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Spells

Introduction

Your spell selection sequence holds the key to their Spell Memory Priority. Right-clicking on spells will make them magically disappear from memory, and you must use your arcane power to drag and drop a spell to commit it to memory. Beware, spell tiers carry with them a spell memory cost that must be carefully considered.

There are 6 Spell Types:
Light, Fire, Lightning, Arcane, Water, and Divine

Spells

Tier 1

Bless

Target gains +3 to Strength, Agility, and Will attributes for 30 seconds. Casts to self if no target is found.

5 Casts

Protection

Creates a shield that blocks 20 physical damage for 20 seconds

5 Casts

Tier 2

Cleanse

Removes all harmful magic effects from the target.

5 Casts

Divine Strike

Increases weapon damage by 10 for 20 seconds.

5 Casts

Lesser Heal

Heals a target for 15 health. Casts to self if no target is found.

4 Casts

Tier 3

Bind

Binds the target for 0.75 seconds. 

4 Casts

Tier 5

Holy Light

Heals an ally for 30 HP or does 100 base magical damage to an undead target.

4 Casts

Tier 6

Sanctuary

Concentrate on a specific area for a certain period of time, healing friendly beings within the area by 5 per second and dealing 14 spell damage to undead per second.

2 Casts

Tier 8

Resurrection

Target an ally to resurrect them from the dead. (The corpse must have a soul heart) 

1 Casts

Tier 1

Ignite

Set the target’s weapon on fire, dealing 5 additional magic damage and burning enemies for 1 second when hit.

5 Casts

Light Orb

Blows up spheres of floating light to brightly illuminate the surroundings.

6 Casts

Zap

If hit, deals 20 magic damage and burns the target for 1 second deals 1 magic damage.

5 Casts

Tier 2

Ice Bolt

On hit, deals magic damage and reduces the target’s movement speed by -15% for 1 second.

5 Casts

Slow

Slows the target’s movement speed by -40% for 2.5 seconds.

5 Casts

Tier 3

Haste

Target gains a 14% Action and Move Speed bonus for 8 seconds. Casts to self if no target is found.

4 Casts

Magic Missle

Fires up to 10 homing missile that each deal 12 damage. Stops firing when you move. Speed that the missiles fire at is determined by your Spell Casting Speed.

5 Casts

Tier 4

Fireball

Shoots a fireball that causes 30 direct damage to a target and 10 splash damage and a knock back effect to nearby targets. Applies a burn to damaged targets, deals 3 magic damage over 3 seconds.

5 Casts

Invisibility

Target becomes invisible and gains a 10% Move Speed bonus for 3 seconds. Casts to self if no target is found.

4 Casts

Lightning Strike

After 4 seconds, a bolt of lightning falls in the targeted area, dealing 35 magic damage.

5 Casts

Tier 6

Chain Lightning

Electrocutes the target, inflicts 35 magic damage, and fires lightning that is transferred to a being within 4 meters and shocks up to 3 times. It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby. Lightning chains to corpses.

4 Casts

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