How To Use Spells In Dark And Darker

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  • How Spells Work In Dark And Darker
  • What Is Knowledge?
  • How To Cast More Spells During Your Runs

The Spell System in Dark And Darker is a bit confusing at first, although you might recognize the concept of Spell Memory if you've ever played Dungeons and Dragons. Essentially, you have limited knowledge on your character, and limited Spell Memory in each run. There are ways to regenerate your spells mid-run, however, and we will cover that below.

This guide covers how the spell system works, how to use more powerful spells, and how to refresh your spells as you tackle the dungeon.

This info is based on the December 2022 Playtest and is subject to change. We will keep this page updated with more info based on future Playtests for the game.

How Spells Work In Dark And Darker

The two classes in the game that can currently cast spells are the Wizard and the Cleric. The Wizard's primary spell-casting weapon is their trusty staff, whereas the Cleric can use a spell book or staff in their offhand alongside a blunt weapon (preferably.)

The Spell System works the same way for both classes. Each class has a separate spell section of their class builder. To use spells, you must first equip the Spell Memory ability in the ability section. Once you have equipped the Spell Memory, you can choose which spells to take into combat. However, you will have a limited amount of Knowledge available to you at the start of the game, which means you can only take a certain number of spells and cast only a certain number of them on your run (you can view this by the charge number in the corner of the spell). Here's a look at the spells for each class.

Wizard Spells

  • Tier 1: One Cost Spells
    • Zap
    • Light Orb
    • Ignite
  • Tier 2: Two Cost Spells
    • Slow
    • Ice Bolt
    • Tier 3: Three Cost Spells
      • Magic Missile
      • Haste
      • Tier 4: Four Cost Spells
        • Lightning Strike
        • Invisibility
        • Fireball
        • Tier 6: Six Cost Spells
          • ​​​​​​​Chain Lightning
          • Cleric Spells

            • Tier 1: One Cost Spells
              • Protection
              • Bless
            • Tier 2: Two Cost Spells
              • Divine Strike
              • Cleanse
              • Tier 3: Three Cost Spells
                • Bind
                • Tier 4: Four Cost Spells
                  • Lesser Heal
                  • Tier 5: Five Cost Spells
                    • Holy Light
                    • Tier 8: Eight Cost Spells
                      • Resurrection
                      • You can read more about both these classes in our Class Guide.

                        What Is Knowledge?

                        To cast any of the spells above, you require Knowledge. Knowledge determines the cost of spells that you can equip and use during your runs. Each character starts with 12 Knowledge, but this can be improved by gear. Pendants, robes, gloves, amulets, etc, can all improve the types of spells you can cast.

                        As an example, for a starter Wizard, you may want to take Zap, Magic Missile, Lightning Strike and Slow for a total cost of 12 Knowledge.

                        It is important that you also equip extra spells that go over your Knowledge limit on the Spell Memory Priority bar. This is because you can get more Knowledge actually during your run – this unlocks those extra spells on your spell wheel, even if you entered the run with less Knowledge.

                        It is also possible to equip two Spell Memory wheels that double the number of spells that you can take into a run, but this will not increase your Knowledge. This is likely for endgame Wizard and Cleric characters with full Knowledge that can equip two separate wheels of spells.

                        How To Cast More Spells During Your Runs


                        However, you will also expend Spell Memory during a run. This is to manage how often Wizard's and Cleric's can actually cast spells.

                        To regenerate spells as a Wizard, for example, you will need to take the Meditate ability which regenerates spell power over a short period. This might feel a bit unintuitive at the start of the game (Meditating in every other room between fights), but the need for Meditate is slightly lessened the further you progress into the game.

                        Spells will also refresh after you've finished a run.

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