Welcome to our Dark and Darker Sorcerer Guide. This guide covers everything you need to know about the Sorcerer. This guide updates as balance patches happen, new spells & perks are added, and more! Currently, the Sorcerer is newest addition to the game, as a result, things can change frequently.
Skills
Skills in Dark and Darker are the core abilities that each class has unique access to:
- Spell Memory
- Spell Memory 2
Spell Memory 1 & 2
Spell Memory allows you to memorize spells to use in your dungeon adventures. With Spell Memory, you can also memorize up to 5 spells.
Recommended Skills
Currently, Spell Memory and Spell Memory 2 are the only two skills you can select for the Sorcerer. As a result, you’ll be using these until further updates!
Perks
Perks in Dark and Darker serve as unique passive traits. Each class can slot up to 4 perks once they reach max level:
- Air Mastery – Gain 50% air magic knockback power bonus and damage bonus.
- Apex of Sorcery – While casting spells, reduce movement speed by 99% but gain 50% magic damage bonus and spell casting speed.
- Elemental Fury – Every 1% health lost gains the player 0.75% cooldown reduction.
- Innate Talent – When casting spells with bare hands, gain 7 magical power.
- Lightning Mastery – Once every 3 seconds while dealing lightning magic damage, inflict electric shock for 2 seconds, transferring 5 lightning magical damage to the closest target within 2m of the primary target.
- Mana Flow – For each successful spell cast, gain 10% magic damage bonus up to 3 times. This resets on the next successful cast.
- Mana Fold – Reduce all spell cooldowns by 25% but lose 15% spell casting speed.
- Merged Might – When casting a merge spell, gain 5 magical power. After casting, gain a 5% move speed bonus for 2 seconds.
- Spell Merge – While using bare hands, casting two combinable spells simultaneously allows you to use a new spell.
- Spell Sculpting – Increases the range of all spells by 25% and the area of effect by 25%. However, increases the cooldown time by 25% too.
- Spell Stride – Gain 5% move speed bonus while casting spells.
- Time Distortion – All spell casting times are reduced by 100% but cooldown times are 3 times as long.
Recommended Perks
Currently, we recommend taking the following Perks:
- Spell Sculpting
- Mana Flow
- Spell Merge
- Air Mastery
Spell Sculpting and Spell Merge for the Sorcerer is an absolute must in Dark and Darker. Spell Sculpting gives you the reach you’ll otherwise lack and Spell Merge is the only way to unlock the unique Spell Merging feature Sorcerer has. Mana Flow is your most consistent damage increasing option for a perk with essentially no drawbacks. Air Mastery helps with increased damage and for a standard build, there isn’t many other great options to pick from.
If you were to play a Spellbook build, however, you can run Apex of Sorcery or Time Distortion.
Spells
Spells are unique to the classes that can wield Spell Memory as a Skill. Currently, these classes are the Wizard, Cleric, Druid, Warlock and the Sorcerer Class. These spells are the ones you slot into your Spell Memory Skill and take with you on your adventure. Something to know when starting out, however, is each spell has a cost to even use it or a Cooldown. To see this, check the bar at the bottom of the screen when selecting spells to know what your Spell Capacity is. In the case of the Sorcerer – you can check the cooldown of each Skill in the Sorcery menu.
For the Sorcerer class, you can also see the Mergeable Spells with the selections currently on the Spell Memory ring.
Spell List
Currently, the Sorcerer has access to the following spells:
Lower Tier 1
- Wind Blast (4 second CD) – Deal 10 air magic damage to the target and push them back.
- Water Bolt (4 second CD) – Launch a water orb dealing 15 ice magical damage to targets and inflict “wet”. The orb stops upon hitting an object or maximum range, and lasts for 12 seconds. Up to 3 water orbs can exist at the same time. “Wet”: The target loses 20% move speed bonus and jump height is reduced by 30%.
- Stone Skin (4 second CD) – Surround yourself with stone for 10 seconds, gaining 10% physical damage reduction and 5% physical damage bonus, but losing 5 additional move speed.
- Fire Arrow (4 second CD) – Fire 3 homing arrows in a radial pattern, each dealing 8 fire magical damage and inflicting burn over 3 seconds. “Burn”: The target takes 3 magical damage.
Low Tier 2
- Ice Spear (8 second CD) – Fire an Ice Spear that deals 30 ice magical damage, piercing and damaging all targets in its path.
- Glaciate (8 second CD) – Envelop your weapon in ice for 15 seconds, inflicting frostbite for 1 seconds on hit. “Frostbite”: The target loses 5% move speed bonus and 20% action speed.
- Flamestrike (8 second CD) – Create a fire pillar lasting 3 seconds, dealing 30 fire magical damage on creation and 10 fire magical damage per seconds to enemies inside while inflicting burn over 3 seconds.
- Eruption (8 second CD) – Cause a ground explosion, dealing 20 earth magical damage and lifting all targets with the area into the air.
Middle Tier 3
- Vortex (12 second CD) – Create a vortex centered on the caster. Targets touching the vortex take 15 air magical damage and are pushed back.
- Lightning Bolt (12 second CD) – Fire a lightning beam for 5 seconds, electrifying the target and dealing 5 lightning magical damage per seconds. “Electrified”: The target loses 20% move speed bonus.
- Fire Orb (12 second CD) – Launch a fire orb forward, dealing 5 fire magical damage per second to nearby targets. The orb lasts 6 seconds and deals 25 fire magical damage to targets it touches. Upon contact, it explodes, dealing 10 fire magical damage to nearby targets and inflicting burn over 3 seconds.
Upper Tier 4
- Lightning Sphere (16 second CD) – Surround yourself with an electromagnetic field for 6 seconds, shocking all nearby targets for 5 lightning magical damage per second. “Electrified”: The target loses 20% move speed bonus.
- Levitation (16 second CD) – Lift the target into the air and gently lower them back down.
Higher Tier 5
- Summon Earth Elemental (20 second CD) – Summon an Earth Elemental for 24 seconds. The Earth Elemental increases the caster’s armor rating by 30 and hurls rocks at nearby enemies dealing 40 physical damage.
Miscellaneous
- Suppress Sorcery – Disables casting to allow melee combat.
Merged Spells
Merged Spells is a unique mechanical option for the Sorcerer Class. To merge spells together, the Sorcerer requires the “Spell Merge” Perk and to cast two different spells – one in each hand. Below is the full list of Merged Spells as a result of selecting and equipping Spells:
Top Row
- Aqua Prison – Launch a water orb that engulfs the target dealing 15 ice magical damage, trapping them and lifting them into the air for 3 seconds. The orb bursts instantly upon taking physical damage, inflicting “wet” for 2 seconds.
- Electric Dash – Transform into a lightning orb and dash to the selected location, electrifying all targets along the path dealing 10 lightning magical damage. Upon landing, unleash a lightning strike, dealing 20 lightning magical damage to nearby targets. The caster is immune to physical attacks while moving but remains affected by area magic.
- Elemental Bolt – Deal 50 fire/ice magical damage to the target, inflicting burn over 3 seconds and frostbite for 2 seconds.
- Flamefrost Spear – Throw a Flamefrost Spear, dealing 30 fire magical damage and 30 ice magical damage to the target, inflicting burn over 3 seconds and frostbite for 3 seconds. The spear pierces targets, dealing damage to all it hits.
- Flamethrower – Blast radial flames forwards for 5 seconds, dealing 20 fire magical damage per second and inflicting burn over 3 seconds to targets.
Middle Row
- Frost Breath – Exhale an icy gust of breath forward, dealing 20 ice magical damage to all targets and inflicting frostbite for 2 seconds. The affected area remains frozen for 3 seconds, causing targets on the ice to lose 10% bonus move speed.
- Frost Lightning – Fire a lightning bolt, 15 lightning magical damage and electrifying for 1 second. The bolt freezes shortly after, inflicting 15 ice magical damage and immobilizing the target for 2 seconds.
- Icebound – Upon casting, become frozen for 6 seconds, becoming immune to all damage and gaining a 50% cooldown reduction bonus. The ice can be shattered by a powerful impact.
- Lighting Storm – Channel for 5 seconds to summon a Lightning Storm, dealing 10 lightning magical damage per second and electrifying all targets within the area.
- Lightning Vortex – Deal 30 lightning/air magical damage to all targets with the area, push them back and electrify them for 2 seconds.
Bottom Row
- Mud Shield – Create a mud shield in front of the caster for 4 seconds. Blocking all damage. The shield remains fixed in the initial cast direction.
- Plasma Blast – After 3 seconds, self-detonate a plasma blast dealing 40 fire/lightning magical damage to any targets in range, including the caster. All targets are electrified for a further 2 seconds.
- Summon Lava Elemental – Summon a lava elemental for 24 seconds. The Lava Elemental deals 10 fire magical damage per second to nearby enemies and leaves a trail of lava that deals 10 fire magical damage per second.
- Thorn of Earth – Erupts a thorn of earth, dealing 30 earth magical damage to all targets within the area.
- Wall of Fire – Erupt a wall of fire for 12 seconds, dealing 20 earth/fire magical damage instantly and 10 fire magical damage per second to all targets it touches and inflicting burn over 3 seconds.
Recommended Spells
For spells, our Dark and Darker Sorcerer guide recommends using in order:
- Lightning Bolt
- Fire Arrow
- Windblast
- Flamestrike
- Eruption
- Lightning Sphere
- Water Bolt
- Ice Spear
- Vortex
- Levitation
This general kit allows you multiple options when fighting, in both raw spells and merged spells. However, there is options to flex in Spells such as “Fire Orb” in place of Levitation or Vortex.
Weapons
The Sorcerer is a unique class in Dark and Darker that can utilize both empty hands to cast Spells. As a result, with a standard build, it does not require a Spellbook to cast Spells. However, the main options you do have as a Sorcerer for weapons is both the Longsword, and a Spellbook. The Longsword is a generally useful and strong weapon to deal with melee situations (especially if you play with Electric Dash). Additionally, the Spellbook is useful if you go down the route of instant casting.
Stat Priority
Our recommended stats for our Dark and Darker Sorcerer guide you’d want to take is:
- +All Attributes
- +True Magical Damage
- +Max Health
- +Knowledge or Spell Capacity
- Other stats such as Resourcefulness, Dex and Action Speed if you’re going the Apex of Sorcery route with a build.
How To Play Sorcerer
The playstyle of the Sorcerer is focused around the following:
- Playing from a distance to utilize the incredible amount of Spells you have access to.
- Managing and playing around Cooldowns instead of Spell Charges
- Selecting a build based around instant casting at the cost of speed, around general elemental ranged casting, or finally, a melee hybrid build that is aggressive by nature.
- Remembering and mastering the Merged Spells available to you during fights for the situation you require them for.
Sorcerer is an incredibly high skill cap class that truly requires the player to have good knowledge and understanding of what you have access to. As a result, we currently do not recommend this class for beginners. However, we believe the standard spellcaster route is not only satisfying, but also a great way to start learning the Spells you have access to.
Another option is to play a simple build and focus on the idea of using melee (primarily with a Longsword) and utilizing buffs and Electric Dash to dive the opposing backline out of nowhere.
Gameplay Management and Situational Awareness
The gameplay of the Sorcerer revolves around knowing what Spells help you in any given situation, the damage they deal and the Cooldowns they have. As you can imagine, fighting without knowing your cooldowns can quickly lead to an accidental death. It is also important to know what Spells can get you out of a pinch, for example, Windblast is a quick Spell that has a strong knockback effect. This type of Spell can provide you a brief moment to breathe, similarly to Merged Spells such as Fire Wall to create zone control.
Electric Dash is one of the most useful (and sometimes unexpected in PVP) Merged Spells to both a new and experience Sorcerer. Created by Merging both “Vortex” and “Lightning Bolt”, you can use this Spell not only to engage, but to keep space or escape weird situations in PVE and PVP in a pinch.
As previously mentioned, Sorcerer has a lot of gameplay management and awareness within the kit to become successful. As a result, for our Dark and Darker Sorcerer guide, we highly recommended taking a baseline such as ours, heading into some dungeon runs and focusing on learning a couple of Spells and their Merged counterparts at a time. With enough practice, you’ll be able to utilize anything at any given time!
Dark and Darker Sorcerer Guide Conclusion
That concludes our Dark and Darker Sorcerer Guide. Make sure to continue to check back here for up-to-date information about the Sorcerer Class and more Dark and Darker information.