Hey guys, you might have seen my other post in discussing the merits of the Spellsword. Well after countless catacombs runs, I think it's about time I wrote a guide for anyone who might be having trouble with beating the game/playing consistently. This will be focused mainly on the Catacombs, as the first two dungeons I am confident anyone can beat with just a bit of practice. I'll be doing a complete pros/cons analysis of each of the 6 classes, and explaining why the order of difficulty for playing each class, from easiest to hardest, is:Warrior. CultistThe second of the 'camp and lure' classes.
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Allow me to be your guide on an adventure to control the very nature of magic itself! We will walk amongst the stars and the depths of all the realms of hell. Wayward Souls is a light Modpack with a focus on teaching newer and younger players the various ways to progress through a number of popular magical mods. The intention is to provide.
The Cultist incorporates the powerful backstabs of the Rogue with the ranged charged shot of the Mage, along with a set of pickup abilities that work perfectly in tandem. The Cultist is an anomaly within this lineup in that she can be played both offensively and defensively, switching at a moment's notice.Pros. A monstrous maximum DPS (damage per second). A stealthed Cultist throws out powerful backstabs at an insane rate that outdamages every other class in the game. Spells.
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The Cultist's pickup abilities are my personal favorites in the game to use because they work fantastically in sync. In a room flooded with monsters? Slap on some stealth, wait for the action to die down a bit, then rush to the center of the mob and activate your AoE blind to render the entire group harmless for a few seconds. I recommend using the abilities in this manner for maximum safety. Also, pickups such as the 10-second stealth potion or the black crystals that spawn 2 clones for an extended period of time are invaluable.
While stealthed, every attack is a backstab. Backstabs. Backstabs do 3.7x the damage of a normal attack, and the Cultist can even upgrade hers to do more.
A blinded enemy is susceptible to backstabs from any direction, and using the combo above sets you up perfectly to deal with the monsters swiftly and efficiently. A ranged power shot. Every rule that I listed above for the Mage in regards to camping/luring also applies to the Cultist and her thrown dagger. The dagger itself actually has infinite range, allowing you to lure/kill monsters from even the farthest depths of a lava chamber (these frequently have long rooms). Hitstun. Hitstun refers to the very small period of lagtime that occurs when a monster is struck with an attack and moves back slightly.
This period of time is identical for all classes and their standard attacks. However, due to the Cultist's high attack rate she is able to maintain hitstun for a continuous period of time until a monster is dead. This is done by trapping an enemy against a wall and just spamming the attack button until they keel over. No fancy techniques, it's that simple - it just only works if there is only one enemy focused on you (otherwise you will get surrounded and overwhelmed).Cons. If you're out of spell pickups and stealth potions and come across a difficult room, the best you can do is circle/strafe around the monsters until you can find an opening while tossing out daggers every now and then. Your short attack range makes fighting any melee attackers risky. Although the Cultist has a moderately high HP bar, she cannot be played as aggressively as the Warrior or Spellsword.
Camping and luring should be your number one priority, only resorting to the spell combo I discussed above in sticky situations.RogueThe Rogue is another 'high risk high reward' type of class. While she has the same attack range as the Cultist, she has neither stealth nor AoE stun to set up guaranteed safe kills. Her dash is a difficult tool to master, even more than the Spellsword, as dealing damage with regular attacks requires you to hit the enemy significantly more times than any other character in order to kill them. You must master the backstab in order to be an effective Rogue.Pros. A monstrous maximum DPS (damage per second). A stealthed Rogue, much like the Cultist, throws out powerful backstabs at an insane rate that outdamages every other class in the game (except Cultist, of course). Even without a stealth potion, if a Rogue gets behind an enemy by using a dash and keeps them in hitstun, every hit will be a backstab.
The dash. I cannot stress enough that the dash is one of the most useful tools a character in this game can have, as it allows you to play both a 'rushdown', aggressive playstyle yet be able to switch back to a runaway defensive style in the blink of an eye. The Rogue's dash is different from the Spellsword's in that it allows you to pass through enemies as well as dodge magical projectiles.
This forces you to play essentially perfectly - wait for an enemy to attack, dash through them during the endlag of their move, and toss out a backstab or two. Attacking them from the front is slow and allows for too much room for error.Cons. Like the Cultist, her attack range is abysmal and forces her to play risky in order to complete dungeons.
The dash makes up slightly for this, but you will always feel like you are 'too close for comfort'. Her power attack is very situational (much like the Spellsword), and you are often better off just investing it into dashes.
Use the power attack when dealing with small, clustered groups of monsters (1-3 or so).Attacks that aren't backstabs are very weak.AdventurerAh, the Adventurer. He's the 'odd one out' - while the Warrior is an easy-to-play tank, the Spellsword/Rogue are agile, and the Cultist/Mage are campy, the Adventurer isn't really good at or specializes in anything. His medium attack range. Well, interesting abilities push him into the lowest tier of my rankings for both ease of play and effectiveness of dungeon running.Pros. He dishes out as much damage as the Spellsword and Warrior, albeit with a shorter sword. His lantern is superb for dealing with rooms that contain a large proportion of spellcasters. The stun is much like the Mage's defensive 'wind' ability in that it lets you hold off on dealing with a particular enemy for a few seconds.
This is quite useful when dealing with the necromancers that revive their fallen brethren and charge at you with small knives when you get close (I forget their names). He has the highest HP in the game, which he certainly needs with the low attack range.Cons. While the lantern is useful for dealing with spellcasters, it is very rare to find a difficult room that contains only spellcasters.
A single melee enemy forces you to refrain from using the lantern until they are dealt with (otherwise they will get free hits). While it does do AoE damage, it does it over time and leaves you too vulnerable when casting. It's a very situational item. The power attack comes out quickly but is incapable of setting you up for any further moves. It does not stun the enemy nor does it have a long range. You simply charge forward and slash in a small circle, leaving you completely vulnerable if you miss hitting a monster.
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You are better off saving it for small groups of 1-2 monsters and just refraining from using your mana otherwise. However, you can always deal with small groups of monsters by just waiting for them to attack, dodging, and punishing the miss. The power attack is virtually useless. The Adventurer's low attack range forces him to get close enough to be hit by an enemy just to kill them. He doesn't have stealth, a stun, or a dash to escape like the other low-range classes. All he has is an aimed stun, which is already finicky enough to be a nuisance to use in sticky situations.That's all for now - if you have any recommendations for things I could add, feel free to post them in the comments below. It's funny, you make good points about all these classes, but the Adventurer was the first class I cleared the Tunnels with on my first try.
I had tried with all the other classes, was only able to beat Humphrey as the Warrior, and then I tried with the Adventurer as soon as he was unlocked.One try, smooth sailing.But I kind of like getting to know the more situational abilities and classes. I initially hated playing the Rogue, but she is my favorite character now. Once I really committed to playing her a few times, I found that I wasn't playing any other characters much at all. Granted, I've made it to the Tower boss something like thirty times now and not made a scratch, but I'm getting better each time.
Anyone else find it annoying that player ranged attacks cannot be made diagonally? Are there any characters for which this is not true? Melee is like this as well, but matters far less due to the nice wide arc of the swing.
Fortunately enemies missiles are not limited in this way. Though the baddies don't don't seem very inclined to dodge projectiles, at least in the first stage. So it evens out, but is less dynamic than it ought to be. Make game mechanics difficult to master as a result of their sophistication, rather than granting the player a meager life bar. But despite the slightly frustrating grid based combat, it is still the most fun I've had on my phone way with the crisp control.
I would love to see it's predecessor ported to Android.
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February 2023
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