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<noinclude>{{UpdateStatus|Class Data}}
<noinclude>{{UpdateStatus|Class Data}}
{{Infobox Class|{{PAGENAME}}|'The Almighty Sorcerer'|Yes}}
{{Infobox Class|{{PAGENAME}}|'The Caster Extraordinaire'|Yes}}
==Description==
==Description==


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==Class Info==
==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.
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.





Latest revision as of 04:04, 31 December 2024

Information is up to date! Hover for more details.Class Data last updated on: Patch:6.7#Hotfix 78.
Dark and Darker is currently on update: Patch:6.7#Hotfix 78.

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

Health
93.5
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

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.


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.


Name Description Scaling
Perk Arcane Feedback.png
Arcane Feedback
When you deal damage with an Arcane Arcane spell, gain a stacking bonus granting 3% Spell Casting Speed and 3% 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 Arcane 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 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 Neutral damage.
Fire Mastery only functions to burns applied by self, meaning Ignites casted onto other targets do not apply the amplified burn.
-
Perk Ice Mastery.png
Ice Mastery
Dealing damage with Ice Ice 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 Fire Damage to a target, they suffer -20% Physical Damage Reduction for 5s. -
Perk Quick Chant.png
Quick Chant
Gain 15% Spell Casting Speed. -
Perk Reactive Shield.png
Reactive Shield
When you take damage, gain a 15 Base Shield (0% Scaling) for 3s. The shield will reactivate after 12s. -
Perk Sage.png
Sage
Gain 10% Knowledge Bonus. -
Perk Spell Overload.png
Spell Overload
Suffer -20% Knowledge 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 as Base damage. -


All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.

Guides


Does Buff Duration modify duration of ignition, invis, etc?
Kraehlander | Posted on Jan 6, 2025 at 7:15 pm

Of spells in general? Also, does Will influence that, or other stats? Thanks!

Does &#039;ignite&#039; work on a crossbow or a throwing knife?
anonymous | Posted on Sep 4, 2024 at 11:08 am

-And if yes, do you need to reapply it on each projectile used?

anonymous | Posted on Sep 6, 2024 at 5:12 pm

Yea, ignite works for both, no need to reapply, lasts for the time duration of the ignite buff

For both arcane shield and prot pots
anonymous | Posted on Jul 29, 2024 at 2:59 pm

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?

Pieratboi | Posted on Aug 3, 2024 at 9:02 pm | Last edited on Aug 3, 2024 at 9:11 pm

Both Arcane Shield and Prot pots count as "protection" (shields that block physical damage and/or damage from all sources [Arcane Shield]) and they do nothing to prevent any type of crowd control that comes from other skills (Forceful shot, Achilles; and Rupture's mag damage will get absorbed by the Arcane Shield until the shield is no more). So the answer to your question is NO, "shields" don't help in dealing with these skills and can only block the physical/magical damage instance that is necessary to apply them or the DOT damage if the shield is still up by that point (dagger hit from Rogue and DOT from Rupture, Frany hit from Barb and DOT from Achilles, arrow hit from Ranger).

How does scaling work with +addMD and +trueMD?
Pieratboi | Posted on Jul 24, 2024 at 10:31 pm | Last edited on Jul 24, 2024 at 10:32 pm

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.

Phenriswulf | Posted on Aug 14, 2024 at 4:51 pm

I'm going to make this answer simple to keep it readable.

Yes, true magic damage is affected by scaling.

So for example: If you have 4 true magic damage and a spell has 50% scaling, then you only deal 2 additional true magic damage with that spell.

Explosion phantomize
anonymous | Posted on Jul 16, 2024 at 7:11 am

Can explosion stick to warlock when they phantomize? I'm curious if it's coded as a projectile or not

anonymous | Posted on Jul 20, 2024 at 5:48 am

I dont think it is ive never hit one with it and the wiki says it isnt a projectile

Chain lightning transfer
anonymous | Posted on Jun 30, 2024 at 6:58 am

Will chain lightning transfer off of a friendly druid treant to enemies?

anonymous | Posted on Jun 30, 2024 at 8:12 am

Yes

Crystal Sword
anonymous | Posted on Jun 17, 2024 at 3:48 pm

Wish it was better. Is a cool weapon and i like the concept of battlemage, but weak af early

Q For Ignite
anonymous | Posted on May 2, 2024 at 6:36 am

Ignite is kind for "Buff" Weapon Damage or "N Magical Damage" ?

Sur | Posted on Jul 9, 2024 at 9:07 pm

technically neither since it creates its own damage instance, its a grey area though.

A few notes
anonymous | Posted on Apr 27, 2024 at 7:59 am

why does light orb list 6 possible casts? chain lightning no longer can be transferred to corpses. clarity potions can no longer be used.

Spell Over load
anonymous | Posted on Mar 16, 2024 at 1:57 pm

What does spell counts refer to with the spell overload perk

anonymous | Posted on Mar 16, 2024 at 6:47 pm

It doubles ALL spell casts for all spells, but in return you lose 60% of your spell memory capacity meaning its significantly harder to build for stronger spells

Sur | Posted on Mar 19, 2024 at 4:02 am

Instead of 4 fireballs you have 8, 10 zaps instead of 5, etc.

Ice Mastery and Ice Shield interaction
anonymous | Posted on Feb 23, 2024 at 3:38 pm

Am I correct in assuming that Ice Mastery does NOT proc off Ice Shield (since the latter does not do any damage)?

anonymous | Posted on Feb 26, 2024 at 6:53 am

Yes

Range?
anonymous | Posted on Nov 1, 2023 at 4:15 am

What is the range of the slow spell and whare can I find the range of the other spells

Esthelion | Posted on Nov 2, 2023 at 10:36 pm

Non-projectile Spell ranges: Cleric: 7m except sanctuary: 3.5m Warlock: 7.5m Wizard: 8m

Sur | Posted on Nov 2, 2023 at 11:46 pm

It's either stated in a column per spell/song or listed at the top if its the same for all of them.

Ignite scaling
anonymous | Posted on Oct 30, 2023 at 5:47 am

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)

anonymous | Posted on Oct 30, 2023 at 8:09 am

Long question is fine, but prepare for an equally long response that starts with a resounding NO to... well, everything. The answer is complicated but starts by understanding how scaling works (a.k.a Attribute Bonus Ratio) which you can read up on here - https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Attribute_Bonus_Ratio Assuming you have skimmed the above, let's dive into it using the values and information from this wiki (as of Oct 30th 2023, some of this is probably subject to change or might outright be wrong at minimal fault of my own).

Q1: "If I have plus 10 magic damage will ignite add 15 magic damage to my weapon instead of 5" A1: To start, I assume by '+10 magic damage' you mean the stat found EXCLUSIVELY on staves/books/crystal balls, as this is very different from +additional magic or +true magic which ARE NOT affected by 'Magic Power Bonus' (henceforth referred to as MPB). Since crystal balls and books only get +8 magical damage at UNIQUE rarity, let's use the staff in our examples which gets +10 at EPIC rarity. Ignite has a scaling of 50% for both the initial hit and the dot, meaning your '+10 magical damage' gets halved to +5 and takes your ignite from a baseline of 5 to an 'amped' amount of 10 damage WITH YOUR STAFF WHILE IT IS OUT (because remember the +10 magical damage is on the STAFF, not your crystal ball and dagger, not your crossbow, and certainly not your ranger's bow/spear). This 10 'amped' damage will be further scaled by 50% (yes, it double dips scaling) of the target's MPB (let's just assume your MPB of 30%). Now we can use this formula I butchered for my examples to figure out the overall damage after "SPD(1+(MPB(SCL)))+AMD(SCL)" (SPD='amped' spell damage which includes any scaled +magical damage for example 5 baseline from ignite and +5 from staff (+10 magical damage scaled by 50%) is 10, SCL=scaling in this case ignite has 50%, AMD=additional magic damage which we will assume is 0) = 10(1+(.30(.5)))+0 = 11.5 initial damage (this initial hit damage can headshot BTW).

Side Note: If you are wondering the burn damage we can plug in the formula again (ignite ticks for 1 damage with 50% scaling) "SPD(1+MPB(SCL)))+AMD(SCL)" = 6(1+(.30(.5)))+0 = 6.9 (nice) TOTAL burn damage assuming an exact 1 second duration (ignoring swing times causing overlapping debuffs etc.)

Bonus Side Note: +true magical damage would be calculated the same way as +additional magic damage except it ignores enemy magic resistance values, therefore it is disingenuous to apply it at the same step that +AMD is applied. Remember, neither of these stats are affected by Magical Power Bonus (MPB).

Q2: "...and will it add the damage to each magic missile" A2: Not anymore, ignite is exclusive to melee/ranged weapon hits (and fists) and you can easily test this on dummies in the starting lobby.

Skadoosh | Posted on Jan 8, 2024 at 11:54 am

To add to the "Bonus Side Note": true damage cannot headshot either or limb shot.

anonymous | Posted on Jul 29, 2024 at 2:56 pm

Yea I’m pretty sure that tmag can do LESS dmg than amag if you headshot bc tmag doesn’t get the 1.5x multiplier. This also affects phys dmg to my knowledge and is in my opinion kinda stupid as you do less dmg with a stat that is supposed to just be better.

Phenriswulf | Posted on Aug 14, 2024 at 5:03 pm

I think the opposite. Part of what makes IM's stat system so good is that all stats have pros and cons. No stat is "just better," nor is it supposed to be.

Yes, true magic damage ignores the headshot multiplier, but it also ignores limb multipliers, so you get full damage on limb shots. Also, you're almost never getting the full 1.5x on headshots anyway because pretty much everyone is going to be wearing headgear (or using the lizard/lycan skin, but those also come with built-in HDR).

More importantly, because it ignores magic resistance, it's better *when you most need it to be better.* Like when you're fighting an iron will barb.

anonymous | Posted on Sep 8, 2024 at 9:12 am

Phenris, I don't know what you're talking about when you say stats have pros and cons, because true magical damage is ALWAYS better. This means that the balance is rather horrendous. However, I do agree that the stat system is decent, it's just far from being very good yet. They need to reel in true magical damage and buff things like magical power, because that stat is terrible when you can just get will instead

Reactive shield
anonymous | Posted on Sep 13, 2023 at 4:20 am

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

Skadoosh | Posted on Sep 13, 2023 at 8:59 am

Any damage activates the shield, so it will absorb the damage over time.

what is meant by &quot;arcane&quot; spells??
anonymous | Posted on Sep 8, 2023 at 11:31 pm

Do they just mean all wizard spells??

anonymous | Posted on Sep 10, 2023 at 1:00 am

"arcane spells" is color purple. "Fire spells" is color red. Just check their color, so you will understand.

Hope this helps you :)

does ignite damage calculate when you cast or when you hit?
anonymous | Posted on Aug 24, 2023 at 12:42 am

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?

anonymous | Posted on Aug 26, 2023 at 5:58 pm

when u hit

Skadoosh | Posted on Sep 13, 2023 at 9:00 am

It is the weapon you are swinging. So giving ignite to someone else for example will use their magical damage, not yours.