There's a little more to casting spells than simply tapping the appropriate button. The default weapon for wizards & clerics, which is tied to slots "1" and "3 respectively, is a magic staff. By default, the Cleric has a shield in slot "2," but you can switch it out for staff and dual-wield if you don't want to play a defensive game.

After you have that ready and outside, press "E" to bring up your spell wheel, then place the cursor where you want it. To choose, you don't need to click. The spell you'll use is whatever it was that your mouse was last hovering over. Hold down the right mouse button to perform a spell when you're ready to do so. The stronger spells require more time to cast because of their lengthier cast times. Before you go too far into a run, it's a good idea to try different spells to see how long it takes to cast them. Each spell has a progress bar. Casting spells requires knowledge. You begin with a base knowledge value of 12, and some items looted from dungeons can raise it.

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Dark and Darker Spells

‘Knowledge’ in Dark and Darker

You require knowledge to cast any of the spells mentioned above. The cost of the spells you can use while running is determined by your knowledge. Each character has 12 Knowledge at first, although this can be increased with gear. The kinds of spells you can cast can all be enhanced by items like pendants, cloaks, gloves, amulets, & more.

For a total of 12 Knowledge, you can decide to purchase Zap, Magic Missile, Lightning, and Slow as a novice. It's crucial that you replace spells that use more Knowledge than you have available on the Magic Memory Priority meter. This is true even if you start the run with little knowledge because you can really increase your knowledge during the run, which will unlock those more spells on your spell wheel.

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The number of spells you can cast in a single run can also be doubled by equipping two Spell Memory wheels, but doing so will not improve your Knowledge. For late-game Mage & Cleric characters having full Knowledge who can equip two different casters, this is feasible.

‘Spell Memory’ in Dark and Darker

To obtain the slots where you store spells, wizards and clerics also require spell memory. You immediately receive one spell memory in the Dark and Darker, allowing you to equip five spells. Try out different spells to see which ones work best for you. We've found that, at least for Wizards, offensive spells like Lightning and Fireball are much more effective than support spells like the too-brief Invisibility. Clerics have the added benefit of casting self-buffs, which allows them to take more punishment and do some damage using their mace.

Five additional slots can be unlocked by swapping your other skill with greater spell memory, but we haven't had much luck discovering extra memory thus yet. Like class skill growth, it can be hidden behind the entire game, or it might merely be an extremely uncommon treasure drop.

Spell Cost Limit and Priority

Each spell has a particular cost that varies depending on its tier, usually with higher tiers costing more. The most recent spells you added are inaccessible if you go over the Cost Limit, which is indicated at the bottom of the spell menu. Because the Cost Limit is based on the character's Knowledge stat, it will rise as Knowledge does.

The Spell Memory Priority bar will indicate which spells are no longer usable if you have exceeded the Expense Limit. The sequence in which you inserted the spells determines the priority, with the final one being given the lowest importance.

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