FAQ by snakenamedjoe
Version: 0.14 | Updated: 01/18/16
Table of Contents
- Support for this Guide
- About This Guide
- Deep Endless Run
- Vocabulary Used in this Guide
- Basic Gameplay Tips
- Stop Wrecking the Barrels!!!
- No, Seriously, Stop Wrecking the Barrels!!!
- Finding Secret Treasure Rooms
- Understand Momentum and Targeting
- Know when to NOT kill enemies
- Auto Aim
- Character Information
- Questor - The Elf
- Questor's Bow - 8/10
- Bow of the Deep Woods - 4/10
- Shadowstrike - 9.5/10
- The Messenger - 9/10
- Questor's Talismans - 10/10
- Merlin - The Wizard
- Merlin's Spellbook - 8/10
- Sinister Sentience - 7/10
- Endrich's Mystic Sphere - 9/10
- The Hollow Chapters - 10/10
- Merlin's Talismans - 8.5/10
- Thyra - The Valkyrie
- Thyra's Wargear - 9/10
- Freedom Protector - 7/10
- Final Justice - 10/10
- Wrath of the Heavens - 7/10
- Thyra's Talismans - 9/10
- Thor - The Warrior
- Thor's Axe - 8.5/10
- Herald of the War God - 6/10
- Murder - 9/10
- Deathpunch - 8/10
- Thor's Talismans - 9.5/10
- Lilith - The Necromancer
- Lilith's Sceptre - 6/10
- Eternal Night - 8/10
- Necrotic Vessel - 8.5/10
- Sceptre of the Vampire King - 9/10
- Lilith's Talismans - 6/10
- Summoning Stones
- The Lich Miniboss
- Khamun the Mummy King
- The Spider Queen Miniboss
- The Beast of Orox
- The Demon Horror Miniboss
- Frequently Asked Questions
- Why won't my masteries work?
- What is the best character?
- What is the best Relic?
- What is the best way to Farm Gold?
- Legal Disclaimers and Contact Information
If you like this or other guides I've written and would like to help support future endeavors, you can support us by
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I want to thank Spinosaure for his constant encouragement, without which this guide would not exist, and Arahkin for his suggestion on finding character's HP by checking the masteries section in the game.
Please don't get too caught up in the number rankings I've give to the different weapons. These are somewhat subjective rankings based solely on my opinion. They're there because people want to know what I think are the best weapons for each character. If you think The Messenger is a better bow than Shadowstrike - that's great. Use The Messenger. These numbers only reflect my personal experiences. People want to know what weapon I think is the best for each character. I have tested each weapon extensively, and these are the numbers I decided on. I feel that they're pretty accurate ratings and I stand by them, but also have no problem if someone disagrees with a ranking. I guarantee that no matter what numbers I put, there would always be someone who disagrees with them.
A lot of people have been asking me to make a guide for this game. I've waited quite a while to see if someone else would start one, but no one has. With the recent PS+ giveaway this game now has a lot of players, so I've decided to start working to make a high quality guide. Hopefully I'll be able to do the game justice.
This guide is currently a work in progress. I've posted the guide before finishing it so that people can have access to the information in the guide before I'm finished with the guide, but the information and formatting is not currently complete.
As I'm working on this guide, numbers will be prone to change, as I redefine certain stats to meet the information I have available. When the guide is complete, I will remove this line to indicate that no further changes are expected.
Numbers for damage and hit points are approximations based on playtesting, and are not based on any internal game information.
This guide is written for hard mode. Strategies in this guide should still work on normal or easy, but the number of hits required to take down any given enemy will be lower, damage done by enemies will be lower, etc. This guide was written for the PS4 version of the game, but should be relevant to the PC version of the game. As of this writing no other versions are available.
Since I know there are people looking through this guide as I write it, I've decided at this time to start adding version information to help people find new information as I add it if they want to look at what has been added with each update.
Made some formatting adjustments and added build recommendations for Questor's weapons. Added a tip regarding Lilith's Vampiric Healing with the Sceptre of the Vampire King. Added a version information section.
Made additional formatting adjustments for improved readability and for fixing page break issues. Added Build recommendations for all weapons for Merlin, Thyra, Thor, and Lilith. Added a tip for turning off the auto aim, and a tip for the golden feather.
Added sections for Demon Horrors and The Beast of Orox, and Morak. Fixed the formatting that I've been working on for weeks now on the last wizard book - The Hollow Chapters. All formatting is now updated - though more changes could still happen in the future.
Here's a run I did on endless mode of levels 349-361
You'll probably want to watch it full screen if you want to be able to see what's going on.
Rest assured I'll eventually have a section detailing endless mode, but for now you can watch the video to see how I do it.
DPS - Damage Per Second. The approximate amount of damage an ability will do in one second of continuous use.
Many Attack Effects may be paired with a monster classification. For instance, Stagger Small means that the attack Staggers small monsters. Many attacks will contain several different attributes.
- Interrupt - The attack will cause an enemy to pause momentarily. Enemies will break off attacks and spells and stop moving when affected by this attack.
- Stagger - The attack will cause the enemy to stagger backward. Spells and attacks will be interrupted, and the enemy will take a second or two to recover before moving or attacking again.
- Knockdown - The attack sends the enemy flying, knocking them to the floor. Enemies will be out of the fight for several seconds until they regain their feet. Attacks that knock down skeleton soldiers will destroy them instantly.
- Freeze - The attack freezes the enemy in place for a duration of time. The enemy cannot move or perform any actions until the freeze expires. This will be presented with the amount of time after the effect. Freeze 3 means that the enemy will be frozen for 3 seconds.
- Slow - The enemy is slowed. In addition to slower than normal movement, the enemy cannot gain any momentum while slowed and will remain at their slowest possible speed. Slow effects may be due to ice spells, void spells, time altering abilities, or other abilities. This will be presented with the time slowed after the effect. Slow 6 means that the enemy will be slowed for 6 seconds.
- Root - Similar to freeze, a rooted enemy cannot move, but he can still attack if you get too close or with ranged attacks. Root 5 means the enemy will be enemy will be unable to move for 5 seconds.
- Lethal - The attack instantly kills any small size enemy regardless of HP.
- Burn - The attack lights the enemy on fire, causing them to burn for several seconds and take extra damage while burning. This will be presented with the amount of fire damage done total, and the amount of time it takes afters. For instance, 44 Burn 8 means that the enemy will burn for 8 seconds, taking 44 HP damage in that time.
- Brutal - If a small enemy is killed by a brutal attack, there is a gruesome animation of that enemy being dismembered in some horrific fashion. This is purely aesthetic. There is no gameplay effect of a brutal attack. It is kind of nice, though, because an enemy killed with a brutal attack is obviously dead. Sometimes it's hard to tell if an enemy has been killed or just knocked down. With a brutal kill, there is no question about whether the pieces of that enemy are going to be getting back up...
- Collateral - The attack will hit anything in its path, friend or foe.
- Small - These monsters are easier to stagger and knock down, and die instantly from lethal attacks regardless of HP
- Large - These Monsters are generally more difficult to stagger, will not die from lethal attacks unless their HP is depleted, and will block the Warrior and Valkyrie's dash attacks.
- Huge - These rare boss type enemies are never affected by any type of attack effects.
- Melee - This refers to the enemies that chase you around the screen trying to hit you. This is the vast majority of enemies in the game.
- Weak - Among Melee users this refers strictly to the HP of the monster. Weak enemies have 30 HP.
- Strong - Again referring to Melee attackers, strong enemies have 48 HP.
- Elite - Elite monsters have extremely high HP and powerful attacks.
- Fast - Fast enemies may be able to hit you with a melee attack, even if you're running directly away from them.
- Slow - Slow enemies can generally be avoided simply by moving away from them. They can only hit you if you're not actively evading them.
- Caster - Casters can choose from a variety of spells, with at least one attack spell and one non-attack spell. Casters always have 96 HP.
- Ranged - Ranged enemies will not charge at you, they will sit back and attack you with ranged attacks.
- Common - This monster can be called in great numbers from small or large summing stones.
- Uncommon - This monster can be called from small or large summoning stones, but each stone can only call one at a time. A new monster of this type won't re-appear until the last one summoned by this stone has been killed.
- Rare - This monster can only be called by large summoning stones, and only one such monster may exist at any time that was called by an individual stone.
- Ultra Rare - This monster cannot be spawned from a summoning stone.
- Other - There are a couple of special cases.
I don't want to oversell the importance of this point, but - This is very important! If I can get people to understand this, it might just be the good deed that gets me into heaven, so listen carefully because my eternal soul may be at stake!
In this game, as in so many others, there are red barrels, and when you hit them, naturally they explode like any red barrel should do. Unlike other red barrels, however, these barrels are not in the game to be used as weapons for quick kills. The delayed fuse on these barrels makes them unfit for weapons. You can blow enemies up with them, but the long fuse time makes it a slow and ineffective process, and carrying around live explosives during a battle is just never a good idea in any game.
Barrels aren't weapons. They suck as weapons. They have a long fuse time that makes it difficult to set them up to hit enemies with them. If you do manage to take out a couple of enemies with a barrel, I guarantee you could have taken out far more enemies by spending the time it took to set up that explosion just attacking enemies with your regular abilities. On top of that, barrels can hurt you and your team. You are just as likely to blow yourself or someone else in the party up with a barrel as you are to manage to hit an enemy with it. Additionally, you'll be using up the barrels which have another very important purpose, which I'll get to in a moment.
Barrels also aren't there just to go boom. I know it's fun to blow things up, but if you see barrels, there is a reason for them being there. If you're blowing them up just because you like fireworks, you're going to be missing out on a lot of great loot.
Any time you see barrels in the game, there is at least 1 hidden treasure room nearby - except for one instance. These rooms can be revealed by finding weak, cracked sections in the walls, and then placing a barrel next to that weak wall and blowing it open. These hidden rooms contain vast amounts of gold, food, potions, skull tokens, and keys - and in one instance monsters.
There is no hidden room in the grave of the torturer. The barrels in this level are indeed there to be used as weapons, however, you don't need to move them. Just hit them where they are when a powerful enemy is close and they will do some bonus damage - and then immediately respawn so you can do it again. Don't abuse this, even here. It's still not a powerful way to fight enemies. It's only semi-effective even here.
I just wanted that to be in the table of contents twice to make sure nobody misses it.
And since there's nothing else in this section, I may as well talk about the controls for using barrels. The game makes it quite clear that you can go up to a barrel and press to pick up a barrel. It's also quite intuitive to realize that you can press again to set down the barrel. What may not be clear is that you can also throw the barrel with the or button. So when you're running along with a barrel and that spastic little elf shoots it with his quick shots that he never stops frikken' firing for a frikken' second, you don't have to set the barrel down and try to frantically clamber to safety before it explodes. You can throw the exploding barrel at his stupid elf face, and teach him a lesson!
So how do you find these secret rooms? Well first, don't carry barrels around the level looking for them. Barrels are extremely volatile. Most characters dash moves will set them off. Get too close to another party member who's trying to dash to avoid a trap and you're unexpectedly carrying a lit explosive barrel. There's a good chance somebody is going to get hurt.
Watch for cracked walls. That's the main advice in looking for secret rooms. Be aware of the ceilings above the walls you're looking at, and the area behind the walls. The ceilings above hidden rooms have to be black, so that they can open up to reveal the secret room. If it's an area where you can be walking on top of the the wall you're looking at, it can't hide a secret room, because that would mean collapsing part of the level to make space for the secret room, and that never happens.
Have you ever watched someone play Gauntlet on youtube and it just seems like the enemies move so much slower for them than they do for you? There is a reason for this.
With many enemies, the longer an enemy moves, the faster they go. When enemies reach their top speed they become very difficult to avoid. That's why if you have a large group of monsters who have been chasing you around the screen for a while the game suddenly starts to feel much, much harder. As you fail to deal with new monsters because you're desperately trying to avoid the speedy group chasing you, new monsters also build up their momentum becoming that much faster and harder to deal with. Any spell or ability that slows an enemy down or stuns an enemy will break this momentum, resetting their speed. Additionally, if an enemy gets significantly closer to another target than to you, they will break their momentum as they switch targets. If 2 players are being chased by groups of enemies, merely running past each other in close proximity to one another could make your enemies switch targets and lose their momentum.
The wizard is a master of controlling enemy momentum, but once you understand this concept, almost every character has some things they can do to help break the enemy's momentum and slow the fight down.
Understanding this mechanic will help you to take advantage of abilities such as invisibility and charm spells. Forcing enemies to change targets even for a moment can buy you quite a bit of time and help you control the battlefield. This is an advanced tactic that takes a lot of practice to understand and utilize, but understanding how it works can help you a great deal, especially on the hard difficulty setting.
The wizard and the elf will sometimes set enemies on fire. These enemies are as good as dead. You just have to wait for them to die. It's a waste of time to spend energy killing these enemies that are already dead. I've actually played with elf players who would light enemies on fire with the mortar shot, and then run up and kill every burning enemy. If you're going to spend the time killing all those enemies anyway, you'd be better off with the shadow strike which does more damage and has a shorter cooldown. Learn to ignore burning enemies. Dodge them like any other enemy, but don't waste your time attacking them. They'll die on their own after a few seconds. Let the fire do its work.
More important are charmed enemies. The siren's lute can charm enemies and make them fight for you. The necromancer can also do this with her domination build. Charmed enemies turn purple and have a purple halo over their head. Your attacks will do double damage against charmed enemies because they aren't defending themselves from you, so you can kill them quicker and easier than other enemies if you attack them. They also won't fight back, so there's no chance of taking damage from them while you're killing them. This makes them tempting targets for getting some cheap kills. But leave them be and they'll actually fight for you, drawing attacks from other enemies, and eventually likely getting killed without your help, while killing other enemies in the process. Left alone, in some circumstances, a group of charmed enemies can completely destroy a summoning stone in just a couple of seconds.
Run up and unleash an extreme prejudice halberd attack, however, and you'll kill all those monsters instantly, doing only minor damage to the summoning stone in the process - essentially saving the summoning stone from destruction!
When all the other enemies are gone you need to take out charmed enemies, but they should be your lowest priority. Try to only target them when all the other enemies are gone.
Ignoring burning and charmed enemies should become second nature to you. You should learn to just run past them without giving them a second thought.
In general, you should turn off the auto aim if you're playing the ranged build for Thyra, Thor, or Lilith, or if you're using Thor's Deathpunch. The Auto Aim seems to be intentionally bad for the ranged builds of these characters. I'll regularly try to attack an enemy and miss repeatedly before finally locking down and hitting him. After turning off the auto aim I was able to hit my target from any distance on the first attack 90% of the time.
This is not just a tip for advanced players. The auto aim is a serious hindrance for these character builds, even for a novice.
Each of the 5 characters play completely different from each other. The control schemes, attacks, moves, and strengths and weaknesses are different for each character. Each character has 4 different weapons, and each weapon further changes the way the character plays, granting new abilities and sometimes completely changing the control scheme and play style for that character.
|Move||The character runs in the direction you press.|
|___||Potion Ability||Potion Abilities require you to have a potion to use, and consume that potion. These are powerful abilities that can turn the tide in a difficult fight, but can only be used a few times per level as you find potions. Players must share the potions they find in each level. Each character has 3 different potion abilities that are different for each character. The first potion ability for each character is unlocked by default, and the other two must be purchased. Only one potion ability can be equipped at a time.|
|Relic Ability||Relics must be purchased and equipped before you can use them. Relics can be used as many times as you want but have a cooldown period between uses that varies for different relics. Available relics are the same for every character.|
The elf is a ranged specialist. He is very quick and agile and can fire arrows and use his abilities without slowing down at all, making it very difficult to enemies to catch up to him to land a hit. He will generally run around the level with enemies chasing him, firing his bow behind him at his pursuers, and occasionally taking potshots at important targets or large groups of enemies with his more powerful special attacks. Alternatively, in multiplayer games, players may keep their distance from enemies and fire aimed shots across the screen while the Valkyrie or Warrior engage the enemies. Questor is the most straightforward and easy to use character, making him a good choice for beginning players who prefer to keep their distance from enemies. That's not to say he is only for beginners though. While this may be the easiest class to learn, a player skilled with the elf is a force to be reckoned with. Questor has 50 HP.
+ Speed. The elf is the only character who can attack without slowing down at all, and his dash is not hindered by powerful enemies.
+ Ease of use. Run with shoot with . Most players can handle this, though more advanced strategies require more skill.
+ Range. The elf has unlimited range on his aimed shots and can take enemies out from clear across the screen.
- Low HP. At 2 bars, or 64 HP, the elf has among the lowest durability.
- No close range attacks. While arrows will still hit targets at close range, they hit only a single enemy. The elf lacks any short range attacks that can hit multiple enemies and stun them.
- No instant crowd control. Some of the elf builds have crowd control, but nothing that can take out a group of enemies instantly. All these options require planning and strategy to take out more than a single enemy at once.
- Stairs. Stairs cause a lot of problems for the elf, as his shots will go over enemies below you, or simply hit the stairs when aiming toward enemies on higher levels.
4 / second
Fire a hail of short range rapid fire arrows in the direction pressed. These weak arrows do not slow or stun enemies in any way, so it is important to keep moving away from pursuers as you fire.
Quick Shots deal only 8 HP damage to Summoning Stones - 32 DPS.
|Sniper Shot||1.3 / second||36 HP *|
Fire an aimed arrow that will instantly kill most enemies. Press the button to draw an arrow, then aim with and release the button to fire. When aiming an arrow, pulling the trigger will draw the arrow in the direction you're facing. Then you can turn to aim the arrow with , but it is generally more effective to strafe with until the aiming reticle is over the enemy you want to shoot, and then release the trigger to fire the arrow.
While the DPS is higher for the Quick Shot, the Lethal parameter of the aimed arrows makes them more effective for dispatching strong melee fighters and casters. When fighting Orcs, for instance, each shot will kill a 48HP orc outright, essentially increasing the DPS to ~62 DPS against such foes. Quick shots are more effective against elite enemies, though, if they're close enough.
* Sniper Shot kills any small enemy, including casters, in a single shot, regardless of HP, while Summoning Stones take only 18 HP from a sniper shot - 23 DPS.
Use the magic ability for the bow you have equipped.
|Magic Shot||Varies||Varies||Aim and fire a magic arrow|
|Tumble||None||-||The elf's Dash ability has average range and above average speed. It allows him to pass through enemies and other players that would normally block his movement - though he cannot pass through summoning stones, including spider eggs. There is a slight pause at the end of the dash, which can result in the elf being hit if he ends his dash too close to an enemy or a spike trap. This is the only dash move that deals no damage to enemies. You can safely pick up food and potions with this dash, and spamming the dash move while running allows the elf to move significantly faster than normal. When using this move to get over a trap, make sure you won't end up over the trap at the end of the roll. Moving onto a trap and then rolling off of it before you get hit will allow you to bypass most traps without taking damage.|
Each bow gives Questor 2 abilities - a bomb ability and a bow ability. The 2 abilities are tied together and share a single cooldown. Using the bomb ability disables the bow ability, and using the bow ability disables the bomb ability until the cooldown period has expired.
Cost - Free (Questor's Starting Bow)
Questor won this bow in a bet with a Satyr. Questor cheated, but the Satyr had probably stolen the bow from an Elf anyway, so...
* Gohlag's Remains is an alternate bow for questor that you receive for signing onto your WB account from within the game. It works identically to Questor's Bow. It differs only in how it looks.
Cost - 16,000
Wrought from a cursed Willow, this bow writhes with ancient magic.
Cost - 30,000
This bow belonged to Maugan, the unseen, an assassin operating throughout the realms of Rendar.