From Dark and Darker Wiki

m (rapier mastery needs testing)
m (partymaker cooldown was accidentally encores cd; jolly times scaling)
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<td style=" text-align:middle"> [[File:Perk Jolly Time.png|link=|x96px]] <br> Jolly Time </td>
<td style=" text-align:middle"> [[File:Perk Jolly Time.png|link=|x96px]] <br> Jolly Time </td>
<td>Drinking [[Ale]] recovers {{:Bard|JollyTime|PhysicalBaseHealing}} and grants {{:Bard|JollyTime|MoveSpeedAdd}} when drunk. </td>
<td>Drinking [[Ale]] recovers {{:Bard|JollyTime|PhysicalBaseHealing}} ({{:Bard|JollyTime|Scaling}}) and grants {{:Bard|JollyTime|MoveSpeedAdd}} when drunk. </td>
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<td style=" text-align:middle">[[File:Skill Partymaker.png|link=|x96px]]  <br> Party Maker </td>
<td style=" text-align:middle">[[File:Skill Partymaker.png|link=|x96px]]  <br> Party Maker </td>
<td> Remove drunk effect from self and all allies </td>
<td> Remove drunk effect from self and all allies </td>
         <td> {{:Bard|Encore|SkillCooldown}}  </td>
         <td> {{:Bard|PartyMaker|SkillCooldown}}  </td>
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Revision as of 19:47, 19 July 2024

Information is up to date! Hover for more details.Class Data last updated on: Patch:6.6#Hotfix 69-2.
Dark and Darker is currently on update: Patch:6.6#Hotfix 70.

Bard.png
Bard
'The Magical Minstrel'
Strength
13
Vigor
13
Agility
13
Dexterity
20
Will
11
Knowledge
20
Resourcefulness
15

Health
96
Memory
14

Description

Bards in Dark and Darker are versatile performers, who use their skills in music, storytelling, and magic to support their allies and hinder their enemies. They can cast a wide variety of spells, ranging from healing and protection to charms. Bards can also inspire their allies with rousing speeches and music, boosting their morale and granting them temporary bonuses. In combat, bards can use their weapons and martial skills, but they excel at using their charm and wit to manipulate their enemies, making them an unpredictable and dangerous foe.


Class Info

To play the lute, the bard needs to hold the instrument and then activate the Skill: Music Memory by pressing the default E button. From there, the player can select the desired song and initiate it by right-clicking.

To successfully activate the song's effect, it is crucial to hit the right notes at the right time. As the song plays, the player should press the right mouse button at the correct moment to ensure a smooth and uninterrupted performance. If the player can successfully play the song to the end, the song effect will be activated, providing a variety of benefits in combat and other game scenarios.


Weapon of choice: Rapier

  • Pros:
    • Extremely good selection of powerful passive buffs. Passive healing, spell restoration for friendly casters, as well as defensive and offensive buffs alike.
    • Able to manipulate NPCs with a variety of crowd control songs. Able to massively debuff NPC damage resistance, up to 60% extra damage with Shriek of Weakness which is great for bosses
    • Access to melee weapons, a shield, and ranged options, allowing for high versatility.
    • Several AoE damage sources and debuffs, allowing for strong space control and party play.
    • High interaction speed and movement speed (when buffed).
    • Highest potential Luck stat + Can unlock chests with Unchained Harmony
  • Cons:
    • Tunnel vision: it is difficult to be aware of your surroundings and make the right decisions while switching instruments, focusing on the music minigame, and rotating your buffs.
    • Weak without buffs, leading to slow gameplay and clears when played solo. If played too hastily, there is the risk of getting caught in PvP while unbuffed.
    • While versatile, has a limited gear selection and is a jack of all trades. Only bow is the Survival Bow, only shield is the Buckler, and only has access to a few melee weapons.
    • Timing tunes is not easy in dire situations.
    • Low durability and limited access to armor.
    • Very loud, attracting attention from other players.

Music Minigame

Songs have different effects depending on how they are played, Bad/Good/Perfect each giving different performances.

Each hit add a score to the performance.

  • Good Hit = 70 (White part of the note)
  • Perfect Hit = 100 (Gold part of the note)

Score determines performance quality if it is higher than the thresholds:

  • Bad = 50%
  • Good = 65%
  • Perfect = 90%

Total possible score:

  • (Note Count) x 100

You can equip an additional perk every 5 levels. Currently maxed out at Level 15, so a total of 4 perks can be equipped.

Name Description
Perk Charismatic Performance.png
Charismatic Performance
Upgrades a 'good' performance into a 'perfect' performance.
Perk Dancing Feet.png
Dancing Feet
Gain 10 Move Speed Add when holding an instrument.
Perk Fermata.png
Fermata
Gain 5 Resourcefulness
Perk Jolly Time.png
Jolly Time
Drinking Ale recovers 5 Physical Base Healing (100% Scaling) and grants 10 Move Speed Add when drunk.
Perk Lore Mastery.png
Lore Mastery
A high level of understanding of objects grants you 25% Regular Interaction Speed.
Perk Melodic Protection.png
Melodic Protection
While playing songs, gain 30% Physical Damage Reduction.
Perk Rapier Mastery.png
Rapier Mastery
When a rapier is equipped in either hand, gain 2 Physical Buff Weapon Damage and 5% Action Speed.
Icon Caution.pngNeeds further testing!
Need to confirm if the bonus is applied to a non-rapier secondary while holding a rapier in the primary, or if it only applies to rapiers. It may have been changed semi-recently.
Contribute by joining the Spells & Guns discord!
Perk Reinforced Instruments.png
Reinforced Instruments
Gain 50% Physical Power Bonus when attacking with a musical instrument as a weapon. (This does not apply to Songs)
Perk Story Teller.png
Story Teller
Give all party members within 4.5m 3 Will and 3 Knowledge.
Perk Superior Dexterity.png
Superior Dexterity
Gain 50% Item Equip Speed Bonus when switching between weapons/utility items.
Perk Wanderers Luck.png
Wanderer's Luck
Increases the chances of finding high-quality items when opening treasure chests by gaining 50 Luck.
Perk War Song.png
War Song
If a song performance is successful, grant 3 Physical Buff Weapon Damage to yourself and allies within 4.5m for 6s.


You can equip a total of 2 skills.

Name Description Cooldown
Skill Dissonance.png
Dissonance
Creates an unpleasant noise to block hostile targets within a 6m area from casting spells, Silencing them for 3 3s. 24s
Skill Encore.png
Encore
The next song is automatically played to the end without any input and is sure to succeed. Gain 100% Manual Dexterity on this song, though capped to 50%. 4s
Skill Partymaker.png
Party Maker
Remove drunk effect from self and all allies 25s
Skill Music Memory.png
Music Memory
Can store up to 5 sheet music as space permits. /
Skill Music Memory.png
Music Memory 2
Can store up to 5 sheet music as space permits. /

Instruments

- Cast Time Intervals represent the time between each note in a song

- Base durations listed are calculated with (as of Patch #2) Bard's base 15 Persuasiveness

- Some songs are noted to not scale with Persuasiveness, meaning they always last the listed amount, before Buff/Debuff duration, noted as 0% Persuasiveness Scaling.

- Some songs technically apply no duration where their affect lasts only while Channeling, like Peacemaking and Chaotic Discord, meaning they cannot possibly scale with Persuasiveness nor Buff/Debuff duration. Not noted in the Persuasiveness column.

- Song effects can vary per Bad/Good/Perfect quality.. If all qualities have the same amount, it is written once, like "8 Physical Power". If it varies per quality, it may be written as "6/8/10 Physical Power".


Name Description Range Damage/Persuasiveness Scaling Cast Time Cost Sample
Music Rousing Rhythms.png
Rousing Rhythms
Grant all allies within range 2 All Attributes for 30s/60s/90s. 3m/4.5m/6m 100% Persuasiveness Scaling Total:
4s
Intervals:
0.75 > 0.75 > 0.75 > 0.75 > 1
3
Music Din of Darkness.png
Din of Darkness
After finishing the song, Channel for another 7.36s during which you deal 1/3/5 Dark Dark Magical Base Damage per beat to all enemies/monsters within range. 5.5m Magical Damage:
6%/9%/12% Scaling
Total:
7.36s
Intervals:
0.92 > 0.92 > 0.92 > 0.92 > 0.92 > 0.92 > 0.92 > 0.92
3
Music Beats of Alacrity.png
Beats of Alacrity
Grant self 5/7/9 Move Speed Add for 30s/60s/120s. 100% Persuasiveness Scaling Total:
3.6s
Intervals:
1.2 > 0.6 > 0.3 > 0.3 > 1.2
1
Music Allegro.png
Allegro
After playing, grant all allies within range the Allegro buff for 8s. Each second, gain 1 stack up to 3 stacks. Each stack grants 3%/4.5%/6% Action Speed and 3%/4.5%/6% Spell Casting Speed while the Allegro buff lasts. 3m/4.5m/6m 0% Persuasiveness Scaling Total:
4.25s
Intervals:
1 > 1 > 1 > 0.75 > 0.5
4
Music Accelerando.png
Accelerando
After playing, grant all allies within range the Accelerando buff for 8s. Each second, gain 1 stack up to 3. Each stack grants 1/3/5 Move Speed Add while the Accelerando buff lasts. 3m/4.5m/6m 0% Persuasiveness Scaling Total:
4.94s
Intervals:
0.78 > 0.78 > 0.78 > 0.78 > 1.04 > 0.78
4
Music Unchained Harmony.png
Unchained Harmony
Open all doors/containers within range, including locked containers but not locked doors. 3m Total:
7.92s
Intervals:
1.22 > 1.22 > 0.61 > 1.84 > 1.22 > 0.61 > 1.2
5
Music Shriek of Weakness.png
Shriek of Weakness
Shriek into the ears of all enemies/monsters within range, causing them to suffer -3/-4/-5 Physical Power and -10/-20/-30 Armor Rating for 6s/12s/18s.

Damage Increase Graph
Shriekofweaknessgraph.png
4.5m 100% Persuasiveness Scaling Total:
4.5s
Intervals:
1.6 > 0.8 > 0.6 > 1.5
3

(Noteskip)
Music Piercing Shrill.png
Piercing Shrill
Deal 15/20/25 Physical Base Damage to all enemies/monsters within range and inflict the echo sound effect on the affected target for 3s if the target is a player. 5.5m Physical Damage:
10%/30%/50% Scaling
Total:
7.21s
Intervals:
1.03 > 1.03 > 1.03 > 1.03 > 1.03 > 1.03 > 1.03
3
Music Banshees Howl.png
Banshees Howl
Cause all enemies/monsters (except Sub-boss and boss monsters) within range to suffer -1/-2/-3 All Attributes for 20s. 3m/4.5m/6m 100% Persuasiveness Scaling Total:
5.4s
Intervals:
1.2 > 0.6 > 1.2 > 0.6 > 0.6 > 1.2
3
Music Song of Silence.png
Song of Silence
Silence all enemies/monsters within range for 1s/1.5s/2s. See Silence page for more details. 4.5m 0% Persuasiveness Scaling Total:
4.56s
Intervals:
0.88 > 1.06 > 1.06 > 1.06 > 0.5
2
Music Peacemaking.png
Peacemaking
Channel for 5s, during which, all characters within range lose the ability to fight or use any attack related animation when enchanted. 3m/4.5m/6m Total:
6.42s
Intervals:
1.48 > 1.48 > 1.48 > 1.48 > 0.5
3
Music Lament of Languor.png
Lament of Languor
Cause all enemies/monsters within range to suffer -10 Move Speed Add for 6s/12s/18s. 3m/4.5m/6m 100% Persuasiveness Scaling Total:
3.55s
Intervals:
0.71 > 0.71 > 0.71 > 0.71 > 0.71
2
Music Chaotic Discord.png
Chaotic Discord
Channel for 5s during which you excite all monsters (no effect on players) within range to attack the nearest target except the performer. Monsters deaths inflicted by other monsters are accredited to the Bard, at least for Adventure Points. 3m/4.5m/6m Total:
5.92s
Intervals:
0.74 > 0.74 > 0.74 > 0.74 > 0.74 > 0.74 > 0.74 > 0.74
3
Music Aria of Alacrity.png
Aria of Alacrity
Grants self 4%/6%/8% Action Speed for 30s/60s/120s. 100% Persuasiveness Scaling Total:
4.33s
Intervals:
0.83 > 1 > 1 > 1 > 0.5
1
Music Tranquility.png
Tranquility
Grants all allies within range the ability to restore 1 Recoverable Healing per second when resting for 10s/20s/30s. 3m/4.5m/6m 100% Persuasiveness Scaling Total:
4.88s
Intervals:
0.75 > 0.38 > 0.75 > 0.38 > 1.12 > 1.5
2
Music Song of Shadow.png
Song of Shadow
Grants all allies within range invisibility for 15s/25s/35s. Invisibility breaks upon movement. 3m/4.5m/6m 0% Persuasiveness Scaling Total:
6.19s
Intervals:
0.63 > 0.63 > 0.63 > 0.95 > 0.95 > 0.95 > 0.95 > 0.5
3
Music Harmonic Shield.png
Harmonic Shield
Grants all allies within range 15 Armor Rating and 15 Magical Resistance for 30s/60s/120s.

Why are the durations different?

Song played with the Good quality is described in game to last 90s but actually lasts 60s

Song played with the Bad quality is described in game to last 60s but actually lasts 30s
Effective Health Increase Graph
Harmonicshieldgraph.png
3m/4.5m/6m 100% Persuasiveness Scaling Total:
7.84s
Intervals:
1.12 > 1.12 > 1.12 > 1.12 > 1.12 > 1.12 > 1.12
4
Music Chorale of Clarity.png
Chorale of Clarity
Grants all allies within range the ability to restore 8 Spell Points per second when resting for 8s/16s/24s 3m/4.5m/6m 100% Persuasiveness Scaling Total:
4.68s
Intervals:
1.04 > 1.04 > 1.04 > 0.52 > 1.04
3
Music Ballad of Courage.png
Ballad of Courage
Grants self 5/7/10 Physical Power for 30s/60s/120s. 100% Persuasiveness Scaling Total:
3.75s
Intervals:
0.75 > 0.75 > 0.75 > 0.75 > 0.75
1


Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
[[]]
Main Hand + One Handed
Off Hand
Utility


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

These Stats do not include starting armor.

Stat Name Base Stats
Strength 13
Vigor 13
Agility 13
Dexterity 20
Will 11
Knowledge 20
Resourcefulness 15
Health 96
Memory Capacity 14
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -6%
Spell Recovery Bonus 73%
Move Speed 298 ( 99.33% )
Action Speed 3.25%
Manual Dexterity 15%
Spell Casting Speed 15%
Equip Speed 25%
Regular Interaction Speed -1.2%
Magical Interaction Speed -20%
Persuasiveness 15
Buff Duration -8%
Debuff Duration 8.7%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 2%
        From Resist Rating 18 ( 2% )
        From Bonuses 0%
Physical Power Bonus -4%
        From Physical Power 13 ( -4% )
        From Bonuses 0%
Magic Power Bonus -20%
        From Magic Power 11 ( -20% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


-See Persuasiveness for more on song's base durations

-The Bard has access to many powerful songs. Considering bringing both Song Memory skills to maximize your versatility.

-Remember that not all of your buffing songs will buff your party. Some songs, such as Beats of Alacrity, Aria of Alacrity, and Ballad of Courage will only buff the Bard playing the song.

-Chaotic Discord is a great way to solo clean chaotic rooms. Mobs will kill each other while keeping the Bard safe. Can also be used as a protection if attacked by other players while in a room full of mobs.

-Peacemaking can be a powerful stalling tool, but beware of ranged attackers outside of its AoE. The song is quite long to play, so beginning it before the encounter is recommended. It also will not disable spellcasters.

-Accelerando is a powerful tool both for fleeing and engaging.

-Tranquility is a reusable heal, but depends on the quantity of Recoverable Health. In groups, it is most useful on high Health classes, like the Barbarian, or classes who generate a lot of Recoverable Health, like the Warlock.

-Shriek of Weakness can nearly double your party's physical damage against mobs, and can provide significant assistance against plated Fighters and Clerics.

-Chests opened with Unchained Harmony gives experience to the Bard. In theory, this would mean that Bard's Luck is used to generate the loot of the chests, however this is not confirmed.

All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.