Wayward Souls

Wayward Souls

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Spellsword Guide
By Farmer
Guide to the nimble and graceful spellsword.
   
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Introduction
Do you want to play a class that can dash but with a sword? Do you want to run through levels quickly? Do you want a class that can frequently gets dropped spells? Then the spellsword is for you!

The second unlockable class, you unlock him after beating the Tower, which is harder than the Mines, but otherwise isn't too much of a difficulty spike. The spellsword has a dash, similar to rogue, but can't pass through enemies, and instead of a dagger, he has access to a shamshir, which shares range with the adventurer's shortsword and deals 10 damage on a hit. His power attack is a charge that doesn't have extra damage bonus, but instead stuns enemies. He also gets scrolls from crates, similar to mage, but he can get way more scrolls so he can use them more often. All of this combined makes a fast-paced melee class that has spells as backup in case his speed isn't enough.
Lore
Hassan Hani is a spellsword hailing from the distant Empire of Abadia, a realm of sand and sorcery, far from the Arcane Commonwealth. In his family's tradition, to prove that one has become an adult, they must first complete the pilgrimage, and the pilgrimage ends only when they find a legendary scroll. He then strikes a deal with Zibbin, who knows the location of a powerful scroll. Zibbin and his hirelings will gain the lion share of the treasure, and the scroll will be for Hassan to take. Zibbin told him to not believe the rumor that the Amaranth Keep is haunted, dismissing it as superstition, yet little they know that the Keep harbors a much darker secret..........
Pros
-Dodge projectiles easily with his dash
-Dash provides him speed, and can be used for both offensively and defensively.
-Sword deals 10 damage on a swing, and low range is addressed by simply dashing to the enemy.
-Spells often drop, allowing you to use them frequently
-Through combination of shortsword and dash, as well as buffed haste, he can in general finish level faster than other classes
Cons
-Low health, starting at base 27 health, allowing for fewer mistakes to be made
-Low range makes him need to get close to attack, risking him to be hit by melee attacks
-Power attack spends nearly all of your energy, leaving you vulnerable to attacks, and only deals 10 damage, although it stuns
-Skill intensive to play
-Base dash can't pass through enemies, as such you can easily get trapped
Playstyle
The spellsword is a mobile class that can be played very aggressively. Through the use of dash and his sword, the spellsword can dash to each enemy and hit them and then dash to other enemy to hit them while dodging attacks. The sword is especially useful for hit and run tactics, because unlike the dagger, the sword always deals 10 damage unless it crits, as such it allows hit and run tactics to be more potent. Beware that this speed comes at the cost of durability, as spellsword can only take few more hits than mages, so be careful!

The dash however uses up a portion of your energy. The problem is that energy is also used to fuel your power attack, which is a charging attack that pass through projectiles and enemies and stuns them. But the thing is the power attack consumes nearly all of your energy bar, so you got a choice: Use the power attack for once, or be able to dash for a while. Unless you can stun the entire enemy on the room, saving your energy for dash is usually a better play, although expert Spellsword users can use the power attack to dodge attacks. In short, use dash to dodge and then slash your enemy away, and use the stun only if you think you can get away with it.

The spellsword uses shortswords, and it's primarily a balance between the slow greatsword and the fast but weak greatsword. Many enemies simply dies from two hits, so you can swing twice before enemies even has chance to attack! And unlike the adventurer, you'll always have a dash, so you can dance around your enemy while consistently dealing decent damage.

Lastly scrolls and consumables define a huge part of spellsword playstyle. Due to only having dash, he always gets scrolls from crates. Scrolls have huge utility. Want to stun? Use scrolls? Want to deal with crowds? Use scrolls! Want a friend? Use summon spells! Want to zoom through levels? Use time dust! The list go on. Spellswords also have upgrades that buff scrolls, so he can cast spells better than the mage herself! (Still she's the only one with ranged regular attack though). Consumable drops often for spellsword, so feel free to be more trigger happy with them than usual.
Emberforge
Hassan is a spellsword, with the emphasis on the "sword" part. Outside of spell scrolls, the Spellsword doesn't have much magic. Luckily the emberforges grants Spellsword upgrades that are magical in nature.

Since he only have dashes and a sword, he has many upgrades that are passives. The interesting part is that many of the upgrades only works if you get hit. Frenzied scale only works when you are injured, and certain upgrades can grant him haste when he's struck or even longer invincibility frames when he got hit, allowing him to survive barrage of attacks that are otherwise deadly.
Swords
Sirocco Saber

Slower, deals 15 damage, replaces power attack with a stationary spin attack. Spinning still counts as a dash, so you are still able to dodge projectiles, even though all you're doing is standing. Your attacks are still faster than the greatsword, but the slower attack speed is still noticeable. Level 2 makes it slightly faster and the spin attack now moves you in a short range, which is still better than being a sitting duck.
Manaripper

Grants 7% crit against magic users and absorbs energy from projectiles. 7% crit doesn't sound much, but it's more than the double of your base crit chance with upgrades. The real attraction of this sword is it's ability to absorb energy from projectiles. The spellsword has a strong power attack, but usually it consumes nearly all of your energy, leaving you without dashes. But with the Manaripper, if your power attack pass through projectiles, you will still have some energy left, so you can still dash after using power attack. Level 2 absorbs even more energy and grants 10% crit against magic users.
Phoenix Plume

Attacks has a 4% chance to ignite enemies and power attack gains a flaming aura. Ignite sets enemies on fire, which deals damage over time. Ignite doesn't deal much damage on it's own, but occasionally the burn damage can finish enemies off. Your power attack also becomes wider, so it became more useful against crowds. Level 2 increase ignite chance to 7%.
Phaseblade

Attacks deals bonus damage on multiple hits on the same enemy and power attack is now a dash that leaves explosion at the end. The best weapon to use against high HP enemies, including bosses and miniboss. The power attack is a dash that leaves explosion at the end, but it can be hard to aim, as such the power attack should be used sparingly. Level 2 increase the bonus damage even more.
Desperate Edge

The closer you are to death, the more damage you will. Also reduces your power attack energy cost. Even at full health, this axe is still useful, since reduced energy cost allows you to use power attack without sacrificing ability to dash. At critical health, that's at around 10 HP, you will gain the maximum damage bonus, which allows you to demolish enemies easily, but make a mistake and you will die easily. Level 2 reduces energy cost even more and increase damage bonus, up to double damage, which is devastating, to say the least, especially combined with the bracer that increase crit the closer you are to death.
Sluicesword

Power attack turns into a projectile that stuns and destroys any magic it pass through. Amazing in 1v1 scenarios, since the stun counts as ranged and as such can stun lock enemies over and over. However, against crowds, you will miss the old power attack, since this power attack only hits 1 enemy. That said, the projectile does removes any magic it pass through, so it could be used to remove those pesky poison gas and necromancer circle, as well as projectile spam, although dashing already allows you to dodge projectiles quite easily anyway. Level 2 reduces energy cost, allowing for more easier stun lock
Scrollcase
The Mighty Pencase

Increase chance to crit by 4%/7%, depending on level. WIth frenzied scales and gift upgrade, you can get up to 35% chance to crit, and up to 45% crit chance against magic user with manaripper, although it might be better idea to use desperate edge for double damage, which stacks with critical hits. groovy.
Spellsheath of the Hummingbird

Increased energy regeneration and reduce energy cost to dash. This allows you to dash more often, which means you can get to places faster and can dodge attacks easier, since you have more dashes to spare.
Ether Eater

Dash absorbs energy from projectiles. As long as you dash through projectiles , you will always have spare energy to dash with this upgrade. However certain rooms don't have ranged enemies, so be sure to spare some energy to dash
Drakeleather Spellbinder

Dashes pass through enemy and burn. Burn damage isn't impressive, but the real kicker of this upgrade is the ability to pass through enemies. The spellsword major weakness is that he can't dash through enemies, as such he can get easily stuck, but with this upgrade, his dash can now pass through enemies, similar to Rogue's dash. Very powerful upgrade with many applications.
Akamu Scrollshell

Dash is now a teleport but costs more energy. Your dash is now a short-range teleport, commonly referred as "Blink", which is quite handy since it's instant and goes through enemies, but your blinks takes at least half of your energy, so you can only blink twice in a row, as such blinks should be saved for key moments such as dodging a hit or to quickly get close to ranged enemies.
Lure of Myron

Dsh leaves a field that absorbs projectiles and turns them into haste. This dash costs more energy, similar to teleport, but it leaves behind a field that turns hostile magic into a haste buff. Haste increases energy regen, as such as long as you keep hitting projectiles with your dash, you will continue to have high energy regen and movement speed which can be used to quickly eliminate targets. Since the dash removes hostile magic, you can use dash to remove poison gas as well as necromancer's circle, which can be handy and even lifesaving at times.
Bracers
Cuffs of Absorption

Reduce magic damage taken. Level 1 doesn't work, but level 2 will reduces damage from projectiles by 1. Using dashes, you shouldn't get hit often by projectiles. Still a damage reduction means more room to make mistakes
Bloodboil Bands

15%/25% chance to ignite nearby enemies, depending on level. Free damage without swinging sword is amazing, and allows you to focus on dodging attacks instead.
Frenzied Scales

Increase crit chance based on how close you are to death by up to 10%/20% chance, depending on level. A whopping 20% chance to crit means you will deal crits a lot. Combine it with desperate edge to make the ultimate glass cannon build that can burst enemies but dies very quickly if you get hit.
Vambrace of the Mist

Extend invincibility frames, allowing you to survive barrage of attacks. Normally, the i-frames in this game are too short to allow you to survive attacks, but with vambrace, the i-frames extends by 1/2 seconds, depending on level, which can be abused in many ways. You can use the i-frames to reposition, or you can abuse the i-frames and smack down enemies without caring about getting hit.
Orcfist Leathers

Extend stun duration, allowing you to leave stunned enemies longer. This also extends any stuns from scrolls such as fireball and frostshards. Stuns are helpful, and prolonging the stun makes crowd control easier. However, a stunned enemy always wakes up when they got hit, so stun enemies that you want to deal later/
Ironwall Shards

When you get hit, you gain haste. Vambrace more dangerous twin, this allows you to get haste buffs at the cost of getting hit, which can be helpful for speeding through levels,.
Consumables
The spellsword other strenght, besides the fact he has a dash and wields a sword, are his consumables. Being a spellsword, he has access to magical scrolls, similar to the mage, but since he has no abilities that requires ammo, he gets far more scrolls, so he can use these spells far more frequently than the mage.
Vitae Tonic

The healing potion is handy on spellsword hands, since he has many upgrades that relies on him getting hit. This potion will ensure that your spellsword has a backup in case his health is way too dangerously low. However, they are pretty rare, so be sure to only use them when you really need iit.
Time Dust

The spellsword has an upgrade and a gift that buffs the duration of time-altering buffs, such as time dust and aged hourglass. Time dust is especially helpful for spellsword, since it makes your dash has longer distance and also extend the range of your power attack charge and increases energy regen, so you can dash and power attack more often.
Aged Hourglass

Hourglass pretty much makes your character nearly invincible against projectiles (unless they are too close) and slows nearby enemies, turning difficult rooms into a breeze. It also removes nearby magic, making necromancers nearly useless for the duration. Hourglasses are arguably the strongest item in the game, as such you should save them only for very difficult rooms.
Scroll of Fireball

Deals 20 damage in an AoE circle and stuns. Note that since it flings the projectile from the player, walls will block the fireball, as such make sure your fireball path isn't blocked by walls. Otherwise the fireball is a simple yet powerful tool to demolish grouped enemies, especially with the AoE increase upgrades.
Scroll of Frost Shards

Unleash swarm of frost bolts that stuns enemies. The damage it deals is very weak, but properly aimed it can stun many opponents, as such use it against troublesome enemies and as a quick stun.
Scroll of Lightning

Invokes bolts of lightning to strike foes. Lightning is unique in that it ignores walls and terrain, as such you can cast lightning to destroy foes in the other room before you even enter it! Lightning should be used against very powerful enemies such as thorned necromancers, as it deals heavy damage to single targets and stuns them too.
Scroll of Earth Spike

Conjures a deadly spike that impales one enemy and stuns nearby enemies. Earth spike deals huge damage, but only to one, and leaves the other stunned. Earth spike therefore can be used to either nuke a powerful foe or stun crowds, depending on the situation.
Scroll of Light Ray

Shines a light ray that deals 20 damage and stuns in a line. Light ray can be the strongest spell on certain situations, such as when the enemies are in a single line. Make sure to have the enemies display their names when you use this scroll, to ensure that your light ray hits them.
Scroll of Shadow Bomb

Teleports and leave explosions that deals damage at both the area around your starting postiton and the are around your teleported area. Can be used as an escape tool, but if properly aimed, enemies can be hit by two explosions, which is a lot of damage.
Scroll of Summon Shadow

Summons a shadow that can deal damage on their own at melee range. Summons last longer with certain upgrades, as such they can deal more damage before expiring.
Scroll of Summon Flammite
Summons a flame sprite that deals ranged damage on a single target. When used, it also destroys nearby hostile magic, as such it can be used as a clutch against projectiles. Flammite also deals plenty of single target damage, as such it can help against high HP enemies.
Scroll of Summon Infernite

Flammite bigger brother, the infernite throws ranged projectiles that deals AoE damage. The best summon in the game, and can deal crowds very effectively with it's AoE damage
Upgrades

Attuned to Sands
Makes time dust and hourglass last 50% longer. Very powerful upgrade
Scrutinious Reader
Summons are 30% longer
Windborn
While using charge attack, you gain 40% damage reduction. Allows you to use power attack to tank attacks.
Desert Heart
Increase maximum health by 5
Wordly Traveler
Fountains recover 5 more health
Battle Fervor
Increase chance to crit by 5%
Scroched Earth
Extend radius of offensive spells by 25%
Gift of the Daring
Time dust and hourglass last 50% longer on all classes.
Conclusion
The spellsword offers fast paced gameplay. With many upgrades that grants him haste, upgrades that rewards him from getting hit, as well as powerful scrolls that drops often, the spellsword can play recklessly and be rewarded for it, as well as use spells on any difficult rooms. With dash and a sword, the spellsword can just smack enemies right away, and use dash to dodge attacks. In conclusion, the spellsword, while require some thinking to make sure he doesn't die from his fragile health, is a very powerful and fast class, and due to his speed and relative of ease, is considered by some to be the best gold farmer in the game, and even if he isn't, thanks to his dashes, skilled spellswords are nearly untouchable while zooming through levels with proper use of spells and the haste effect.
2 Comments
Farmer  [author] 7 May, 2020 @ 9:17am 
@Noahdaddy well thank you, hope my guides helped you and others!
Nokotan Gaming (Spooky Edition) 4 May, 2020 @ 2:40am 
Nice work on this and all the Wayward Souls character guides..Having all this information together in one place allows for better pregame strategies,which is pretty cool. Thanks again for all the hard work.