New Spell System Explained! | Dark and Darker

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hello everyone today I want to go over the new spell system which has been added in the most recent play test for dark and darker it's a little bit complicated so I wanted to make a guide on how it works so you don't have to be wondering now there's this new screen which has been added which lets you go over your spells why has this been added well if you've been playing the old play tests then you should think that the cleric and The Wizard both have five spells each on their spell wheel now both of them have more than five spells each so there's been a new system added which allows you to mix and match which spells you would like to bring because you can only take five although I'm going to explain a little bit why it's not so simple this right here represents your spell wheel which will be brought into the trial with you this represents your actual skill memory spell memory sorry so because I've taken spell memory I can use spells obviously if I replace spell memory with Smite you'll see both of these are red because neither of these are being in use although it does let you place the spells in here I wish that that wasn't the case I wish it kind of prevented you from placing them in there but I understand that they want you to be able to kind of have it loaded in there for when you put the spell back on so you know wish there was some feedback there regardless when you have spell memory equipped this will glow showing you okay this is active now I can take these spells off to kind of show you how they work now the cleric and The Wizard start with 12 knowledge knowledge represents your spell and memory capacity and this shows you how many of your points in your knowledge are being used currently you can use up to 12 points by default but obviously you can increase this by increasing your knowledge spells now have a tier associated with them and they cost as many points as their tier for example protection is a tier one spell and so it will cost one point to equip Holy Light is a tier V spell and will cost Five Points to equip and the resurrection is a tier 9 spell and so will cost nine points to equip lesser heals a tier four you get the picture and you get how this works as you add more spells you'll see them increase this cost limit which will show you how many of your points you've used so far now if I add Divine strike here you'll see that we've reached our cost limit of 12 points all of our knowledge has been used on all of these spells and we have one empty slot which means that if we were to enter the trial right now there would just be these four spells and you would just have this empty slot that does nothing but let's say we wanted to add a fifth spell even though we don't have enough knowledge you'll see that it says 15 over 12 here because bind costs three points and we just added it on to our 12 point fill um you'll see that it's crossed out right here which means that if we go into the trial right now bind will not be usable but it goes into something called the spell memory priority and the spell memory priority represents the priority at which your knowledge is being used to remember these spells so you can change your memory priority by changing the time in which you put these spells in the queue so if I put bind first and then I put Divine strike oops sorry if I put let's say bind and then uh bless sorry but blessing and bind it's a little bit confusing uh but basically I'm trying to get it to where it's right above 12. if I were to put bind now would not work but if I put bind here and then I put lesser heal you'll see that lesser heel is the one that is not used because it's the one that I put once I went over the limit and so obviously it's going to not be usable but these three will and that works as well the same for any spell that I put on after so because these are the last two spells that I equipped they go into the next memory priority slots which means they are the ones that aren't used while these are now why should you equip spells that aren't used even when they aren't used because throughout the trial you can technically unlock more knowledge for example if you find a ring that increases your knowledge by one then because this is next in the memory priority you'll actually unlock lesser heal while playing in the lobby so that's pretty cool if you happen to find a rare to bring that increases your knowledge so it's not really there's no point into just leaving these blank you might as well fill them up with the spells that you would like to use and then obviously if I were to unlock let's say one knowledge point then I would get my lesser heel because lesser heels number four is in this uh and then number five obviously would be blessing because I would need another knowledge point for blessing and that's essentially how this new spell system works of equipping Things based on tears and how much how many points they cost to equip um regardless you're probably wondering what this means and why it says spell memory required and stuff like that some of you may have figured it out already but now there's a new functionality in dark and darker that's been added to the clerican wizard where you actually have a second memory skill right here you can see I can equip spell memory 2 and spell memory 1 at the same time to have two separate memory like circles for my spells and this will allow me to equip more than five spells in the trial which is pretty cool to use the second one you're pretty much just gonna have to press Q as if you were using your second ability now unfortunately using spell memory one and two simultaneously does not double your cost limit for spells it will still be 12 by default and you'll have to increase it um additively and so this to a degree may not be useful for you early on but if you're playing a certain way where you just need to have every single spell for some reason then I could see this being useful especially uh depending on your build because you know some of you may have to decide now between taking protection and bless or protection blessing Divine strike there's there's multiple different Buffs now and so you know you may use all the charges on protection and then you want to use all the charges on Divine strike and then all the charges on uh bless and there's definitely utility to this system and it's very cool in my opinion or if you just are OCD about your controls you can have it to where these two are on one wheel and these two are on the other wheel so you have to press Q to use this wheel and E to use this wheel why would you do that I have no idea but it's an option and if we go ahead and check out the wizard that I have made you'll also see how the wizard wheel looks it's just a little bit different but it still functions exactly the same where you have two separate Wheels with one of them being enabled if you have one memory skill equipped and then the other being enabled if you have two memory skills equipped and that is pretty much how this system works wizard is a little bit different because it has more than 10 spells so you can't equip every spell at the same time but just like uh cleric the spells that you have now have a tiered cost with some of the new spells being quite expensive Point wise and you can equip them all you'll see here even though though I only have three spells because the cost is so large I already went over the 12 maximum and so I can't even use Fireball here so I'll need to equip something a little bit cheaper let's ignite and light orb and that would be my four skill deck the color coding on this doesn't really matter at all um it just represents the damage type obviously with dark blue being lightning light blue being ice purple being magic and red being fire to represent the different types of Damages which will most likely involve different types of defenses but anyways that is the new spell system in dark and darker knowledge is power for us Mages and clerics now get our get out there and uh do your thing gentlemen
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Channel: Soter Dave
Views: 19,577
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Keywords: dark and darker, dark and darker pvp, dark and darker game, dark and darker gameplay, dark and darker rogue, dark and darker guide, dark and darker tips, dark and darker cleric, dark and darker playtest, dark and darker rogue class, dark and darker wizard gameplay, dark and darker how to, dark and darker review, dark and darker wizard, dark and darker fighter, dark and darker classes, dark and darker tier list, dark and darker new spell system, Dark and Darker spell guide
Id: kJu62eh2srU
Channel Id: undefined
Length: 8min 29sec (509 seconds)
Published: Sat Dec 17 2022
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