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Information is up to date! Hover for more details.Class Data last updated on: Patch:6.6#Hotfix 69-2.
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Wizard.png
Wizard
'The Almighty Sorcerer'
Strength
6
Vigor
7
Agility
15
Dexterity
17
Will
20
Knowledge
25
Resourcefulness
15

Health
80.25
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 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 2% Spell Casting Speed and 2% 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.
-
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 -10% 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

No tag found for "MemoryCapacityBonus", please correct it

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. -


You can equip a total of 2 skills.


Name Description Scaling Cooldown
Skill Arcane Shield.png
Arcane Shield
Gain a 15 Base Shield (50% Scaling) for 12s. When the maximum amount is absorbed, the shield unleashes an Arcane Explosion, dealing 5 Arcane Arcane Magical Base Damage (100% Scaling) to enemy targets in a 2m radius around you. Shield:
50% Scaling
Arcane Explosion:
100% Scaling
25s
Skill Intense Focus.png
Intense Focus
Reduce the cast time of your next spell to 0.1s. - 18s
Skill Meditation.png
Meditation
Enter a meditative state and recover spells at a rate of 34 spell cost per 0.75s over 24s. While meditating you are also Resting and can benefit from Campfires - 45s
Skill Spell Memory.png
Spell Memory
Gain the ability to memorize spells to use in the dungeon. - -
Skill Spell Memory.png
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 8m range.


Spell Types:

Arcane Arcane
Fire Fire
Ice Ice
Light Light
Lightning Lightning

Tier 1

Name Description Scaling Cast Time Spell Count
Spell Zap.png
Zap
Deals 20 Light Light Magical Base Damage and burns the target for 1s, dealing 1 Fire Fire Magical Base Damage. Damage:
75% Scaling
Burn:
50% Scaling
1.25s 5
Spell Light Orb.png
Light Orb
Cast spheres of floating light that travels up to Infinite meters 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

Name Description Scaling Cast Time Spell Count
Magic Lock.png
Magic Lock
Lockable objects such as doors or boxes will be locked for 10s. - 1s 5
Spell Slow.png
Slow
- 1.25s 3
Spell Ignite.png
Ignite
Set the target's weapon on fire for 15s. While active, deal 5 Fire Fire Magical Base Damage and burn enemies for 1 Fire Fire Magical Base Damage over 1s on successful attacks.
Both the hit and the burn are an exception and are affected by Hit Location Bonus.
Damage:
50% Scaling
Burn:
50% Scaling
0.75s 10
Spell Ice Bolt.png
Ice Bolt
Deal 30 Projectile Ice Ice Magical Base Damage with 4 Impact Power and inflicts -20% Move Speed Bonus and -20% Action Speed for 1s.

Projectile speed: 14m/s
100% Scaling 1.25s 5

Tier 3

Name Description Scaling Cast Time Spell Count
Spell Magic Missile.png
Magic Missile
Channel for up to 3s while remaining still and fire a homing missile every 0.3s that each deal 11 Projectile Arcane 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
75% Scaling 1.25s 10
Spell Haste.png
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

Name Description Scaling Cast Time Spell Count
Spell Lightning Strike.png
Lightning Strike
When cast, a bolt of lightning falls in the targeted area after 0.5s, electrocuting enemies, dealing 30 Lightning Lightning Magical Base Damage in a 0.8m blast radius and inflicting -20% Move Speed Bonus for 1s. 100% Scaling 2s 5
Spell Invisibility.png
Invisibility
Grants the target invisibility for 4s. While active, the target also gains 5% Move Speed Bonus.
Self cast if no target is found.
- 0.75s 4
Spell Fireball.png
Fireball
Shoot a burning fireball dealing 25 Projectile Fire Fire Magical Base Damage with 6 Impact Power) to a direct hit target and 10 Fire Fire Magical Base Damage as area of effect with 4 Impact Power while knocking back nearby targets. Additionally either one can burn the targets, dealing 3 Fire Fire Magical Base Damage over 3s.

Projectile speed: 12m/s
Direct:
100% Scaling
AoE:
100% Scaling
Burn:
50% Scaling
2s 4

Tier 5

Name Description Scaling Cast Time Spell Count
Explosion spell icon.png
Explosion
When cast, an explosion occurs in the targeted area after 3s dealing 25 Fire Fire Magical Base Damage with 6 Impact Power to enemies within a

No tag found for "Radius", please correct it

area and burns, dealing 3 Fire Fire Magical Base Damage over 2s.
When cast on a character it sticks to them before exploding.
If the Wizard dies, the explosion is removed from the target immediately and deals no damage.
Damage:
75% Scaling
Burn:
50% Scaling
1.75s 4

Tier 6

Name Description Scaling Cast Time Spell Count
Spell Chain Lightning.png
Chain Lightning
Electrocutes the target, dealing 30 Lightning Lightning Magical Base Damage, and fires another chain lightning that is transferred to a random target within 8m area up to 3 times. Additionally, 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 Lightning Magical Base Damage.
75% Scaling 2.5s 2


Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

These Stats do not include starting armor.

Stat Name Base Stats
Strength 6
Vigor 7
Agility 15
Dexterity 17
Will 20
Knowledge 25
Resourcefulness 15
Health 80.25
Memory Capacity 19
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -24%
Spell Recovery Bonus 80.5%
Move Speed 300 ( 100% )
Action Speed 1.5%
Manual Dexterity 6%
Spell Casting Speed 27.5%
Equip Speed 10%
Regular Interaction Speed 0%
Magical Interaction Speed 35%
Persuasiveness 15
Buff Duration 5%
Debuff Duration -4.8%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 10%
        From Resist Rating 50 ( 10% )
        From Bonuses 0%
Physical Power Bonus -25%
        From Physical Power 6 ( -25% )
        From Bonuses 0%
Magic Power Bonus 12.5%
        From Magic Power 20 ( 12.5% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        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.

- 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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