As the fighter magnificence, I'll Dark And Darker Gold begin most rounds with the default sword, protect, and torch, loot a close-by chest in hopes of a few boots or a helmet, and then get on with killing the nearest AI baddies.
If I'm lucky, I'll amass a small handful of gold trinkets and miscellaneous weaponry to jam in my inventory Tetris-ed pockets. You can also take a pink glowing portal to head deeper into the dungeon for further challenges and rewards, however I've not gotten that courageous yet.
If I die I lose all of it, but if I manage to trojan horse my manner through the oppressively slim corridors, ground spike traps, and different gamers I actually have a shot at locating a sparkling blue stone at the ground with a purpose to open an go out portal.
(Be aware, co-op folks; these things admit one individual best, now not the entire squad, which seems pretty stingy for a recreation quality performed with buddies.)
Things get a chunk much less harrowing in a properly-balanced trio of Fighter, Cleric, and Wizard, (or Barbarian, Rogue, or Ranger) but then again, loss of life is only a pair missteps away in Dark and Darker's classically claustrophobic dungeons, which make me omit the outdoors of other PvPvE romps.
If I do escape, I immediately sell all my loot within the merchant menu and shove the gold coins in my stash even as I take on the subsequent run wearing most effective what I delivered out on my returned.
This is where Dark and Darker is most just like Escape From Tarkov; buying incrementally higher gear from cheap Dark And Darker Gold traders and operating toward permanent magnificence upgrades is a familiar grind.
The Wall