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| * 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 | | * 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 |
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Revision as of 02:57, 22 August 2024
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.
Arcane Feedback |
When you deal damage with an Arcane spell, gain a stacking bonus granting 2% Spell Casting Speed and 2% 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. |
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Arcane Mastery |
Gain 5% Arcane Power Bonus and reduces the cast time of Arcane spells by 0.5s. |
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Fire Mastery |
Gain 5% 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 burn the 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 damage. Fire Mastery only functions to burns applied by self, meaning Ignites casted onto other targets do not apply the amplified burn. |
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Ice Mastery |
Dealing damage with Ice freezes the target's feet and prevents them from moving for 0.5s. |
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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. |
- |
Mana Surge |
Gain 10% Magical Power Bonus. |
- |
Melt |
When you deal magical Fire Damage to a target, they suffer -10% Physical Damage Reduction for 5s. |
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Quick Chant |
Gain 15% Spell Casting Speed. |
- |
Reactive Shield |
When you take damage, gain a 15 Base Shield (0% Scaling) for 3s. The shield will reactivate after 12s. |
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Sage |
Gain 10% Knowledge Bonus. |
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Spell Overload |
Suffer No tag found for "MemoryCapacityBonus", please correct it but in turn, gain 60% Max Spell Count Bonus, rounded down. |
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Staff Mastery |
When using a staff-type weapon, you gain 2 Buff Magical Damage as Base damage. |
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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.
Wizard has default 8m range on their spells 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
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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
Tier 6
Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
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Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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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.
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