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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.
You can equip a total of 2 skills.
Arcane Shield |
Gain a shield around you that absorbs 20 Shield damage from all damage sources for 12s. When the maximum amount of absorb has been reached, the sheild unleashes an Arcane Explosion, dealing 5 Arcane Magical Base Damage to enemy targets in a 2m radius around you. |
Shield: 50% Scaling Arcane Explosion: 100% Scaling |
25s |
Intense Focus |
Reduce the cast time of your next spell to 0.1s. |
- |
18s |
Meditation |
Enter a meditative state and recover spells at a rate of 34 spell cost over 24s. |
- |
45s |
Spell Memory |
Gain the ability to memorize spells to use in the dungeon. |
- |
- |
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 15m range.
Spell Types:
ArcaneArcane
FireFire
IceIce
LightLight
LightningLightning
Tier 1
Zap |
If hit, deals 20 Light Magical Base Damage and burns the target for 1s, dealing 1 Fire Magical Base Damage. |
Initial Damage: 100% Scaling DoT: 50% Scaling |
1.25s |
5 Casts |
Light Orb |
Blows up a sphere of floating light that travels up to 50m while brightly illuminating 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 |
5 Casts |
Tier 2
Slow |
Cause the target to suffer -40% Move Speed Bonus for 2.5s. |
|
1.25s |
5 Casts |
Ice Bolt |
Throws an Ice bolt that deals 30 Ice Magical Base Damage with 4 Impact Power and inflicts Frostbite for 1s. Projectile speed: 14m/s
Frostbite causes the target to suffer -20% Move Speed Bonus and -20% Action Speed. |
100% Scaling |
1.25s |
5 Casts |
Ignite |
Set the target's weapon on fire for 15s. When hitting a target with an Ignited weapon, attacks deal another instance of damage that deals 5 Fire Magical Base Damage and burns the target, dealing 1 Fire Magical Base Damage over 1s. Both the hit and the burn are an exception and are affected by Hit Location Bonus. |
Initial Damage: 50% Scaling DoT: 50% Scaling |
0.75s |
10 Casts |
Magic Lock |
After targeting a lockable object such as doors or chests within 15m will be locked for 8s. |
N/A |
1s |
9 Casts |
Tier 3
Magic Missile |
Channel for 3s and fire a missile every 0.3s at 7 meters/second that each deal 10 Arcane Magical Base Damage and 2 Impact Power. Stops firing when you move. Projectile speed: 7m/s
Both the channeling speed and channeling duration scale with Spell Casting Speed, meaning that there will always be the same number of 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% Scaling per missile |
1.25s |
5 Casts |
Haste |
Target gains 10% Action Speed, 10% Spell Casting Speed, and 5% Move Speed Bonus for 8s. Casts to self if no target is found. |
|
0.75s |
4 Casts |
Tier 4
Lightning Strike |
A bolt of lightning falls in the targeted area over 0.5s, dealing 30 Lightning Magical Base Damage in a 0.8m blast radius. Targets hit by this shock suffer -20% Move Speed Bonus for 1s. |
100% Scaling |
2s |
5 Casts |
Invisibility |
Target becomes invisible for 4s, 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 that causes 25 Fire Magical Base Damage to the target if hit directly, exploding in a small area dealing 10 Fire Magical Base Damage and 4 Impact Power to all targets, knocking them back, and including those hit directly. Projectile speed: 12m/s
Also applies a burn to damaged targets, dealing 3 Fire Magical Base Damage over 3s |
Direct = 100% Scaling AoE = 100% Scaling DoT = 50% Scaling |
2s |
4 Casts |
Tier 5
Explosion |
When casted, a sticky bomb sticks to the target or object which detonates after 3s exploding for 25 Fire Magical Base Damage and 6 Impact Power while also applying burn in a 1m radius. 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 3 Fire Magical Base Damage over 2s. Fire Mastery increases the duration of the burn by 2s and the base damage by 1 as opposed to the normal amount. |
Initial Blast = 100% Scaling DoT = 50% Scaling |
1.75s |
4 Casts |
Tier 6
Chain Lightning |
Electrocutes the target, dealing 35 Lightning Magical Base Damage, and fires lightning that is transferred to a living being within 8m and shocks up to 3 times. Chains deal 5 less damage per chain after the first bounce, down to 20 Lightning Magical Base Damage. It does not transfer to the target it was transferred to once, and it can transfer to allies or self if nearby.
Targets hit by this shock will also suffer -20% Move Speed Bonus for 1s. |
100% Scaling |
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.
- 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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