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==Spells== | ==Spells== | ||
There | There are 2 Skill Sets, but there is only 1 available by default. If you want to unlock the 2nd Skill Set and equip more spells, you need to pick 2 perks called "Spell Memory" and "Spell Memory 2" at the same time. | ||
<br>Each Tier corresponds to the total cost of a spell. | <br>Each Tier corresponds to the total cost of a spell. | ||
<br>There is currently a max of 12 Cost | <br>There is currently a max of 12 Cost | ||
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<td style=" text-align:left; padding-left:45px"> [[File:Spell Chain Lightning.png|link=|x96px]] Chain Lightning </td> | <td style=" text-align:left; padding-left:45px"> [[File:Spell Chain Lightning.png|link=|x96px]] Chain Lightning </td> | ||
<td> Electrocutes the target, inflicts spell damage, and fires lightning that is transferred to a being within 400 meters and shocks up to 3 times.It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.</td> | <td> Electrocutes the target, inflicts spell damage, and fires lightning that is transferred to a being within 400 meters and shocks up to 3 times. It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.</td> | ||
<td> 4 Casts </td> | <td> 4 Casts </td> | ||
</tr> | </tr> | ||
</table> | </table> |
Revision as of 00:00, 31 December 2022
Description
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 a sight to behold.
Builds
Class Info
Weapon of choice: Wizard Staff or Spellbook.
+Cast powerful spells.
+Meditate to self-refresh spells.
+Wield magical weapons.
-Slow interaction speed.
-Low physical damage.
-Low Health.
Perks
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 |
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Each time you do damage with an arcane spell your spell casting speed and base magic damage increases by 1% 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. |
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Increases the magic damage of arcane spells by 5% and reduces the casting time of arcane spells by 1 second. |
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Increases the magic damage of the fire spells damage by 5% and increases the duration of burn status by 2.5 seconds. |
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Increases Armor Rating by 20 and inflicts Frostbite on melee attack targets for 0.5 seconds. |
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Increases your magic damage bonus by 5%. |
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If you deal magical fire damage to a target, the target's physical reduction bonus is reduced by -10% for 5 seconds. |
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Increases your spell casting speed by 20%. |
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Activates an arcane reactive shield that lasts for 3 seconds when you take damage. The arcane shield can absorb 10 total damage. The shield will only reactivate after a cooldown period. |
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Increases knowledge by 10%. |
Skills
You can have a total of 2 skills.
Name | Description |
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Reduce the casting time of the next spell you cast to 0.1 seconds. |
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Enter a meditative state and revive spells at a rate of 40 spell costs over 10 seconds. |
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Allows you to memorize spells to use in the dungeon. |
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Allows you to memorize spells to use in the dungeon. |
Spells
There are 2 Skill Sets, but there is only 1 available by default. If you want to unlock the 2nd Skill Set and equip more spells, you need to pick 2 perks called "Spell Memory" and "Spell Memory 2" at the same time.
Each Tier corresponds to the total cost of a spell.
There is currently a max of 12 Cost
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.
Tier 1
Name | Description | Limit |
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If hit, it deals damage and burns the target for 1 seconds. | 6 Casts |
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Blows up spheres of floating light to brightly illuminate the surroundings. | 8 Casts |
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Set the target's weapon on fire, dealing 5 additional magic damage and burning enemies when they hit. | 6 Casts |
Tier 2
Name | Description | Limit |
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Slows the target's movement speed by -40% for 2.5 seconds. | 5 Casts |
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On hit, it deals magic damage and reduces the target's movement speed by -15% for 1 seconds. | 6 Casts |
Tier 3
Name | Description | Limit |
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Fires up to 10 homing missile that each deal 12 damage. Stops firing when you move. | 5 Casts |
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Target gains a 14% Action and Move Speed bonus for 12 seconds. Casts to self if no target is found. | 6 Casts |
Tier 4
Name | Description | Limit |
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After 4 seconds, a bolt of lightning falls in the targeted area, dealing spell damage. | 5 Casts |
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Target becomes invisible and gains a 10% Move Speed bonus for 4 seconds. Casts to self if no target is found. | 5 Casts |
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Shoots a fireball that causes 30 direct damage to a target and 20 splash damage and a knock back effect to nearby targets. | 5 Casts |
Tier 6
Name | Description | Limit |
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Electrocutes the target, inflicts spell damage, and fires lightning that is transferred to a being within 400 meters and shocks up to 3 times. It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby. | 4 Casts |
Are you just doing +2 base dmg more on your Burns? Aside from that and having the debuff on the target longer(for the -50% healing and Melt pdr debuffs) is there any other benefit/positve from using it?
Does Melt fall under the Armor Penetration category or is it "other", like Pulverizing Prayer? I was told the "other" does apply to mobs(pve) but the stat armor penetration itself does not
Of spells in general? Also, does Will influence that, or other stats? Thanks!
-And if yes, do you need to reapply it on each projectile used?
If the shild absorbs the intital damage from things like barb achiles or rouge rupture WITHOUT breaking, will you still gain the effect?
What about the knockback form forceful shot or fireball?
So I'm just going to go straight into an example with zap and how I think it works, someone please tell me if it's right or wrong :
So Zap has a base damage (Base) of 20 on the hit and Base = 1 on burn; the scaling for the hit = 1.0, burn = 0.5.
So say I have a blue book (5 MD), +4 AddMD in jewelry, and 0.3 MPBonus.
So the hit damage would be: (Base + 5MD*SCL)*(1+MPB(SCL)) + AddMD*SCL ? =>
=> (20+5*(1.0))*(1 + 0.3*(1.0)) + 4*(1.0) = 36.5 damage before enemy MR; burn = (1+2.5)*(1+0.15) + 2 = 6.025 in 1 sec.
But is +trueMD still subject to scaling and the "modified/scaled" damage just then ignores the MR of enemy?
like if I had the previous formulas and damage numbers with +4 trueMD and not addMD. Assume enemy MR is 0.2.
Would I just have (on direct hit of opponent) 32.5*(1-0.2) + 4 ; and (4.025*(1-0.2) + 2) or (4.025*(1-0.2) + 4) for burn?
I just wanna know if mainly my calculations are correct and if trueMD is subject to scaling or if it always deals flat +x damage.
Can explosion stick to warlock when they phantomize? I'm curious if it's coded as a projectile or not
Will chain lightning transfer off of a friendly druid treant to enemies?
Wish it was better. Is a cool weapon and i like the concept of battlemage, but weak af early
Ignite is kind for "Buff" Weapon Damage or "N Magical Damage" ?
why does light orb list 6 possible casts? chain lightning no longer can be transferred to corpses. clarity potions can no longer be used.
What does spell counts refer to with the spell overload perk
Am I correct in assuming that Ice Mastery does NOT proc off Ice Shield (since the latter does not do any damage)?
What is the range of the slow spell and whare can I find the range of the other spells
If I have plus 10 magic damage will ignite add 15 magic damage to my weapon instead of 5 and will it add the damage to each magic missile so if I have the plus 5 from ignite and each missile dose 12 now it dose 17 and if I have plus 10 magic damage it dose the 15 (5+10) from ignite and 22(12+10) from each missile? (Sorry for such a long question)
Would reactive shield absorb poison damage, Achilles strike damage, curse of pain, or any other dots after hit? Or would it just be other incoming damage after the hit
Do they just mean all wizard spells??
like if i had a staff w/ +8 damage on it, used ignite then switched to a 0 damage dagger, does it do the dagger's spell damage or the staff?