Dark and Darker is a wonderful and exciting extract looter that shakes up the standard formula by using 90s dark fantasy as its theming. Like any traditional dungeon crawler, the system isn’t relatively straightforward at first, and there are many different ways to approach combat with all of Dark and Darker’s classes.
One of the most fun combat mechanics in gaming is magic. For those who are fans but are new to the game, we’ve written this quick guide on how to cast spells in Dark and Darker. Read on to find out how, as well as which spells are best and easiest to cast.
How does Magic work in Dark and Darker?
At this time, there are only two magic casters in Dark and Darker: the Wizard and Cleric. These casters are extremely powerful and vital to some team compositions. Spell casters may be one of the deadliest classes in the game, but they have their weakness when left alone.
Magic is complicated, and many new players don’t initially understand how Dark and Darker’s magic system is inspired by old D&D or RPGs.
Equipment
Before you can start casting spells, you must have the right equipment to channel your magic abilities through. The Cleric and the Wizard both begin with a simple staff. This staff allows you to cast spells and wack enemies for a tiny amount of damage, but its major drawback is the time it takes to fully charge a spell, which slows you down a lot.
Alternatively, both classes can use a spell book or tome instead. This simple book is a massive upgrade to the staff, giving the caster more movement speed and faster casting speed, but you can’t melee with the book. Wizards can obtain a crystal ball that operates similarly to the spell book.
Using a spell book or a crystal ball will improve your effectiveness as a spell caster by improving your movement speed and casting speed. Unless some massive changes are made to the normal staff, the spell book and crystal ball will always outshine it.
Spell Memory
You must first learn about Spell Memory to understand Dark and Darkers magic system. Spell Memory pulls inspiration from D&D’s spell slot system, which limits how many times you can cast a spell.
Both the Cleric and Wizard have equipable Spell Memory wheels, which increase the number of spells you have equipped but doesn’t increase the number of charges each spell has. However, in order to prepare the higher tier spells or more spells in general, you must have more Knowledge.
Knowledge
To cast any spell, you require Knowledge. Knowledge determines the requirements for equipping a spell and casting it. Each character starts with 12 Knowledge, but obtaining gear can improve this stat. Rings, pendants, robes, gloves, spell books, etc., can all improve your spells and overall Knowledge.
More Knowledge allows you to equip higher-tier spells like a Cleric’s Resurrection or a Wizard’s Chain Lightning spell. Without acquiring more Knowledge, your Cleric or Wizard will be limited to the number of spells you can equip or use during your runs.
As previously mentioned, you can equip two Spell Memory wheels that double the number of spells you can take into a run, but this will not increase your Knowledge stat. Having two Spell Memory wheels equipped is typically a tactic for high-level Wizards and Clerics, but taking two Spell Memory wheels sacrifices your other ability, which is a massive tradeoff.
You can Replenish Your Spells in Dark and Darker
There are ways to regenerate your spells in Dark and Darker, but the Wizard has a significantly easier time replenishing their spells.
Taking the Wizards Mediate ability allows you to sit down and slowly replenish a decent chunk of your spells over a long animation. During this animation, you are extremely vulnerable, so use this ability between fights whenever possible to keep your spells topped off.
If you are playing a Cleric, replenishing becomes significantly harder to balance out the fact this class has access to heals and buffs, whereas the Wizard primarily has damaging spells. You need to buy or find a campfire to replenish your spells as a Cleric. Placing a campfire takes a long time, but once the fire is lit, every member of your party can sit down for a short rest.
During this short rest at a campfire, everyone slowly regenerates health, and Wizards and Clerics regenerate spell slots. You can buy campfires before venturing out into the dungeons. Otherwise, loot one off an enemy Ranger since that class always gets a free campfire.
All Dark and Darker Spells
Here is a list of all known spells for the Wizard and Cleric in the recent Dark and Darker playtests.
All Wizard Spells in Dark and Darker
Tier | Spell | Description | Cost | Uses |
---|---|---|---|---|
1 | Zap | If hit, it deals magic damage and burns the target for 1 second. | 1 | 5 |
1 | Light Orb | Blows up spheres of floating lights to brightly illuminate the surroundings. | 1 | 6 |
1 | Ignite | Set the target’s weapon on fire, dealing 5 additional magic damage and burning enemies when they hit. | 1 | 5 |
2 | Slow | Slows the target’s movement speed by -40% for 2.5 seconds. | 2 | 5 |
2 | Ice Bolt | On hit, it deals magic damage and reduces the target’s movement speed by -15% for 1 second. | 2 | 5 |
3 | Magic Missile | Fires up to 10 homing missiles that each deal 12 damage. Stops firing when you move. | 3 | 5 |
3 | Haste | Target gains 1 14% action and move speed bonus for 11 seconds. Casts to self if no target is found. | 3 | 4 |
4 | Lightning Strike | After 4 seconds, a bolt of lightning falls on the targeted area, dealing spell damage. | 4 | 5 |
4 | Invisibility | Target becomes invisible and gains a 10% move speed bonus for three seconds. Casts to self if no target is found. | 4 | 4 |
4 | Fireball | Shoots a fireball that causes 30 direct damage to a target, 10 splash damage and a knock back effect to nearby targets. | 4 | 5 |
6 | Chain Lightning | Electrocutes the target, inflicts spell damage and fires lightning that is transferred to a being within 5 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. | 6 | 3 |
All Cleric Spells in Dark and Darker
Tier | Spell | Description | Cost | Uses |
---|---|---|---|---|
1 | Protection | Creates a shield that blocks 20 physical damage for 20 seconds. | 1 | 5 |
1 | Bless | Target gains +3 to Strength, Agility, and Will attributes for 30 seconds. Casts to self if no target is found. | 1 | 5 |
2 | Lesser Heal | Heals the target for 15 health. Casts to self if no target is found. | 2 | 4 |
2 | Divine Strike | Increases weapon damage by 10 for 20 seconds. | 2 | 5 |
2 | Cleanse | Removes all harmful magic effects from the target. | 2 | 5 |
3 | Bind | Binds the target for 0.75 seconds. | 3 | 4 |
5 | Holt Light | Heals an ally for 30 Hp or does 100 base magical damage to an undead target. | 5 | 4 |
6 | Sanctuary | Concentrates 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. | 6 | 2 |
8 | Resurrection | Target an ally to resurrect them from the dead. The corpse must have a soul heart. | 8 | 1 |
Pre-Casting Spells in Dark and Darker
One vital tip for improving your casts is learning how and when to hold a pre-charged spell. Pre-casting, charging, or “cooking” a spell refers to when a Wizard or Cleric begins charging up a spell in preparation for using it when the time is right.
New Clerics should get into the habit of pre-casting their healing spells during a fight to immediately replenish any damage your Fighter or Barbarian recently took.
Holding a healing spell to offset incoming damage will save your teammate’s life, especially in situations where enemy players only target them, resulting in a lot of damage being sent their way.
Pre-casting is also a good idea for Wizards since your damaging spells will cause collateral damage. Hold your spell until an opportune moment when your Fireball will damage the enemy players instead of your teammates.
Heals and Buffs affect enemy players in Dark and Darker
Lastly, another vital piece of information is that all buffs and heals from both spell caster classes can affect other players. Spells such as Bless, Haste, Protection, etc., will benefit enemy players if your spell hits them. Be careful when casting your spell in Dark and Darker, especially when a Rouge dances around your teammate.
Almost nothing feels as devastating as missing your Holy Light and having it hit the enemy player who is murdering your Ranger. Be careful when casting your spells, and employ our tips for pre-casting or holding your spells to improve your spell casting.
Conclusion on Casting Spells in Dark and Darker
That’s our short guide for how to cast spells in Dark and Darker. We absolutely love the retro fantasy vibe and universe that Dark and Darker takes place in, which makes the powerful yet limited capabilities of Magic make all the more sense for this game.
If you enjoyed our look into Dark and Darker and want to learn more about the game, check out our list of tips and tricks to get better and ensure your survival while down in the dungeon.
For now, Good Hunting!