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DARK AND DARKER WIKI

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Skills

Introduction

Skills are abilities that your character can use and may require a cooldown duration after use. Skills are unique to each class aside from Spell Memory which applies to Cleric and Wizard since they are Spell using classes.

Skills

Rage

Strength is increased by +15 and movement speed is increased by 15% while defense is reduced by -20% for 6 seconds.

28s
Cooldown

Reckless Attack

The next hit ignores 75% of your enemy’s defense. Your aggressiveness results in a -55 armor rating. The buff is consumed when an attack hits an object or a target.

24s
Cooldown

Savage Roar

Frightens all enemies within a 7.5m range radius for 3 seconds reducing their physical damage bonuses by -25%.

28s
Cooldown

War Cry

Increase the maximum HP of yourself and nearby allies by 25% for 7 seconds.

24s
Cooldown

Holy Purification

Inflicts 100 base magical damage to all undead monsters within 7.5 meters.

45s
Cooldown

Judgement

After focusing for 0.5 seconds, immediately deals 35 magic damage to a target and reduces their movement speed bonus by 20% for 2 seconds. The spell can only be cast when the crosshair targets an enemy within 4.5m . 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.

32s
Cooldown

Smite

Deals an additional +10 magic damage to all enemies you hit within 7 seconds

16s
Cooldown

Spell Memory

Allows you to memorize spells to use in the dungeon.

No
Cooldown

Spell Memory 2

Allows you to memorize spells to use in the dungeon.

No
Cooldown

Adrenaline Rush

Increases your action speed by 25% for 8 seconds. After the duration ends, your action speed is reduced by -8% and your movement speed is reduced by -4% for 4 seconds. (Single-use, rechargeable with campfires)

No
Cooldown

Breakthrough

Removes debuffs that slow all movement speeds.

28s
Cooldown

Second Wind

Recovers 50% of HP over 12 seconds. Additionally, it eliminates the side effects of the Adrenaline Rush skill. (Single-use, rechargeable with campfires) 

No
Cooldown

Sprint

Movement speed is greatly increased for a short duration.

28s
Cooldown

Taunt

Increases the agro value to all monsters within a 7.5m area by 50% and increases your defense rating bonus by 15% for 8 seconds.

18s
Cooldown

Victory Strike

The next attack deals an additional 20% weapon damage. If the target dies from this attack you recover 5% of your maximum HP. 

24s
Cooldown

Field Ration

Forage food and recover 25 HP. (3 stacks, non replenishable)

24s
Cooldown

Multishot

When attacking with a bow-type weapon, fire 5 arrows at a horizontal angle at the same time. Damages for the five arrows are 50%, 75%, 100%, 75%, 50%, respectively. Total of 350% damage if all arrow hit the target.

35s
Cooldown

Quick Fire

When attacking using a bow-type weapon, Increases action speed by 50% for 8 seconds.

24s
Cooldown

Quickshot

Hold three arrows in your shooting hand and fire them quickly in succession in a single action.

18s
Cooldown

True Shot

Projectile’s flight speed is greatly increased for 6 seconds. In addition, physical attack power is increased by 5%.

18s
Cooldown

Caltrops

Upon stepping on it, it deals 10 physical damage and slows the movement speed of the stepper by -50% for 2 seconds. (6 uses, non-replenishable.)

24s
Cooldown

Hide

Become invisible for 60 seconds. It is possible to change your equipment in this state. You are revealed when you attempt an action, such as moving, attacking, or using a skill.

45s
Cooldown

Rupture

The next successful attack causes the target to bleed for 20 physical damage over 5 seconds. The buff is consumed when attack hits an object or target.

18s
Cooldown

Smoke Bomb

A smoke grenade is deployed creating a smoke screen. The smoke screen lasts 30 seconds and covers a 7.5m area. When a hostile target enters the smoke screen, their movement speed is reduced by 20%.

24s
Cooldown

Weakpoint Attack

When the next attack succeeds, it deals 50% additional weapon damage to the target. If the hit is successful, the target’s defense is reduced by 50% for 5 seconds.

24s
Cooldown

Intense Focus

Reduce the casting time of the next spell you cast to 0.1 seconds.

18s
Cooldown

Meditation

Enter a meditative state and revive spells at a rate of 40 spell costs over 10 seconds.

45s
Cooldown

Spell Memory

Allows you to memorize spells to use in the dungeon.

No
Cooldown

Spell Memory 2

Allows you to memorize spells to use in the dungeon.

No
Cooldown

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