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Wizard.png
Wizard
'The Almighty Sorcerer'
Strength
6
Vigor
7
Agility
15
Dexterity
17
Will
20
Knowledge
25
Resourcefulness
15


Health
81
Memory
19


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


Weapon of choice: Wizard Staff or Spellbook.

  • Pros
    • Access to powerful spells that allow for a versatile play style.
    • High single and multi target magic damage output.
    • Access to utility spells that can slow down enemies or reveal those who are Invisible.
    • Can apply several powerful buffs to themselves or to teammates, increasing damage, movement speed, and providing Invisibility.
    • High Magical Interaction Speed, allowing for fast shrine usage and portal opening.
  • Cons
    • Beginner unfriendly. Spell system is unintuitive to learn, and mistakes are heavily punished.
    • Very low physical damage and limited melee options.
    • Poor movement speed if not buffed. Movement speed is also lowered further during casting.
    • Lowest health in the game, with poor armor options.
    • Limited by the amount of available spell casts. Common restoration methods are Resting or Meditation, both of which leave the Wizard vulnerable and generate a lot of downtime.

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 Arcane Feedback.png
Arcane Feedback
Each time you do damage with an arcane spell your Spell Casting Speed and Magic Power Bonus increase by 2% per stack. Arcane Feedback can stack up to 5 times at once. The bonus duration lasts for 7 seconds and resets with each successful stack.
Perk Arcane Mastery.png
Arcane Mastery
Increases Magic Power Bonus by +5% when using Arcane spells, and reduces the base casting time of Arcane spells by 0.5 seconds.
Perk Fire Mastery.png
Fire Mastery
Increases Fire Magic Power Bonus by +5%, and increases the duration of the burn effect for Fireball, Ignite, and Zap by 2 seconds. The total damage of the burn remains the same. Additionally, the burn now applies 50% Heal Reduction

Does not work on Explosion Bottle and Oil Lantern flames
Perk Ice Shield.png
Ice Shield
Grants +20 flat Armor Rating, and inflicts Frostbite on melee attackers for 0.5 seconds. Cooldown of 5 seconds in the form of a debuff. Frostbite inflicts -20% decreased Move Speed Bonus and -20% Action Speed.
Perk Mana Surge.png
Mana Surge
Increases Magic Power Bonus by +10%.
Perk Melt.png
Melt
If you deal magical Fire damage to a target, the target's Physical Damage Reduction is reduced by a flat -10% for 5 seconds.
Perk Quick Chant.png
Quick Chant
Increases Spell Casting Speed by +10%.
Perk Reactive Shield.png
Reactive Shield
Activates an arcane reactive shield that lasts for 3 seconds when you take damage. The arcane shield can absorb 15 total damage, and can absorb both Physical and Magical Damage. The shield can only reactivate after a cooldown of 12s. The shield has 0% Scaling.
Perk Sage.png
Sage
Increases Knowledge by +10%.
Perk Spell Overload.png
Spell Overload
Reduces Memory Capacity Bonus % by 60% additively and increases all spell counts by 60%, rounded down.
Perk Staff Mastery.png
Staff Mastery
When using a staff-type weapon, you gain 3 Magic Weapon Damage. (Magic Staff, Quarterstaff)
Perk Ice Mastery.png
Ice Mastery
Dealing damage with Ice magic freezes the target in place for 0.5 seconds.


You can equip a total of 2 skills.

Name Description Scaling Cooldown
Skill Arcane Shield.png
Arcane Shield
Places a shield around you that absorbs 20 damage from all types for 15 seconds. Upon absorbing all the damage this shield can absorb, it unleashes an Arcane Explosion dealing 5 Magical Damage to targets within 2m. 50% Shield
100% Blast
24s
Skill Intense Focus.png
Intense Focus
Reduce the casting time of the next spell you cast to 0.1 seconds. 18s
Skill Meditation.png
Meditation
Enter a meditative state and restore Spells at a rate of 34 SP per 1.5 seconds over 24 seconds while also restoring spells from Resting. Regardless of Spell Casting Speed, 17 ticks of restoration will always be acquired. Points recharged per second increase when Memory Capacity increases, and meditative state duration and 1.5s recharge interval is affected by Spell Casting Speed. 45s
Skill Spell Memory.png
Spell Memory
Allows you to memorize spells to use in the dungeon. /
Skill Spell Memory.png
Spell Memory 2
Allows you to memorize 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, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.

Wizard has default 8 meters range on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt)
Spell Types:

Light
Fire
Lightning
Arcane
Water

Tier 1

Name Description Scaling Casting Time Limit
Spell Zap.png
Zap
If hit, deals 20 Fire Magical Damage and burns the target for 1 second, dealing 1 Fire Magical Damage. Initial Damage: 100%
DoT: 50%
1,25s 5 Casts
Spell Light Orb.png
Light Orb
Blows up spheres of floating light to brightly illuminate the surroundings for 40 seconds.
Projectile speed: 3m/s.

Reveals allied and enemy Rogues hidden with "Hide" skill within 5 meters, ignoring walls.
N/A 1s 6 Casts

Tier 2

Name Description Scaling Casting Time Limit
Spell Slow.png
Slow
Decreases the target's Move Speed Bonus by -40% for 2.5 seconds. 1.25s 5 Casts
Spell Ice Bolt.png
Ice Bolt
Throws an Ice bolt that deals 30 Ice Magical Damage and inflicts Frostbite for 1 second.
Projectile speed: 14m/s

Frostbite inflicts -20% decreased Move Speed Bonus and -20% Action Speed.
100% 1.25s 5 Casts
Spell Ignite.png
Ignite
Set the target's weapon on fire for 15 seconds. When hitting a target with an Ignited weapon, attacks deal another source of damage that deals 5 Fire Magical Damage and burn the target for 1 second, dealing 1 Fire Magical Damage.
Initial Damage: 50%
DoT: 50%
0.75s 10 Casts
Magic Lock.png
Magic Lock
Lockable objects such as doors or chests will be locked for 20 seconds.
N/A  ?? 9 Casts

Tier 3

Name Description Scaling Casting Time Limit
Spell Magic Missile.png
Magic Missile
Channel and fires up to 10 homing missile that each deal 9 Arcane Magical Damage. Stops firing when you move.
Projectile speed: 7m/s

The casting interval between each missile fire is determined by your Spell Casting Speed. Default channeling duration is 3 seconds. Both of these scale with Spell Casting Speed, meaning that there will always be 9 missiles fired at maximum. Magic missiles can pierce shields.
100% per missile 1.25s 5 Casts
Spell Haste.png
Haste
Target gains +10% Action Speed and Spell Casting Speed as well as 5% Movement Speed for 8 seconds. Casts to self if no target is found. 0.75s 4 Casts

Tier 4

Name Description Scaling Casting Time Limit
Spell Lightning Strike.png
Lightning Strike
After 0.4 seconds, a bolt of lightning falls in the targeted area, dealing 30 Lightning Magical Damage. Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. Blast radius of 0.8 meters. 100% 2s 5 Casts
Spell Invisibility.png
Invisibility
Target becomes invisible for 4 seconds, and gains an increased +5% Move Speed Bonus. Casts to self if no target is found. Invisibility is NOT broken by movement, but will break if performing an action or attack. 0.75s 4 Casts
Spell Fireball.png
Fireball
Shoots a fireball that causes 25 direct Fire Magical Damage to a target and 10 splash Fire Magical Damage. Direct hits also apply the splash damage. Nearby targets are knocked back.
Projectile speed: 12m/s

Also applies a burn to damaged targets, dealing 3 Fire Magical Damage over 3 seconds
Direct & Splash = 100%
DoT = 50%
2s 4 Casts

Tier 5

Name Description Scaling Casting Time Limit
Explosion spell icon.png
Explosion
When casted, a sticky bomb sticks to the target which detonates after 3 seconds exploding for 25 Fire Magical Damage and applying burn in a 1m radius. When applying to a target it is in the form of a status debuff which can be affected by the targets debuff duration. Can also stick to walls. When casted on a shield, the bomb instead floats in the air in the location of impact, but can still explode. If the Wizard dies, the sticky bomb status is removed from the target immedietely and deals no damage.

Also applies a burn to damaged targets, dealing 2 Fire Magical Damage over 3 seconds. Instead of Fire Mastery increasing the duration by 2s, it increases the duration by 1s, and increases the base damage by 1.
Initial Damage = 100%
DoT = 50%
1.75s 4 Casts

Tier 6

Name Description Scaling Casting Time Limit
Spell Chain Lightning.png
Chain Lightning
Electrocutes the target, inflicts 35 Lightning magic Damage, and fires lightning that is transferred to a living being within 8 meters and shocks up to 3 times. Chains deal 5 less damage per chain after the first (35/30/25/20). It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.

Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second.
100% 2.5s 2 Casts


Hand/Slot Type Weapons
Main Hand + Two Handed Ceremonial Staff • Crossbow • Crystal Sword • Magic Staff • Quarterstaff • Spellbook
Main Hand + One Handed Rondel Dagger
Off Hand Crystal Ball
Utility Throwing Knife


Slot Type Armors
Head Leather Cap • Wizard Hat
Chest Adventurer Tunic • Frock • Light Aketon • Mystic Vestments • Oracle Robe • Padded Tunic • Regal Gambeson
Legs Cloth Pants • Dark Leather Leggings • Heavy Leather Leggings • Leather Chausses • Leather Leggings • Loose Trousers • Padded Leggings
Hands Gloves of Utility • Leather Gloves • Mystic Gloves • Rawhide Gloves • Reinforced Gloves • Riveted Gloves
Feet Adventurer Boots • Buckled Boots • Darkleaf Boots • Dashing Boots • Heavy Boots • Laced Turnshoe • Lightfoot Boots • Low Boots • Occultist Boots • Old Shoes • Rugged Boots • Stitched Turnshoe • Turnshoe • Wizard Shoes
Back Adventurer Cloak • Mercurial Cloak • Radiant Cloak • Splendid Cloak • Tattered Cloak • Vigilant Cloak • Watchman Cloak

Hand/Slot Type Weapons
Main Hand + Two Handed Divine Staff • Staff of Righteousness • Sterling Staff • Troll's Bane
Main Hand + One Handed Dagger of Righteousness • Divine Dagger • Sterling Dagger
Off Hand Cyclops Vision Crystal • Mana Sphere
Utility


Slot Type Armors
Head Cobalt Hat • Copperlight Straw Hat • Cowl of Darkness • Golden Leaf Hood • Rubysilver Cap • Rubysilver Hood
Chest Cobalt Frock • Cobalt Regal Gambeson • Copperlight Outfit • Copperlight Tunic • Golden Padded Tunic • Golden Robe • Robe of Darkness • Rubysilver Doublet • Rubysilver Vestments • Tri-Pelt Doublet
Legs Brave Hunter's Pants • Cobalt Trousers • Copperlight Leggings • Copperlight Pants • Demonclad Leggings • Golden Chausses • Golden Leggings • Rubysilver Leggings • Wolf Hunter Leggings
Hands Cobalt Leather Gloves • Copperlight Riveted Gloves • Demon Grip Gloves • Golden Gloves • Gravewolf Gloves • Rubysilver Rawhide Gloves
Feet Cobalt Lightfoot Boots • Copperlight Lightfoot Boots • Foul Boots • Golden Boots • Rubysilver Adventurer Boots • Shoes of Darkness
Back Cloak of Darkness • Golden Cloak

These Stats do not include starting armor.

Stat Name Base Stats
Strength 6
Vigor 7
Agility 15
Dexterity 17
Will 20
Knowledge 25
Resourcefulness 15
Health 81
Memory Capacity 19
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -24%
Spell Recovery Bonus 80.5%
Move Speed 300 ( 100% )
Action Speed 1.5%
Manual Dexterity 6%
Spell Casting Speed 15%
Equip Speed 10%
Regular Interaction Speed 0%
Magical Interaction Speed 35%
Persuasiveness 15
Buff Duration 5%
Debuff Duration -4.8%
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 12.9%
        From Resist Rating 45 ( 12.9% )
        From Bonuses 0%
Physical Power Bonus -25%
        From Physical Power 6 ( -25% )
        From Bonuses 0%
Magic Power Bonus 12.5%
        From Magic Power 20 ( 12.5% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


- 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.

- Chain Lightning will use corpses as "hopping" points. Use this to your advantage to hit enemies around corners.

- 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.

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