Dark and Darker Wizard Skills, Spells, Best Perks Guide

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.

Wizard Skills

You can equip a total of 2 skills.

Name Description Cooldown
Intense Focus Reduce the casting time of the next spell you cast to 0.1 seconds. 18s
Meditation Enter a meditative state and revive spells at a rate of 40 spell costs over 30 seconds.

(Revive 80 spell costs at Knowledge 20, reviving amount increases when Knowledge increases, and meditative state duration is affected by Spell Casting Speed.)

45s
Spell Memory Allows you to memorize spells to use in the dungeon. /
Spell Memory 2 Allows you to memorize spells to use in the dungeon. /
Arcane Shield Places a shield around you that absorbs 35 damage from all types for 15 seconds. Upon absorbing all the damage this shield can absorb, it unleashes an Arcane Explosion dealing 5 damage to hostile targets in an area around it. 24s

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Dark and Darker Wizard Best Perks

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
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.
Arcane Mastery Increases the magic damage of arcane spells by 5% and reduces the casting time of arcane spells by 1 second.
Fire Mastery Increases the magic damage of the fire spells damage by 5% and increases the duration of burn status by 2 seconds.
Ice Shield Increases Armor Rating by 20 and inflicts Frostbite on melee attack targets for 0.5 seconds. Frostbite slows down the enemy’s movement and action speed by 15%.
Mana Surge Increases your magic damage bonus by 10%.
Melt If you deal magical fire damage to a target, the target’s physical reduction bonus is reduced by -10% for 5 seconds.
Quick Chant Increases your 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 10 total damage. The shield will only reactivate after a cooldown period(12s).
Sage Increases knowledge by 10%.

Spells

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.

Name Tier Description Casting Time Limit
Zap 1 If hit, deals 20 magic damage and burns the target for 1 second deals 1 magic damage. 1.5s 5 Casts
Light Orb 1 Blows up spheres of floating light to brightly illuminate the surroundings.

Reveals Rogues hidden with “Hide” skill

1.5s 6 Casts
Slow 2 Slows the target’s movement speed by -40% for 2.5 seconds. 1.5s 5 Casts
Ice Bolt 2 On hit, it deals 20 magic damage and reduces the target’s movement speed by -15% for 1 seconds. 1.5s 5 Casts
Ignite 2 Set the target’s weapon on fire, dealing 5 additional magic damage and burning enemies 1 second to deal 1 magic damage when they hit. 1s 5 Casts
Magic Missile 3 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 Spell Casting Speed

1.5s 5 Casts
Haste 3 Target gains a 12% Action and Move Speed bonus for 10 seconds. Casts to self if no target is found. 1s 4 Casts
Lightning Strike 4 After 4 seconds, a bolt of lightning falls in the targeted area, dealing 35 magic damage. 2s 5 Casts
Invisibility 4 Target becomes invisible for 5 seconds. Casts to self if no target is found. 1s 4 Casts
Fireball 4 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, deals 3 magic damage over 3 seconds

2s 5 Casts
Chain Lightning 6 Electrocutes the target, inflicts 35 magic damage, and fires lightning that is transferred to a being within 8 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.

Lightning transfer effect also applies to corpses

2.5s 3 Casts

Pros & Cons

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.
    • Temporarily high movement speed from Invisibility and Haste.
    • Able to replenish spell casts through the Meditation skill.
    • Can become invisible to re-position and setup ambushes.
  • Cons
    • Very low physical damage.
    • Lowest health in the game.
    • Vulnerable during a long time when meditating.
    • Limited by the amount of available spell casts, which requires to meditate frequently to replenish them.

Tips

– 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.

Guides & Tips