Witchfire

Witchfire

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Ultimate Beginner Preyer's Guide (updated for 0.7.5 Webgrave)
By warmsnow
Has your journey to repent made you weary? Are the witch and her minions starting to test your patience? Worry not, masked hunter. I can help you.
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Prologue & Basics of Survival
Let's start from the very beginning of your journey as a preyer: the Prologue.


Choosing your Starting Class
During the Prologue, the game asks you to choose from one of a set of Starting Classes[witchfire.wiki.gg]. Whichever one you choose, it won't matter in the long run, so rest easy.
Every class will eventually unlock all available equipment, and you can always respec using one of the numerous Chronoclasts[witchfire.wiki.gg].

If you want to have an easier time during the early game, you should pick the Saint class. The Saint class is the only one that has early access to a Demonic Weapon and a Heavy Spell, both of which will help out tremendously against tougher enemies.

Any other class is fine too, but I do not recommend the Penitent for a first-time preyer. Their starting arsenal is intentionally anemic to provide a challenge for more experienced preyers.

My honest opinion is that you should pick the Saint for your first class. Even if their starting weapon isn't to your liking, you can research another one soon after anyway. If you're confident that you don't need access to the nuclear options in the early game, you should pick the class with a weapon that suits you. Slayer if you prefer up-close and personal; Shadow if you like to pick off enemies from a distance.

Movement Essentials
You start off at the Outskirts with a short tutorial. Here you can familiarize yourself with the basic controls in a somewhat safe environment. The jump and the dash are the most important to get a feel for, as they are your primary tools for dodging most enemy attacks. Especially the dash.

You can beat this game without taking any damage, but you can't prevent damage if you can't dodge. Some attacks can only be dodged by jumping or dashing, and you can't do either if you're out of stamina.

Stamina is your most important resource and one lifeline. Taking damage also reduces your stamina, so a momentary lapse in judgement can be your doom. Learn to conserve it and position yourself so you don't need to dash for your life. Don't hard scope for long and keep an eye on your surroundings: an impatient preyer is a dead preyer.

Pro Tip: Getting crowded by enemies? Punch! Your charged melee staggers enemies and regenerates your stamina on hit.

Dealing Massive Damage
Depending on your starting weapon, you may have noticed that it becomes a pea shooter when shooting at a distance. The damage fall off is intentionally dramatic, because every weapon has a specific optimal range that they're designed around.

You need to get a feel for it, and consider switching to a longer-range weapon if you prefer to play more cautious. Or the opposite: some weapons like the Ricochet[witchfire.wiki.gg], that require you to scope in for accuracy can be challenging at close range. Maybe try a shotgun or a submachine gun if you prefer the hugging distance? (you can unlock a shotgun very soon after the prologue)

The heads of most humanoid enemies are considered weak spots, and aiming for them deals increased damage. Stunned enemies also take more damage, and one easy way to stun is to utilize Soul Sigils.

You might want to wait until you're at the Hermitorium and have access to the training dummy to test this, but dashing while having your crosshairs on an enemy (no need to scope in) and being in Focus (indicated by a yellow stamina bar) allows you to see black orbs around the enemy, that when shot, make them stunned.

You can find more information about Soul Sigils and Focus in the handbook in the pause menu. Read through it carefully: there's a lot of important information there. You don't have to utilize Soul Sigils, and with some weapons it doesn't even make sense to, but I personally adore them.

Finishing the Prologue
If you want to challenge yourself, you can try to beat the Holy Sister[witchfire.wiki.gg] in the Outskirts, but you don't need to do that right now if you're not ready. You can go around her and come back at any time. If you made it to the cliff and are missing your climbing gear: pull up your map. It's location should be marked there, and you can place a waypoint marker on it to navigate there using the minimap.

Once you descend, you should arrive at the Shrouded Hermitorium[witchfire.wiki.gg]—your private (for now) base of operations. Now do your homework and read the handbook preyer!
Expeditions Basics
There's not much you can do at the Hermitorium before unlocking the Sanctuary, so it's time to go on your first expedition.


Entry and Escape
Every expedition starts at the portal in the Hermitorium, and it ends in the same place when you either arrive back safely or meet your demise in the witch's territory and resurrect. Leyline travel is perilous and there's no guarantee that the place you're teleported to is safe, so be prepared.

There are five ways to escape an expedition with your spoils:
  • Your Entry Portal remains open for some minutes, so you can bow out if things aren't going your way from the start
  • The Itinerant Portal is marked in yellow on your map, and is your primary way of exiting expeditions, but it's also likely to be guarded by enemies
  • Entry Portals that aren't unlocked yet appear in green on your map, and allow you to escape the first time you use them
  • Defeating a Familiar or a Calamity will spawn a temporary portal, but that's likely not relevant to you yet
  • If you're on truly dire straits, you can use the consumable item called Portal Flame[witchfire.wiki.gg]. You actually get one for free once you unlock the Sanctuary, so make use of it when you must

Health and Ammo
During an expedition, you have two limited resources you must manage: your health and your ammo. Sources of healing are few, so you need to be mindful of when to start looking for the exit if your Healing Elixirs[witchfire.wiki.gg] run out.

Ammo is significantly less limited: ammo chests are marked on your map with a "+" icon, and they can sometimes drop Standard Ammo Packs[witchfire.wiki.gg] which you can use at any time from your inventory to refill ammo. The chests also contain a small amount of demonic ammo, which is incredibly useful if you have access to a Demonic Weapon or chose the Saint as your Starting Class.

Enemy Encounters
Enemy encounters, aside from the hunt that occasionally comes from the Itinerant Portal, are marked on your map with skulls. There are three tiers of difficulty: the regular skull has a single wave of enemies, the horned one spawns two, and the one with big ram horns spawns three.

When a new wave of enemies spawns, you need to be mindful of your positioning so you're not caught off-guard. You can tell that a new wave is spawning by the shaking of the screen and an audio cue. I always take a quick glance at the red dots on the minimap when a new wave is spawning to reposition myself effectively.

The enemies that come out of the Itinerant Portal are marked with a yellow portal icon over their heads. These enemies can get the jump on you since their location is unpredictable, but they also drop ammo, and more importantly, sometimes demonic ammo. Once you get used to dealing with them, they're like a home delivery of ammo free of charge.

Planning Ahead
So, to plan an expedition: make a mental note of the location of the Itinerant Portal (or closest green portal if you haven't unlocked all entries yet) on your map, as well as the location of the ammo chests. Then see which enemy encounters and traps are positioned between you and the portal.

Start working your way through, and keep an eye on the entry portal timer if you're not confident you can make it. Once you have your exit secured, you can start thinking about completing other objectives, like defeating the map's Familiar, Witch Vault or other objectives. Don't place too much hope on the word "secured"—the Itinerant Portal can still spawn enemies to make your day. Eventually you won't have to think this hard about expeditions, but it can pay off before you get into the groove of things.

Remember that the layout of enemies and traps stays the same until you either ascend or use a Placebo Pill[witchfire.wiki.gg]. Use this to your advantage: if you're struggling with a particular layout, you can reshuffle it by ascending at the Ascension Shrine in the Hermitorium. If the layout is fine but you're still figuring things out, hold off on ascending for a bit and use your newly gained foresight to navigate the map.

First Expedition on the Island of the Damned
For your very first expedition on the Island of the Damned, you should pick up the Sanctuary Key right in front of the Entry Portal when you spawn, and attempt to make it to the green portal marked on your map.

If you're feeling extra confident, you can try to pick up the Scepter and Navigation Chart to the next map on the opposite side of the island, but you can do that later as well. This is your trial by fire, so don't worry if you don't make it. The Sanctuary Key will still be with you when you respawn and you'll gain access to the wonders that lie within...
The Hermitorium & Powering Up
With the Sanctuary Key, you now have access to many functions of the game that allow you to scale in power.


Rosary
Firstly, the Rosary[witchfire.wiki.gg]. You should currently have two or more Rosary Beads, of which you can currently equip one. The +10% health Healing Bead I you slot now is only a taste of things to come. When you're thinking about which stats to invest in during ascensions, you should foremost be thinking of which Rosary Beads you want to equip. You can find more by exploring, so go explore!

Gunroom
The Gunroom allows you to edit your loadout. Not much you can do here yet unless you picked up that Light Spell on the opposite side of the island, in which case you can equip it.

Mysteria Forge
The Mysteria Forge allows you to unlock your equipment's Mysteria—three levels of upgrades that reveal their special powers. Unlocking them requires that you use your equipment and for the second and third level you must find Incantations[witchfire.wiki.gg] dropped by major enemies or events.

The difference between a base weapon vs one with a single Mysteria unlocked is huge. Unlock all three and some weapons become simply overpowered. Mysteria often come with activation conditions, so pay attention and adapt your playstyle to take advantage.

Workshop Mirror
The Workshop Mirror will be unlocked once you go back and defeat the Holy Sister at the Outskirts, and find the third mirror fragment hidden on the Island of the Damned. Here, you can research new weapons[witchfire.wiki.gg], spells[witchfire.wiki.gg], rings, relics and fetishes[witchfire.wiki.gg]; all of which are a huge help. Be aware that some research is locked behind Gnosis levels, so you won't have access to everything from the start. Queued research advances when you kill enemies, so it's a good time to farm Witchfire or unlock the Mysteria of your other equipment.

Ascension Shrine
The Ascension Shrine completes the quadrinity of persistent upgrade paths. Here you can spend accumulated Witchfire on Stats[witchfire.wiki.gg].

As I said before, Rosary Beads are a good guide for what stats to invest in, but really none of the stats are useless. Also remember that you can always respec using a Chronoclast.

My personal favorite stat is Blood, because I find that lack of stamina is what gets me in trouble the most. I also make sure to invest some points into Witchery so my spells recharge faster. You'll soon come across Rosary Beads that allow you to enter expeditions with more Healing Elixirs, and those require your Mind stat to be up to snuff, so give that some consideration.
Consumables
Persistent upgrades are satisfying, but that's not all you've access to.


Incense
You've likely taken a whiff of the Alchemy Table already, but in case you haven't, now's your chance to do so. During your expeditions, you'll pick up herbs and various drops from enemies. Using these, you can burn Incense[witchfire.wiki.gg] which lasts for the duration of your next expedition.

Some Incense are so cheap that you can burn them on essentially every expedition. The Wellspring Incense, whose recipe you can find on the Scarlet Coast, makes expeditions a lot more forgiving by increasing your maximum health every time you clear an encounter, and costs pretty much nothing.

Ammo Packs
There are also a wide variety of consumables[witchfire.wiki.gg] you can use during your expeditions. Use Standard Ammo Packs[witchfire.wiki.gg] and you will never run out of ammo; use Demonic Ammo Packs[witchfire.wiki.gg] (only available at later Gnosis levels) and you can melt any enemy at a fraudulent rate; for a cost.

Arcana and Feathers
During expeditions you often come across Supply Chest Keys[witchfire.wiki.gg], which you can use to unlock Supply Chests. These chests can contain many useful things, but chief among them are White Raven Feathers[witchfire.wiki.gg].

Arcana[witchfire.wiki.gg] (unlocked by absorbing Manifestation Crystals after clearing an enemy encounter) can be incredibly powerful. Feathers not only allow you to reveal additional Arcana options, but you can also use three feathers to awaken more of them. On a long-running expedition you can end up unlocking entire rows of powerful Arcana.
The Scarlet Coast & Raising your Gnosis
After empowering yourself, you're ready to run the gauntlet.


Gnosis Tome
You can find the Gnosis Tome beyond the stairs to the left in the Hermitorium's Sanctuary. Gnosis[witchfire.wiki.gg] is the game's way to scale difficulty and keep you on your toes. You can increase it whenever you like so long as you meet the requirements to.

If you're struggling with enemies on your current Gnosis level, it might be easier to hold off a bit and get comfortable. Eventually, you'll have to increase it, but you can take as long as you'd like. The requirements make sure that you're at least minimally prepared, so don't stress out too much. The Island of the Damned will also remain relatively easy, so you can't exactly soft lock yourself.

Scarlet Coast
Once you've had your fun exploring the Island of the Damned, you should find yourself in possession of a Navigation Chart[witchfire.wiki.gg] to the next map—the Scarlet Coast[witchfire.wiki.gg].

The difficulty jump here can feel jarring for newer players, so be prepared. The Scarlet Coast is a map that demands some respect even from the most veteran preyers. It's also my personal favorite aesthetics and story-wise, but that's outside the scope of this guide. Take a deep breath and enjoy the beauty of nature while you can.

You should take some time to explore the Scarlet Coast at Gnosis level 0. Find Rosary Beads, Incense Recipes and Mask Shards; and get used to the basic enemies and map layout. You can do all this at Gnosis 1 as well, but with much less leisure. You can also technically fight the First Familiar[witchfire.wiki.gg], but it won't be an easy fight with your limited arsenal.

The traps that spawn on Gnosis 0 are basic. Dash when you hear the audio cue and you'll be fine. No need to keep your eyes glued to the ground. Listening is helpful in general—in addition to visually telegraphing their attacks, most enemies also have a sound tell.

Calamities
If you're getting hit a lot by either enemies or traps, you might start to see eyes on the top left of your screen. That's the Calamity Counter, and once it's full, you'll have to contend with a Calamity Event[witchfire.wiki.gg]. Most of them aren't very difficult, but they can throw you off when you first encounter them. They also come with great rewards, so they're well worth clearing. You're not supposed to fear the witch—the witch is supposed to fear you!
How to Challenge Powerful Enemies

Your early nemesis' will likely be the following:

The first three can easily be nuked by the Saint class. Your heavy spell, the Ice Sphere[witchfire.wiki.gg], acts as a shield from virtually all enemy attacks when you're inside of it. It also freezes enemies if you bait them into it or cast it on top of them, which gives you ample time to melt them using your Demonic Weapon. Other classes get to have a little more fun dodging.

The Drowned Captain is a Faithful that can spawn from the Itinerant Portal and start hunting you on the Scarlet Coast. They're also one of the optional requirements for unlocking Gnosis 1. Not an easy foe, and there's no guarantee that they'll spawn in the first place. They're essentially a variant of the musketeer that teleports around and can take some punishment. They don't pose much of a threat alone, so deal with their posse first and dash when you hear them charging up their shot. You're also safe inside the Ice Sphere and can pick them off with ease if needed.

When you've restored the Workshop Mirror, you'll be able to research a shotgun called Echo[witchfire.wiki.gg]. It's first Mysterium will melt any early enemy with ease. If you're confident in your aim, a revolver called Hunger[witchfire.wiki.gg] will also be available to research. It's first Mysterium can deal otherworldly damage granted your aim is true.

Both are plenty powerful enough to challenge The First Familiar, but If you wait until Gnosis 1 to challenge them, you'll have an even wider assortment of weapons and equipment to choose from. Using the Wellspring Incense (recipe found on the Scarlet Coast) will make it so by the time you've cleared all enemy encounters and the First Familiar spawns, you'll have a massively increased health pool.

The Galley Slave has certain attacks that can't be dodged with just a single dash or jump—you'll sometimes have to dash twice to clear an attack's hitbox. Don't be impatient to deal damage and learn to dodge them.

Never forget to use your spells! Read up on elemental ailments and their interactions here[witchfire.wiki.gg]. Fire and Lightning is my personal favorite element combo. You can acquire Kirfane[witchfire.wiki.gg], a powerful lightning relic, as early as Gnosis 1 in the Witch Vault[witchfire.wiki.gg] on the Island of the Damned.
Afterword

Witchfire is a gamer's game, no doubt about it. You have to take some punishment to figure out how the enemies tick and to dance around them effectively. Thankfully, the enemies are remarkably consistent and even seemingly random mechanics can be controlled or adapted to.

I wasn't kidding when I said you could beat the game without ever getting hit. No-one can do that on their first playthrough though, so take your time. Enjoy the process of going from afraid to being feared.

If you need help with anything specific, you can join the game's official discord server[discord.gg] and ask on the #wf-new-players-help channel. Me and a bunch of others will be there to answer your questions.

Happy hunting Preyer!




8 Comments
DovahkiinKraken 28 Oct @ 4:31pm 
Great guide, covered some crucial aspects that the game's tutorial had overlooked.
My only suggestion would be to also mention the sanity system, lost a few expeditions before i realised they chip through HP like crazy.
Galaleo 29 Aug @ 2:57am 
Awesome Guide, I had totally forgotten about that hidden room. I was wondering how I could increase Gnosis. Thanks!
GBOSS Gaming 26 Aug @ 2:32pm 
great guide :)
Dashofpepper 23 Aug @ 8:26pm 
I just downloaded the game, found this guide to get started; thanks!
Great guide. I also watched your Video on Youtube helped a lot. Thx
☠SOON☠ 22 Aug @ 4:59pm 
Thank you for the guide! I'm terrible at these games but they are somehow still my favorite. I never manage to get gud and am always on a hunt for any strat to give me an edge. Sadly I figured all this out the HARD way. Thanks again.
Rheccon 22 Aug @ 9:58am 
Excellent guide, I'd recommend this for everyone that's new to Witchfire! :BL3Thumbsup:
Alexij 22 Aug @ 9:37am 
Great guide!