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Revision as of 23:05, 25 February 2023 by Pololo (talk | contribs) (Base Stats change)

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Strength
Vigor
Agility
Dexterity
Will
Knowledge
Resourcefulness

Health

Description

The Wizard calls forth the immense powers of magic to suit its needs. Whether that means summoning a powerful fireball to cast asunder its foes or to temporarily vanishing into thin air, its incantations are a sight to behold.

Class Info


Weapon of choice: Wizard Staff or Spellbook.


+Cast powerful spells.
+Meditate to self-refresh spells.
+Wield magical weapons.


-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
Perk Arcane Feedback.png
Arcane Feedback
Each time you do damage with an arcane spell your spell casting speed and base magic damage increases by 1% 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.
Perk Arcane Mastery.png
Arcane Mastery
Increases the magic damage of arcane spells by 5% and reduces the casting time of arcane spells by 1 second.
Perk Fire Mastery.png
Fire Mastery
Increases the magic damage of the fire spells damage by 5% and increases the duration of burn status by 2 seconds.
Perk Ice Shield.png
Ice Shield
Increases Armor Rating by 20 and inflicts Frostbite on melee attack targets for 0.5 seconds.
Perk Mana Surge.png
Mana Surge
Increases your magic damage bonus by 5%.
Perk Melt.png
Melt
If you deal magical fire damage to a target, the target's physical reduction bonus is reduced by -10% for 5 seconds.
Perk Quick Chant.png
Quick Chant
Increases your spell casting speed by 10%.
Perk Reactive Shield.png
Reactive Shield
Activates an arcane reactive shield that lasts for 3 seconds when you take damage. The arcane shield can absorb 10 total damage. The shield will only reactivate after a cooldown period.
Perk Sage.png
Sage
Increases knowledge by 10%.


You can equip a total of 2 skills.

Name Description Cooldown
Skill Intense Focus.png
Intense Focus
Reduce the casting time of the next spell you cast to 0.1 seconds. 18s
Skill Meditation.png
Meditation
Enter a meditative state and revive spells at a rate of 40 spell costs over 10 seconds. 45s
Skill Spell Memory.png
Spell Memory
Allows you to memorize spells to use in the dungeon. /
Skill Spell Memory.png
Spell Memory 2
Allows you to memorize 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, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.
Spell Types:

Light
Fire
Lightning
Arcane
Water

Tier 1

Name Description Limit
Spell Zap.png
Zap
If hit, deals 20 damage and burns the target for 1 second.

(Burn is not currently affected by Fire Mastery)
5 Casts
Spell Light Orb.png
Light Orb
Blows up spheres of floating light to brightly illuminate the surroundings.

(Reveals Rogues hidden with "Hide" skill)
6 Casts
Spell Ignite.png
Ignite
Set the target's weapon on fire, dealing 5 additional magic damage and burning enemies when they hit.

(Will increase spell damage as well, but will not cause spells to apply the burn effect.)
6 Casts

Tier 2

Name Description Limit
Spell Slow.png
Slow
Slows the target's movement speed by -40% for 2.5 seconds. 5 Casts
Spell Ice Bolt.png
Ice Bolt
On hit, it deals 20 magic damage and reduces the target's movement speed by -15% for 1 seconds. 5 Casts

Tier 3

Name Description Limit
Spell Magic Missile.png
Magic Missile
Fires up to 10 homing missile that each deal 12 damage. Stops firing when you move.

(The speed that the missiles fire at is determined by your weapon, with Spellbook being the fastest and Staff being the slowest.)
5 Casts
Spell Haste.png
Haste
Target gains a 14% Action and Move Speed bonus for 8 seconds. Casts to self if no target is found. 4 Casts

Tier 4

Name Description Limit
Spell Lightning Strike.png
Lightning Strike
After 4 seconds, a bolt of lightning falls in the targeted area, dealing 35 damage. 5 Casts
Spell Invisibility.png
Invisibility
Target becomes invisible and gains a 10% Move Speed bonus for 3 seconds. Casts to self if no target is found. 4 Casts
Spell Fireball.png
Fireball
Shoots a fireball that causes 30 direct damage to a target and 10 splash damage and a knock back effect to nearby targets. (Also applies a burn to damaged targets.) 5 Casts

Tier 6

Name Description Limit
Spell Chain Lightning.png
Chain Lightning
Electrocutes the target, inflicts 35 damage, and fires lightning that is transferred to a being within 4 meters and shocks up to 3 times. It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby. 3 Casts


Weapons

Category Weapons
2-Handed Crossbow, Crystal Sword, Spellbook, Wizard Staff
1-Handed Crystal Ball, Rondel Dagger
Utility Throwing Knife


Armors

Slot Armors
Head Leather Cap, Wizard Hat
Chest Frock, Mystic Vestments, Oracle Robe, Padded Tunic, Regal Gambeson
Legs Cloth Pants, Heavy Leather Leggings, Leather Leggings, Loose Trousers, Padded Leggings
Hands Leather Gloves, Rawhide Gloves, Reinforced Gloves, Riveted Gloves
Feet Adventurer Boots, Heavy Boots, Laced Turn Shoe, Lightfoot Boots, Old Shoes, Rugged Boots, Wizard Shoes

These stats do not include the starting armor

Stat Name Base Stats
Strength 5
Agility 20
Will 33
Knowledge 12
Resourcefulness 5
Health 75
Weight Limit 0
Spell Memory * / 20
Utility Effectiveness 0
Move Speed 315 (105%)
Action Speed 5%
Spell Casting Speed 0%
Equip Speed 25%
Regular Interaction Speed -20%
Magical Interaction Speed -15%
Buff Duration 10%
Debuff Duration -9.1%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -10%
From Armor Rating 0 (-10%)
From Bonuses 0%
Magic Resist 18.4%
From Resist Rating 95 (18.4%)
From Bonuses 0%
Physical Power Bonus -30%
From Physical Power 5 (-30%)
From Bonuses 0%
Magic Power Bonus 30%
From Magic Power 25 (30%)
From Bonuses 0%
Primary Weapon 0
Attack 1 (0) + 0(Blunt)
Attack 2 (0) + 0(Blunt)
Secondary Weapon 0
Impact Power 0
Primary Weapon Impact Power 1
Secondary Weapon Impact Power 0


- Try to meditate after every 2 uses of Arcane missiles, Invisibility, and Fireball, because all your spells regenerate at the same time.

- When enemies are interacting with doors, shoot a fire spell at them.

- Use door windows to shoot at unsuspecting enemies on the other side of the door.

- Use invisibility to get out of sticky situations and re-position. You can use the Haste ability beforehand to further boost your movement speed.

- While meditating, your camera is locked and you character looks down at the ground, to increase your visibility, meditate on an elevated position to increase your field of view and spot incoming enemies.

- Alternatively, you can also rest at campfire to replenish spell casts.

13/02/2023 Alpha Playtest #4 Hotfix #5

  • Haste duration changed from 11 to 8 seconds.

2023/02/09 Alpha #4 Playtest Hotfix - #3

  • Wizard Light’s Spell Count 8 -> 6
  • Wizard Ignite’s Spell Count 6 -> 5
  • Wizard Zap’s Spell Count 6 -> 5
  • Wizard Ice Bolt’s Spell Count 6 -> 5
  • Wizard Haste’s Spell Count 5 -> 4
  • Wizard Invisibility’s Spell Count 5 -> 4
  • Wizard Chain Lightning’s Spell Count 4 -> 3
  • Wizard Fireball Splash Damage 20 -> 10


2022/12/22 Alpha Playtest #3 Hotfix #5

  • Fixed an issue where the Savage Roar's fear effect would not disappear.


2022/12/20 Alpha Playtest #3 Hotfix #4

  • Fixed an issue where Ignite could malfunction.


2022/12/16 Alpha Playtest #3 Hotfix #1

  • Wizard's Fireball cast time changed from 1.5 seconds to 1.25 seconds.
  • Wizard's Lightning Strike cast time changed from 1.5 seconds to 1.25 seconds.
  • Wizard's Chain Lightning cast time changed from 2 seconds to 1.5 seconds.
  • Wizard's Magic Missile damage per projectile changed from 10 to 12.


2022/12/16 Alpha Playtest #3 Changelog

New Magic System -

  • All spells have a specific memory cost associated with them.
  • Magic users can customize which spells they wish to memorize through the spell capacity system.
  • Your ‘Knowledge’ determines which spells are at your disposal during the game. The order of the spell memorization is important because if your ‘Knowledge’ or ‘Spell Capacity’ stat dynamically changes during the game, the last memorized spells may become available/unavailable.
  • Lots of new spells added to the game including – Ice bolt, Zap, Lightning Strike, Bind, Cleanse, and more.



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