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Wiki Classes Bard

Bard

Songs, dances and spoken abilities for party support and disruption.

Bards support a party with songs, dances and spoken abilities. A song and a dance can run together, while other skills are used as their cooldowns allow. Their effects include harder attacks, less damage taken and disrupted enemies.

The bard's instrument is a weapon only while a song is playing. Use instrument to summon it; its form changes with the song. A song costs SP every round while someone in your party in the room is fighting, so that cost runs alongside every other ability. When nobody is fighting, a song stays up for free.

Joining#

Bard is a remort class. A Rogue can be reborn as a Bard at level 1: at level 100 as a full remort, or from level 50 as a half remort, which gives none of the remort bonuses. The rebirth costs 4 remort points and needs the Bards' audition and an invitation from the Bards, which you take with accept. The audition is not yet available, so this route is closed for now. remort bard shows what you still need, and Remorting explains the rest.

The guild's Foyer is beside the Amphitheatre in Aurin. compass set bard points your compass there, and travel walks the route. In the Foyer, inquire gives the guild's requirements.

A new bard is given an instrument and a Box of Tricks. look box lists your active buffs and how long each has left. Out of combat, rummage box restores a fifth of your maximum SP and EP, once every thirty minutes.

How a bard plays#

A dance, a song and spoken abilities can all be used together. Each has its own cost and limit.

Layer Command How many at once Cost
Dance dance <name> One SP once, then held for as long as you like
Song The song's own command One, or two from level 54 SP every round, and nothing while nobody in your party is fighting
Words The skill's own command Any, as cooldowns allow SP, EP or nothing, once

scales plays the instrument at no SP cost and with no party effect. It starts by itself when you attack with a silent instrument. Another song can replace Scales directly. To change from any other song, stop it first by repeating its command or using play stop.

From level 54, fanplay hands your song to your fan, who keeps it going at reduced strength while you start another.

What a bard does for a party#

Battle Hymn raises both weapon and skill damage. The table compares it with the other party effects at several levels, before the Virtuoso passive.

Level Battle Hymn, everything the party deals Dance of Valor, hit and critical points Hype, one ally, on top Incite, swings each ally in 45s Dissonance, what foes deal Dance of the Line, what the party takes
10 +12% Not yet +8% Not yet -15% Not yet
20 +14% Not yet +9% 5 -17% Not yet
30 +16% +5, +6 +9% 6 -18% -15%
40 +18% +6, +7 +10% 7 -20% -17%
50 +20% +7, +8 +11% 8 -21% -19%
60 +22% +8, +9 +12% 10 -23% -21%
100 +30% +12, +15 +15% 15 -30% -30%

For damage, Battle Hymn and Dance of Valor run together, with Hype on one ally and Incite on its own cooldown. Dissonance and Dance of the Line are the defensive pair. Soothe and Dance of Grace heal; March and Jig restore SP and EP. Double Time and From the Top work on the party's cooldowns. All of them compete with the SP that keeps the current song going.

Fighting alone, and tanking#

Juggle and Battle Hymn support the bard's own attacks, and spoken abilities add damage between instrument strikes. Dance of Seduction, at level 55, makes your songs, words and tricks deal a quarter more.

For defense, Dance of Evasion gives a chance to avoid attacks and spells; bleeds, burns and poisons still land. Mockery draws a target's attention, and Dance of Defiance combines evasion with threat. These use the song and dance slots that might otherwise support the party. Bards can wear mail, leather and cloth, but a tanking bard still depends on how hard the enemy hits, the SP left and the rest of the group.

Passives#

Applause is always on and takes no slot: when a foe dies in the room while you have a song playing, you get 3% of your maximum SP back, rising to 6% at level 100. The eight passives below share the two slots managed with passives.

Level Passive What it does
10 Perfect Pitch Your played instrument deals 10% more damage, 20% at level 100, and hits a little more often.
20 Crowd Pleaser Heals from your songs and words are 15% stronger, 30% at level 100.
30 Showmanship Songs cost 25% less SP a round, 50% at level 100.
40 Strong Lungs Your buffs and debuffs last 20% longer, 40% at level 100.
50 Stage Presence In Dance of Evasion and Dance of Defiance you dodge 5% more often, 10% at level 100, and every taunt draws half as much threat again.
60 Second Fiddle Your fan deals half as much again and has half as much health again, and a song you hand it plays at 85% of its strength instead of 60%.
70 Standing Ovation When a foe dies in the room with your song playing, everyone else in your party there gets 3% of their SP and EP back.
80 Virtuoso Battle Hymn, Hype, Crescendo, Clarion, Dissonance and the Dances of the Line, Valor and Grace are 15% stronger, 30% at level 100.

Talents#

You gain a talent point every ten levels, ten in all, spent with talents spend <tree>. The bard's trees are Performance, Trickster, Inspiration and Lore, shown against each skill below. Each point in a tree makes that tree's skills hit, heal and tick 2% harder and come back 2% sooner. Points in Performance also strengthen your instrument's blows.

Skills#

One new skill arrives at each level from 1 to 60. Type powers to see yours and help <skill> for any one of them.

Level Skill Tree Command Cost Cooldown What it does
1 Scales Performance scales Free None Run scales on your instrument at no cost. It does nothing else: while any song plays, your instrument strikes with sonic force at your level, and Scales is the free way to keep one playing. Any other song takes over from it, and play stop ends it.
2 Cutting Remark Trickster cuttingremark 5 SP 8s A spoken insult for psychic damage. It needs no instrument and shares its cooldown with Mockery.
3 Instrument Performance instrument Free None Your bound instrument. You are given one when you join; it cannot be dropped, sold or stolen, never wears down and stays with you at death. From this level it takes any of eight forms when you ask, or by itself when a skill needs one. instrument check shows what it strikes for.
4 Hype Inspiration hype 8 SP 30s Talk up yourself or one party member in the room, who deals more damage with weapons and skills for 30 seconds.
5 Bullseye Trickster bullseye 8 SP 10s After a short wind-up, pull a rusty weapon out of your Box of Tricks and throw it. An old axe chops, a serrated knife cuts and a bent spear pierces.
6 Mockery Trickster mockery 8 SP 8s A withering insult for psychic damage and heavy threat. It turns the foe on you, and a foe not yet fighting you charges in off balance.
7 Dissonance Performance dissonance 1 to 7 SP a round None A grating, off-key accompaniment that cuts the damage every foe in the fight deals, for as long as you keep playing.
8 Shake it Off Inspiration shakeitoff 10 SP 45s Heal yourself or an ally for a quarter of their maximum health at once. Encouraging Word resets its cooldown.
9 Dance of Evasion Trickster dance evasion 15 SP None A stance that gives a chance to dodge attacks and spells outright. Bleeds, burns and poisons cannot be dodged.
10 Battle Hymn Inspiration hymn 1 to 6 SP a round None For as long as you keep playing, everything your party in the room deals, weapon or skill, lands harder. Played on a trumpet.
11 Juggle Trickster juggle 1 to 8 SP a round None Keep props in the air and throw one at your foe every round. It keeps your instrument singing, draws hidden foes out with the crowd's applause, and needs no instrument in hand.
12 Perform Lore perform 6 EP None Write a performance in an editor and deliver it to the room under a banner with your name. In an inn, a public lounge or the Amphitheatre with someone else listening, the crowd sometimes tips, a few times a day at most.
13 Wicked Burn Trickster wickedburn 15 SP 12s An insult so scathing that the target takes psychic damage and bursts into flame, burning for five rounds.
14 Tiptoe Lore tiptoe 6 EP 1m Your arrivals and departures go unnoticed until you use it again to move openly. It cannot be started in combat.
15 Soothe Inspiration soothe 1 to 8 SP a round None Heals every member of your party in the room each round for as long as you keep playing. Played on a harp.
16 Lore Lore lore 8 EP None Read an item as fully as a mage's identify. Creatures follow at level 30 and the area around you (lore here) at level 50.
17 Incite Inspiration incite 40 SP, or 20 for one ally 45s On their next round, everyone in the party with a weapon in hand strikes a burst of blows, 5 at level 17 rising to 15 at level 100, and the threat is theirs. Name one ally for half the SP. Beaten out on a drum.
18 Fan Performance fan 25 SP 45s Call an adoring fan out of the crowd to follow you and fight your enemies. It can also sell loot, deliver items to other players and bank your coins.
19 Fire Juggler Trickster firejuggler 15 SP 20s Send lit torches round a foe in a juggler's arc. They circle it for a while, burning it every round.
20 Heckle Trickster heckle 20 SP 1m A jeer timed to a foe's casting. A creature loses its lines and can only swing for a few seconds; a player who is casting is interrupted and left speechless. If the target is not casting, the heckle costs nothing.
21 Dance of Valor Inspiration dance valor 40 SP None Every member of your party in the room hits more often and lands more critical blows.
22 Peek Lore peek 5 SP 6s Look into the next room, at its description and whoever is there, without entering or being seen.
23 Lullaby Trickster lullaby 20 SP 30s Puts one foe to sleep until it is struck or the tune wears off. Bosses, and foes more than 10 levels above you, stay awake. Played on a lute.
24 Jig Inspiration jig 1 to 4 SP a round None Your party in the room gets stamina back every round for as long as you keep playing, and recovers faster between fights. Played on a tambourine.
25 Whack-a-Mole Trickster whackamole 20 SP 30s Set fire to a mole and send it at a foe, where it explodes over everything near it. Out of a fight, whackamole bury leaves the mole waiting for the first foe to enter the room.
26 Palm Lore palm, slip Free 4s Sleight of hand. palm lifts a small thing off the floor unseen; slip puts one down or into someone's hand without anyone seeing.
27 Witty Comeback Trickster wittycomeback Free 10s Just after an enemy lands a critical hit on you or an ally in the room, fire back a retort that deals psychic damage, twice your level before your bard bonuses and Charisma.
28 Recite Lore recite 5 EP None Your song book: write short performances into numbered slots and recite them to the room. You start with one slot; the Recite upgrades below add the rest.
29 Craft Prop Lore craftprop 12 EP 10s Make a stage prop of any object you describe. It gives itself away when picked up and falls apart after a while, but Prop Drop has a use for it.
30 Dance of the Line Performance dance line 30 SP None Every member of your party in the room takes less damage. This is the dance a tank wants behind them.
31 Swarm Trickster swarm 25 SP 30s A swarm of bees comes down on one foe. It loses rounds, misses far more often and is stung every round. Played on a harp.
32 Just Dance Trickster justdance 25 SP 18s Roots the target where it stands for a few seconds.
33 March Performance march 1 to 3 SP a round None Restores a lot of your own SP and a little of your party's every round. Beaten out on a drum.
34 Costume Lore costume 10 EP 15s Pass for a stranger of the gender and race you choose. Nobody can find you by your own name until it wears off. It changes how you look and nothing else.
35 Resonate Performance resonate 30 SP 20s Lock a vibration onto one foe: sonic damage every round for 20 seconds, and heavy threat.
36 Dirge Performance dirge 1 to 7 SP a round None A slow drumbeat that makes every foe in the fight swing less often and tire, for as long as you keep playing. Beaten out on a drum.
37 Dance of Defiance Trickster dance defiance 35 SP None Dance of Evasion that also pulls the fight's attention onto you with every dodge. This is the bard's tanking stance.
38 Fiddlebow Performance fiddlebow 40 SP 45s Your fiddle bow leaves your hand and flies round the room for a few rounds, stabbing whatever is fighting you. Played on a fiddle.
39 Limelight Lore limelight 25 SP 25s Flood the room with light or plunge it into darkness until it fades back. limelight fog fills the room with colored stage fog for 25 seconds, hiding everyone in it and making every blow a guess.
40 Prop Drop Trickster propdrop 30 EP 1m Plant one of your props on a foe or a friend. Later, from anywhere, propdrop makes it weigh what the real thing would, and they cannot move until it falls apart.
41 Dance of Grace Inspiration dance grace 50 SP None No protection of its own: it lays a steady heal over the party and strengthens every heal they receive.
42 Intermission Trickster intermission 1 to 16 SP a round 1m Every foe in the fight falls silent for five rounds, and no creature can use a special attack until it ends.
43 Earworm Trickster earworm 25 SP 15s A catchy hook stuck in a foe's head: heavy threat, a small psychic sting, and a tune that hums a hidden foe out of stealth.
44 Fear Trickster fear 25 SP 15s One foe breaks and flees for a few seconds, a little longer as you level. It deals no damage.
45 Clarion Inspiration clarion 30 SP 30s For a while, fire, cold, lightning, water, acid and magic all land much harder on the target, from anyone. Played on a trumpet.
46 Lament Performance lament 30 SP 20s Heavy psychic damage, and the foe can hardly see to swing. Played on a fiddle.
47 Charm Lore charm 20 SP 12s Talk an NPC into a small harmless act: a bow, a wave, a line of speech. Out of combat only, and never on a player.
48 Stranglehold Trickster fan strangle 40 SP 1m Your fan gets both arms round a foe's neck, pinning and throttling it for a few rounds. Now and then the fan dies for it.
49 Encouraging Word Inspiration encouragingword Free 8s Just after an enemy lands a critical hit on you or an ally in the room, heal the one it struck for a fifth of their maximum health and reset Shake it Off.
50 Double Time Inspiration doubletime 1 to 14 SP a round 30s Halves every cooldown for the whole party while you keep playing. Beaten out on a drum.
51 Reprise Inspiration reprise 40 SP 1m The longest cooldown one ally is waiting on comes back at once. It never returns From the Top, Reprise or anything with a cooldown over five minutes.
52 Seduce the Dragon Trickster seducethedragon 60 SP 2m If it takes, the foe stops fighting you and turns on its friends for a while, and when the song ends it wanders off with the fight forgotten. Bosses are not fooled. Played on a mandolin.
53 Eavesdrop Lore eavesdrop 30 SP 10s Hear the conversation in the next room for a while without going in.
54 Fanplay Performance fanplay 20 SP 1m Hand your current song to your fan, who keeps it going at 60% of its strength for three quarters of its SP, while you start another.
55 Dance of Seduction Performance dance seduction 50 SP None A dance for a solo act: your songs, words and tricks deal a quarter more damage, and your charms take more often.
56 Crescendo Inspiration crescendo 1 to 30 SP a round 1m 30s Five rounds of building music: your party's damage climbs every round, and the last chord strikes every foe in the fight.
57 From the Top Inspiration fromthetop 150 SP 10m Every cooldown you and your party in the room are waiting on is reset, except From the Top itself.
58 Orpheus Performance orpheus 80 SP 2m Every beast in the room lies down, and wind and weather strike everything else in the fight. Bosses are struck but never calmed. Played on a flute.
59 Ventriloquist Lore ventriloquist 20 SP 10s Throw your voice so the room hears words in another character's name.
60 Wail Performance wail 100 SP 30s After a 6 second wind-up, scream at everything in the room that your area skills do not spare. It starts a fight. The damage is half sonic and half psychic, deafens everything it hits and stuns on a critical shriek. An interrupt during the wind-up stops it.

Upgrades#

These improve a skill you already have. They are learned at their level, need no command and take no passive slot.

Level Upgrade What it adds
30 Lore II Lore reads creatures.
30 to 92 Recite II to IX A new song book slot at each of levels 30, 33, 36, 47, 63, 69, 83 and 92, nine slots in all.
35 Shake it Off II Shake it Off heals a third of maximum health instead of a quarter, and heals your whole party in the room while you hold Dance of the Line.
40 Juggle II A thrown prop sometimes staggers the foe it hits.
50 Lore III Lore reads the area around you.
55 Juggle III Props hit harder, and sometimes a second follows the first.
55 Shake it Off III Shake it Off also removes every debuff from its target, including bleeds, stuns and roots.
57 Encore From the Top also gives the party a short burst of accuracy and critical strike.

The guild#

The Bards Guild is beside the Amphitheatre in Aurin. Lyana teaches in the Training Hall east of the Foyer and hands out your guild's story a chapter at a time, from your first note to Valdris Manor. Members can type backstage in the Foyer to go behind the curtain. The Green Room there mends you faster than resting does, and Corin Vael in the Rehearsal Room also gives out chapters and takes them back. The Score Library keeps a song book shared by the whole guild, Ione Sable sets up your instrument once a day at the Luthier's Bench, and the Wardrobe changes your costume for free. help bardguild has the full map.

Bard skills use no supplies; their only costs are the SP and EP listed above.