From Dark and Darker Wiki

(Perks, Skills - changed most description to closely match the in game one, delated scaling on perks and skills that no longer scale)
(Spells - changed how Spell Type look and changed water to ice)
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|-|Spells=
|-|Spells=
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 {{:Wizard|Zap|Range}} on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt), or Magic Lock which has {{:Wizard|MagicLock|Range}} range
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. <br>
Wizard has default {{:Wizard|Zap|Range}} range on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt), or Magic Lock which has {{:Wizard|MagicLock|Range}} range.
 
<br>
<br>
'''Spell Types''':
'''Spell Types''':


<div style="margin-top: 5px"><!--
{{Element|Arcane}}[[Damage_Types#Arcane|Arcane]] <br>
--><div style="display: flex; margin-bottom: 2px"><!--
{{Element|Fire}}[[Damage_Types#Fire|Fire]] <br>
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(249, 246, 240)"></div><!--
{{Element|Ice}}[[Damage_Types#Ice|Ice]] <br>
        -->Light<!--
{{Element|Light}}[[Damage_Types#Light|Light]] <br>
--></div><!--
{{Element|Lightning}}[[Damage_Types#Lightning|Lightning]] <br>
--><div style="display: flex; margin-bottom: 2px"><!--
 
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(119, 0, 1)"></div><!--
 
        -->Fire<!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px;; padding: 8px; background: rgb(0, 57, 144)"></div><!--
        -->Lightning<!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(101, 0, 184)"></div><!--
        -->Arcane<!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(0, 218, 255)"></div><!--
        -->Water<!--
--></div><!--
--></div>
<!-- See the values that are called at the bottom of the page, Ctrl+F for "|<Ability>" with no spaces, such as "|AchillesStrike", the data is then copied down here automatically.-->
<!-- See the values that are called at the bottom of the page, Ctrl+F for "|<Ability>" with no spaces, such as "|AchillesStrike", the data is then copied down here automatically.-->
===Tier 1===
===Tier 1===

Revision as of 22:30, 16 July 2024

Page is currently up to date for: Patch:6.6#Hotfix 69-2

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

Health
80.25
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 Scaling
Perk Arcane Feedback.png
Arcane Feedback
When you deal damage with a Arcane Arcanearcane spell, gain a stacking bonus granting 2% Spell Casting Speed and 2% Arcane Arcane Power Bonus per stack for 7s. This skill can stack up to 5 times and the duration resets with each with each successful stack. -
Perk Arcane Mastery.png
Arcane Mastery
Gain 5% Arcane Arcane Power Bonus and reduces the cast time of Arcane Arcanearcane spells by 0.5s. -
Perk Fire Mastery.png
Fire Mastery
Gain 5% Fire Fire Power Bonus. The duration of applied burns are increased by 2 seconds and deal 2 more base damage (except Explosion Spell which gains 1/1), and burned target to suffer -50% Incoming Physical Healing Mod and -50% Incoming Magical Healing Mod for 5s.
Does not work on Explosion Bottle and Oil Lantern as they deal Neutral Neutralneutral damage.
-
Perk Ice Mastery.png
Ice Mastery
Dealing damage with Ice Iceice magic freezes the target's feet and prevents them from moving for 0.5s. -
Perk Ice Shield.png
Ice Shield
Gain 20 Armor Rating while not on cooldown. Inflict frostbite on melee attackers, causing them to suffer -20% Move Speed Bonus and -20% Action Speed for 0.5s.
5s Cooldown.
-
Perk Mana Surge.png
Mana Surge
Gain 10% Magical Power Bonus. -
Perk Melt.png
Melt
When you deal magical Fire Firefire damage to a target, the target suffers -10% Physical Damage Reduction for 5s. -
Perk Quick Chant.png
Quick Chant
Gain 10% Spell Casting Speed. -
Perk Reactive Shield.png
Reactive Shield
When you take damage, gain an arcane shield that lasts for 3s. The shield can absorb 15 Shield total damage and will only reactivate after 12s Cooldown. -
Perk Sage.png
Sage
Gain 10% Knowledge Bonus. -
Perk Spell Overload.png
Spell Overload
Suffer -60% Memory Capacity Bonus but in turn, gain 60% Max Spell Count Bonus, rounded down. -
Perk Staff Mastery.png
Staff Mastery
When using a staff-type weapon, you gain 2 Buff Magical Damage. -


You can equip a total of 2 skills.


Name Description Scaling Cooldown
Skill Arcane Shield.png
Arcane Shield
Gain a shield around you that absorbs 20 Shield damage from all damage sources for 12s. When the maximum amount of absorb has been reached, the sheild unleashes an Arcane Explosion, dealing 5 Arcane Arcane Magical Base Damage to enemy targets in a 2m radius around you. Shield:
50% Scaling
Arcane Explosion:
100% Scaling
25s
Skill Intense Focus.png
Intense Focus
Reduce the cast time of your next spell to 0.1s. - 18s
Skill Meditation.png
Meditation
Enter a meditative state and recover spells at a rate of 34 spell cost over 24s. - 45s
Skill Spell Memory.png
Spell Memory
Gain the ability to memorize spells to use in the dungeon. - -
Skill Spell Memory.png
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.
Wizard has default 8m range on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt), or Magic Lock which has 15m range.


Spell Types:

Arcane ArcaneArcane
Fire FireFire
Ice IceIce
Light LightLight
Lightning LightningLightning


Tier 1

Name Description Scaling Casting Time Limit
Spell Zap.png
Zap
If hit, deals 20 Light Light Magical Base Damage and burns the target for 1s, dealing 1 Fire Fire Magical Base Damage. Initial Damage: 100% Scaling
DoT: 50% Scaling
1.25s 5 Casts
Spell Light Orb.png
Light Orb
Blows up a sphere of floating light that travels up to 50m while brightly illuminating 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 5 Casts

Tier 2

Name Description Scaling Casting Time Limit
Spell Slow.png
Slow
Cause the target to suffer -40% Move Speed Bonus for 2.5s. 1.25s 5 Casts
Spell Ice Bolt.png
Ice Bolt
Throws an Ice bolt that deals 30 Projectile Ice Ice Magical Base Damage with 4 Impact Power and inflicts Frostbite for 1s.
Projectile speed: 14m/s

Frostbite causes the target to suffer -20% Move Speed Bonus and -20% Action Speed.
100% Scaling 1.25s 5 Casts
Spell Ignite.png
Ignite
Set the target's weapon on fire for 15s. When hitting a target with an Ignited weapon, attacks deal another instance of damage that deals 5 Fire Fire Magical Base Damage and burns the target, dealing 1 Fire Fire Magical Base Damage over 1s. Both the hit and the burn are an exception and are affected by Hit Location Bonus.
Initial Damage: 50% Scaling
DoT: 50% Scaling
0.75s 10 Casts
Magic Lock.png
Magic Lock
After targeting a lockable object such as doors or chests within 15m will be locked for 8s.
N/A 1s 9 Casts

Tier 3

Name Description Scaling Casting Time Limit
Spell Magic Missile.png
Magic Missile
Channel for 3s and fire a missile every 0.3s at 7 meters/second that each deal 10 Projectile Arcane Arcane Magical Base Damage and 2 Impact Power. Stops firing when you move.
Projectile speed: 7m/s

Both the channeling speed and channeling duration scale with Spell Casting Speed, meaning that there will always be the same number of missiles fired at maximum. Magic missiles can supposedly pierce shields.

Homing Logic
  • 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 landing is from the target (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
75% Scaling per missile 1.25s 5 Casts
Spell Haste.png
Haste
Target gains 10% Action Speed, 10% Spell Casting Speed, and 5% Move Speed Bonus for 8s. 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
A bolt of lightning falls in the targeted area over 0.5s, dealing 30 Lightning Lightning Magical Base Damage in a 0.8m blast radius. Targets hit by this shock suffer -20% Move Speed Bonus for 1s. 100% Scaling 2s 5 Casts
Spell Invisibility.png
Invisibility
Target becomes invisible for 4s, 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 Projectile Fire Fire Magical Base Damage to the target if hit directly, exploding in a small area dealing 10 Fire Fire Magical Base Damage and 4 Impact Power to all targets, knocking them back, and including those hit directly.
Projectile speed: 12m/s

Also applies a burn to damaged targets, dealing 3 Fire Fire Magical Base Damage over 3s
Direct = 100% Scaling
AoE = 100% Scaling
DoT = 50% Scaling
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 or object which detonates after 3s exploding for 25 Fire Fire Magical Base Damage and 6 Impact Power while also applying burn in a 1m radius. 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 3 Fire Fire Magical Base Damage over 2s. Fire Mastery increases the duration of the burn by 2s and the base damage by 1 as opposed to the normal amount.
Initial Blast = 100% Scaling
DoT = 50% Scaling
1.75s 4 Casts

Tier 6

Name Description Scaling Casting Time Limit
Spell Chain Lightning.png
Chain Lightning
Electrocutes the target, dealing 35 Lightning Lightning Magical Base Damage, and fires lightning that is transferred to a living being within 8m and shocks up to 3 times. Chains deal 5 less damage per chain after the first bounce, down to 20 Lightning Lightning Magical Base Damage. It does not transfer to the target it was transferred to once, and it can transfer to allies or self if nearby.

Targets hit by this shock will also suffer -20% Move Speed Bonus for 1s.
100% Scaling 2.5s 2 Casts


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 6
Vigor 7
Agility 15
Dexterity 17
Will 20
Knowledge 25
Resourcefulness 15
Health 80.25
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 27.5%
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 10%
        From Resist Rating 50 ( 10% )
        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.

- 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