|This is a Guide page.|
This means the page will walk you through a specific task, strategy, or enemy/boss fight.
This is a general progression and mechanic guide on the Bard Class introduced in the Thorium Mod. This guide will go in depth into the inner workings of the class, how to be an effective bard, and when it is best to play as one.
- 1 Class Background
- 2 Knowing Your Role
- 3 Progression
- 4 Mechanics
- 5 Tips, Tricks, and Strategies
- 6 Final Comments
Knowing Your Role
As a bard, your gameplay isn't remarkably different from classes like the ranger or mage. The primary mechanic that draws attention away from damaging enemies and bosses are the bards Empowerments. Empowerments are powerful buffs that get applied to the bard and his nearby allies when an instrument is used. Much of the power behind a bard comes from these boosts, allowing for better damage, defense, movement, and resource spending. As a bard you'll want to carry multiple instruments at once to allow a broader array of empowerment options. If you or your team is on the move, player percussion instruments to improve your mobility. If you're safely damaging enemies, use a brass instrument to increase you or your teams damage potential. If you or your team is stuck in long winded battles and boss fights, use string and wind instruments to improve your survivability and resource management.
The following is a very simple progression guide for new bards. Many items lie behind boss and enemy kills, town NPCs, events, and crafting requirements, so your ability to get certain items is made easier or harder by RNG. The list is broken into sections of the game, where prominent or important sets of items become available to a bard.
Eye of Cthulhu
|Sinister Honk||n/a||n/a||Guitar Pick
Eater of Worlds / Brain of Cthulhu
After defeating the boss of the world's evil, you have access to a few items. This guide assumes you have defeated every previous boss(Eye of Cthulhu and the mentioned before bosses) and have not encountered the Goblin Army yet.
|Meteorite Oboe||Sitar||n/a||Ebonwood Tambourine
Jar O' Mayo
|n/a||Jester armor||Pad o' Paper
Before fighting Skeletron, a number of items are available to the player. This guide assumes you have defeated every previous boss(The Queen Jellyfish,Viscount,Queen Bee) the Goblin Army, the first tier of Old One's Army and have entered the Jungle or the Aquatic Depths.
|Yew Wood Lute||Scuba Curva
|Sonar Cannon||n/a||Cork Grease
After defeating Skeletron, a sizable amount of new bard items will be made available to the player. This guide assumes you have defeated every previous boss(Skeletron), event, and have explored the world thoroughly.
Post-Wall of Flesh
After defeating the Wall of Flesh, Hardmode begins and bards gain access to many new weapons and items. This guide assumes you have defeated every boss up until the mechanical bosses.
|Steam Flute||n/a||Prime's Roar
The Green Tambourine
|Midnight Bass Booster
|Cyber Punk armor||Auto Tuner
|n/a||Shooting Star Blast-Guitar||Betsy's Bellow||The Triangle||Terrarium Autoharp
Sound Sage's Lament
|n/a||Terrarium Surround Sound||n/a|
|Holophonor||Edge of Imagination||Sousaphone||The Set||Sonic Amplifier
|Shooting Star armor
The Bard class has various unique mechanics that are relevant to their success. A simplified version of this list can be found on the main Bard page, but this guide will go slightly more in-depth in this section.
Empowerments are temporary stat boosts that the bard constantly provides to himself and nearby allies when using their instrument weapons. As one of the defining features of the class, many bard items are associated with the application or power of empowerments. Empowerments are grouped into 5 categories and are given by specific instrument types with the general rule being:
Brass Instruments -> Damage Empowerments
String Instruments -> Defensive Empowerments
Percussion Instruments -> Movement Empowerments
Wind Instruments -> Resource Empowerments
Electronic is unique in that it provides no stat boosting empowerments themselves, but instead prolongs the active duration of any empowerments currently active on players.
A comprehensive list of each empowerment can be found on the Empowerments page.
- Main article: Inspiration
Instead of using Mana, the Bard weapons draw from a unique resource called inspiration, which is increased using Inspiration Fragments, Inspiration Shards, and Inspiration Crystals. Inspiration regenerates automatically. Although many of the Bard items are specific to inspiration, the fact that it's separate from Mana makes it a tempting choice for another class' backup. Inspiration regenerates far more quickly when allowed to run its course, encouraging a sort of "reload" period for the resource.
The Bard's musical weapons hit with a specific damage type called symphonic damage. Accessories and armor can be used to augment symphonic damage output, and generic 'damage' buffs, such as the one from the Scuba Curva, still increase Bard's damage.
Big instruments are a subset of Bard weapons that utilize a timing mechanic. When held out, a timer will appear underneath the player (or underneath the cursor if the Move Instrument Timer to Mouse configuration setting is set to true); the instruments' effects vary depending on whether their attacks are used within a specific window of time or not. As the player successfully times their attacks, the big instrument will gain power, provided empowerment level, along with other effects, whereas missing the timing will greatly decrease these bonuses.
Each instrument category, except for Electronic, has its own unique timer, with differing patterns:
|Hold the attack button while the marker is over the highlighted area.|
|Attack while the marker is over the highlighted area.|
|Attack in three-round bursts as the marker passes over each of the highlighted area.|
|Alternate between the left- and right-click buttons while the marker is over the left and right sides respectively.|
While a big instrument is held out for the first time, a mouse icon will appear in order to provide a guide on each timer's function.
Tips, Tricks, and Strategies
While most empowerment effects are helpful for all classes, some benefit from specific boosts more than others. When playing in multiplayer, be sure to check what classes your teammates are focusing. For instance, if you have a friend that's predominately focusing tank or melee builds, keeping string instruments on you would help them greatly as the defensive empowerments they provide would be invaluable to them. Likewise, if you have a healer or mage in your group, they would benefit from wind instruments and their resource conserving boosts. It's important to be mindful of your allies and the empowerments they might benefit the most from.
A variety of items had a specialty purpose in mind when they were added to the game. On the off chance some are lost to players, this list aims to inform the player on why you may want to use a handful of items in particular, given some of their questionable attributes.
Drum Mallet: The Drum Mallet is an early game swung weapon that acts much like a melee sword. It's speciality lies in its right click ability, which places a bouncy drum on the ground for players to use. Use it to reach higher areas while exploring around, without the need to place blocks or ropes. It can also be used to prevent fall damage.
Steam Flute: The Steam Flute is a post-Mech wind instrument with reasonable damage output and a special right click ability. When used, it generates a cloud of smoke that grants players that touch it reduced aggro range. Use it on allies with worse defensive stats to try and shake bosses and swarming enemies off of them.
Fishbone: The Fishbone is a post-Plantera string instrument that deals additional damage to enemies under the effect of Crowd Control effects. Use it with it's right click ability to rapidly apply Oozed to enemies or with allies that also apply crowd control effects onto enemies for maximum potential.
Terrarium Autoharp: The Terrarium Autoharp is unique in it's ability to apply empowerments from multiple different instrument types. It pairs nicely with the Ornate armor and Auto Tuner where despite only granting tier 1 of it's empowerments, they may increase in level, granting a large boost in empowerment effectiveness.
Music Note Statue: The Music Note Statue functions similarly to the Heart Statue and Star Statue, offering a wired way to recover Inspiration. It should be noted that it spawns Inspiration Note (cyan) which doesn't recover as much inspiration as the common dropped form.
All in all, the Bard is a lot closer to the feel of the original 4 classes, compared to the Healer. With the exception of the empowerment mechanic and inspiration, bards can comfortably focus on dealing damage to enemies without having to worry about anything out of the ordinary. It's also important to remember that just because the bard provides bonuses to allies in a multiplayer setting, they function quite well when alone. So please feel encouraged to give the class a try even in single player! Good luck to all you bards out there, play a symphony and lead your team to victory!
Or just use a sonar cannon at least for me it deals 40K damage somehow.