Witchfire

Witchfire

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Full Equipment Guide
By 𝔽aɳɱaℝ
A comprehensive and extensive guide to all Relics, Rings and Fetishes in Witchfire.
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Introduction
Being a Preyer is about more then just picking the right weapons. So: Relics, Fetishes and Rings. Small additions that can have big impacts. These items are a bit hard to grade as they often have completely different effects and therefore have different roles depending on your build but I hope this guide can give people some inspiration. I've tried to keep this guide brief but informative.

They will be in order as they appear in the game menu's, starting with the Relics and ending with the Rings. Just 3 tiers per category this time. Full Tierlists after each category.

Be sure to check the Weapons Guide as well!
Eye of the Madwoman - A rank
Charismata:
-Lightning Damage: 70 Damage

-Health Threshold: 10%
(Amount of health the enemy's HP needs to be for the strike to occur)

-Major Enemy Threshold: 30%
(Same but for tough enemies like Grenadiers, Bosses and everything in-between)




We start off with a relic that you can slap on basically any loadout. It consistently saves you ammo, time and potential health as you finish enemies off quicker without needing to change your playstyle or go out of your way to perform certain actions. It pairs extra-well with weapons that have high damage per shot but are often just shy of finishing off an enemy. Examples include Frostbite, Hunger and Striga among others. On the occasions where the strike doesn't finish off the enemy completely, most often with bosses, the recipient is always severely stunned for an extended duration. This includes the Galley Slave. On top of that it has no cooldown time at all, what's not to love? Well, it has one downside: if you're working on unlocking Mysterium effects for your other gear this Eye will steal your kills, staggering your progress.
Kirfane - B rank
Charismata:
-Shots to trigger Lightning: 20

-Chance to trigger Lightning per shot: 3%

-Casting a Lightning spell guarantees a lightning arc on the next shot.







Obviously pairs best with weapons that have large magazines and a high fire-rate. Especially with elemental weapons where the arcs can transfer your target's effects to the arc's recipients. Combine with Lightning and Burning spells and you'll max out your AOE damage with this Trinket. The damage by itself is negligible however, and 20 shots is quite expensive unless you got the right weapons so it's not as versatile build-wise. Angelus likes having it around the most for sure. Also has a niche in pure lightning-magic builds with high damage-per-shot weapons like Hypnosis, giving Kirfane's arcs higher damage potential.
Book of Serpents - C rank
Charismata:
- Chance Minor enemies can die instantly: 12%

- Chance Major enemies can die instantly: 6%

- The curse stuns minor enemies.








Unreliable and undesirable; any sort of equipment that only works if you get hurt is counter-intuitive and should never be chosen over reliable buffs. Even after extensive testing the "die instantly' mechanic rarely- if ever triggers. The Decay doesn't even seem to trigger when you have a protective shield either, so you can't combine them for some cheeky revenge damage without getting hurt. Decay is a great effect but this book belongs in the bin.
Severed Ear - B rank
Charismata:
-Shockwave range: 9 Meters

-Reload: -20%

-The shockwave damages enemies effected by Decay.







Great on paper, the shockwave can give you a small window of safety as you go for reloads while surrounded by enemies. However, the stun lasts shorter then the time it takes to reload most weapons, so you can't truly rely on it. It's main draw is the flat 20% decrease in reload time, which for some weapons can make a massive difference. It's a solid relic early game but loses it's appeal over time as you get better at movement. The Ear does pair well with Rotweaver or Cricket for some funny up-close, quick-reload bullying. Could pair well with the All-Seeing-Eye's Decay, but I found it hard to make the combo work reliably. Can boost the effectiveness of shotguns, especially Judgement.
Parasite - B rank
Charismata:
-Range: 15 Meters

-Effect Cooldown: 6 Seconds

-When an afflicted enemy dies, their ailment jumps to the nearest foe with increases potency.

-Upon a target's death, the effect may chain to two nearby foes. 30% Chance.



Much better then the Book, this Decay effect is reliable and is basically always active when you're in combat. The damage isn't massive, but does add up over the course of a fight. Having the buffed Decay effects chain to tough enemies certainly helps taking them down quicker. You're free to slap this relic on whatever build you so choose, though it does benefit from Decay Arcana, so limiting yourself to that element can increase Parasite's impact quite a bit.
Blood of the Banshee - A rank
Charismata:
-Explosion range: 10 Meters

-Overkill Value: 50HP

-Explosion damage: 30 damage

-The Explosion knocks back minor enemies.







Perfect for weapons with high damage-per-shot like Striga or the rifles. You'll basically always create explosions on kill, weakening enemies around the target who will now be even more reliably overkilled. Stunning minor enemies is icing on the cake and arguably makes this relic overpowered, cleaning whole groups in seconds. Not as versatile build-wise as the Eye of the Madwoman, but with it definitely a contender for the most impactful relic.
Painted Tooth - B rank
Charismata
-Bonus ignition damage: 30 damage

-Bonus ignition damage to major enemies: +70 damage

-Chance to stun: 10%







A good tool for any loadout but works best with extensive Burning builds and long-range weaponry to ensure the critical headshots you need for it's effect to come out. Enemies on fire take more damage and can explode and ignite other enemies on death, keeping the chain of burn victims going. Not much else to say, Painted Tooth is a solid Relic for the head-hungry Preyer, especially if found early on.
Scourge - C rank
Charismata
-Stamina stacks removed: 8

-Getting hit triggers a damage buff inversely proportional to remaining health.

-Improved Healing effects when below 25% health.






Unless you're assuming that you're going to die, are a masochist or just plain hate using the movement keys this Relic is bottom of the barrel trash. The damage buff does trigger when it hits your shield if you have one but this is only useful against bosses. Though "useful" might be too generous a word. Keep this one locked in the "special" bedroom cabinet.
Braid of a Seductress - C rank
Charismata:
-Incoming Melee damage reduction: 30%

-Killing the frozen attacker restores lost health: +50%

-The Aura also works against Major enemies.







The relic that gains the most power with every Mysterium level you unlock. Useless at first but gets a unique niche with it fully unlocked. That niche is specifically in long-range Freezing builds, where you can choose to get hit on purpose (preferably with a negating shield) to freeze the melee attacker and heal some health in the process. This is too situational for it to be especially useful though, so not recommended unless you specifically go for the aforementioned build. At least the 30% reduction on melee damage can be a nice buffer for when you're suddenly overwhelmed. Pairs well with the Shadowmist Ring. Not so much with the Ring of Thorns

RELIC TIERLIST OVERVIEW
Nightshade - C Rank
Charismata:
-Health Threshold: 40%

-Shockwave Range: 60 meters

-Shockwave Damage: 30 damage

-Bonus effect: Stun






Definitely not without use; the Bittersweet Nightshade provides a chaotic but effective deterrent for when things get out of hand. You can even purposely stay around 50% health so any time you get hit you get free reign to wreak havoc on your attackers. However, this is obviously risky and not viable on lower levels. The other fetishes provide a more passive benefit that end up being more useful in the long run. Not a bad fetish to start with when you're still getting used to the game's flow and mechanics, but we've got more reliable choices to fit in this slot.
Henbane - A rank
Charismata:
-Healing: +70%

-Damage reduction after consuming an elixir: +50%

-Damage reduction duration: 8 seconds

-Healing Duration: -50%





Just plain good. Massive healing buffs with no downsides, you even get damage reduction if you happen to heal during a chaotic bit of combat. Though we prefer to never have the need to heal at all, it's inevitable you're going to get hurt at some point and healing is scarce, so Henbane really pulls it's weight especially combined with Arcana and Incense related to healing. Nothing more we can say about it really, it's just great.

Monkshood - B rank
Charismata:
-Maximum shield layers: 5

-Extra shield chance: 70%

-Chance for a shield to hold: 25%









In some ways a stronger then Belladonna, but ends up less reliable in practice. Sure, if you can get through a bunch of tough fights and claim their Manifestations so you can stack shields to be basically invincible later on but in practice it rarely ever plays out that way. This strat would work better with long-range focus to stay out of harms way but not every area/fight will give you the space necessary for that to be viable. In the end it's not a bad fetish, if you're agile you can have some fun with it. I would recommend Belladonna over it though.
Belladonna - A rank
Charismata:
-Damage Threshold: 25 HP

-Shield Cooldown: 60 seconds

-Getting hit shortens the shield's cooldown: -12 seconds.

-Drinking an elixir instantly recharges the shield.





As most attacks enemies dish out fall below 25 damage you can essentially take a hit without suffering any damage once a minute. This might not seem like much, but to the agile Preyer who rarely finds themselves out-manoeuvred it's just the perfect reliable tool for the long runs. Knowing you have the shield charged can even open up offensive opportunities like tanking a hit from a mook so you can finish off that stunned Grenadier. Or use it to set off a trap to trigger the Witch's Calamity on your own terms rather then it happening during a tough upcoming fight.
It even works for picking up cursed items without cleansing them! No matter what build you're rocking, you can't go wrong slotting Belladonna.
Balewort - B Rank
Charismata:
-Essence Drop chance: 40%

-Essence time to live: 6 seconds
(how long the essence drops stay before disappearing)

-Pickup range: +3 meters

-Spell recharge per essence: 20%





A more risky Fetish that manages to increase your staying power in dire situations by quite a bit, especially combined with certain Incense that affect healing. As you start your run you might forget you have it, but once you drop below 50% HP and you're running out of elixirs then you'll be glad you brought Balewort along. It won't help you against bosses however, and doesn't open up any other interesting strats. In practice Henbane does a better job keeping you alive so this one is more for fun then survivability.
Mandrake - C rank
Charismata:
-Health on resurrection: 100%

-Immunity duration: 7 seconds

-While Immune light spells charge instantly.

-Weapon damage while immune: +100%







Are you telling me you're planning on dying? No? Then there's little more to be said. It doesn't even save you from falling down lethal pits which could be it's one saving grace, but alas. Slot it together with Scourge if you really hate yourself.
FETISH TIERLIST OVERVIEW
Dynamo Ring - C rank
Charismata:
-Damage: 25 damage

-Killing enemies temporarily powers up the discharge. This effect stacks.

-Max kill stacks: 6

-Enemies killed by the discharge explode





With limited stamina, especially early game, using your dashes for any other reason other then dodging enemy attacks and/or otherwise getting out of harms way is a quick way to find yourself cornered and taking hits you could've otherwise avoided. The shock only effects one singular enemy after you've shot them, encouraging you to keep them alive for the discharge to finish them off, but this can also turn out unfavourable. The Dynamo Ring can work with more hectic playstyles that make liberal use of spells and close-range combat tactics where you keep switching targets, but aside from that you're better off slotting something else.
Ring of Excreta - B rank
Charismata:
-Explosion range: 7 meters

-Bomb damage: 30 damage

-Dash Distance: +3 meters

-The Bomb applies a Decay curse






Simple but effective, unlike the Dynamo ring this is a more passive tool. You use your dashes as normal (with an increased distance) and any enemy that was near you when you dashed away will get an unhealthy dose of damage and the debilitating Decay effect. As melee enemies often charge you, this happens quite often and really adds up over the course of a battle. This ring is especially good if unlocked early on. Combined with Rotweaver and a Decay Arcana or two and you've got yourself an unstoppable- if smelly build.

Speaking of which: do NOT read the in-game description. Just... disgusting!
Ring of Thorns - B rank
Charismata:
-Chance to drop an ammo-replenshing orb.
(the percentage chance is not given but I'd say it's about 20%)

-The orb fully regenerates Stamina

-The orb fully recharges the Light Spell







It's a bit too situational to really make a difference in most cases but it IS fun to punish those heretics who thought they could throw a cheap sucker-punch. It also has no cooldown so you can potentially freeze multiple enemies. The surprise orbs can give you the opportunity to be more liberal with your light spells and weapons that eat through ammo quickly so it works as a general tool for survivability. It could also be used to keep you safe(er) whilst rocking any of the shotguns, preferably Judgement. It can also help Frostbite and Hailstorm to keep their buff-streak going. However in both cases this is easier said then done.
Crown of Fire - B rank
Charismata:
-Duration: 1,2 seconds

-Igniting an enemy partially reloads your weapon

-Double Dash triples the duration
(Essentially if you dash twice within one second you get almost 4 seconds of the fire buff)





A little over a second of a fire buff to your weapon isn't huge but since a common battle usually involves dodging frequently, the Preyers with quick snap-aiming skills can make constant use of the burn. It ironically works better with non-fire weapons otherwise the burn would be redundant. Double dashing is pricey and might have you commit to suicidal plays to make full use of the buff, so I recommend sticking to single dashes at most times. The reload effect is extremely useful and obviously pairs well with Burning spells and weapons with slower reloads. The Crown surprisingly does not combo well with Echo in practice as it's own reload-on-slide mechanic makes it even more stamina draining, and the burn would again be redundant.
Meteor Ring - C rank
Charismata:
-Slide length: +3 meters

-Tick damage: 10 damage

-Collisions with enemies deal 50 damage.

-Sliding past enemies burns them.






A ring focused on slides rather then dashes? This could be interesting! Sadly going out of your way to slide INTO enemies rather than avoiding them is a tactic that gets you hurt more often then not. And the fire trail itself isn't very effective, making this ring undesirable. It can be fun combined with Belladonna and a close-range weapon like Cricket or Psychopomp but it's generally not suitable for those who actually care to stay alive over the course of longer expeditions. Could pair well with Echo, but again makes the burn redundant. A recurring problem for that weapon.
Ring of Obedience - C rank
Charismata:
-Push damage: 40 damage

-Activation distance: 30 meters

-Stamina regenerated on push kills: 50

-Three consecutive pushes stun minor enemies.






After extensive testing and trying to make it work I feel like it's either useless or I'm really missing something. Using your dashes for damage is already counter-intuitive. Then to make this work you have to look directly at your enemy and dash in a direction that would damage them but keep you safe and this is a brain-frying experience that will often get you hurt. When you could have just as easily... shot your gun. In theory you could manoeuvre enemies into hazards but after hours I've managed to run into that situation only twice, and it might even be argued that those situations could've been solved more efficiently. Triple dashing to stun a minor enemy? That's especially useless. Fun in concept but sadly the current bottom-pick as far as rings go.
Ring of Wings - A rank
Charismata:
-Airborne jump stamina cost: -30%

-Dashing after double-jumping costs less stamina

-Improved mid-air directional control

-No fall damage.




You were like me: wondering why you couldn't dash in mid-air at the start of the game. Well that's because they've hidden that powerful mechanic into this artifact. Just being able to dash in mid-air already opens op so many dodging and engagement opportunities, and makes any platforming section a breeze. But it doesn't stop there. Having improved mid-air control means doing small dodges and lining up shots while jumping over obstacles or away from enemies becomes something you'll be doing constantly without even thinking about it. So much so that when I switch off this ring to try other builds I always yearn to have the control back the moment I get into more hectic fights. Basically a must-have for the Preyer that weaves in-and-out of close-combat, dancing past adversaries and projectiles. Turning hunting into an artform.

It's unique and hard to compare with the others. If it were possible to equip more then one ring, the Ring of Wings would certainly be in every loadout for all Preyers.
Shadowmist Ring - A rank
Charismata:
-Activation distance: 11 meters

-Enemy health taken: 35 damage

-Chance to freeze: 50%








Last but certainly not least, this ring adds another layer to dashing that can really mix up your playstyle. You usually want to avoid dashing straight into your enemies, but adapting to this ring's niche can give you an extremely useful tool to punish eager enemies and flip a bad situation into a beneficial one. The 50% chance to freeze is what makes it a reliable, safe way to gain decent chunks of health during combat. Shadowmist Ring takes some getting used to but it can be really fun, especially with weapons that require you to keep to a certain rhythm, like Frostbite, Hypnosis or Duelist.
RING TIERLIST OVERVIEW
THE END
Wow, you made it!

I hope this guide was either useful or entertaining to you! It was really fun trying out every possibility and combination, squeezing out as much use from each item described. Though I had a hard time rating them all in tiers, as I'm sure people can have fun with, for example, the Meteor Ring despite the flaws I see in it.

If you have any kind words, ideas or things I missed be sure to leave a comment!

Thank you, dear reader, for checking out my guide!
Full Spell Guide coming soon! ....Hopefully.
4 Comments
𝔽aɳɱaℝ  [author] 4 Apr @ 5:46pm 
Whoa that's pretty crazy, I haven't used that combination myself, gonna have to try it out! Would go great with Striga I'd wager. Thanks for the suggestion!
Valqen 3 Apr @ 1:53pm 
The Kirfane has a handful of really broken builds. It actually functions best in high-damage single shot builds that use stigma diabolicum to trigger guaranteed lightning. My favorite build is ASE, Stigma, Bell/Stake, Kirfane. I see lightning bolts of up to 800 when I use the bell. Just bring something else for elites and bosses.
𝔽aɳɱaℝ  [author] 27 Mar @ 4:28pm 
....I expected this comment but not this early. Congratulations friend, and thank you for reading lol!
Aury 27 Mar @ 4:22pm 
Very nice guide, as usual! Although I must say, I was expecting something different, spicier and was a bit disappointed when I clicked on "FETISH TIERLIST OVERVIEW"...