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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 Magic Power Bonus by +5% when using Fire spells, 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 |
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% |
Staff Mastery |
When using a staff-type weapon, you gain 3 Magic Weapon Damage. (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 Protection#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 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 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 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 Magical Damage and burn the target for 1 second, dealing 1 Magical Damage. |
Initial Damage: 50% DoT: 50% |
0.75s |
10 Casts |
Magic Lock |
Lockable objects such as doors or chests will be locked for 20 seconds. |
N/A |
?? |
9 Casts |
Tier 3
Magic Missile |
Channel and fires up to 10 homing missile that each deal 9 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 pierce shields. |
100% 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 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 Magical Damage to a target and 10 splash 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, deals 3 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 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 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 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.
Guides
Are you just doing +2 base dmg more on your Burns? Aside from that and having the debuff on the target longer(for the -50% healing and Melt pdr debuffs) is there any other benefit/positve from using it?
Does Melt fall under the Armor Penetration category or is it "other", like Pulverizing Prayer? I was told the "other" does apply to mobs(pve) but the stat armor penetration itself does not
Of spells in general? Also, does Will influence that, or other stats? Thanks!
-And if yes, do you need to reapply it on each projectile used?
If the shild absorbs the intital damage from things like barb achiles or rouge rupture WITHOUT breaking, will you still gain the effect?
What about the knockback form forceful shot or fireball?
So I'm just going to go straight into an example with zap and how I think it works, someone please tell me if it's right or wrong :
So Zap has a base damage (Base) of 20 on the hit and Base = 1 on burn; the scaling for the hit = 1.0, burn = 0.5.
So say I have a blue book (5 MD), +4 AddMD in jewelry, and 0.3 MPBonus.
So the hit damage would be: (Base + 5MD*SCL)*(1+MPB(SCL)) + AddMD*SCL ? =>
=> (20+5*(1.0))*(1 + 0.3*(1.0)) + 4*(1.0) = 36.5 damage before enemy MR; burn = (1+2.5)*(1+0.15) + 2 = 6.025 in 1 sec.
But is +trueMD still subject to scaling and the "modified/scaled" damage just then ignores the MR of enemy?
like if I had the previous formulas and damage numbers with +4 trueMD and not addMD. Assume enemy MR is 0.2.
Would I just have (on direct hit of opponent) 32.5*(1-0.2) + 4 ; and (4.025*(1-0.2) + 2) or (4.025*(1-0.2) + 4) for burn?
I just wanna know if mainly my calculations are correct and if trueMD is subject to scaling or if it always deals flat +x damage.
Can explosion stick to warlock when they phantomize? I'm curious if it's coded as a projectile or not
Will chain lightning transfer off of a friendly druid treant to enemies?
Wish it was better. Is a cool weapon and i like the concept of battlemage, but weak af early
Ignite is kind for "Buff" Weapon Damage or "N Magical Damage" ?
why does light orb list 6 possible casts? chain lightning no longer can be transferred to corpses. clarity potions can no longer be used.
What does spell counts refer to with the spell overload perk
Am I correct in assuming that Ice Mastery does NOT proc off Ice Shield (since the latter does not do any damage)?
What is the range of the slow spell and whare can I find the range of the other spells
If I have plus 10 magic damage will ignite add 15 magic damage to my weapon instead of 5 and will it add the damage to each magic missile so if I have the plus 5 from ignite and each missile dose 12 now it dose 17 and if I have plus 10 magic damage it dose the 15 (5+10) from ignite and 22(12+10) from each missile? (Sorry for such a long question)
Would reactive shield absorb poison damage, Achilles strike damage, curse of pain, or any other dots after hit? Or would it just be other incoming damage after the hit
Do they just mean all wizard spells??
like if i had a staff w/ +8 damage on it, used ignite then switched to a 0 damage dagger, does it do the dagger's spell damage or the staff?