The Light Brigade

The Light Brigade

42 ratings
General Gameplay Tips, tricks, combos and bug reports
By Zyurat ✅
This ongoing community made guide will include tips and tricks related to the game. Maps, classes, weapons, attachments and combinations.

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Classes and weapons
Common skills:
Starting Money:
Base: 100
Level 1: 300
Level 2: 600
Level 3: 1000

Rifleman:
Main weapon: Gewehr-43 (10+1)
Firing mode: Semi-auto
Level 1 base damage: 12
Level 2 base damage: 14
Level 3 base damage: 16

Secondary: Type-14 Nambu (8+1)
Level 1 base damage: 11
Level 2 base damage: 13
Level 3 base damage: 15

Wand: Soul Sphere
Passive: Headshot damage bonus
Belt: 1 dual ammo slot, 4 free slots, 1 pistol holster
----------------

Scout:
Unlock: Reach level 5 with Rifleman
Main weapon: M3 SMG (30+1)
Firing mode: Full auto
Level 1 base damage: 5
Level 2 base damage: 6
Level 3 base damage: 7

Secondary: Mauser C96 (10)
Level 1 base damage: 9
Level 2 base damage: 11
Level 3 base damage: 13

Wand: Power Field
Passive: Critical hit bonus
Belt: 1 dual ammo slot, 4 free slots, 1 pistol holster
----------------

Pistolier:
Unlock: Reach level 5 with Scout
Main weapon: Dual Colt 1911 (8+1)/(8+1)
Firing mode: Semi-auto
Level 1 base damage: 11
Level 2 base damage: 13
Level 3 base damage: ??

Wand: Sun Burst
Passive: Free shot bonus
Belt: 2 ammo slots, 2 free slots, 2 pistol holsters
----------------

Assault:
Unlock: Reach level 5 with Pistolier
Main weapon: StG 44 (25+1)
Firing mode: Full auto
Level 1 base damage: 9
Level 2 base damage: 11
Level 3 base damage: 13

Secondary: Type-14 Nambu (8+1)
Level 1 base damage: 11
Level 2 base damage: ??
Level 3 base damage: ??

Wand: Sun Burst
Passive: Health bonus
Level 1 bonus: +5 health
Belt: 1 dual ammo slot, 4 free slots, 1 pistol holster
----------------

Militia:
Unlock: Reach level 5 with Assault
Main weapon: Volkssturmgewehr VG-5 (20+1)
Firing mode: Semi-auto
Level 1 base damage: ??
Level 2 base damage: ??
Level 3 base damage: ??

Secondary: Colt 1911 (8+1)
Level 1 base damage: 11
Level 2 base damage: 13
Level 3 base damage: ??

Wand: Sun Burst
Passive: Loot rarity bonus
Loot rarity bonus is +5% per level. Max 15% total.
Belt: 1 dual ammo slot, 4 free slots, 1 pistol holster
----------------

Sniper:
Unlock: Reach level 10 with Militia
Main weapon: Karabiner 98k (5)
Firing mode: Bolt-Action
Level 1 base damage: 25
Level 2 base damage: 32
Level 3 base damage: 45

Secondary: Colt 1911 (8+1)
Level 1 base damage: 11
Level 2 base damage: 13
Level 3 base damage: ??

Wand: Power Field
Passive: All damage bonus
Belt: 1 dual ammo slot, 4 free slots, 1 pistol holster

Wands and attachments
Wands
Sun Burst:
Throws a bright ball of Sun energy that targets enemies and marks them for extra damage.
Purchasing price: 75/?/?
Selling price: 75/?/?
Donation soul return: ?/?/?

Power Field:
Spawns a field of energy that empowers bullets passing through it.
Purchasing price: 75/150/?
Selling price: 75/?/?
Donation soul return: ?/?/?

Anima Storm:
Throws a condensed ball of Anima that splits and targets enemies.
Purchasing price: 75/?/?
Selling price: 75/?/?
Split amount: 3/5/8
Donation soul return: ?/?/?

Muzzle
Poison Barrel:
Standard-fit muzzle attachment. Adds poison effect to every shot. Deals +1/+2/+3 Magical Damage per second.
Purchasing price: 300/?/?
Selling price: ?/?/?
Donation soul return: ?/1000/?


High-velocity barrel:
Standard-fit muzzle attachment. Adds +3/+5/+? Physical Damage per shot.
Purchasing price: ?/?/?
Selling price: ?/?/?
Donation soul return: ?/?/?

Sights
Red Dot Sight:
Non-magnifying reflector red-dot sight. Adds +2/+4/+6 Physical Damage per shot.
Purchasing price: ?/?/?
Selling price: ?/?/?
Donation soul return: ?/?/?

Holographic Sight
Non-magnifying holographic diffraction reticle. Adds +2/+4/+6 Physical Damage per shot.
Purchasing price: 300/500/700
Selling price: 300/?/?
Donation soul return: ?/?/?

Laser Dot Sight
Laser Dot Sight attachment. (Can only be taken from enemy snipers weapon attachment)
Selling price: ?
Donation soul return: ?

Charms:
Piercing Shot Charm
Adds piercing shot to the next shot taken, with an additional +2/+4/+6 physical damage. (16s/12s/?s cooldown)
Purchasing price: ?/250/?
Selling price: ?/250/350
Donation soul return: ?/?/?

Bomb Shot Charm
Adds homing shot to the next shot taken, with an additional +?/+8/+10 Magical Damage. (?s/20s/10s cooldown)
Purchasing price: ?/?/?
Selling price: ?/?/?
Donation soul return: ?/?/?

Chain Shot Charm:
Adds chain shot to the next shot taken, with an additional +2/+4/+6 physical damage. (20s/16s/12s cooldown)
Chained enemies: 3/4/5
Purchasing price: ?/?/?
Selling price: ?/?/?
Donation soul return: ?/?/?

Homing Shot Charm
Adds homing shot to the next shot taken, with an additional +8/+12/+16 Magical Damage. (15s/13s/8s cooldown)
Purchasing price: ?/300/?
Selling price: ?/300/?
Donation soul return: ?/?/?

Crystals:
Crystal of Light:
Attachable side crystal. Adds +2/+4/+6 Magical Damage per shot.
Purchasing price: 300/?/?
Selling price: ?/?/?
Donation soul return: ?/?/?

Crystal of War:
Attachable side crystal. Adds +2/+4/+6 Physical Damage per shot.
Purchasing price: ?/500/?
Selling price: ?/500/?
Donation soul return: ?/?/?

General Upgrades
Prudence, also known as Tarot Lady, can be found at the 2nd floor at the base. You need to have defeated Agnes at least once. She offers upgrades that affect all classes, and uses rank points to purchase.

Health:
Increases max health by 2/4/6 (for a max of +10)
Cost: 3/5/7

Money
Increase money collected by 5/10/15% (for a max of +30%)
Cost: 3/5/7

Prayer
Reduce combat prayer cooldown by 10/20/30% (for a max of -60%)
Cost: 3/5/7

Loot Drop Rarity
Increase item loot rarity by 5/10/15% (for a max of +30%)
Cost: 3/5/7

Spell Cooldown
Reduce spell cooldown by 10/20/30% (for a max of -60%)
Cost: 3/5/7

Tarot Card Rarity
Increase looted tarot card rarity by 10/20/30% (for a max of 60%)
Cost: 3/5/7
Items
Stone Heart
Contains ancient souls that increase maximum health when shattered.
Purchasing price: 250/?
Selling price: 250/?
Max health: +2/+5

Loot Chest Key
Opens a locked loot chest.
Purchasing price: 150
Selling price: ?

Grenade
Purchasing price: 37
Selling price: 37

Stun Grenade
Non-lethal explosive that stuns and disorients for a limited time.
Purchasing price: 37
Selling price: 37

Deployable Dummy
Deploys a dummy that enemies will target instead of you.
Purchasing price: 37
Selling price: 37


Bosses
1st boss
It's a wizard that floats around and uses magic spells.

Attacks:
Ice ball: It's a big ball that when colliding with something it creates a big AoE (with medium chip damage) which is thicker than the cover available, so it's better to stay clear and move to another cover.

Ice spear: It's a big spear that partially pierces cover. Does heavy damage. Has distinctive sound.

Missiles:
Shoots a barrage of unguided magic missiles, or shoots a few guided missiles that hit from the side.

Disk Summon:
Summons a floating disk that rains damage below it. Can be destroyed by shooting it repeatedly.

Heal summon:
Summons a magic healing orb that's static in a wall (there are two possible spots). Can be destroyed by shooting it repeatedly.

Tip: Don't stay in the open. Use your hearing to know if which attack is coming next.

2nd boss
Agnes. It's a very large person that stays still in a spot but is invulnerable to damage.

Attacks:
Shooty McShootFace: Shoots pistol towards the player

Acid orb: Shoots an acid orb that has good AoE and damage. Cancels teleport.

Health regen: Eats a rat to recover HP.

Tip: To make it vulnerable to damage, you have to pull 4 levers down. Two at the bottom, two at the top. When done, the boss will be vulnerable for a few seconds or when a damage threshold is met. It will then become invulnerable again and you'll have to repeat the cycle.

Kill the rats that spawn near the boss, so it can't regenerate health.

3rd boss
It's a boss that teleports around, shoots a pistol and chains you to the ground so you can't move. Has two phases.

I can't tell what to do here other than shoot him down since it's very easy to kill him. Easier than all other bosses.
Tips
    Gameplay:
  • (Pistolier Only) You can fast reload your pistols by dropping the magazines and placing the guns upright in your ammo belts to the left and right.
  • Ejecting or dropping a partly-spent magazine into your ammo belt will add the same magazine to the next reload (NOT RECOMMENDED, AVOID AT ALL COSTS)
  • After every boss encounter, there'll be an outpost with a vendor, three locked chests which can only be opened with keys, a healing stand (it's at the center of the room, you have to pray to it), a donation stand and a wishing well. Throwing things into the wishing well will give you money, and throwing things into the donation stand will give you souls (you have to pray to it afterwards or it won't take the items, and you can only donate once).

    Wishing well is a pool located at the right, in front of the vendor.

  • Finishing the game will unlock a higher difficulty (stronger enemies/higher xp gain) as well as the Global Sun Run.

    Chests:
  • There can be more than one item in a chest.
  • There can be multiple chests in a level.
  • Chests can contain a tarot card, an attachment, or a heart container.
  • There is a rare chance for a chest to spawn after killing all enemies.

    Heart container:
  • Heart Containers give a full heal in addition to the max health bonus.
  • There are different heart container rarities, base being +2.

    Grenades:
  • You can't get damaged by your own grenades, but will damage and turn allies hostile.
  • Grenades can trigger traps (for example, bear traps)
  • Flashbang can kill rodents.
  • You can pull the pin off a grenade, and store it in your toolbelt. It will still explode after a few seconds. You can do some risky pushes with it or stun enemies on you while shooting.

    Allies:
  • Friendly fire is possible and allies WILL become hostile if hit too many times.
  • After a fight and when approached, some allies will ask something from you (ammo, medkit), and sometimes give an item in return. (if they ask for a medkit, it's better to not give one)
  • Allies can drop loot like enemies and give souls.
  • Allies have both ranged and melee attacks.
  • There doesn't seem to be any penalty for killing allies.
  • Ally player ghosts can be used to revive from Ghost form, just like the player's ghost.
  • Allies will drop their weapons when killed.
  • As of now allies only use the unimproved Gewehr-43.

    Enemies:
  • Some enemies will wear a lantern on their hips, which will heal them gradually. These can be shot off.
  • Some projectiles like Arrows(?) and Magic can be shot and destroyed mid-flight.
  • Using weapons dropped from enemies can both help save on ammo and engage in range not possible with your class.
  • You can dual wield dropped enemy weapons.
  • There is a chance for a large, high-level enemy to spawn when approaching a door at the end of a level.
  • Some enemies will have multiple drops. For example, a very lucky drop can contain two cards, or a card and an attachment.
  • You can take attachments off enemy weapons before they dissappear and place them on your own. (for example, laser sights)

    Wand:
  • Projectile spells can be used to find nearby enemies when you're in between Prayers or behind cover, this is especially helpful in areas like The Ashen Depths where there is a lot of cover, but open sky for the projectiles to travel through.


    ---
    (Global Sun Run info in this part of the section, don't read if you want to go in blind)
  • In Global Sun Run, you only have one life.
  • The Global Sun Run is a different portal with 24 randomly generated levels, which rotate after every normal run(?)
  • Global Sun Run has no bosses nor key-locked chests. Only stronger and higher quantity of enemies.
  • Global Sun Run has stores. None of them have locked chests, so there's no reason to store keys.

    ---
Bug reports
  • Level 3 Money with Scout does nothing. Still has 600 starting money.
  • Critical Chance is broken in that in doesn't increase damage dealt. It still shows as a crit but with the same damage as a normal shot.
  • GAME BREAKING: There is a very rare chance for a map to not have an exit.
  • FUN RUINING (don't look, this player-done bug can ruin your fun and cannot be triggered accidentally): Quitting the game after being killed and opening it again will make you respawn in the same room again, with everything as it was when you entered.
  • You can refresh the store by leaving the game and opening it again, even mid-run.
  • Teleporting close to a trap will stick your path to it, as if it were a point of interest. You will get stuck in it and damaged.
  • Disabling bolt handling makes the C96 unusable as it spawns with the box closed. It doesn't work even when pistol bolt eject is activated.
  • There seems to be an accidental big bonus XP on soul collect.
  • Slendermen have two laser attacks. They very rarely hit the player even when standing still in front of them.
  • Crouching next to the wishing well will make it sell everything in your toolbelt, including all ammo and the pistol (but not the wand).
  • Quitting the game and quickly opening it again will result in a Steam VR/Game crash
  • Power Field and sight attachments do not match. If you use a sight to shoot through the power field, you'll see one off-center.
  • Getting caught in the grenade blast while allies (or deployable dummies) are in the radius will result in the player getting damaged by the grenade.

  • Allies will sometimes offer you an item, but sometimes the item is literally nothing. They'll open their hand, say "take this!" and offer no item. Other times they'll offer you ammo for a wrong weapon not available for your class.fixed
  • Purifying souls and clicking "End Run" at any point in the run will not save any progress at all. fixed
  • (GUNSLINGER ONLY) Using the fast reload method will always leave your pistol at 8 bullets, even if there's a bullet already in the chamber. (it's never 8+1) fixed
  • (SNIPER ONLY) The zone to grab the stock is way too close to the bolt. Meaning 1 time out of 5 you'll grab the stock instead of the bolt to eject a bullet. fixed
  • Chain shot charm will chain on allies and turn them hostile. fixed
  • "Lives" upgrade does not work.fixed
Dev suggestions
  • Grenades for me should damage a % of health, not a fixed value. This makes it very useful and effective against tough enemies, while leaving weaker enemies vulnerable to weapons. Maybe a combination of min damage + % of health to make it worth it for weak enemies.
  • A "Quit to main menu" would be useful.Stun grenades should stun instantly. Right now some (or all) enemies (like the slenderman) have to finish their animations before stun applies.
  • +x% Soul Collect card needs to be buffed if it's to compete with +x% Extra Souls. Props and random stuff give 10 souls, and with the Legendary Tier card they give 12. Dead allies and other props you need to pray to give a hundred to max a couple hundred. Enemies can give thousands, but both cards have the same upgrade bonuses (5/10/25).
    I'd recommend to actually mix the cards and make it global. There isn't any match for the extra souls and it feels like unnecessary bloating of cards.
  • Since Global Sun Run has no locked chests, I'd recommend adding locked chests to maps or small stores, or remove it from the loot pool in that mode
  • Stores can't keep up with the money you get on the global sun run. Right now I have over 4k and bought the entire store multiple times. I'd recommend a restock button (which takes resources like gold or souls), or have a gold sink of some sort.
  • Power field's crosshair and overall brightness makes it really hard to point your weapon. I'd recommend taking the crosshair out and making it a little less bright.
  • There should be different healing rarities. Having always a full heal on hand with nothing in between makes stakes lower significantly. I'd recommend 3 different medkit rarities, which heal 33/66/100% and make them spawn a little more often. Or just make current medkits spawn less frequently and add small heals on stages here and there.
  • The card "At world's end" should be rebalanced. The only difference in the different qualities reside in how fast you get to +5 (which is the limit on every rarity), which in higher difficulties you can very quickly reach in a single room. My suggestion would be to change its damage bonus limit: +3 in common, +4/5 in epic, +6/7 in legendary.
    Reasoning: Soul's depth has +1/+2/+3 magic damage, soul's light has +2/+3/+5 magic damage. Both are permanent, while At World's End needs to be built up. And since all rarities right now have +5, you get the maximum damage with little to no effort with any rarity.
  • Chain shot needs to be nerfed heavily. Because
    *It chains on nothing, meaning if you miss the shot and hit the wall it'll still chain to nearby enemies
    *It chains the hit, meaning if your shot was a headshot it'll chain directly into other enemies heads.
    *It chains into the same enemy multiple times.
    What this means is that it's literally the best charm in the game. It's better than bomb shot because it has an increased radius of all the enemies it can chain (and goes through walls), and can damage the same enemy multiple times. It's better than homing shot because chain shot will hit if you miss, and will chain headshots. It's better than piercing shot because it'll go through enemy shields anyway.
  • Bomb shot needs to be buffed. It has a low explosion radius, doesn't hit through obstacles and the arc is heavy on weapons like a pistol.
  • Some cards should either exclude others, or stack. For example, instakill and charm. If you have 20% instakill and 10% charm, it'll be always an instakill. So there are two possible solutions. Make one exclude the other (by removing it from the pool), or make them stack, where the first one to trigger is charm, and if the damage is high enough trigger the instakill. In this example, 21-30% health should charm, 1-20% health should instakill.
  • Some cards are almost useless to some classes, while vital to others. For example, damage. A sniper with 72 base damage has no use for +1 magic damage, but instakill, lures, enemy aim delays are. I would recommend classes having distinctive decks, to make all classes feel different apart from the main weapon and passive.
  • Some cards need heavy rebalancing. For example, %x on hit and %x on kill. They have the same percentages, but % on hit triggers on every tick of damage (including chain shots and poison ticks), and % on death triggers on kill. My suggestion would be to heavily nerf %x on hit and buff %x on kill.
  • A "Quit to main menu" would be useful.
  • Using charms in full auto and semi auto weapons should bless more than one shot. It's extremely useful in one-shot heavy damage weapons (like the sniper) but almost unusable in full auto weapons, since it only shoots one buffed bullet and you have to press the trigger again to start firing.
    -Example: By using the Scout weapon which deals 5-6-7 dmg and then triggering a +6 charm it will only do 11, 12 or 13 damage for a single bullet. You will then have to press the trigger again to start shooting at base damage. By the time it's done, there would've been way more damage done by simply shooting normally. Totally different case is the sniper rifle, which can turn any bullet into a wrecking shot. A single charm+sniper shot can do hundreds of damage if the conditions are favorable.
    -Suggestion: 4-5 blessed shots in full auto weapons, 2-3 blessed shots in semi-auto, 1 blessed shot in bolt-action.
  • It could be very useful if you can customize your belt. For example, ammo slot. A right handed sniper will have a better use for it to be in the right slot instead of the left, seeing how the weapon firing and reload is handled.
  • While using a two handed weapon, teleporting direction should go to where the weapon barrel is aiming, not the moving hand.
  • A sprint button would be very useful. I don't like having to teleport to simulate running to or away from.
  • A retry button after dying in a run would be very useful. I find it boring having to retake everything to try again.
  • Crouching button should be enabled by default in sitting mode.
  • It would be nice to be able to customize my character. Not only because I want to change its look, but also because I'd be seeing other players with different outfits, and it doesn't look all the same.
  • It would be nice for allies to be able to use a different weapon than the standard issue rifle. It adds a little variety in that I can take his weapon and change my playstyle.
  • Crouching should slow down movement, and shorten teleport distance.
  • Assault is extremely overpowered when compared to other classes. Its damage, accuracy and rate of fire are insane. Some attributes should be toned down.
  • Class suggestions:
    -Shotgunner: Who doesn't love shotguns? also adds a different layer in classes. Excellent at close range, but poor at medium-long ranges. It favors a more aggressive playstyle.
    -Knight: Shield + Machine pistol (Frommer Stop for magazine or Steyr M.12/P.16 without buttstock for stripper clip): It favors a defensive playstyle, and also adds another playstyle layer.
  • Achievements Steady Hand and Perfect Shot are pretty much impossible. I'd suggest toning it down to a single map, or maybe a boss fight. But doing all maps without missing a single shot and then all of them being headshots... I want to complete it, but no way people are going to make it. They'll just cheat the achievement.
  • Is it possible for maps to be wider and longer? they feel kind of claustrophobic and short, which makes maps look kinda samey. Changing this will get some greater variations

25 Comments
whiskerypets May 8 @ 7:27pm 
BUGS:
-Circle of life healing takes away any overheal you have (effectively damaging you)
-Trying to reload with your right hand as the Engineer will return the gun to your back. This is a problem because the magazine and ammo pouch are on the right side, making right-hand reloading the fastest while holding the gun's barrel with your left.
whiskerypets May 8 @ 7:27pm 
Helmets:
Base Helmet: blocks 1 shot
Gold Helmet: blocks 3 shots
Obsidian Helmet: disguises you as an obsidian soldier, meaning enemies will not aggro you on sight and will only aggro if you shoot. Enemies not within earshot of your firing will not aggro. Easily the most powerful helmet, it allows you to scout out the enemies, scope out the best shooting spot, prepare, and take them out one group at a time. Lasts several areas in my experience.

Injectors:
Spell injector: no spell cooldown for 15 seconds
Damage injector: double damage for 15 seconds
Healing injector: full heal and 20 overheal (best injector)

Canteens:
Base Canteen: heals 10, 3 charges
Gold Canteen: full heal, 3 charges
EV_SkyFall Mar 19 @ 6:40pm 
Shooting at ally in town and get killed is faster way to reroll the shop.
Narit Feb 20 @ 8:45pm 
I've noticed multiple times in the sewers prior to the 2nd boss there's been a glowing chest up on a wooden platform that can't be teleported to, rendering the chest unattainable for that level.
Vykro Jan 9 @ 8:58am 
"FUN RUINING (don't look, this player-done bug can ruin your fun and cannot be triggered accidentally): Quitting the game after being killed and opening it again will make you respawn in the same room again, with everything as it was when you entered."

Err no, sorry, but that's not fun ruining. The opposite actually.

Unless your idea of "fun" is dying and not being able to play the game. Might as well uninstall it for ultimate fun.

I've actually used this maneuver several times to undo an exceptionally bs death the game threw at me, as it is not always fair. Such as when I got killed by an enemy straight up shooting me through a solid wall. Or the game at the start of a level placing me out in the open with no cover whatsoever in front of a group of 3 enemies, who shot me up instantly.
Mystaque Dec 24, 2024 @ 4:47pm 
i can't launch the game and i don't know why. Can someone help? i just installed the game today
Dom Dec 16, 2023 @ 1:37pm 
Does anyone know what blessing, corruption, twilight stacks etc. are? The game is pretty bad at explaining those unique mechanics.
Trey Oct 29, 2023 @ 5:29am 
The text on the classes screen is wrong for the wands. Several of the classes say a different wand than the one they have.
Crow! Mar 19, 2023 @ 9:03am 
I feel like there is a slight benefit to your teleport marker snapping to traps.
The snap and change of color lets you know there is a trap there.
I still agree that it probably shouldn't snap, but turning red to show you that you're aiming at an ouchy zone is still great.
Especially considering that you would only notice if you looked where you were going and not when frantically trying to run away. Good verisimilitude.
*<<=Hau5master=>>* Mar 13, 2023 @ 1:10am 
Hey, LOVE your guide! You saved me the trouble of finding the weapon damages myself.

A couple things to update: The Lives upgrade is fixed now, the poison combo has been fixed, I don't think crouching next to the well will sell your stuff anymore, allies will no longer give you the wrong kind of ammo and should stop having nothing soon, and chain shot should no longer chain to allies.

Everything else seems fine and the other bugs I don't think have been reported yet in the discord.

Again, great guide so far, Praise the Sun!