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Revision as of 16:57, 27 September 2025 by Sur (talk | contribs) (lore mastery, melodic protection, encore)

Automated data is up to date! Hover for more details.Class Data last updated on: Patch:6.13#Hotfix 130.
Dark and Darker is currently on update: Patch:6.13#Hotfix 130.

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

The Bard is a weaver of moving melodies and fantastic tales. They manage to get out of stickiest of situations using their uncanny ability to mysteriously control the mood of crowds and creatures.

Weapon of choice - Rapier

  • Pros:
    • Crowd control.
    • Good swordsman.
    • Play powerful buffs.
    • Highest potential Luck stat (Wanderer's Luck perk)
  • Cons:
    • Low damage bonus.
    • Loud.
    • Weak without buffs.

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

Charismatic Performance
Upgrades a 'good' performance into a 'perfect' performance.

Dancing Feet
Gain 10 Move Speed Add when holding an instrument.

Fermata
Gain

No tag found for "Resourcefulness", please correct it


Jolly Time
Drinking Ale recovers 5 Physical Base Healing (100% Scaling) and grants 7 Move Speed Add when drunk.

Lore Mastery
A high level of understanding of objects grants you 30% Regular Interaction Speed and

No tag found for "MemoryCapacityAdd", please correct it

.

Melodic Protection
While playing songs, gain 25% Physical Damage Reduction and hard set to 25% Magical Damage Reduction.
Needs further testing!
Need confirmation that magic damage reduction is hard-set whereas physical is granted, or if both are granted additively
Contribute by joining the Spells & Guns discord!

Rapier Mastery
When a rapier is equipped, gain 3 Physical Buff Weapon Damage and 5% Action Speed.

Unlike many other Mastery perks, these bonuses also apply to any off-hand weapon you may have equipped.

Reinforced Instruments
Gain 50% Physical Power Bonus when attacking with a musical instrument as a weapon. (This does not apply to Songs)

Story Teller
Give all party members within 6m 5 Will and 3 Knowledge.

Superior Dexterity
Gain 50% Item Equip Speed Bonus when switching between weapons/utility items.

Wanderer's Luck
Increases the chances of finding high-quality items when opening treasure chests by gaining 100 Luck.

War Song
Successfully performed songs grant 3 Physical Buff Weapon Damage to yourself and allies within 6m for 6s.


You can equip a total of 2 skills.

Name Description Cooldown

Dissonance
Creates an unpleasant noise to block hostile targets within a 6m area from casting spells, Silencing them for 2s. 24s

Encore
The next song is automatically played to the end without any input and is sure to succeed. Additionally, reset the duration of all music buffs to nearby allies within 6m. Gain

No tag found for "ManualDexterity", please correct it

on this song, though capped to 50%.
Needs further testing!
Description seems to say that it only resets duration of allies and not self, is this true?
Contribute by joining the Spells & Guns discord!
40s

Party Maker
Remove drunk effect from self and all allies within 6m. 40s

Music Memory
Can store up to 5 sheet music as space permits. /

Music Memory 2
Can store up to an additional 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".

- Channels started by a song allow you to move without breaking the channel, but they do require the same instrument to be held for the duration of the channel, which is displayed as a countdown in the center of the performance bar. Putting the instrument away cancels the channel.

- If a target would receive a buff from one performance of a song but already has some version of that buff from a different performance of the same song, the new buff will completely replace the old buff, even if the new buff has a shorter duration, smaller effect, and/or was produced by a performance of lower quality.

Needs further testing!
Are debuffs overwritten in the same way as buffs?
Contribute by joining the Spells & Guns discord!


Name Description Range Damage/Persuasiveness Scaling Cast Time Memory Cost

Rousing Rhythms
Grant all allies within range 2 All Attributes for 60s/120s/240s.

4m/5m/6m 100% Persuasiveness Scaling Total:
3.25s
Intervals:
0.65 > 0.65 > 0.65 > 0.65 > 0.65
3

Din of Darkness
After finishing the song, Channel for another 6.48s during which you deal 1/3/5 Dark Dark Magical Base Damage per beat to all enemies/monsters within range.

6m Magical Damage:
16%/33%/50% Scaling
Total:
6.48s
Intervals:
0.81 > 0.81 > 0.81 > 0.81 > 0.81 > 0.81 > 0.81 > 0.81
3

Beats of Alacrity
Grant self 4/5/6 Move Speed Add for 60s/120s/240s.

100% Persuasiveness Scaling Total:
3.12s
Intervals:
1.04 > 0.52 > 0.26 > 0.26 > 1.04
1

Allegro
After playing, grant all allies within range 1 stack of the Allegro Buff every 1s up to

No tag found for "TotalActionCount", please correct it

times, refreshing the duration each time. Max 3 stacks, each stack granting 3%/4%/5% Action Speed and 3%/4%/5% Spell Casting Speed for 6s.

4m/5m/6m 100% Persuasiveness Scaling Total:
3.69s
Intervals:
0.87 > 0.87 > 0.87 > 0.65 > 0.43
4

Accelerando
After playing, grant all allies within range 1 stack of the Accelerando Buff every 2s up to

No tag found for "TotalActionCount", please correct it

times, refreshing the duration each time. Max 3 stacks, each stack granting 2/3/4 Move Speed Add for 6s.

4m/5m/6m 100% Persuasiveness Scaling Total:
4.31s
Intervals:
0.68 > 0.68 > 0.68 > 0.68 > 0.91 > 0.68
4

Unchained Harmony
Open all doors/containers within range, including locked containers but not locked doors.

4m Total:
6.97s
Intervals:
1.07 > 1.07 > 0.54 > 1.61 > 1.07 > 0.54 > 1.07
5

Shriek of Weakness
Shriek into the ears of all enemies/monsters within range, causing them to suffer -1/-2/-3 Physical Power and -6/-8/-10 Armor Rating for 4.0s/8s/12s.




(Noteskip)

Damage Increase Graph
5m 100% Persuasiveness Scaling Total:
4.71s
Intervals:
1.4 > 0.7 > 0.52 > 2.09
3

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.

6m Physical Damage: 10%/30%/50% Scaling
Persuasiveness: 0% Persuasiveness Scaling
Total:
7.21s
Intervals:
1.03 > 1.03 > 1.03 > 1.03 > 1.03 > 1.03 > 1.03
3

Banshees Howl
Cause all enemies/monsters (except Sub-boss and boss monsters) within range to suffer -1/-2/-3 All Attributes for 20s.

4m/5m/6m 100% Persuasiveness Scaling Total:
5.21s
Intervals:
1.04 > 0.52 > 1.04 > 0.52 > 0.52 > 1.57
3

Song of Silence
Silence all enemies/monsters within range for 1s/1.5s/2s. See Silence page for more details.

5m 0% Persuasiveness Scaling Total:
3.63s
Intervals:
0.73 > 0.87 > 0.87 > 0.87 > 0.29
2

Peacemaking
Channel for 5s, during which, all characters within range lose the ability to fight or use any attack related animation when enchanted. Monsters will still follow the performer.

4m/5m/6m Total:
6.25s
Intervals:
1.25 > 1.25 > 1.25 > 1.25 > 1.25
3

Lament of Languor
Cause all enemies/monsters within range to suffer -10 Move Speed Add for 6s/12s/18s.

4m/5m/6m 100% Persuasiveness Scaling Total:
3.1s
Intervals:
0.62 > 0.62 > 0.62 > 0.62 > 0.62
2

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. If there is no other target other than the performer nearby, the monster will not attack but will still follow the performer.

4m/5m/6m Total:
10s
Intervals:
1.25 > 1.25 > 1.25 > 1.25 > 1.25 > 1.25 > 1.25 > 1.25
3

Aria of Alacrity
Grants self 4%/6%/8% Action Speed for 60s/120s/240s.

100% Persuasiveness Scaling Total:
3.78s
Intervals:
0.73 > 0.87 > 0.87 > 0.87 > 0.44
1

Tranquility
Grants all allies within range the ability to restore 1 Recoverable Healing per second when resting for 60s/120s/240s.

4m/5m/6m 100% Persuasiveness Scaling Total:
3.27s
Intervals:
0.65 > 0.33 > 0.65 > 0.33 > 0.98 > 0.33
2

Song of Shadow
Grants all allies within range invisibility for 10s/20s/30s. Invisibility appears to work like Hide except being bumped into will not break invisibility.

4m/5m/6m 0% Persuasiveness Scaling Total:
6.62s
Intervals:
0.55 > 0.55 > 0.55 > 0.83 > 0.83 > 0.83 > 0.83 > 1.65
3

Harmonic Shield
Grants self within range

No tag found for "ArmorRating", please correct it

and

No tag found for "MagicalResistance", please correct it

for 60s/120s/240s.


Why are the durations different?

No tag found for "GoodPersuasivenessInaccurateNote", please correct it


No tag found for "BadPersuasivenessInaccurateNote", please correct it

Effective Health Increase Graph
4m/5m/6m 100% Persuasiveness Scaling Total:
7.55s
Intervals:
0.98 > 0.98 > 0.98 > 0.98 > 0.98 > 0.98 > 1.67
1

Chorale of Clarity
Grants all allies within range the ability to restore 2 Spell Points every 2s when resting for 20s/40s/60s.

4m/5m/6m 100% Persuasiveness Scaling Total:
3.63s
Intervals:
0.91 > 0.91 > 0.91 > 0.45 > 0.45
3

Ballad of Courage
Grants all allies 2/4/6 Physical Power for 240s.

100% Persuasiveness Scaling Total:
4.57s
Intervals:
0.65 > 0.65 > 0.65 > 0.65 > 1.97
3

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 20
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -6%
Spell Recovery Bonus 73%
Move Speed 296 ( 98.67% )
Action Speed 3.25%
Manual Dexterity 0%
Spell Casting Speed 0%
Equip Speed 25%
Regular Interaction Speed 8.75%
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 4%
        From Resist Rating 18 ( 4% )
        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.