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 your Spell Casting Speed and Magic Power Bonus increase 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. |
Arcane Mastery |
Increases Magic Power Bonus by +5% when using Arcane spells, and reduces the casting time of Arcane spells by 1 second. |
Fire Mastery |
Increases Magic Power Bonus by +5% when using Fire spells, and changes fireball's burn to 5 damage over 5 seconds. |
Ice Shield |
Grants +20 flat Armor Rating, and inflicts Frostbite on melee attackers for 0.5 seconds. Frostbite inflicts -15% decreased Move Speed Bonus and -15% reduced flat Action Speed. |
Mana Surge |
Increases Magic Power Bonus by +10%. |
Melt |
If you deal magical fire damage to a target, the target's Physical Damage Reduction is reduced by a flat -10% for 5 seconds. |
Quick Chant |
Increases Spell Casting Speed by +10%. |
Reactive Shield |
Activates an arcane reactive shield that lasts for 3 seconds when you take damage. The arcane shield can absorb 10 total damage, and can absorb both Physical and Magical damage. The shield will only reactivate after a cooldown period(12s). The shield has 0% Attribute Bonus Scaling. |
Sage |
Increases Knowledge by +10%. |
You can equip a total of 2 skills.
Arcane Shield |
Places a shield around you that absorbs 20 damage from all types for 15 seconds. Upon absorbing all the damage this shield can absorb, it unleashes an Arcane Explosion dealing 5 Magical Damage to hostile targets within 2m. |
50% Shield 100% Blast |
24s |
Intense Focus |
Reduce the casting time of the next spell you cast to 0.1 seconds. |
|
18s |
Meditation |
Enter a meditative state and regain spell points at a rate of 34 SP per 1.5 seconds, over 24 seconds. Regardless of Spell Casting Speed, 17 ticks of restoration will always be acquired. |
Points recharged per second increase when Spell 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 8 meters range on their spells unless it is a projectile (Magic Missile, Light, Fireball)
Spell Types:
Tier 1
Zap |
If hit, deals 20 Magical Damage and burns the target for 1 second, dealing 1 Magical Damage. |
Initial Damage: 100% DoT: 50% |
1,25s |
5 Casts |
Light Orb |
Blows up spheres of floating light to brightly illuminate the surroundings, traveling 3m/s.
Reveals Rogues hidden with "Hide" skill |
|
1s |
6 Casts |
Tier 2
Slow |
Decreases the target's Move Speed Bonus by -40% for 2.5 seconds. |
|
1.25s |
5 Casts |
Ice Bolt |
On hit, it deals 30 Magical Damage and inflicts Frostbite for 1 second. Frostbite inflicts -20% decreased Move Speed Bonus and -20% reduced flat Action Speed. |
100% |
1.25s |
5 Casts |
Ignite |
Set the target's weapon on fire for 15 seconds. When hitting a target with an Ignited weapon, attacks deal 5 additional Magical Damage and burn the target for 1 second, dealing 1 Magical Damage. |
Initial Damage: 50% DoT: 50% |
0.75s |
5 Casts |
Tier 3
Magic Missile |
Fires up to 10 homing missile traveling 7m/s that each deal 12 Magical Damage. Stops firing when you move.
The casting interval between each missile fire is determined by your Spell Casting Speed. Default channeling duration is 3 seconds, with one missile fired every 0.3s. Both of these scale with Spell Casting Speed, meaning that there will always be 10 missiles fired at maximum. |
50% per missile |
1.25s |
5 Casts |
Haste |
Target gains a flat +12% Action Speed and a +12% increased Move Speed Bonus for 6 seconds. Casts to self if no target is found. |
|
0.75s |
4 Casts |
Tier 4
Lightning Strike |
After a brief moment, a bolt of lightning falls in the targeted area, dealing 35 Magical Damage. Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. |
100% |
2s |
5 Casts |
Invisibility |
Target becomes invisible for 3 seconds, 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. |
|
0.75s |
4 Casts |
Fireball |
Shoots a fireball traveling 12m/s that causes 30 direct Magical Damage to a target and 15 splash Magical Damage. Nearby targets are knocked back.
Also applies a burn to damaged targets, deals 3 Magical Damage over 3 seconds |
Direct+Splash = 100% DoT = 50% |
2s |
5 Casts |
Tier 6
Chain Lightning |
Electrocutes the target, inflicts 35 magic damage, and fires lightning that is transferred to a being within 8 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.
Lightning transfer effect also applies to corpses Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. |
100% |
2.5s |
3 Casts |
Weapons
Armors
Head |
Leather Cap, Wizard Hat |
Chest |
Frock, Mystic Vestments, Oracle Robe, Padded Tunic, Regal Gambeson |
Legs |
Cloth Pants, Heavy Leather Leggings, Leather Leggings, Loose Trousers, Padded Leggings |
Hands |
Leather Gloves, Rawhide Gloves, Reinforced Gloves, Riveted Gloves |
Feet |
Adventurer Boots, Heavy Boots, Laced Turnshoe, Lightfoot Boots, Old Shoes, Rugged Boots, Wizard Shoes |
Back |
Adventurers Cloak, Radiant Cloak, Splendid Cloak, Tattered Cloak |
These stats do not include the starting armor
Stat Name |
Base Stats
|
Strength |
6
|
Agility |
12
|
Will |
20
|
Knowledge |
25
|
Resourcefulness |
12
|
Health |
75
|
Spell Memory |
* / 19
|
Move Speed |
294 (98%)
|
Action Speed |
-4%
|
Spell Casting Speed |
15%
|
Equip Speed |
-21%
|
Regular Interaction Speed |
-15%
|
Magical Interaction Speed |
70%
|
Buff Duration |
5%
|
Debuff Duration |
-4.8%
|
Armor Penetration |
0%
|
Magic Penetration |
0%
|
Headshot Reduction |
0%
|
Projectile Damage Reduction |
0%
|
Physical Damage Reduction |
-10%
|
From Armor Rating |
0 (-10%)
|
From Bonuses |
0%
|
Magic Resist |
12.9%
|
From Resist Rating |
45 (12.9%)
|
From Bonuses |
0%
|
Physical Power Bonus |
-25%
|
From Physical Power |
6 (-25%)
|
From Bonuses |
0%
|
Magic Power Bonus |
15%
|
From Magic Power |
20 (15%)
|
From Bonuses |
0%
|
Primary Weapon |
0
|
Attack 1 |
(0) + 0(Blunt)
|
Attack 2 |
(0) + 0(Blunt)
|
Secondary Weapon |
0
|
Impact Power |
0
|
Primary Weapon Impact Power |
1
|
Secondary Weapon Impact Power |
0
|
- 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.
- Chain Lightning will use corpses as "hopping" points. Use this to your advantage to hit enemies around corners.
- 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.
2023/09/12 Early Access Hotfix #11
- Wizard's Haste duration decreased from 12 -> 6s.
- Wizard's Invisibility duration decreased from 5 -> 3s.
- Movement speed reduced from 70% -> 65% of base movespeed when casting with a Spellbook.
- Movement speed reduced from 70% -> 65% of base movespeed when casting with a Crystal Ball.
2023/09/03 Early Access Hotfix #9
- The attribute bonus ratio for The Wizard's Ignite and Magic Missile spells has been adjusted to 50%.
2023/08/28 Early Access Wipe 1
- Many spells' Attribute Bonus Ratio returned to 100%.
- Fireball:
- Direct: 100%
- Splash: 100%
- DoT: 50%
- Ignite:
- Direct: 100%
- DoT: 50%
- Ice Bolt: 100%
- Lightning Strike: 100%
- Chain Lightning: 100%
2023/08/17 Early Access Hotfix #4
- Invisibility duration changed from 7 seconds to 5 seconds.
2023/08/14 Early Access Hotfix #3
- All Spell Casting Times buffed by 0.25 seconds.
2023/08/07 Early Access Release
- Stats redistributed from 5 / 15 / 20 / 20 / 15 to 6 / 12 / 20 / 25 / 12
- Various spell casting times adjusted:
- Zap: 1.5 to 1.25
- Light Orb: 1.5 to 1.25
- Ignite: 1 to 0.75
- Lightning Strike: 2 to 2.25
- Fireball: 2 to 2.25
- Chain Lightning: 2.5 to 2.75
2023/04/14 Alpha Playtest #5
- Stats changed. -5 AGI, -5 WILL, +10 RES
- Haste: Effect decreased from 14% to 12% Movespeed and Action Speed. Duration increased from 8 seconds to 10 seconds.
- Invisibility: Move speed bonus decreased from 10% to 5%. Duration increased from 3 seconds to 5 seconds.
- Mana Surge: Magical Power Bonus increased from 5% to 10%.
13/02/2023 Alpha Playtest #4 Hotfix #5
- Haste duration changed from 11 to 8 seconds.
2023/02/09 Alpha #4 Playtest Hotfix - #3
- Wizard Light’s Spell Count 8 -> 6
- Wizard Ignite’s Spell Count 6 -> 5
- Wizard Zap’s Spell Count 6 -> 5
- Wizard Ice Bolt’s Spell Count 6 -> 5
- Wizard Haste’s Spell Count 5 -> 4
- Wizard Invisibility’s Spell Count 5 -> 4
- Wizard Chain Lightning’s Spell Count 4 -> 3
- Wizard Fireball Splash Damage 20 -> 10
2022/12/22 Alpha Playtest #3 Hotfix #5
- Fixed an issue where the Savage Roar's fear effect would not disappear.
2022/12/20 Alpha Playtest #3 Hotfix #4
- Fixed an issue where Ignite could malfunction.
2022/12/16 Alpha Playtest #3 Hotfix #1
- Wizard's Fireball cast time changed from 1.5 seconds to 1.25 seconds.
- Wizard's Lightning Strike cast time changed from 1.5 seconds to 1.25 seconds.
- Wizard's Chain Lightning cast time changed from 2 seconds to 1.5 seconds.
- Wizard's Magic Missile damage per projectile changed from 10 to 12.
2022/12/16 Alpha Playtest #3 Changelog
New Magic System -
- All spells have a specific memory cost associated with them.
- Magic users can customize which spells they wish to memorize through the spell capacity system.
- Your ‘Knowledge’ determines which spells are at your disposal during the game. The order of the spell memorization is important because if your ‘Knowledge’ or ‘Spell Capacity’ stat dynamically changes during the game, the last memorized spells may become available/unavailable.
- Lots of new spells added to the game including – Ice bolt, Zap, Lightning Strike, Bind, Cleanse, and more.
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