Keybinds & Spell Placement Memorization Matters: One of the first initial hurdles of playing
Darker Gold a Wizard are the actual controls. Players will need to memorize where they place their Spells on the Spell-casting Wheel, what inputs do what, when to drink potions, what secondary Weapon to use, and so on.
Figure Out What Spells Work Best In Which Scenario: While there are absolutely Spells that are 'meta', each Spell has situations where it works better or worse. For example, against single-targets, there isn't much reason to use Fireball.
Communicate With Allies When Casting: When playing a Wizard in a team, especially one where every player is in a voice call together, Wizards need to communicate when they're about to cast a Spell. Doing so lets teammates know to get out of the way so that there are no big accidents. Remember, while Clerics also have Spells, theirs are pretty much harmless to their allies and in some cases literally bring them back from the dead.
Blue Potions Are Your Friends: And lastly, like Rogues, Blue Potions help Wizards immensely during combat. Usually, it just means they'll die in three hits instead of two, but the time it takes for that one hit is usually enough to turn the tide of the battle.
Dark and Darker's Rogue is one of the more 'high risk, high reward' class choices in this dungeon-crawling
cheap Dark And Darker Gold battle royale-esque game. In the right hands, a Rogue is absolutely terrifying to be surprised by or can loot and escape the dungeon in record time.
RELATED:The Hardest Turn-Based RPGs Ever Made, Ranked But, if played incorrectly or in the hands of a beginner, Dark and Darker's Rogue can be killed in a single hit (in some circumstances). So, let's go over the class as a whole, how people tend to build it, and what Skill, Perk, and Equipment loadouts seem to work best overall.