Description
Wizards in Dark and Darker are powerful spellcasters, who use their knowledge of arcane magic to bend reality to their will. They can cast a wide variety of spells, ranging from destructive blasts of fire to complex arcane and frost spells. Wizards can also create magical barriers protecting themselves from harm. However, their powers come at a cost - wizards need to meditate and prepare their spells in advance, making them vulnerable to surprise attacks and ambushes.
Class Info
The Wizard calls forth the immense powers of magic to suit his needs. Whether that means summoning a powerful fireball to cast asunder his foes or to temporarily vanishing into thin air, his incantations are sight to behold.
Weapon of choice - Magic Staff or Spellbook
- Pros
- Cast powerful spells.
- Mediate to self-refresh spells. (Meditation Skill)
- Wield magical weapons.
- Cons
- Slow interaction speed.
- Low physical damage.
- Low health.
You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
You can equip a total of 2 skills.
Arcane Shield |
Gain a 15 Base Shield (50% Scaling) for 12s. When the maximum amount is absorbed, the shield unleashes an Arcane Explosion, dealing 5 Arcane Magical Base Damage (100% Scaling) to enemy targets in a 2m radius around you. |
Shield: 50% Scaling Arcane Explosion: 100% Scaling |
25s |
Intense Focus |
Reduce the cast time of your next spell to 0.1s. |
- |
18s |
Meditation |
Enter a meditative state and recover spells at a rate of 34 spell cost per 0.75s () over 24s (). While meditating you are also Resting and can benefit from Campfires |
- |
45s |
Spell Memory |
Gain the ability to memorize spells to use in the dungeon. |
- |
- |
Spell Memory 2 |
Gain the ability to memorize additional spells to use in the dungeon. |
- |
- |
The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them. Spell tiers determine their spell memory cost.
All Wizard Spells have a cast range of 8m (meters), unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt), or Magic Lock which has 8m range.
Spell Types:
Arcane
Fire
Ice
Light
Lightning
Tier 1
Zap |
Deals 20 Light Magical Base Damage and burns the target for 1s, dealing 1 Fire Magical Base Damage. |
Damage: 75% Scaling Burn: 50% Scaling |
1.25s |
5 |
Light Orb |
Cast spheres of floating light that travels up to Infinite meters to brightly illuminate your surroundings for 40 seconds. Additionally, reveals allied and enemy hidden Rouges within 5 meters, ignoring walls.
Projectile speed: 3m/s. |
- |
1s |
5 |
Tier 2
Tier 3
Magic Missile |
Channel for up to 3s () while remaining still and fire a homing missile every 0.3s () that each deal 11 Arcane Magical Base Damage with 2 Impact Power. Projectile speed: 7m/s
Homing Behavior
- Magic missiles only home if the cursor is on the target's hitbox before sending *each missile* meaning some missiles can home while others might not
- Magic missiles start homing the second they are created, they don't need to be close to the target to start homing
- Homing only allows it to change direction, not increase speed
- Homing changes direction faster the further its trajected angle is from the target in degrees (so not directly distance based)
- Homes towards the part of the hitbox that the cursor was held over, i.e. aiming at head makes it home towards head, aiming at legs makes it home towards legs
- Can't home to self since it requires direct line of sight, but if it hits the caster anyways it deals 0 damage
|
|
75% Scaling |
1.25s |
10 |
Haste |
Grants the target 5% Move Speed Bonus, 10% Action Speed, 10% Spell Casting Speed for 8s. Self cast if no target is found. |
- |
0.75s |
4 |
Tier 4
Tier 5
Explosion |
When cast, places a mark on the targeted object within 8m or in the air if no object in range. The mark explodes after 3s dealing 25 Fire Magical Base Damage with 6 Impact Power to enemies within a 1m area and burns, dealing 3 Fire Magical Base Damage over 2s. When cast on a character (not an object), the mark sticks to them until it explodes. If the Wizard dies or extracts, the mark is removed from the target immediately and deals no damage. |
Damage: 75% Scaling Burn: 50% Scaling |
1.75s |
4 |
Tier 6
Main Hand + Two Handed |
|
Main Hand + One Handed |
|
Off Hand |
|
Utility |
[[]] |
Head |
|
Chest |
|
Legs |
|
Hands |
|
Feet |
|
Back |
|
Main Hand + Two Handed |
|
Main Hand + One Handed |
|
Off Hand |
|
Utility |
|
Head |
|
Chest |
|
Legs |
|
Hands |
|
Feet |
|
Back |
|
These Stats do not include starting armor.
- Use Meditation wisely. It will force your perspective downwards and lock your camera, as well as apply an audio filter to make it more difficult to hear enemies approaching. Try to Meditate on elevated surfaces to increase your field of view.
- Fireball can be used to destroy doors, and its splash damage can hurt enemies on the other side.
- Light Orb will reveal enemy Rogues, preventing ambushes.
- Use Invisibility to get out of sticky situations and re-position. You can use the Haste ability beforehand to further boost your movement speed.
- You can use Clarity Potions, Campfires, or a Bard on your team to replenish spells, allowing you to forgo Meditation in favor of another Skill.
- Zap and Ignite burns will not tick if your target has any debuff duration - this is all classes with 16+ Will by default. If you want either to do burn damage, you need to run Fire Mastery which causes it to tick 2 times on these targets. This results in a functional 33% "scaling".
All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.
Guides