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.
You can equip a total of 2 skills.
Arcane Shield |
Gain a shield around you that absorbs 15 Shield damage from all damage sources for 12s. When the maximum amount of absorb has been reached, the shield unleashes an Arcane Explosion, dealing 5 Arcane Magical Base Damage 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 0.5s over 24s. |
- |
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 15m 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: 100% Scaling Burn: 50% Scaling |
1.25s |
5 |
Light Orb |
Cast spheres of floating light that travels up to 50m 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 10 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
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75% Scaling |
1.25s |
5 |
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
Chain Lightning |
Electrocutes the target, dealing 35 Lightning Magical Base Damage, and fires lightning that is transferred to targets within 8m area up to 3 times. Additionaly, targets hit by this shock will also suffer -20% Move Speed Bonus for 1s. It does not transfer to the target it was transferred to previously, and it transfers to the caster if you are nearby. Every transfer lowers damage by 5, down to 20 Lightning Magical Base Damage. |
100% Scaling |
2.5s |
2 |
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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