The Wizard is the other hyper-squishy class in Dark and Darker alongside the Rogue. Both classes trade their base HP for more versatility and the ability to inflict large bursts of damage when needed. Very hard to scale with gear unless a player happens to Dark And Darker Gold find the perfect item or an Epic/Legendary variant.

The Wizard is even more versatile than the Rogue is, simply because it has access to all kinds of Spells with different effects. Let’s go over a few reasons, in particular, players may want to at least try this class: Can be a detriment to the team if they hit teammates or use their Spells at a bad time.

Has some of the highest overall DPS in the game if their Spells land and are the absolute best at dealing large amounts of immediate damage when needed. Very versatile in a team, can buff teammates, slow enemies, turn themselves invisible, or snipe opponents from afar.

Is able to regenerate their Spell Casts with a certain Skill whereas Clerics need to rely on campfires to do so. Can clear rooms of NPC enemies from a safe distance like the Ranger can. With the right Spell combination Wizards can almost always outrun or outplay their opponents if needed.

Doesn’t heavily rely on found items or rare weapons like some other classes do. Has very limited options to rely on if the enemy manages to close the distance. Wizard is incredibly squishy in terms of health, and can easily die in just two hits from a Barbarian or Fighter.

Requires constant focus, skill, and precision to play at a high level. Meditation means that Wizards leave themselves vulnerable quite often if they think they’re Dark And Darker Gold Coins safe. Not a class really ‘built’ for Dungeon Crawling in general. Dark and Darker – Wizard Spell Memory Spell Selection Screen

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