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WIP Page

This page is work-in-progress. The information may be lacking, may not be up-to-date, however is not deleted as it provides some useful information or is capable of expansion.

Please note that Druid and this page are WIP, regardless of the up-to-date status seen at the top of the page.

Druid.png
Druid
'The class that is not in the game yet'
Strength
12
Vigor
13
Agility
12
Dexterity
12
Will
18
Knowledge
20
Resourcefulness
18

Health
95.5

Description

Druid


Class Info


Weapon of choice: Caster.

  • Pros
    • Rawr
  • Cons
    • Squeak

You can equip an additional perk every 5 levels. A Maximum of 4 perks can be equipped.

Name Description
Perk EnhancedWildness.png
Enhanced Wildness
While in animal form, gain 5 additional move speed and 10 armor rating.
Perk ForceOfNature.png
Force of Nature
When you heal a target, the recipient gains 3 physical power for 3 seconds.
Perk HerbalSensing.png
Herbal Sensing
Detect nearby herbs.
Perk NaturalHealing.png
Natural Healing
Recover yourself and nearby allies 1 health every 3 seconds.
4.5 meter radius.
Perk SpiritMagicMastery.png
Spirit Magic Mastery
When you cast spirit magic, you gain 10 magical power.
Perk SunAndMoon.png
Sun and Moon
Nearby allies gain 3 vigor and 5 magical power
Perk ThornCoat.png
Thorn Coat
When melee attacked, return 5 true physical damage.


You can equip a total of 2 skills.

Name Description Scaling Cooldown
Skill Shapeshift Memory.png
Shapeshift Memory
Transforms into selected creature, cannot use tools in non-human state. -------- ?s
Skill Shapeshift Memory.png
Shapeshift Memory 2
Transforms into selected creature, cannot use tools in non-human state. -------- ?s
Skill Spell Memory.png
Spell Memory
Allows you to memorize spells to use in the dungeon. -------- ?s

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:

Light
Fire
Lightning
Arcane
Water

Tier 1

Name Description Scaling Casting Time Limit
File:Spell Nature'sTouch.png
Nature's Touch
Target gains 15 additional recoverable heath and healed 15 health over 12 seconds. -- -- 5 Casts

Tier 2

Name Description Scaling Casting Time Limit
Spell Slow.png
Slow
Decreases the target's Move Speed Bonus by -40% for 2.5 seconds. 1.25s 5 Casts
Spell Ice Bolt.png
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
Spell Ignite.png
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.png
Magic Lock
Lockable objects such as doors or chests will be locked for 20 seconds.
N/A  ?? 9 Casts

Tier 3

Name Description Scaling Casting Time Limit
Spell Magic Missile.png
Magic Missile
Channel and fires up to 10 homing missile that each deal 9 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 pierce shields.
100% per missile 1.25s 5 Casts
Spell Haste.png
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. 0.75s 4 Casts

Tier 4

Name Description Scaling Casting Time Limit
Spell Lightning Strike.png
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
Spell Invisibility.png
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. 0.75s 4 Casts
Spell Fireball.png
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

Name Description Scaling Casting Time Limit
Explosion spell icon.png
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

Name Description Scaling Casting Time Limit
Spell Chain Lightning.png
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

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 12
Vigor 13
Agility 12
Dexterity 12
Will 18
Knowledge 20
Resourcefulness 18
Health 95.5
Memory Capacity 14
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -6%
Spell Recovery Bonus 73%
Move Speed 297 ( 99% )
Action Speed -4%
Manual Dexterity -3%
Spell Casting Speed 15%
Equip Speed -21%
Regular Interaction Speed 4.2%
Magical Interaction Speed 21%
Persuasiveness 18
Buff Duration 3%
Debuff Duration -2.9%
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 8%
        From Resist Rating 42 ( 8% )
        From Bonuses 0%
Physical Power Bonus -6%
        From Physical Power 12 ( -6% )
        From Bonuses 0%
Magic Power Bonus 7.5%
        From Magic Power 18 ( 7.5% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


-rawr

- Not in game yet