Dark and Darker Guide - Wizard and Cleric; How to Cast and Use Spells
In this article, we discuss spells for the Wizard and Cleric class in Dark and Darker. Find out what spell memory is and how to use and cast spells.
Dark and Darker is currently in development. However, players have already had the opportunity to familiarise themselves with the title through playtests. One of these is currently in progress. In the new version of the game, players have been given a redesigned spell system. We will talk about it in this article. Find out how to cast spells with the Wizard and Cleric classes. Learn all about spell memory and read full list of Cleric and Wizard spells.
Read also: Dark and Darker - list of all classes and their features
Remember that Dark and Darker is under development and some of the information presented below may change.
- Dark and Darker – Spell Memory
- How to Cast and Use Spells in Dark and Darker – Cleric and Wizard
- Dark and Darker: Wizard Spells
- Dark and Darker: Cleric Spells
- Dark and Darker Guide
Dark and Darker – Spell Memory
The basic spell mechanics for Wizards and Clerics are the same, so we will discuss them together.
If you want to be able to use spells, you will need to have Spell Memory set up in the Perk & Skill tab. This will unlock access to the spell tree. There are 2, but without sufficient knowledge you will not be able to use them anyway, so you will probably only need one for a long time.
Knowledge is an indicator of how many different spells your Wizard or Cleric can use (you can check it at the bottom of the screen – cost limit). It is true that each spell tree has up to 5 spell slots, but the limit of your knowledge determines which spells will be available to you during your dungeon expedition.
Knowledge required to equip a spell is equal to its tier. For example, if you want to memorise a tier 1 spell, it costs 1 knowledge. Knowledge is allocated according to the order in which the spells are added to the spell tree. Remember that spells that are partially "paid for" will also be unavailable. Unavailable spells can be easily identified by their greyed-out colour.
You can only cast each spell a certain number of times. You will recognise this by the number on the spell. Therefore, an extremely useful feature for the Wizard is the Meditation skill, which allows you to renew charges (partially).
After assigning a spell to the spell tree, in the case of the Wizard, you may notice that they take on colours at the bottom of the screen. This is related to the fact that the Wizard has perks for different schools of magic. Thanks to the colour, you can easily recognise which school of magic a spell belongs to.
How to Cast and Use Spells in Dark and Darker – Cleric and Wizard
In order to cast a spell, you must have a Staff equipped. The Wizard has it by default under key 1, while Cleric has it under key 2. You then need to select the appropriate spell from the spell tree. The default is E or Q, depending on which tree is active. With the spell selected, press the right mouse button to cast.
Dark and Darker: Wizard Spells
Tier 1
- Zap – If hit, it deals magic damage and burns the target for 1 seconds.
- Light Orb – Blows up spheres of floating light to brightly illuminate the surroundings.
- Ignite – Set the target’s weapon on fire, dealing 5 additional magic damage and burning enemies when they hit.
Tier 2
- Slow – Slows the target’s movement speed by -40% for 2.5 seconds
- Ice Bolt – On hit, it deals magic damage and reduces the target’s movement speed by -15% for 1 second.
Tier 3
- Magic Missile – Fires up to 10 homing missile that each deal 12 damage. Stops firing when you move.
- Haste – Target gains 14% Action and Move Speed bonus for 11 seconds. Casts to self if no target is found.
Tier 4
- Lightning Strike – After 4 seconds, a bolt of lightning falls in the target area, dealing spell damage.
- Invisibility – Target becomes invisible and gains a 10% Move Speed bonus for 3 seconds. Casts to self if no target is found.
- Fireball – Shoots a fireball that causes 30 direct damage to a target and 20 splash damage and a knock back effect to nearby targets.
Tier 6
- Chain Lightning – Electrocutes the target, inflicts spell damage, and fires lightning that is transferred to a being within 4 metres 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.
UPDATE: Most changes in updates are connected with Cleric, not Wizard. However, there are some minor changes in this class.
Dark and Darker: Cleric Spells
Tier 1
- Protection – Creates a Shield that blocks 20 physical damage for 20 seconds.
- Bless – Target gains +3 to Strength, Agility and Will attributes for 30 seconds. Casts to self if no target is found.
Tier 2
- Divine Strike – Increases weapon damage by 10 for 20 seconds.
- Cleanse – Removes all harmful magic effects from the target.
- Lesser Heal – Heals a target for 15 health. Casts to self if no target is found.
Tier 3
- Bind – Binds the target for 0.75 seconds.
Tier 5
- Holy Light – Heals an ally for 30 HP or does 100 base magical damage to an undead target.
Tier 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.
Tier 8
- Resurrection – Target an ally to resurrect them from dead (the corpse must have a soul heart).
UPDATE 1: It is worth noting that the Lesser Heal spell was previously in tier 4. Lowering its tier makes Cleric a much more useful class, as they can take more spells with them into dungeons. However, it is also worth noting that their combat usefulness has been reduced as skeletons are no longer classified as undead in Dark and Darker. Tier of Resurection was also lowered (9 to 8).
UPDATE 2: Minor changes to Cleric’s spell tree.
UPDATE 3: Some skill values changed, new spell for Cleric.
Dark and Darker Guide
If you want to learn more about the game, our Dark and Darker Guide is well worth checking out. We discuss there all the important mechanics in the game.