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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 your Spell Casting Speed and Magic Power Bonus increase by 2% 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 base casting time of Arcane spells by 0.5 seconds. |
Fire Mastery |
Increases Fire Magic Power Bonus by +5%, and increases the duration of the burn effect for Fireball, Ignite, and Zap by 2 seconds. The total damage of the burn remains the same. Additionally, the burn now applies 50% Heal Reduction Does not work on Explosion Bottle and Oil Lantern flames |
Ice Shield |
Grants +20 flat Armor Rating, and inflicts Frostbite on melee attackers for 0.5 seconds. Cooldown of 5 seconds in the form of a debuff. Frostbite inflicts -20% decreased Move Speed Bonus and -20% 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 15 total damage, and can absorb both Physical and Magical Damage. The shield can only reactivate after a cooldown of 12s. The shield has 0% Scaling. |
Sage |
Increases Knowledge by +10%. |
Spell Overload |
Reduces Memory Capacity Bonus % by 60% additively and increases all spell counts by 60%, rounded down. |
Staff Mastery |
When using a staff-type weapon, you deal 2 base Magic Weapon Damage which can scale. (Magic Staff, Quarterstaff) |
Ice Mastery |
Dealing damage with Ice magic freezes the target in place for 0.5 seconds. |
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 targets within 2m. |
50% Shield 100% Blast |
24s |
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 1.5 seconds over 24 seconds while also restoring spells from Resting. Regardless of Spell Casting Speed, 17 ticks of restoration will always be acquired. |
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 8 meters range on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt)
Spell Types:
Tier 1
Zap |
If hit, deals 20 Fire Magical Damage and burns the target for 1 second, dealing 1 Fire Magical Damage. |
Initial Damage: 100% DoT: 50% |
1,25s |
5 Casts |
Light Orb |
Blows up spheres of floating light to brightly illuminate 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 |
1s |
6 Casts |
Tier 2
Slow |
Decreases the target's Move Speed Bonus by -40% for 2.5 seconds. |
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1.25s |
5 Casts |
Ice Bolt |
Throws an Ice bolt that deals 30 Ice Magical Damage and inflicts Frostbite for 1 second. Projectile speed: 14m/s
Frostbite inflicts -20% decreased Move Speed Bonus and -20% 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 another source of damage that deals 5 Fire Magical Damage and burn the target for 1 second, dealing 1 Fire Magical Damage. |
Initial Damage: 50% DoT: 50% |
0.75s |
10 Casts |
Magic Lock |
Lockable objects such as doors or chests will be locked for 8 seconds. |
N/A |
?? |
9 Casts |
Tier 3
Magic Missile |
Channel and fires up to 10 homing missiles at 7 meters/second that each deal 10 Arcane Magical Damage. Stops firing when you move. Projectile speed: 7m/s
The casting interval between each missile fire is determined by your Spell Casting Speed. Default channeling duration is 3 seconds. Both of these scale with Spell Casting Speed, meaning that there will always be 9 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% per missile |
1.25s |
5 Casts |
Haste |
Target gains +10% Action Speed and Spell Casting Speed as well as 5% Movement Speed for 8 seconds. Casts to self if no target is found. |
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0.75s |
4 Casts |
Tier 4
Lightning Strike |
After 0.4 seconds, a bolt of lightning falls in the targeted area, dealing 30 Lightning Magical Damage. Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. Blast radius of 0.8 meters. |
100% |
2s |
5 Casts |
Invisibility |
Target becomes invisible for 4 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. |
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0.75s |
4 Casts |
Fireball |
Shoots a fireball that causes 25 direct Fire Magical Damage to a target and 10 splash Fire Magical Damage. Direct hits also apply the splash damage. Nearby targets are knocked back. Projectile speed: 12m/s
Also applies a burn to damaged targets, dealing 3 Fire Magical Damage over 3 seconds |
Direct & Splash = 100% DoT = 50% |
2s |
4 Casts |
Tier 5
Explosion |
When casted, a sticky bomb sticks to the target which detonates after 3 seconds exploding for 25 Fire Magical Damage and applying burn in a 1m radius. When applying to a target it is in the form of a status debuff which can be affected by the targets debuff duration. Can also stick to walls. 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 2 Fire Magical Damage over 3 seconds. Instead of Fire Mastery increasing the duration by 2s, it increases the duration by 1s, and increases the base damage by 1. |
Initial Damage = 100% DoT = 50% |
1.75s |
4 Casts |
Tier 6
Chain Lightning |
Electrocutes the target, inflicts 35 Lightning magic Damage, and fires lightning that is transferred to a living being within 8 meters and shocks up to 3 times. Chains deal 5 less damage per chain after the first (35/30/25/20). It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.
Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. |
100% |
2.5s |
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.
- 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.
- 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".
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