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Dark and Darker New Spell System - Introduction to Spell Memory and How to use Spells in Dark and Darker!

The latest and greatest thing about Dark and Darker is that the developers put in a lot of effort to make a new Spell System. Most of the players are confused about Spell Memory in the Wizard or Cleric class or how to use spells in the game.

Here’s our Guide on Dark and Darker New Spell System where we will explain everything related to the spells and also tell you about using the spells effectively.

Working of Spell System in Dark and Darker

Working of Spell System in Dark and Darker

There are a total of 6 Classes in Dark and Darker, but out of them all, only two have the ability to use spells. For the most part, they revolve around spells and your use of spells makes them better or worse.

In order to use the spells with Cleric or Wizard class, you will first have to equip the Spell Memory Ability, which will allow you to control the number of spells you learn in the field.

After you have Spell Memory equipped, you can then choose the spells you have to equip in combat. For a beginner, it is important to understand that Knowledge is available in a limited amount when you first start the game.

Meaning, you have a few spells to utilize as a beginner who just got started with the game. In each run, you can use only those that you learned using the Spell Memory Ability.

At the corner of the spell, you can check out the charge number to know how many you can utilize. As you play the game, you will learn them, in creating your arsenal of spells.

One more thing to understand is that both Wizard and Cleric have Tiers of Spells that you can use. Each will be “Cost Spells”. Now, let’s talk about Tiers for both Wizard and Cleric in detail below;

Spells for Wizard Class

Same as before, there are 5 tiers to the Wizard Class Spells in Dark and Darker. These are;

Tier 1 is 1 Cost Spells

  • Ignite

  • Zap

  • Light Orb

Tier 2 is 2 Cost Spells

  • Ice Bolt

  • Slow

Tier 3 is 3 Cost Spells

  • Haste

  • Magic Missile

Tier 4 is 4 Cost Spells

  • Fireball

  • Lightning Strike

  • Invisibility

Tier 6 is 6 Cost Spells

  • Chain Lightning

Spells for Cleric Class

There are 6 tiers to the Cleric which are as follows;

Tier 1 is 1 Cost Spells

  • Bless

  • Protection

Tier 2 is 2 Cost Spells

  • Cleanse

  • Divine Strike

Tier 3 is 3 Cost Spells

  • Bind

Tier 4 is 4 Cost Spells

  • Lesser Heal

Tier 5 is 5 Cost Spells

  • Holy Light

Tier 8 is 8 Cost Spells

  • Resurrection

Knowledge in Dark and Darker

In order to use any Spell in Dark and Darker, you will have to first get Knowledge. What is it or how does it work? Well, Knowledge is something that determines the spell cost and you will have to utilize it in order to equip the spells and use them in the Dungeon Run.

When you pick a character in the game, that character will initially have around 12 Knowledge available, but you can improve it further by using better gear in the run, which is quite a fascinating thing in the game.

This is the main theme of the Dark and Darker New Spell System. You can get Gloves, Pendants, Amulets, Robes, or other things to improve the spell cast. One such example can use Missile, Slow, Zap, or Lightning Strike for a starter Wizard and it will cost you 12 Knowledge.

As a Guide on How to use Spells in Dark and Darker, we recommend that you go over the limit with Knowledge. The obvious reason is that you are always getting much more Knowledge in the run than you start off the run with.

It will further unlock some spells that you can put in the wheel and use. In case you start the run with less Knowledge, you will be able to use these same spells afterward.

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Two Spell Wheels!!!

Yes, you heard that right. You can also get two spell wheels for the Spell Memory. It will do exactly what you would imagine - double your spell numbers. But, one thing to keep in mind is that it won’t have any effect on your Knowledge and it will remain completely the same.

In order to have two Spell Memory Wheels, you need to take the path toward the endgame with the Cleric or the Wizard Class in Dark and Darker. With Full Knowledge, you will be able to create two Spell Wheels and utilize all the spells at once.

What is Spell Memory in Dark and Darker?

Spell Memory in Dark and Darker

Spell Memory is an ability for Wizard and Cleric in Dark and Darker because both of them are the only ones who use Spells. Using Spell Memory, you will open the slots to store spells.

In the game, you will automatically get one spell memory and you can utilize it to have around 5 spells in total. You should be checking every spell you possibly can and then put the one that basically fulfills your needs.

The Fireball and Lightning Spells are offensive types and you can use them as a beginner for a quick victory. The invisibility or other support spells are quite situational and we don’t recommend you go with them till reaching higher-level Dungeons.

You can further exchange the other skills in the game and put in the Spell Memory to get five more slots. You might get this feature later on in the final run of the game or even in the April Play Test of Dark and Darker. It could also be a rare drop.

How to Cast Spells in Dark and Darker?

How to Cast Spells in Dark and Darker

In order to cast spells, you will have to press the right button made for casting. The gear you will be needing is a Staff which is 1 for Wizard and 3 for Cleric. Cleric can also use a shield that is assigned to 2, but our recommendation isn’t going for the defensive side.

Just have dual wield enabled instead of a shield or take out your staff. It is the best practice in the game as of now. You can further press the E button on your spell wheel and then select the one you would like.

There is no need to press click again and again in order to select it, the last one you hovered over will be automatically equipped.

When you have everything set up for you, you just have to hold the right mouse button to cast them. That’s How to cast Spells in Dark and Darker, pretty simple!

One thing to understand is that each spell in the game has a different cool down and depending on that, you will have to hold the mouse button for a longer or shorter duration.

There is also a progress bar in the game, but it is something that you can basically understand as you play Dark and Darker or get involved with the Dungeon Run more often. You will be needing Knowledge to Cast Spells, which we already discussed here in our Guide on New Spell System of Dark and Darker.

You can utilize the Meditate for Wizard Class to get back the Spell Power with time. You will require some time to use it at a safer place but as you proceed onwards with the game, the time will lessen.

How to use more Spells?

In order to learn How to use more spells in Dark and Darker, you will have to dive deep into the Spell System which is related to Spell Memory. It is a system that is made to control or manage the Cleric or Wizard during the Dungeon Spell, when or how they should be casting a spell.

In order to use the Wizard to conjure spells, you will have to take the ability. Let’s take an example where you use the Meditate Ability to regenerate spell power in a short time.

In the start, it might feel strange because you will be meditating between fights, but when you go further into the game, you will be meditating less than usual. After finishing the run, you will be able to refresh all of your Spells and then prepare for the next run with better gear and more spell usability.

Conclusion

Well, these are every detail on the Dark and Darker New Spell System. This system is new in this playtest but for the next one in April, it will carry on, as well as get more flourish.

We also tried to dive more into the Spell Memory System in Dark and Darker, as well as guide you on How to use Spells in the game. Just don’t try to outwork things as a beginner and try to understand the Knowledge system to get started with.

Both Wizard and Cleric are quite strong in the game, but it actually depends on what you want them to become - either someone completely offensive for a solo run or someone defensive for a team run.

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