Dark and Darker is a dark fantasy game where you explore ancient dungeons, fight monsters and other players, and try to escape with your loot. Your class decides how you fight, whether that's up close with a weapon, from a distance with a bow, or with magic. The classes range from melee fighters and stealthy rogues to spellcasters, healers, and a shapeshifting druid. Knowing how each one works will help you choose the class that fits the way you like to play.
Class
Items
Barbarian
A melee specialist built around high Strength, high Vigor, and hard-hitting weapon skills.
- Move Speed
- 300
- Strength
- 20
- Dexterity
- 12
- Agility
- 13
- Will
- 18
- Knowledge
- 5
- Vigor
- 25
- Resourcefulness
- 12
- Perks
- Axe Specialization; Berserker; Carnage; Crush; Executioner; Heavy Swing; Iron Will; Morale Boost; Potion Chugger; Robust; Savage; Skull Splitter; Treacherous Lungs; Two-Hander
- Skills
- Achilles Strike; Blood Exchange; Finishing Blow; Grappling Hook; Hurl Weapon; Rage; Reckless Attack; Savage Roar; War Cry; War Sacrifice; Whirlwind
- Spells
- -
- Bard Songs
- -
- Shapeshifts
- -
Bard
A support fighter who uses songs to bolster allies and disrupt enemies.
- Move Speed
- 300
- Strength
- 13
- Dexterity
- 20
- Agility
- 13
- Will
- 11
- Knowledge
- 20
- Vigor
- 13
- Resourcefulness
- 15
- Perks
- Cadenza; Charismatic Performance; Dancing Feet; Fermata; Jolly Time; Lore Mastery; Melodic Protection; Ostinato; Rapier Mastery; Reinforced Instruments; Story Teller; Superior Dexterity; Wanderer's Luck; War Song
- Skills
- Dissonance; Encore; Music Memory; Music Memory II; One-Man Band; Party Maker; Sing
- Spells
- -
- Bard Songs
- Cost 1: Aria of Alacrity; Cost 1: Beats of Alacrity; Cost 1: Harmonic Shield; Cost 2: Lament of Languor; Cost 2: Pianissimo; Cost 2: Song of Silence; Cost 2: Sounding Line; Cost 2: Tranquility; Cost 3: Ballad of Courage; Cost 3: Banshees Howl; Cost 3: Chaotic Discord; Cost 3: Chorale of Clarity; Cost 3: Cleansing Cadence; Cost 3: Din of Darkness; Cost 3: Drums of the Vanguard; Cost 3: Panflute of Tailwinds; Cost 3: Cherub's Lute; Cost 3: March of the Pilgrims; Cost 3: Peacemaking; Cost 3: Piercing Shrill; Cost 3: Rousing Rhythms; Cost 3: Shriek of Weakness; Cost 3: Song of Shadow; Cost 4: Accelerando; Cost 4: Allegro; Cost 5: Unchained Harmony
- Shapeshifts
- -
Cleric
Divine spells and support skills let the Cleric heal, protect, and pressure enemies.
- Move Speed
- 300
- Strength
- 11
- Dexterity
- 14
- Agility
- 12
- Will
- 23
- Knowledge
- 20
- Vigor
- 13
- Resourcefulness
- 12
- Perks
- Advanced Healer; Aura of Awe; Banishing Touch; Blood Tithe; Blunt Weapon Mastery; Brewmaster; Divine Echo; Faithfulness; Heretics Brand; Holy Aura; Holy Water; Kindness; Over Healing; Pain Offering; Perseverance; Protection from Evil; Requiem; Sacred Flame; Stigmata; Undead Slaying
- Skills
- Barefoot Pilgrimage; Confession; Divine Protection; Excommunication; Holy Purification; Judgement; Smite; Spell Memory I; Spell Memory II; Vow of Silence
- Spells
- Tier 1, cost 1: Cleanse; Tier 1, cost 1: Protection; Tier 2, cost 2: Bless; Tier 2, cost 2: Withering Word; Tier 3, cost 3: Bind; Tier 3, cost 3: Blessed Fare; Tier 3, cost 3: Divine Strike; Tier 3, cost 3: Lesser Heal; Tier 4, cost 4: Divine Grace; Tier 4, cost 4: Holy Strike; Tier 4, cost 4: Veil of Judgement; Tier 5, cost 5: Divine Barrier; Tier 5, cost 5: Holy Light; Tier 6, cost 6: Sanctuary; Tier 6, cost 6: Radiant Blade; Tier 7, cost 7: Earthquake; Tier 7, cost 7: Locust Swarm; Tier 8, cost 8: Resurrection
- Bard Songs
- -
- Shapeshifts
- -
Druid
Druid combines nature magic with shapeshifts for healing, control, and close-range options.
- Move Speed
- 300
- Strength
- 12
- Dexterity
- 12
- Agility
- 12
- Will
- 18
- Knowledge
- 20
- Vigor
- 13
- Resourcefulness
- 18
- Perks
- Animal Kinship; Dreamwalk; Enhanced Wildness; Force of Nature; Herbal Sensing; Lifebloom Aura; Natural Healing; Prophecy; Shapeshift Mastery; Spirit Bond; Spirit Magic Mastery; Sun and Moon; Thorn Coat
- Skills
- Shapeshift Memory; Shapeshift Memory II; Spell Memory I; Spell Memory II
- Spells
- Tier 1, cost 1: Nature's Touch; Tier 2, cost 2: Barkskin Armor; Tier 2, cost 2: Orb of Nature; Tier 3, cost 3: Dreamfire; Tier 3, cost 3: Restore; Tier 4, cost 4: Entangling Vines; Tier 4, cost 4: Thorn Barrier; Tier 5, cost 5: Summon Treant; Tier 6, cost 6: Mending Grove; Tier 6, cost 6: Tree of Life
- Bard Songs
- -
- Shapeshifts
- Bear; Chicken; Panther; Penguin; Rat
Fighter
Balanced stats and broad weapon choices let Fighter build for offense or defense.
- Move Speed
- 300
- Strength
- 15
- Dexterity
- 15
- Agility
- 15
- Will
- 15
- Knowledge
- 15
- Vigor
- 15
- Resourcefulness
- 15
- Perks
- Adrenaline Spike; Barricade; Combo Attack; Counterattack; Defense Mastery; Dual Wield; Last Bastion; Projectile Resistance; Shield Mastery; Slayer; Survivalist Tongue; Swift; Sword Mastery; Veteran Instinct; Weapon Guard; Weapon Mastery
- Skills
- Adrenaline Rush; Breakthrough; Disarm; Fortified Ground; Perfect Block; Pommel Strike; Second Wind; Shield Slam; Spell Reflection; Sprint; Taunt; Victory Strike
- Spells
- -
- Bard Songs
- -
- Shapeshifts
- -
Ranger
The Ranger's bow and trap kit rewards ranged pressure and prepared ambushes.
- Move Speed
- 300
- Strength
- 12
- Dexterity
- 18
- Agility
- 20
- Will
- 10
- Knowledge
- 12
- Vigor
- 10
- Resourcefulness
- 23
- Perks
- Camping Mastery; Chase; Crippling Shot; Crossbow Mastery; Feral Resonance; First Aid; Kinesthesia; Longshot Expert; Nimble Hands; Overload; Point-Blank Expert; Quick Reload; Ranged Weapons Mastery; Sharpshooter; Spear Proficiency; Trap Mastery; Windfletch
- Skills
- Backstep; Explosive Shot; Field Ration; Forceful Shot; Multishot; Overdraw; Penetrating Shot; Purge Shot; Quick Fire; Quickshot; Taming Shot; True Shot
- Spells
- -
- Bard Songs
- -
- Shapeshifts
- -
Rogue
High Agility and Resourcefulness support stealth, poison, traps, and quick attacks.
- Move Speed
- 300
- Strength
- 9
- Dexterity
- 20
- Agility
- 25
- Will
- 10
- Knowledge
- 10
- Vigor
- 6
- Resourcefulness
- 25
- Perks
- Ambush; Back Attack; Creep; Dagger Mastery; Double Jump; Hand Crossbow Mastery; Hide Mastery; Jokester; Lethal Mark; Pickpocket; Poisoned Weapon; Stealth; Thrust; Traps and Locks; Trickster; Veil of Shadows; Wall Ride
- Skills
- Caltrops; Cut Throat; Dual Strike; Hide; Play Dead; Rupture; Shadowstep; Smoke Pot; Sneak Attack; Tumbling; Weakpoint Attack
- Spells
- -
- Bard Songs
- -
- Shapeshifts
- -
Sorcerer
Sorcerer builds elemental magic through tiered spells and a separate Weaving list.
- Move Speed
- 300
- Strength
- 10
- Dexterity
- 18
- Agility
- 10
- Will
- 25
- Knowledge
- 20
- Vigor
- 10
- Resourcefulness
- 12
- Perks
- Air Mastery; Apex of Sorcery; Elemental Fury; Innate Talent; Lightning Mastery; Mana Flow; Mana Fold; Merged Might; Spell Sculpting; Spell Stride; Time Distortion
- Skills
- Sorcery I; Sorcery II
- Spells
- Tier 1, cost 1: Fire Arrow; Tier 1, cost 1: Glaciate; Tier 1, cost 1: Stone Skin; Tier 1, cost 1: Water Bolt; Tier 2, cost 2: Eruption; Tier 2, cost 2: Flamestrike; Tier 2, cost 2: Ice Spear; Tier 3, cost 3: Fire Orb; Tier 3, cost 3: Lightning Bolt; Tier 3, cost 3: Windblast; Tier 4, cost 4: Lightning Sphere; Tier 5, cost 5: Levitation; Tier 5, cost 5: Summon Earth Elemental; Tier 5, cost 5: Vortex; Weaving: Aqua Prison; Weaving: Electric Dash; Weaving: Elemental Bolt; Weaving: Flamefrost Spear; Weaving: Flamethrower; Weaving: Frost Breath; Weaving: Frost Lightning; Weaving: Icebound; Weaving: Lightning Storm; Weaving: Lightning Vortex; Weaving: Mud Shield; Weaving: Plasma Blast; Weaving: Summon Lava Elemental; Weaving: Thorn of Earth; Weaving: Wall of Fire
- Bard Songs
- -
- Shapeshifts
- -
Warlock
Warlock uses dark magic, curses, and Blood Pact tools to shape its offense.
- Move Speed
- 300
- Strength
- 11
- Dexterity
- 15
- Agility
- 14
- Will
- 22
- Knowledge
- 15
- Vigor
- 14
- Resourcefulness
- 14
- Perks
- Abyssal Orb; Antimagic; Curse Mastery; Dark Enhancement; Dark Reflection; Demon Armor; Immortal Lament; Infernal Pledge; Infernal Usury; Malice; Shadow Touch; Soul Collector; Torture Mastery; Vampirism
- Skills
- Blood Pact; Blow of Corruption; Dark Offering; Phantomize; Spell Memory I; Spell Memory II; Summon Demon
- Spells
- Tier 1, cost 1: Bolt of Darkness; Tier 1, cost 1: Curse of Weakness; Tier 1, cost 1: Power of Sacrifice; Tier 2, cost 2: Bloodstained Blade; Tier 2, cost 2: Curse of Pain; Tier 3, cost 3: Evil Eye; Tier 3, cost 3: Spell Predation; Tier 4, cost 4: Hellfire; Tier 4, cost 4: Life Drain; Tier 4, cost 4: Ray of Darkness; Tier 5, cost 5: Eldritch Shield; Tier 5, cost 5: Flame Walker; Tier 6, cost 6: Abyssal Gateway; Tier 6, cost 6: Summon Hydra; Tier 7, cost 7: Hellguard Glaive
- Bard Songs
- -
- Shapeshifts
- Blood Pact
Wizard
Wizard uses high Knowledge to prepare a broad set of arcane and elemental spells.
- Move Speed
- 300
- Strength
- 6
- Dexterity
- 17
- Agility
- 15
- Will
- 20
- Knowledge
- 25
- Vigor
- 7
- Resourcefulness
- 15
- Perks
- Arcane Feedback; Arcane Mastery; Arcane Precision; Cold Focus; Fire Mastery; Focused Mind; Glass Cannon; Ice Mastery; Ice Shield; Lingering Magic; Mana Surge; Melt; Quick Chant; Reactive Shield; Sage; Spell Overload; Staff Mastery; Static Charge
- Skills
- Arcane Infusion; Arcane Insight; Arcane Shield; Arcane Surge; Intense Focus; Meditation; Spell Memory I; Spell Memory II
- Spells
- Tier 1, cost 1: Light Orb; Tier 1, cost 1: Transmutation; Tier 1, cost 1: Zap; Tier 2, cost 2: Ice Bolt; Tier 2, cost 2: Ignite; Tier 2, cost 2: Slow; Tier 2, cost 2: Magic Lock; Tier 3, cost 3: Haste; Tier 3, cost 3: Magic Missile; Tier 3, cost 3: Sleep; Tier 4, cost 4: Fireball; Tier 4, cost 4: Invisibility; Tier 4, cost 4: Lightning Strike; Tier 5, cost 5: Explosion; Tier 5, cost 5: Fly; Tier 5, cost 5: Frost Wave; Tier 6, cost 6: Chain Lightning; Tier 7, cost 7: Polymorph; Tier 8, cost 8: Meteor Strike; Tier 8, cost 8: Teleport
- Bard Songs
- -
- Shapeshifts
- -
What Are the Classes in Dark and Darker?
A class is the kind of character you play, and it shapes how you deal damage, whether you use weapons or magic, and what job you usually do in a group. The roster is Fighter, Barbarian, Rogue, Ranger, Wizard, Cleric, Bard, Warlock, Druid, and Sorcerer. You pick one when you create a character, and every player can use any of them.
Since the class shapes almost every fight, it's worth learning how each style works before you commit. If you want to try something different, just make another character.
How Attributes and Perks Shape a Class
Each class starts with its own mix of attributes, the core numbers that control your character. Strength adds health and melee power, and Agility controls how fast you move and attack. Will affects magic resistance and how long buffs and debuffs last, while Knowledge sets how fast you cast and how many spells you can carry. That's why Wizards start with the most Knowledge, and Sorcerers start with the most Will.
Gear raises these numbers further, so two players in the same class can still build very different characters. Perks add another layer, with more perk slots opening as a character levels up. Each character levels on its own, so a new character starts from the beginning even if you've played the same class before.
The Main Playstyles in Dark and Darker
The Fighter and Barbarian hold the front line. They stay close to enemies and rely on weapons and sturdy health. The Fighter is the more balanced of the two, and its shield can block arrows as well as melee hits. The Barbarian hits hard up close, but its big weapons swing slowly.
The Rogue and Ranger work from a distance or from the shadows. Rogues move quickly and set ambushes, while Rangers track enemies, set traps, and shoot bows and crossbows. Both are fragile in long or open fights, so they depend on picking the right moment.
The Wizard and Sorcerer deal damage with magic from range. Wizards must meditate to refill spent spells, and Sorcerers have long cast times and long cooldowns. Both are exposed while they recover, and Wizards are weak in close quarters.
The Cleric, Bard, and Warlock blend fighting with support. The Cleric heals and shields allies with a blunt weapon, the Bard plays songs that buff the team and weaken enemies, and the Warlock mixes melee with curses. The Druid sits apart from the rest. It changes into animal forms during a run, and each form trades strengths for drawbacks, like a sturdy bear or a fragile rat.
Best Dark and Darker Class for Beginners, Solo Play, and Groups
New players usually start with the Fighter, since it's simple to learn and teaches the basics of melee and blocking. The Rogue and Cleric are also often named as easier starts.
If you like playing alone, the Rogue and Ranger suit players who prefer to scout, sneak, and pick their fights. In a group, the Cleric and Bard are the classes teams tend to value most, since they heal, shield, and buff teammates.
Rankings shift with every balance update, so treat any tier list as a snapshot rather than a final answer. The class you enjoy playing will usually serve you better than the one at the top of a list.
How to Fight Against Each Class Style
Knowing a class's weak spot tells you how to fight it. Casters like the Wizard and Sorcerer are dangerous from range but exposed up close, so close the gap while they're recovering or casting. A Wizard that's meditating to refill its spells is especially open to surprise attacks.
Melee classes like the Fighter and Barbarian struggle to pin down fast opponents who keep moving around them. Rogues and Rangers are fragile in open fights, so catch them out in the open, and go after a Ranger up close, where its melee is weak.
Warlocks are more vulnerable to ranged attacks, and their spells cost health, so pressure them when they're running low. Druids are the trickiest to read because they change form mid-fight. Watch which animal they've become, since a bear, a panther, and a rat each move and fight differently.
FAQ
How do Warlock spells cost health?
Warlock spells are paid for with health. Health spent this way becomes Recoverable Health, which you can get back by resting, using bandages, or having a Bard heal you.
What can a Druid do in animal form?
Druids change form using Shapeshift Memory skills, and each form trades strengths for drawbacks. You can't use tools in any animal form, so plan around that before you shift.
Do Sorcerers need a staff or wand?
No. Sorcerers can cast without a magical item, using their bare hands or a Crystal Sword. Using both hands merges two spells into one, such as the Flamefrost Spear.

