, Champion Spawn, Tokuno Islands.