As a level 0 Wizard, you will only have

That means you can only take 12 points worth of spells into the run. If you are confused about how the spell system works in Dark And Darker, go check out our guide and then come back.

Tier 1: One Cost Spells Zap - Direct magic damage that also inflicts a burn that Dark And Darker Gold lasts one second. Light Orb - Light spell to ruin those pesky shadows. Ignite - You can set the targets weapon on fire which will inflict burn. Be careful, this spell can hit the enemy, too.

Tier 2: Two Cost Spells Slow - Reduces targets movement speed by 40% for 2.5s Ice Bolt - Direct magic damage to target and will slow them - likewise, this can hit an ally.

Tier 3: Three Cost Spells Magic Missile - Individual missiles (10 of them) that do 12 damage each, fires continuously until you move. Haste - Applies a movement speed buff to an ally that lasts for 12 seconds, this spell will hit yourself if you are alone.

Tier 4: Four Cost Spells Lightning Strike - Targeted AoE after 4s, deals lightning damage in a small area. Invisibility - Turns the target invisible and makes them invisble, can be cast on yourself if alone. Fireball - Huge AoE fire attack that deals damage in a small-ish area.

Tier 6: Six Cost Spells Chain Lightning - Chain lightning spell that chains through multiple enemies within a 400m radius, chains up to three times. Be careful - this will chain to yourself if you are stood nearby.

As a level 0 Wizard, you will only have access to 12 Knowledge points. That means you can only take 12 points worth of spells into the run. If you are confused about how the spell system works in cheap Dark And Darker Gold, go check out our guide and then come back.


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