Casting spells takes a little more Dark And Darker Gold for sale than simply pressing the right button. It requires a magic stick as your default weapon and is bound to "1" when you are Wizards while "3" to Clerics. The Cleric includes a shield slot "2" as a default. If you don't want to play a defense game, it is possible to swap the shield with the staff and use it in dual-wield.
Once you've got it all set and equipped You can you can press "E" to activate your spell-wheel, then shift your cursor over the one you want. You don't have make a click to select. Whatever you've hovered your cursor over at the end of the day is the spell you'll be equipping.
When you're ready to cast a spell, hold that right button. Spells have varying cast times while the more powerful spells are more difficult to cast. Each spell comes with a progress indicator, and before you go way too far into your run, it's a good idea to test them out to determine how long it takes to cast.
Spells require some knowledge to cast. It starts with a base knowledge value of 12, and you can increase it with certain pieces of equipment found in Dungeons. Wizards have the ability to use Meditate to boost their power in the course of. It takes some time to use this ability to cast, so be sure that you're at the side of an experienced friend or in a protected space during the time you're using it.
Wizards and Clerics require spell memory to unlock the slots in which you store spells. In the Dark and Darker demo, you'll get one memory for spells automatically, which allows you to use five spells.
Explore spells and find the ones that suit you most. In our experience, offensive spells like Lightning and Fireball are much more useful than the too-brief Invisibility spells and similar support spells, at least for Wizards. Clerics have the added bonus of casting buffs on themselves, which means they are able to stand up to more heavy hits and also deal some damage with cheap Dark And Darker Gold their mace.