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Dark And Darker: Complete Wizard Guide

Want to become the best wizard? Read this guide!

Doben Villaruz



Although being a Wizard has its own flaws doesn’t mean you can swish and swosh magic you’re untouchable—there will always be a weakness for every character—playing as a Wizard is such a game-changer because you can actually help your teams and harass enemies to make an opportunity for your melee friends. But today we’re not going to talk about that—we’re going to talk about how to become a good Wizard player in the Dark and Darker.

The Ups and Downs of being a Spell Caster

In contrast, the Fighter only needs to watch out for blocking if they have a shield and swinging if there is an opening. In order to determine the greatest overall “build” that Wizards who appear to perform well are utilizing, let’s go over every element of the Wizard in all of the Dark and Darker. 

Along with the Rogue, the Wizard is the other extremely vulnerable class in Dark and Darker. Both classes give up some of their base HP in exchange for more adaptability and the ability to deal out heavy damage bursts when necessary.

  • Possesses some of the highest overall DPS in the game if their spells are successful and is unmatched at dealing massive amounts of damage instantly when called upon.
  • Very flexible in a team; can enhance allies, slow enemies, become invisible, or snipe adversaries from a distance.
  • Has the ability to replenish spell casts with a certain skill, whereas clerics must rely on campfires to accomplish the same.
  • Can from a safe distance, cleanse rooms of NPC opponents like the Ranger can.
  • Wizards can nearly always outpace or outperform their opponents if necessary with the correct Spell combination.
  • Unlike some other classes, doesn’t significantly rely on looted stuff or rare weaponry.
  • Have relatively few choices to fall back on if the enemy is successful in closing the gap.
  • Wizards have incredibly low health, and a Barbarian or a Fighter can quickly kill them in just two hits.
  • Has no inherent healing Perk or Skill.
  • If they attack teammates or cast spells at the wrong time, it might be detrimental to the squad.
  • Unless a player finds to obtain the ideal item or an Epic/Legendary variant, it is quite difficult to scale with gear.
  • Plays at a high level requires continual focus, skill, and precision.
  • Wizards who think they are safe during meditation frequently expose themselves to risk.
  • Not a class that is particularly “designed” for dungeon crawling.

Wizard Skill Loadouts Don’t Vary All That Much

The Wizard’s Skills are significantly less creative or enjoyable to use than those of most other classes. Only one of the two active Skills—Intense Focus—feels “exciting” to use, and only half of them offer passive effects.

It’s not particularly pleasurable to push a button, sit down, and meditate in order to get several Spell casts back, even though meditation is by far the superior alternative.

With that said, the three main combinations employed by Wizard players are described below in order of decreasing frequency of use:

  • Spell Memory 2 and Meditation
  • Spell Memory 2 and Intense Focus
  • Spell Memory and Spell Memory 2

The Perks for Wizards That Offer the Best Bonus

One of the few classes that has a wide variety of Perks to choose from is the Wizard. Players can choose 2 alternatives from a total of 9, with the following 9 being the most popular ones:

  • Quick Chant – Given that a Wizard primarily deals damage by casting spells, a 20 percent increase in spell casting speed is incredibly potent.
  • Sage – A 10 percent boost to knowledge overall makes it passively faster to cast spells and may also determine whether a wizard is allowed to equip one more spell or not. Knowledge is the stat that directly corresponds to spell casting speed and spell slots.
  • Arcane Mastery: Once more, a cast speed reduction perk that slows down the spell by 1 second overall. Additionally, this Perk increases magic damage dealt by all arcane spells by a total of 5%.
  • Reactive Shield – In essence, it’s a Blue Potion disguised as a Perk that starts working as soon as the Wizard is hit. Although very tough to actively detect, it will undoubtedly aid over the course of many matches.

Wizards also Wears Armor

Like the Rogue, a wizard has little to no knowledge of armor; all they are familiar with are tomes and spells; they have no idea what Chain Mail and Plate Mail are. But that doesn’t guarantee that a Wizard won’t switch to superior gear in the middle of a game.

Wizards typically wear one of the following items at all times:

  • Mystic Vestments
  • Oracle Robes
  • Frocks

However, Wizards should typically look at the stat bonuses on armor for anything connected to Knowledge rather than Defense, even if they can wear any gear that isn’t expressly dedicated to a particular class.

Do Wizards really need Weapons?

It’s not exactly a good combination when it comes to wizards and weapons. It doesn’t make sense for wizards to be good swordsmen since they are spell-casters first and foremost.

A Wizard does, however, have a few alternatives when it comes to melee combat and a few options for the catalyst they use to cast spells. These choices are the best for both:

  • Spellbook – Depending on rarity, each of the three spellcasting tools—the Staff, Spellbook, and Crystal Ball—can have a different set of added advantages. However, the Spellbook is the catalyst option that gamers seemed to like on a fundamental level. This spell-casting catalyst actually makes a significant difference in a Wizard’s movement speed because it enhances it the most overall.
  • Crystal Ball – The three Spell catalysts’ differences are rather clear-cut. The Crystal Ball is the middle ground between the two in terms of movement speed, but players might also equip a Dagger or anything in their other hand at the same time. The Staff is the default option and has its own melee attacks. The Spellbook is faster overall but offers no combat alternatives.
  • Crossbow – Wizards are certainly allowed to use crossbows, but they should only do it once or twice throughout a game, and then only after they have used all of their spell casts. However, it is a surprisingly successful tactic to deceive an adversary into believing a Wizard is out of spells only to whip out a crossbow and fire a bolt at them.
  • Rondel Dagger – When it comes to melee combat, a Wizard typically loses by a 90 percent margin. But those chances are at least slightly increased if you have a Rondel Dagger as a backup or have it outfitted with the Crystal Ball.

The Wizard’s Wide-ranging Spell Collection

What spells are most effective against a wizard, and why? And if not that, which ones are the most “meta”? Do these wizards fit into the category of specialists, such as those who utilize White, Green, Red, or even Blue magic, or are they a little more stereotypical?

These appear to be the findings after conducting some study, ranging from least to most frequently used:

  • Slow – Slows an opponent for a period of time; Haste is typically used in its place, however some players would rather slow down their opponents than speed up themselves.
  • Haste – increases the Wizard’s speed for a brief period of time in a rather visible way. Wizards use this as their primary weapon to keep their opponents at a distance, and by doing so, they are able to outrun almost everyone else in the game (outside of projectile weapons or other Spells).
  • Invisibility – One of the best spells for wizards to utilize, although only experienced players seem to be making the most of it. Essentially enables the Wizard to use the same tactics associated with the Hide ability as a Rogue.
  • Fireball – Everyone starts using the same spell, which frequently appears in all games and is almost always quite effective. However, players of Dark and Darker will quickly discover that there are superior options for dealing overall damage and that it is simple to hit allies with some weapons.
  • Chain Lightning – Most likely the most effective option in terms of damage, while the friendly-fire feature is a little deceptive (it doesn’t actually chain to allies as it claims to). Can obliterate an unwary enemy when correctly aimed.
  • Magic Missile – The most famous “Wizard Spell,” Magic Missile, is also very strong in Dark and Darker. It works well against NPC foes, is effective in PvP battles for area denial.

Tips on becoming a Good Wizard User

This class is undoubtedly one of the hardest for a new player to play out of all the classes the game currently offers.

Players should pay close attention to any stats that increase magic damage, Knowledge, magical power, spell capacity bonus, Will, and buff duration. Additionally, there are a few additional, more general advices to bear in mind:

  • Positioning Is Everything – It’s all about positioning for a Wizard. placement to avoid hitting comrades, hinder an enemy’s assault from connecting with a target, or place oneself such that a Spell can connect.
  • Keybinds & Spell Placement Memorization Matters – The actual controls are one of the first obstacles to playing a Wizard. Players will have to memorize things like where to put their spells on the spell-casting wheel, which inputs affect which actions, when to drink potions, what secondary weapon to utilize, and other information.
  • Figure Out What Spells Work Best In Which Scenario – Despite the fact that some spells are undoubtedly “meta,” every spell has circumstances in which it performs better or worse. There isn’t much of a need to utilize Fireball, for instance, on single targets.
  • Communicate With Allies When Casting  – Wizards must communicate before casting a Spell when they are on a team and, more specifically, when everyone is on the same voice call. In order to prevent serious mishaps, doing so alerts teammates to move aside. Keep in mind that while clerics have spells as well, they generally don’t damage their allies and can even genuinely bring them back from the dead.
  • Blue Potions Are Your Friends – Blue Potions, like Rogues, greatly aid Wizards in battle. The time it takes for that one strike to land, though, is typically sufficient to change the course of the battle. Usually, it only means they’ll die in three hits instead of two.

ALSO READ: Dark and Darker: How to Play the Fighter Class Guide

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