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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.
Arcane Feedback |
Each time you do damage with an arcane spell gain 2% Spell Casting Speed and 2% Arcane Power Bonus per stack. Arcane Feedback can stack up to 5 times at once. The bonus duration lasts for 7s seconds and refreshes with each successful stack. |
Arcane Mastery |
Gain 2% Arcane Power Bonus when using Arcane spells, and reduces the base casting time of Arcane spells by 0.5 seconds. |
Fire Mastery |
Gain 5% Fire Power Bonus. All fire damage over time effects are altered to having a 2s longer duration and 2 more base damage (except Explosion which gains 1/1), and causes 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 flames |
Ice Shield |
Grants 20 Armor Rating while not on cooldown, and inflicts Frostbite on melee attackers for 0.5s. Cooldown of 5s Cooldown in the form of a debuff. Frostbite causes the target to suffer -20% Move Speed Bonus and -20% Action Speed. The shield has 0% Scaling. |
Mana Surge |
Gain 10% Magical Power Bonus. |
Melt |
If you deal magical Fire damage to a target, the target suffers -10% Physical Damage Reduction for 5s seconds. |
Quick Chant |
Gain 10% Spell Casting Speed. |
Reactive Shield |
Activates an arcane reactive shield that lasts for 3s seconds when you take damage. The arcane shield can absorb 15 Shield total damage, and can absorb both Physical and Magical Damage. The shield can only reactivate after a cooldown of 12s Cooldown in the form of a debuff. The shield has 0% Scaling. |
Sage |
Gain 10% Knowledge Bonus. |
Spell Overload |
Suffer -60% Memory Capacity Bonus but in turn, gain 60% Max Spell Count Bonus, rounded down. |
Staff Mastery |
When using a staff-type weapon, you deal 2 Buff Magical Damage as base damage which can scale. |
Ice Mastery |
Dealing damage with Ice magic freezes the target in place for 0.5s. |
You can equip a total of 2 skills.
Arcane Shield |
Places a shield around you that absorbs 20 Shield from all types for 12s. Upon absorbing all the damage this shield can absorb, it unleashes an Arcane Explosion dealing 5 Magical Base Damage to targets within 2m. |
Shield 50% Scaling Blast 100% Scaling |
25s |
Intense Focus |
Reduce the casting time of the next spell you cast to 0.1 seconds. |
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18s |
Meditation |
Enter a meditative state and restore Spells at a rate of 34 SP per 1.5s over 24s while also restoring spells from Resting. Regardless of Spell Casting Speed, 17 ticks of restoration will always be acquired. Additionally, recover 1 Recoverable Healing every (2.0s?) and 3 Physical Healing with 100% Scaling every (1.5s?). The Heals needs more testing. |
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 |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
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Spell Memory 2 |
Allows you to memorize spells to use in the dungeon. |
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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 8m on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt), or Magic Lock which has 15m range
Spell Types:
Tier 1
Zap |
If hit, deals 20 Magical Base Damage and burns the target for 1s, dealing 1 Magical Base Damage. |
Initial Damage: 100% Scaling DoT: 50% Scaling |
1.25 |
5 Casts |
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 |
1 |
5 Casts |
Tier 2
Slow |
Cause the target to suffer -40% Move Speed Bonus for 2.5s. |
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1.25 |
5 Casts |
Ice Bolt |
Throws an Ice bolt that deals 30 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 |
1.25 |
5 Casts |
Ignite |
Set the target's weapon on fire for 15s. When hitting a target with an Ignited weapon, attacks deal another source of damage that deals 15s and burns the target for 5 Magical Base Damage, dealing 1 Magical Base Damage. |
Initial Damage: 50% Scaling DoT: 50% Scaling |
0.75 |
10 Casts |
Magic Lock |
After targeting a lockable object such as doors or chests within 15m will be locked for 8s. |
N/A |
1 |
9 Casts |
Tier 3
Magic Missile |
Channel for 3s and fire a missile every 0.3s at 7 meters/second that each deal 10 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
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75% Scaling per missile |
1.25 |
5 Casts |
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. |
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0.75 |
4 Casts |
Tier 4
Lightning Strike |
A bolt of lightning falls in the targeted area over 0.5s, dealing 30 Magical Base Damage in a 0.8m blast radius. Targets hit by this shock suffer -20% Move Speed Bonus for 1s. |
100% Scaling |
2 |
5 Casts |
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. |
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0.75 |
4 Casts |
Fireball |
Shoots a fireball that causes 25 Magical Base Damage to the target if hit directly, exploding in a small area dealing 10 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 Magical Base Damage over 3s |
Direct = 100% Scaling AoE = 100% Scaling DoT = 50% Scaling |
2 |
4 Casts |
Tier 5
Explosion |
When casted, a sticky bomb sticks to the target or object which detonates after 3s exploding for 25 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 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 |
1.75 |
4 Casts |
Tier 6
Chain Lightning |
Electrocutes the target, dealing 35 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 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 |
2.5 |
2 Casts |
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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