Welcome to our guide on Dark and Darker, a popular video game with a thrilling storyline and challenging quests. This manual is organized into sections for easy navigation. Don’t hesitate to ask questions in the comments or share helpful tips and tricks with fellow players. Let’s dive in and learn all about the characters and quests in this exciting game.
Beginning
Specifications
PowerIncreases your Physical Strength and the damage you inflict with your weapon. Improves your Health a little.
Durability Increases the Health of your character. Increases The Health Recovery Bonus.
DexterityIncreases the Speed of Normal Interaction and Movement Speed. Slightly increases The Speed Of Action.
SkillIncreases the Speed of Action and Sleight of Hand of your character. Increases The Speed Of Equipment Equipment.
WillIncreases the Speed of Magical Interaction and Magic Power, increases the duration of Buffs and Debuffs, and improves basic Magic Resistance.
Knowledge Increases your character’s Memory Capacity and Spell Reading Speed.
ResourcefulnessIncreases the Speed of your character’s Normal Interaction and significantly increases the speed of setting items such as traps and bonfires.
HealthThe amount of Health of your character.
ㅤㅤㅤㅤ ㅤㅤㅤㅤFighter
- – Get your hands on a ranged weapon, this enables you to safely dispatch monsters from range and also increases your versatility for PvP fights.
- – Use your shield not only to block melee attacks, but also projectiles like arrows and spells.
- – Be resourceful with your skills, some of them are single use only. However, they can be replenished with the use of campfires.
- – Your in-combat sustain is very high due to Second Wind, however, it heals over a long period of time, so try to stay alive long enough by temporarily retreating if necessary.
When the Fighter’s health reaches below 40%, they become flooded with adrenaline and gain 15% Action Speed for 12s.
Cooldown appears as a debuff: 60s Cooldown.
Gain 50 Armor Rating and 50 Magical Resistance during a block.
After landing two consecutive attacks within 2s, gain 10% Physical Power Bonus for 2s.(Needs 2 hits to initially proc and applies on the 3rd hit and beyond.)
Successfully blocking an attack grants 10% Move Speed Bonus and an additional 10% Action Speed for 3s.
Gain 10% Item Armor Rating Bonus from worn equipment (+Armor enchants are likely not counted, needs further testing).
Equipping weapons in both hands grants additional 10% Action Speed.
(works with all secondary weapons, excluding lanterns and shields)
Gain 10% Projectile Damage Reduction.
Gain 10% Move Speed Bonus during a block, if an attack is blocked successfully, gain 50% Action Speed for the next blocking or attacking action.
(the timing window is very tight, you need to attack as quickly as possible after a blocked hit to make use of it)
Cannot equip plate armor, but gain 5 Physical Buff Weapon Damage when holding a weapon in each hand.(works with all secondary weapons, excluding lanterns and shields)
Gain -20% Armor Speed Penalty Bonus, reducing the base speed penalty from armor, but not affecting the movement multiplier. Not applicable to additional speed modifiers.
All primary and secondary weapons are available regardless of class requirements. When using non-native weapons, lose -10% Physical Power Bonus.
When using a Sword-type weapon, gain 2 Physical Buff Weapon Damage and 5% Action Speed. Also gain 10 Move Speed Add when taking a defensive stance with your sword.
Grants additional 15% Action Speed for 8s. After the duration ends, lose -8% Action Speed and -4% Move Speed Bonus for 2s.
Removes debuffs that slow move speed, become knockback immune, and ignore all move speed debuff effects for 10s.
Gain 5 Impact Resistance for 6s.
Heal 40% Percent Max Health Healing over 12s. Additionally, it eliminates the side effects of the Adrenaline Rush skill. Single-use, rechargeable with campfires at the rate of a Tier 5 Spell.
Increases the aggro value to all monsters within a 7.5m area by 50% and grants an additional10% Physical Damage Reduction and 10% Magical Damage Reduction for 8s.
Gain 20% Physical Power Bonus for the next physical attack within 10s. If the target dies from this attack you recover 15% Percent Max Health Healing.
Gain 3 stacks of Momentum which decay every 2s. Momentum gives 15 Move Speed Add per stack.
When using a shield, perform a shield bash attack that actively blocks and deals 25 Physical Damage and decreases the victim’s Move Speed Bonus by -20% for 2 seconds after knocking them backwards. 100% scaling
Adventures become quite fun if you choose the right perks and skills, of course, it all depends on the style of play. I would like to suggest trying through the takeaway machine.
ㅤㅤㅤ ㅤㅤㅤㅤBarbarian
This character is a machine for close combat, but is very slow in other ways.
- – Do not open chests or doors the regular way, just break them with the Crush perk. Your interaction speed is too slow. (However, breaking them will not grant EXP.)
- – Your ranged options are limited, try to force enemies into close quarters where you excel. Cornering and ambushing are valuable strategies.
- – Try not to fight faster classes while using Two-Handed weapons, their swing speed is very slow, allowing swift opponents to bait your attack and punish you during the recovery time. Have either a Hatchet or a Horseman’s Axe as a secondary to deal with them. If you don’t have such a secondary, press X to take out your fists.
- – Francisca Axes deal a lot of damage combined with the Axe Specialization Perk. Don’t underestimate the Francisca Axes, they deliver a powerful slow effect, enabling you to close the gap or outright 2-3 shot low health classes like the Wizard.
- – Use your ability to smash through doors to make aggressive plays and surprise enemy players.
- – Utilize Move Speed buffs such as Rage, Wizard’s Haste, or Bard’s Accelerando to mitigate your slow movement speed.
Adds 5 Physical Buff Weapon Damage to your Axe attacks.
The lower your remaining HP, the higher your physical power bonus, up to 33.33% at just above 0hp. The benefit is negatively affected by Health Bonus %, like Robust, War Cry, and Blood Exchange, which all add together.
Physical Power Bonus = (1 – CurrentHealth/MaxHealth * (1 + HealthBonus%))/3. The bonus cannot be negative.
Gain 75 Armor Rating for 7s when a target is killed.
Gain 10% Physical Headshot Hit Location Bonus with Axes at both Melee and Ranged.
Gain 60 Magical Resistance and immunity to knock-back.
Recovers 12% Percent Max Health Healing after killing a player.
Alters all Potions to have 0.5x of their base duration and provide a stronger effect of 1.2x Healing and 1.2x Shielding. Note that base duration implies that the amount of effect received from the total duration is unchanged (before factoring in the 1.2x). For example, Potion of healing’s will heal 1.2x the amount in only 0.5x time. See Potion Chugger Example.
Receiving the effects of a Potion of Healing in 0.5x of the duration is beneficial, but a Protection or Invisibility potion lasting 0.5x of the time is detrimental. Additionally, Luck Potions don’t have a duration that can be reduced. As of recently, Potion of Luck is no longer affected by Potion Chugger.
Gain 10% Physical Power Bonus when not wearing any chest armor.
Ability to destroy unreinforced doors and sturdy containers. Also gain 1 Impact_Power for your two-handed attacks to better defeat blocks and parries and destroy props.
Gain 15% Max Health Bonus.
Gain 5% Physical Power Bonus when attacking with a two-handed weapon.
Alter the base duration of all Shout skills (War Cry, Rage, Savage Roar) to 1.3x.
The next physical attack applies a debuff that lasts 2.5s. During this debuff, the victim loses -30% Move Speed Bonus, and any step they take will inflict 1 Physical Base Damage.
Lose -20% Max Health Bonus for 8s while causing successful attacks that deal Damage to grant the player back 10% Percent Max Health Healing. (Single use, rechargeable with campfires. Skill Tier 5.)
Upon activation gain 5 Strength and all other Primitive Attributes for 8s, but lose -10% Percent Max Health Healing as a sacrifice over 8s.
Gain 10 Strength, 10 Vigor, and 9% Move Speed Bonus, while losing -15% Physical Damage Reduction for 6s.
Gain 85% Penetration on your next melee physical attack. While active, lose -85 Armor Rating. The buff is consumed when an attack hits an object or a target.
Frightens all enemies within a 7.5m range radius, decreasing -30% Physical Power Bonus for players for 6s and forcing monsters to cower away in fear for 3s.
Grants 25% Max Health Bonus to self and allies within 7.5m for 7s.
ㅤㅤㅤ ㅤㅤㅤㅤRogue
The hero is very funny, not strong in a direct collision, reveals himself in surprise.
- – Armor penetration abilities do not affect negative PDR, which means they have no affect on Monsters except some bosses
- – Prioritize bringing bandages instead of potions into a raid, because potions last less time and therefore also heal less on Rogues due to their abysmal Buff Duration stat.
- – Use your invisibility skill to ambush enemy players or de-aggro monsters.
- – Use your throwing knives, they can do quite a bit of damage. You can even apply your on hit debuff skills and poison with them.
- – You are not as durable as a Fighter, don’t take big group fights head on, prioritize ambushing their low health or supportive team mates, to quickly turn the tides of battle into your favor. If you are forced to fight head-on, use your superior movement speed to your advantage by spacing yourself out of the enemy’s range.
- – If you are hiding in the dark, be sure to unequip your potions from your quick-slots, since they glow in the dark and would give your position away. In the same vein, enemies can see your weapons glowing in the dark if you use your buff abilities or Poison Weapon.
- – You can use Hide while jumping up in the air if you crouch or shift walk, this will confuse the enemy and make your movements unpredictable.
- – You cannot use your Hide skill while holding a light source in your hands.
- – Keep in mind that swapping weapons and items makes noise, even if you are invisible.
Gain (No tag found, please update) and 50% Physical Power Bonus for 3s until the next action is performed when coming out of the Hide skill, excluding other sources of invisibility. If attack is successful the effect disappears.
Gain (No tag found, please update) when attacking from behind a target (roughly 120-135 degrees).
Footsteps no longer make sound after crouch walking for at least 0.5s.
Gain 15% Physical Power Bonus when attacking with a dagger.
Unlocks the ability to jump once while mid-air at the cost of -18 Move Speed Add for 2s.
Increases the duration of Hide to 3x of the base.
Grant all party members within (No tag found, please update) 2 Strength and all other Primitive Attributes.
You can steal an enemy’s item from the dungeon by using the “interact” key. Bumps no longer break stealth. Items currently equipped by enemies cannot be stolen. Stolen item is random.Items worn in utility slots do not appear on the waist.
Successful physical attacks apply poison that deals 4 Magical Base Damage over 4s as Damage over Time. The poison can stack up to 5 times at once.
(only works while holding a Dagger, Crossbow, or Sword).
When using the Hide skill, you can move 10 steps while crouching or slow walking without breaking invisibility. Also gain 3 Move Speed Add per remaining step
Grants 20% Penetration when swinging with Daggers.
Highlights traps within 4.5m. Highlighted traps can be disarmed by the player. And gives the ability to pick locks without a lockpick.
Places caltrops on the ground behind the user. If stepped on, the caltrops deal 10 Physical Base Damage and will cause the victim to lose -50% Move Speed Bonus for 3s. Each Caltrop has a lifetime of 60s
If the next physical attack is successful, it cancels all of the target’s current animations and channels of casting Spells/Skills/Songs, refunding the cast to the target and applying a Silence debuff to the victim for 3s seconds. Silence prevents the further use of Spells/Skills/Songs. Additionally Cut Throat removes all Skill-sourced buffs that apply an effect on-hit, like Blow of Corruption, Smite, other Cut-Throats, Blood Exchange, etc. It also purges some other specific buffs, which do not fit the previously mentioned criteria and can be found along with more details on the Silence page.
Become invisible for 8s seconds. It is possible to change your equipment and move items between inventories in this state. You are revealed when you attempt an action, such as moving, attacking, using a skill, or interacting with objects.
The next successful physical attack causes the target to bleed for 20 Physical Base Damage over 5s as Damage over Time. The buff is consumed when attack hits an object or target. Can be stacked up to 5 times if Ruptured multiple times.
A smoke grenade is deployed creating a smoke screen. The smoke screen lasts 12 seconds and covers a 1.5m area. When a hostile target enters the smoke screen, they suffer -10% Move Speed Bonus. Has only 3 charges, not rechargeable.
When used, tumbles in the opposite direction the player is facing.
Applies debuff on the next melee physical attack that causes the victim to suffer -40% Item Armor Rating Bonus for 3s.
ㅤㅤㅤ ㅤㅤㅤㅤRanger
The hero who is imba in the pve fight, and if you keep a distance on pvp, slow heroes are taken out, the skill is very important, the xeram will come in.
- – You excel in group fights, if you have a front line to distract enemies and protect you.
- – Remember to retrieve arrows from enemy corpses.
- – Quickshot and Multishot allow you to partially replenish your quiver. Activate the ability, then cancel it before firing for an “instant reload”.
- – You can hide bear traps under environmental traps, inside corpses and preferably in low lit areas.
- – Use door windows to shoot at unsuspecting enemies on the other side of the door.
Power10Durability10Dexterity20Dexterity18Will10Knowledge12Resourcefulness25Health105Camping Mastery
Reduces campfire setup time by 50% and increases the duration of the campfire by 30%
ChaseDetect recent enemy footsteps. (Recent enemy player footsteps display as red footprints on the ground within 4.5 meters.)and can hear enemy footstep sounds from twice as far away.
Crippling ShotHitting the target’s leg reduces their Move Speed Bonus by -40% for 1 seconds.
Crossbow MasteryWhile using a crossbow, gain 5% Physical Power Bonus and an additional 50% Action Speed while reloading.
KinesthesiaWhen moving with the bowstring drawn, move speed bonus increases by 10%.
Nimble HandsWhen using a bow, increases your draw speed by 15%.
Quick ReloadWhen reloading a bow-type weapon, gain 50% Action Speed.
Ranged Weapons MasteryWhen attacking with a Ranged (bow/crossbow) weapon, gain 5% Physical Power Bonus.
SharpshooterWhen attacking with a Ranged (bow/crossbow) weapon, gain 15% Headshot Damage.
Spear ProficiencyGain the ability to equip spears. While using a spear, gain 7 Physical Power.
Trap MasteryDramatically decreases installation time for traps. (+100% Regular Interaction Speed during installation)
Back StepQuickly retreat a short distance, can be used in air
Field RationForage food and recover 25 HP. This counts as Physical Healing. (3 stacks, non replenishable.)
Forceful ShotFor 8 seconds after activation, hitting an enemy with a ranged attack knocks them back.
MultishotWhen attacking with a bow-type weapon, fire 5 arrows in a horizontal fan at the same time. All 5 arrows deal 100% damage.
Penetrating ShotFor 8 seconds, reduces the effectiveness of enemy Headshot Damage Reduction by -50% and grants an additional +25% Armor Penetration. Limited to ranged weaponry.
Quick FireWhen attacking using a bow-type weapon, grants additional flat +50% Action Speed for 8 seconds.
QuickshotHold multiple arrows in your shooting hand and fire them quickly in succession in a single action.
Longbow: 2 arrows
Recurve Bow: 3 arrows
Survival Bow: 4 arrowsTrue ShotProjectile’s flight speed is no longer affected by gravity but is still affected by Damage Falloff for 8 seconds(works with thrown weapons). In addition, Physical Power Bonus is increased by +8%.
ㅤㅤㅤ ㅤㅤㅤㅤWizard
A very interesting class, but not intuitive, there will be difficulties, but it will be fun to charge a fireball.
- – 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.
- – Chain Lightning will use corpses as “hopping” points. Use this to your advantage to hit enemies around corners.
- – 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”.
Each time you do damage with an arcane spell your Spell Casting Speed and Magic Power Bonus increase by 2% 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.
Increases Magic Power Bonus by +5% when using Arcane spells, and reduces the base casting time of Arcane spells by 0.5 seconds.
Increases Fire Magic Power Bonus by +5%, and increases the duration of the burn effect for Fireball, Ignite, and Zap by 2 seconds. The total damage of the burn remains the same. Additionally, the burn now applies 50% Heal Reduction Does not work on Explosion Bottle and Oil Lantern flames
Grants +20 flat Armor Rating, and inflicts Frostbite on melee attackers for 0.5 seconds. Cooldown of 5 seconds in the form of a debuff. Frostbite inflicts -20% decreased Move Speed Bonus and -20% Action Speed.
Increases Magic Power Bonus by +10%.
If you deal magical Fire damage to a target, the target’s Physical Damage Reduction is reduced by a flat -10% for 5 seconds.
Increases Spell Casting Speed by +10%.
Activates an arcane reactive shield that lasts for 3 seconds when you take damage. The arcane shield can absorb 15 total damage, and can absorb both Physical and Magical Damage. The shield can only reactivate after a cooldown of 12s. The shield has 0% Scaling.
Increases Knowledge by +10%.
Reduces Memory Capacity Bonus % by 60% additively and increases all spell counts by 60%, rounded down.
When using a staff-type weapon, you deal 2 base Magic Weapon Damage which can scale. (Magic Staff, Quarterstaff)
Dealing damage with Ice magic freezes the target in place for 0.5 seconds.
Places a shield around you that absorbs 20 damage from all types for 15 seconds. Upon absorbing all the damage this shield can absorb, it unleashes an Arcane Explosion dealing 5 Magical Damage to targets within 2m.
Reduce the casting time of the next spell you cast to 0.1 seconds.
Enter a meditative state and restore Spells at a rate of 34 SP per 1.5 seconds over 24 seconds while also restoring spells from Resting. Regardless of Spell Casting Speed, 17 ticks of restoration will always be acquired.
Allows you to memorize spells to use in the dungeon.
Allows you to memorize spells to use in the dungeon.
Spells
Уровень 1
If hit, deals 20 Fire Magical Damage and burns the target for 1 second, dealing 1 Fire Magical Damage.
Blows up spheres of floating light to brightly illuminate the surroundings for 40 seconds. Projectile speed: 3m/s. Reveals allied and enemy Rogues hidden with “Hide” skill within 5 meters, ignoring walls.
Уровень 2
Decreases the target’s Move Speed Bonus by -40% for 2.5 seconds.
Throws an Ice bolt that deals 30 Ice Magical Damage and inflicts Frostbite for 1 second. Projectile speed: 14m/s Frostbite inflicts -20% decreased Move Speed Bonus and -20% Action Speed.
Set the target’s weapon on fire for 15 seconds. When hitting a target with an Ignited weapon, attacks deal another source of damage that deals 5 Fire Magical Damage and burn the target for 1 second, dealing 1 Fire Magical Damage.
Lockable objects such as doors or chests will be locked for 8 seconds.
Уровень 3
Channel and fires up to 10 homing missiles at 7 meters/second that each deal 10 Arcane Magical Damage. Stops firing when you move. Projectile speed: 7m/s The casting interval between each missile fire is determined by your Spell Casting Speed. Default channeling duration is 3 seconds. Both of these scale with Spell Casting Speed, meaning that there will always be 9 missiles fired at maximum. Magic missiles can supposedly pierce shields.
Target gains +10% Action Speed and Spell Casting Speed as well as 5% Movement Speed for 8 seconds. Casts to self if no target is found.
Уровень 4
After 0.4 seconds, a bolt of lightning falls in the targeted area, dealing 30 Lightning Magical Damage. Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. Blast radius of 0.8 meters.
Target becomes invisible for 4 seconds, 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.
Shoots a fireball that causes 25 direct Fire Magical Damage to a target and 10 splash Fire Magical Damage. Direct hits also apply the splash damage. Nearby targets are knocked back. Projectile speed: 12m/s Also applies a burn to damaged targets, dealing 3 Fire Magical Damage over 3 seconds
Уровень 5
When casted, a sticky bomb sticks to the target which detonates after 3 seconds exploding for 25 Fire Magical Damage and applying burn in a 1m radius. When applying to a target it is in the form of a status debuff which can be affected by the targets debuff duration. Can also stick to walls. 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 2 Fire Magical Damage over 3 seconds. Instead of Fire Mastery increasing the duration by 2s, it increases the duration by 1s, and increases the base damage by 1.
Уровень 6
Electrocutes the target, inflicts 35 Lightning magic Damage, and fires lightning that is transferred to a living being within 8 meters and shocks up to 3 times. Chains deal 5 less damage per chain after the first (35/30/25/20). It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.
Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second.
ㅤㅤㅤ ㅤㅤㅤㅤㅤCleric
Briefly about heroes, a warrior in heavy armor who heals.
- – Communication is important! Communicate with your team when they should back up to be healed, if they should stand still, and so on.
- – Be careful when using buffs and heals since you can also target monsters, corpses and enemy players.
- – Pre-buff your team before a PvP encounter.
- – Be sure you have campfires when entering a dungeon to enable you to replenish your spell casts when needed.
- – You can increase your spell casting efficiency during PvP fights by pre-charging and holding the cast while waiting for the right opportunity to cast a heal for example.
Increases your Magical Healing stat by 5.
Increases Physical Power Bonus by +15% when attacking with a mace-type weapon. Note that weapons that deal Blunt might not be a Mace, like Staves.
You do not exhibit the detrimental drunk effects when you drink Ale and + 10 Strength.
Gain 15% Divine Magic Power Bonus.
When dealing Divine damage, slow enemies by -15% Move Speed for 1.5 Seconds.
Increase the flat Armor Rating andMagic Resist Rating of yourself and all party members within 4.5 meters by +15.
Drinking will eliminate all removable curse effects.
Heal yourself for 15% of the spell’s total heal amount when healing an ally.
Healing with Magical Healing (but not Physical nor % Healing) can heal even if at full health up to 25% of Max Health, decays at 1% of Max Health per second.
Reduces all instances of final incoming damage by 3 per tick, including each tick of Damage over Time, to a minimum of 1 damage. Note that +True damage is not its own damage instance.
Grants -50% Debuff Duration. (This effectively makes debuffs last less time.)
Resurrecting an ally revives them with 50% HP instead of a sliver of life. When reviving an ally at the Altar of Sacrifice, you do not need to sacrifice any of your own health.
Deal 20% increased physical damage against undead monsters. It is unknown if this is Physical Power Bonus or a final multiplier.
Receive the blessing of the divine and increase Physical Damage Reduction by an additional flat +30% for 4 seconds.
Inflicts 100 Divine Magical Damage to all undead Monsters within 7.5 meters.
After channeling for 0.75 seconds, instantly deals 25 Divine Magical Damage to a target and decreases their Movement Speed Bonus by -30% for 2 seconds. The spell can only be cast when the crosshair targets an enemy within 5m. Once Judgement starts casting on a target you will no longer need to continue targeting the crosshair. If the target goes out of range during casting, the casting fails and the skill enters cooldown..
When activated, your melee physical attacks deal an additional instance of 10 Divine Magical Damage for 7 seconds.
Allows you to memorize spells to use in the dungeon.
Allows you to memorize spells to use in the dungeon.
Spells
Tier 1
Creates a shield that blocks 20 Physical Damage for 20 seconds.
Target gains +3 to Strength, Agility, and Will attributes for 30 seconds. Casts to self if no target is found.
Tier 2
Grants +5 Divine Strike Damage to the target for 20 seconds. “Divine Strike Damage” acts like Weapon Damage in that it benefits from Power Bonus, but acts like Additional Physical Damage in that it applies to both weapon attacks AND skills such as Rupture.
Removes all harmful magic effects from the target.
Several debuffs are not removeable, including Lich curses (needs retesting).
Confirmed debuffs that can be cleansed: Warlock’s Curse of Pain and Power of Sacrifice.
Tier 3
Heals a target for 15 HP. Casts to self if no target is found. This heal amount is increased by the casting Cleric’s Magical Healing stat and Magical Power Bonus. (15 + Magical healing) * Magic Power Bonus
Binds the target in place for 0.75 seconds.
Tier 4
Creates an AoE burst of light in a specified area that hits all targets within 1 meter (including friendly targets) after a .5s delay, dealing 20 Divine Magical Damage and blinding them for 2 seconds.
Tier 5
Heals a player for 25 HP or does 100 base Divine Magical Damage to undead Monsters. The heal amount is increased by the casting Cleric’s Magical Healing stat and Magical Power Bonus. (25 + Magical healing) * Magic Power Bonus
Tier 6
Channeling creates an AoE around the Cleric that heals all players within 3.5 meters by 5 HP per second as a Heal over Time and deals 14 Divine Magical Damage to undead Monsters per second. The heal amount is increased by the casting Cleric’s Magical Healing stat and Magical Power Bonus. This spell can be channeled for up to 5 seconds, and will be cancelled if the Cleric moves.
Tier 7
Channel, summon a swarm of locusts in a specified area, dealing 2 Divine Magical Damage per 1s to targets within 3 meters. This damage is split into 0.1s ticks. This spell can be channeled for up to 6 seconds, and will be cancelled if the Cleric moves.
Channel, Create an earthquake in a specified area, dealing 7 Earth Magical Damage per step and reducing movement speed bonus by 50% when targets within 2.5 meters move within. This spell can be channeled for up to 6 seconds, and will be cancelled if the Cleric moves.
Tier 8
Target an ally to resurrect them from the dead.
The corpse must have a soul heart
ㅤㅤㅤ ㅤㅤㅤㅤㅤBard
A very interesting and versatile character, shows his maximum by playing at parties, bafs his own, debuffs others. ♥♥♥♥♥♥♥ music is fierce. In the picture below you are. When they took 3 bards.
- -Total buff duration is equal to, (Bard’s Persuasiveness * Song’s Persuasiveness Scaling) * Buff Receiver’s “Buff Duration”
- -Since songs take some time to perform, the Bard needs anticipation to be played well. Song speed will scale with your Manual Dexterity stat, which is based on Dexterity.
- – The Bard has access to many powerful songs. Considering bringing both Song Memory skills to maximize your versatility.
- -Remember that not all of your buffing songs will buff your party. Some songs, such as Beats of Alacrity, Aria of Alacrity, and Ballad of Courage will only buff the Bard playing the song.
- -Chaotic Discord is a great way to solo clean chaotic rooms. Mobs will kill each other while keeping the Bard safe. Can also be used as a protection if attacked by other players while in a room full of mobs.
- -Peacemaking can be a powerful stalling tool, but beware of ranged attackers outside of its AoE. The song is quite long to play, so beginning it before the encounter is recommended. It also will not disable spellcasters.
- -Accelerando is a powerful tool both for fleeing and engaging.
- -Tranquility is a reusable heal, but depends on the quantity of Recoverable Health. In groups, it is most useful on high Health classes, like the Barbarian, or classes who generate a lot of Recoverable Health, like the Warlock.
- -Shriek of Weakness can nearly double your party’s physical damage against mobs, and can provide significant assistance against plated Fighters and Clerics.
- -Chests opened with Unchained Harmony gives experience to the Bard. In theory, this would mean that Bard’s Luck is used to generate the loot of the chests, however this is not confirmed.
Upgrades a ‘good’ performance into a ‘perfect’ performance.
Increases your flat Move Speed by +10 when holding an instrument.
Gain 5 Resourcefulness
Drinking Ale heals 5 HP and grants +10 flat Move Speed when drunk.
A high level of understanding of objects increases Regular Interaction Speed by an additional flat +25%.
While playing, the caster’s Physical Damage Reduction is increased by an additional flat +30%.
When a rapier is equipped in either hand, “Buff” Weapon Damage increases by +2 and Action Speed increases by an additional flat +5%.
50% increased Physical Power Bonus when attacking with a musical instrument as a weapon. (This does not apply to Song playing)
Give all party members within 4.5 meters +3 Will and Knowledge.
50% faster switching time when switching between weapons/utility items.
Increases the chances of finding high-quality items when opening treasure chests. Increases Luck by a flat +50.
If the performance is successful, increases “Buff” Weapon Damage of yourself and allies within 4.5 meters by +3 for 6 seconds.
Creates an unpleasant noise to block hostile targets within a certain area from casting spells and Silence them for 3 seconds. See Silence page for more details.
The next song is automatically played to the end without any input and is sure to succeed. Additionally, the song is played at the maximum 50% play speed regardless of the Bard’s Dexterity.
Can store up to 5 sheet music as space permits.
Can store up to 5 sheet music as space permits.
Remove drunk effect from all allies
Music
Songs have different effects depending on how they are played, Bad/Good/Perfect each giving different performances.
Each hit add a score to the performance.
Good Hit = 70 (White part of the note)
Perfect Hit = 100 (Gold part of the note)
Score determines performance quality if it is higher than the thresholds:
Bad = 50%
Good = 65%
Perfect = 90%
Total possible score:
(Note Count) x 100
Drum
Increases All Attributes of nearby allies by +2/+2/+2 for 30/60/90 seconds.
Does 1/3/5 Dark Magical Damage per beat to all enemies in an area around the performer.
Grants +5/+7/+9 additional flat Move Speed for 30/60/120 seconds. Song does not stack on itself. This buff only applies to yourself.
Gradually grants additional flat Action Speed and Spell Casting Speed to you and nearby allies for 8 seconds. The amount of boost (Poor – +3% per second, Good – +4.5% per second, Perfect – +6% per second) stacks up to 3 times over the duration of one song.
Gradually increase the flat Move Speed of yourself and nearby allies for 8 seconds. The amount of boost (Poor – 1 per second, Good – 3 per second, Perfect – 5 per second) stacks up to 3 times over the duration of one song.
Flute
Open all nearby doors/containers, including locked doors and containers. Does not work for doors that require a special key.
Grants a debuff to nearby enemies that lowers Physical Power by a flat -3/-4/-5 and flat Armor Rating by -10/-20/-30 for 6/12/18 seconds.
Does 15/20/25 Physical Damage to a target causes the echo sound effect on the affected target for 3 seconds if the target is a player.
Reduces All Attributes of nearby enemies by -1/-2/-3 for 20 seconds. Does not work on Boss or Sub-boss monsters.
Lute
Blocks enemies from casting magic for 1/1.5/2 seconds. See Silence page for more details. Does not work on boss or sub-boss monsters.
All nearby players and monsters temporarily lose the will to fight when enchanted by the channeling section of the song. 8 seconds cast time. 6 seconds channel duration.
Reduces the Move Speed of all enemy targets by a flat -10 for 6/12/18 seconds.
Excites nearby monsters to attack the nearest target except the performer. Monsters deaths inflicted by other monsters are accredited to the Bard, at least for Adventure Points.
Grants a flat 4%/6%/8% to Action Speed for 30/60/120. Song does not stack on itself. This buff only applies to yourself.
Lyre
Gradually restores 1 Recoverable Health per second for 10/20/30 seconds for nearby resting allies based on your performance.
Turns self and all nearby invisible for 15/25/35 seconds. Invisibility breaks upon movement
Grants a buff to self and all nearby allies that lasts for 60/90/120 seconds that gives +15 flat Armor Rating and +15 flat Magic Resistance.
Restores 8 Spell Points every 2 seconds of all nearby resting allies for 8/16/24 seconds.
Grants 5/7/10 increased Physical Power for 30/60/120 seconds. Song does not stack on itself. This buff only applies to yourself.
ㅤㅤㅤ ㅤㅤㅤㅤㅤWarlock
A mix of magical weapons (balls, books, etc.) and/or melee combat, depending on the physique.Simply put, create your own black magic (Spells are usually weaker than spells of other classes).
- – Warlocks don’t rely on spell slots and instead cast spells by paying a fixed amount of health depending on the spell. Health management will play a bigger role for this class than for others.
- – Any health spent to cast spells will leave behind Recoverable Health, allowing for restoration via Resting, Bandages, or a friendly Bard.
- – Torture Mastery will heal you when dealing damage with Curse of Pain and Power of Sacrifice, and will benefit from Magical Healing on your gear.
- – Power of Sacrifice can be used as a party buff or as a damage-dealer. Be wary that granting enemies additional Strength will give them more max HP as well, mitigating some damage dealt.
- – Blow of Corruption is very powerful in both PvP and PvE. In PvP, it can be used to prevent enemies from burst-healing.
- – Phantomize will protect you from most sources of damage, however floor traps, AoE spells (Holy Strike, Fireball, Lightning Strike), Zombie poison clouds, and any linger DoTs will still hurt you.
- – If Hellfire is cast again whilst the Warlock’s first Hellfire effect is still active, the first Hellfire will be deleted after the second one has finished casting.
Your Magic Damage Reduction is increased additively by 25% against damage that has one of the following elements: Fire, Ice, Lightning, Earth, Light, Dark, Evil, Air, or Spirit. Note that Damage Types not in this list include Divine, Curse, and Neutral Magic.
Your curses (Curse of Pain, Curse of Weakness, and Power of Sacrifice) use a new status effect which are altered to have 30% longer base durations. 10.4s for Curse of Pain, 13s for Curse of Weakness, 15.6s for Power of Sacrifice. This allows a Curse without Curse Mastery to be active on a target at the same time as a Curse that uses Curse Mastery. Curse of Pain’s total damage remains constant, lowering the damage per tick, but increasing the number of ticks. Power of Sacrifice’s damage per tick, however, always remains the same, increasing the number of ticks and the total damage.
Grants +10% Magic Power Bonus for Dark Magic.
When you receive melee damage, reflect 10 Dark magic Damage to the attacker. 15 seconds cooldown in the form of a debuff.75% scaling.
Gain ability to wear plate armor at the cost of -10% Spell Casting Speed.
25% Damage Reduction from Undead and Demons
Casting spells will not take you below 1 health.
Will is increased by 10%.
2 true magic damage and 2 magical heal on melee hit.Affected by Vampirism.0% Scaling
When dealing the final blow to an enemy that is capable of dropping experience, one darkness shard is collected. Each collected shard increases Magic Power Bonus for Dark Magic by 20%, up to a maximum of 5 stacks, lasting until and including the next Dark Magic spell/perk is casted. When a spell/perk consumes the effect, the entire spell/perk’s damage is affected by the bonus.
When Curse of Pain or Power of Sacrifice are active on a target, any instance of Magical Damage Over Time from Curse of Pain or Power of Sacrifice dealt to the target will heal the Warlock for 2 Magical Healing. This healing is increased by the Magical Healing stat and the Warlock’s Magic Power Bonus. This healing has 10% Attribute Bonus Ratio. Also triples the health cost of spells.
Grants a 1.2x multiplier to all outgoing Magical Healing. This multiplier is separate from Magic Power Bonus. Although Life Drain heals only based off of damage dealt, Vampirism does affect it. Completely unaffected and independent to scaling.
ㅤ
The next melee physical attack deals a separate instance of 10 Evil Magical Damage (75% scaling) to the target and reduces outgoing healing performed by them by 80% for 12 seconds. If no attack is successful, Blow of Corruption will only remain active for 8 seconds before deactivating and entering cooldown. (Damage scales with 100% of Magical Damage)
Channel for up to 10 seconds. Each 1/10th of the Channel duration (as the channel is affected by Casting Speed) spent channeling sacrifices 10% of Max Health and grants a stack of 5% Physical and Magic Power Bonus that will last 15 seconds after the channel ends or is stopped.
For 6 seconds become untargetable, phasing through melee attacks, projectiles, and hitcan Magic (Zap, Lesser Heal, etc.). During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage. During this state, Move Speed Bonus increases by 10%, and Magic Damage Reduction is reduced by a flat -50%.
Assimilates the contracted demon after casting for 1s, gaining an additional 50 Temporary Max Health, 30 Armor Rating, and 30 Magic Resistance. Your entire body is covered in Abyssal Flame, sacrificing 3% of Max Health per second and dealing 2 Magical Damage per second (25% scaling) to enemies within 0.5 meters. Duration ends when Blood Pact is re-casted. Additionally, by consuming Darkness Shards, you gain +1 All Attributes effects for each Darkness Shard consumed.
When you become a demon your other skill is replaced with Exploitation Strike but you can still equip weapons.
If no weapon is equipped, use a handed attack that deals 5 physical damage x 200% Combo damage on every hit and slows the target by 20% for 1s. Slowed by 20% while attacking and up to 4 combo attacks using both hands.
Right-Click: Fire a bolt of darkness. (costs 3hp)
When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. Hits apply a damage over time that causes the target to receive 4 Evil Magical Damage (100% scaling DOT)to all enemies hit with a physical attack over 4 seconds and heal the caster by 5% (max of 30) of the target’s Max Health
Allows you to memorize spells to use in the dungeon.
Allows you to memorize spells to use in the dungeon.
Spells
Level 1
Curses the target with sacrifice, taking 3 Magical Curse (but not Evil) Damage per second but increasing Strength and Vigor by +15 over 12 seconds. This counts as a debuff, and so is affected by the target’s Debuff Duration.
Weakens the target for 10 seconds.Weaken: Reduces all attribute stats by 25%.
Fires a projectile bolt that inflicts 20 Dark Magical Damage to the target. The bolt can be shot down by other projectiles, popping it early, including: crossbow Bolts,
Level 2
Instantly deals 10 Magical Curse/Evil (see Damage_Types page for info on having two types at once) Damage to the target and curses them with Agony.
Agony: Receive a total of 10 Magical Damage as Damage over Time over 8 seconds.
Places the target in bloodlust for 20 seconds. The target’s base “Buff” Weapon Damage increases by 5, and each time they swing their weapon, the target takes 3 Magical Damage.
Level 3
Consume up to all removable magical buffs from the target enemy, and gain 1 Darkness Shard for each one.
Channel, Summons a pilotable “Evil Eye” that the player controls. While controlling the Evil Eye, the caster is left standing still and vulnerable. Effectively acts as a remote flying camera. Can be cancelled at any time. The Evil Eye has 150 HP and can be killed. Channel time: 10s.
Level 4
Channel for up to 5 seconds, projecting a dark beam dealing 12 Magical Dark Damage per second (not as Damage over Time) to any target it touches, in .1s ticks. You can aim and move while channeling the beam.
Channel for up to 6 seconds, Concentrating your mind to deal 3 Magical Evil Damage to the target per second for 6 seconds and converts 100% of it into the caster’s life force. Cancelled if the Warlock moves. The healing is determined by the damage dealt, and is not affected by +Magical Healing, but is affected by Vampirism.
Summons eternal hellfire and blasts it towards the aiming point, traveling at 1.5m/s. The hellfire does not dissipate when it reaches the target, burning them for 60 Magical Fire Damage per second (divided into 0.2s ticks). This hellfire can travel through walls and destroy obstacles up to 50 meters. After creating a new hellfire, roughly 1 second later all pre-existing hellfires will dissipate. Hellfire is AoE and not a projectile. There is currently a bug where Hellfire can change direction randomly after hitting an obstacle.
Level 5
For 6 seconds, each step the Warlock takes leaves a trail of Hellfire that lasts for 4 seconds. Any target touched by this flame will take 25 Magical Fire Damage per second, divided by 0.2s ticks.
Grants the target a shield that protects against 25 Magical Damage for 15 seconds. When this shield absorbs all damage and is destroyed, the absorbed damage is converted to increase the Magic Power Bonus of the next dark spell cast within 4 seconds by 20%.
Level 6
Summon a Hydra that fires fireballs at hostile targets. The Hydra also detects hidden targets. The Hydra has 150 HP and its fireballs deal 10 Magical Fire Damage. The Hydra will leave after 10 seconds.
ㅤㅤㅤ ㅤㅤㅤㅤㅤDruid
You don’t know who to take solo, so here he is the winner in life, even though the party of 3 druids, take it, do not doubt, most often he will be in the lobby. 10 toadtoads 10
When you take damage while in human form, gain 5 Magical Power for 4 seconds and become spiritual, phasing through targets and becoming invulnerable, but being unable to attack and use skills but still able to cast spells. 12 second cooldown
While in animal form, gain 5 additional Movement Speed and 10 Armor Rating.
When you heal a target, the recipient gains 3 Physical Power for 3 seconds.
Detect nearby herbs.4.5 meter radius.
Magically Heal yourself and nearby allies 1 health (10% Scaling) every 3 seconds.4.5 meter radius.
Allows you to change Shapeshift form instantly, bypassing cast time entirely.
You receive 15% of Damage received by a party member in their place on the next hit, with a 1 second cooldown, limited to 20 damage per instance.
When you cast spirit magic, you gain 10 Magical Power.
Nearby allies and self gain 3 Vigor and 5 Magical Power.
4.5 meter radius.
When melee attacked, return 5 Physical True Damage.
Transforms into selected creature, cannot use tools in non-human state.
Transforms into selected creature, cannot use tools in non-human state.
Allows you to memorize spells to use in the dungeon.
Eats crawling insects to Heal Resourcefulness*0.5 health.
Dash forward entering a frenzied state for 3 seconds. You can attack midair and while jumping in the frenzied state. While Frenzied, Neckbite also Silences for 0.5 seconds.
Gain 20 additional movement speed for 6 seconds. After the effect is over or when Shape Shifting to any other form, lose 20% movement speed for 3 seconds.
Gain 15% Physical Power Bonus and increase Bear’s Physical Damage Reduction multiplier from 1.5x to 1.65x for 6 seconds.
Spells
Уровень 1
Target gains 15 additional Recoverable Heath and healed 15 health over 12 seconds.7 meter range.
Уровень 2
Increase Armor Rating by 20% for 8 seconds.
Infinite range.
Уровень 3
Deals 15 Magical Damage with with 100% Scaling within 0.8 radius. Any allies or self currently affected by Nature’s Touch that are within 8 meters of you are instantly healed for 10 health per target damaged.
Radius of 0.8 meters.
Summons a Treant to fight for 12 seconds.
Treant has 150 heath and does 35.2 damage with 4 Impact Power per hit and can Demolish.
150 Movement Speed, -22% Physical Damage Reduction, 5% Magical Damage Reduction, 15% Projectile Reduction, 5 Impact Resistance, and 8 Impact Endurance
Уровень 4
Creates a thorn barrier that lasts for 8 seconds. Any character stands near the thorn barrier will takes 4 Physical Damage per second.
Barrier has a radius of 1.5 meters.
The barrier has 6 Impact Endurance
Spreads roots across the floor in a 1m radius that last for 6 seconds. Any targets that pass through the area are rooted in place for 1 seconds. After the effect is removed, the target gets immunity to the entangling effects for 1 second. Can only have one on the field at once.
Уровень 5
Allies within a 3m radius and self are granted Restore, Healing them for 30 health over 10 seconds.
Уровень 6
Sprout a tree of life where you stand, granting +5 All Attributes and granting 40 Recoverable Health over 8 seconds.
Create a forest area centered around you within a 3m radius. Targets in the area gain 10% Max Health Bonus and are Healed for 10 health per second for ? seconds.
Transforms into a wild bear. Too big to pass through doors. Gain a multiplicative 50% more Physical Damage Reduction (1.5x) and 50% Max Health Bonus. Lose 30% Movement Speed and 20% Action Speed and Jump (velocity? or height?) by 30%.
Transforms into a chicken. Can spread their wings and jump twice. Lose 60% Max Health Bonus as well as 60% Incoming Physical and Magical.
Transforms into a wild panther. Gain 5% Movement Speed. Lose 30% Max Health Bonus as well as 30% Incoming Physical and Magical. Can jump 20% higher.
Transforms into a wild Rat. Gain 10% Movement Speed. Lose 95% Max Health Bonus as well as 95% Incoming Physical and Magical. Can jump 10% higher.
-100% PDR and MDR
ㅤㅤㅤㅤㅤㅤMerchants-quests
This section has been changed (but not all quests were given by the developers, everything that was given at the moment is here )
Each relationship status level reduces the transaction price by 15%, rounded to the nearest integer.
Alchemist
Fetch Potion of Protection
Fetch Potion of Invisibility
(any rarity) (1x)
Kill Ice Kobold Archer (5x)
Kill Warlock (1x)
Fetch Mimic Tooth (any rarity) (2x)
Fetch Moldy Bread (any rarity) (6x)
Use Item Potion of Protection in Crypts dungeon
Use Item Potion of Invisibility in Crypts dungeon
Use Item Magic Protection Potion in Crypts dungeon
(any rarity) (1x) (must escape) (single session)
Kill Demon Berserker (5x)
Kill Cyclops (2x)
Teller
He offers to stock up on good luck potions (for cool loot in chests).
Fetch Bowstring (any rarity) (2x)
Kill Death Skull (3x)
Kill Death Beetle (3x)
Fetch Rotten Fluids (any rarity) (1x)
Kill Demon Dog (8x)
Kill Beast Kobold in Ice Caverns dungeon (7x) (single session)
Interact with Treasure Hoard (4x)
Use Item Potion of Luck (any rarity) in Crypts dungeon (1x)
Interact with Altar of Sacrifice in Crypts dungeon (1x) (single session)
Fetch Bat Claw (any rarity) (1x)
Goblin
Sells random items with random rarities. Items are not identified before sale. As a service, he offers lost items from your hike.
Kill Goblin Warrior (5x)
Kill Goblin Archer (5x)
Kill Giant Centipede (2x)
Kill Giant Spider (2x)
Fetch Beetle Wings (any rarity) (2x)
Treasurer
My inventory savior sells the most useful things in this game — coin pouches, which hold 5 stacks.
Leathersmith
Collector
Our jewelry sales friend
Armourer
For this person, the ore should be turned into ingots and used by a gunsmith
Weaponsmith
Squire
The best, coolest trader.
The Squire offers free equipment for your basic set. You can unlock more gear depending on your connections with other merchants.
That’s the reason for its coolness (you can give yourself as many things as you want by dragging the ones you already have into the chest).
Here you can just see that as soon as you complete quests that give you a reputation, you can take cooler stuff on a hike. Do not try to open pictures, as Steam does not give…
Woodsman
Sells useful items for hiking, especially a campfire and a pickaxe.
Tailor
Tavern Master
Surgeon
And that wraps up our share on Dark and Darker: Toad information about characters/quests. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Инженер, who deserves all the credit. Happy gaming!