Adventurers

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The Adventurers are a group of people looking for fame and fortune by delving into the dungeons of Vagante with hopes of achieving the best, though they typically fail, since they start their adventures inexperienced and ill-prepared.

Classes[edit | edit source]

Click a card to
go to their page
for more information.
Knight Class Image
Rogue Class Image
Mage Class Image
Wilding Class Image


Vagante currently has four classes but starts off with three. The Wildling class is only unlocked after reaching progression level 3 (Unlocks)

The Knight[edit | edit source]

Starting Stats
Health: 100 Str: 3 Dex: 2 Vit: 5 Int: 3 Luk: 0


Warrior P.png


This class specializes in sword-based close combat, blocking attacks and in the use of holy magic to achieve maximum survivability, incredible damage and attacks from any angle.

The Rogue[edit | edit source]

Starting Stats
Health: 80 Str: 1 Dex: 3 Vit: 3 Int: 4 Luk: 1


Rogue P.png


This class specializes in using fast dagger attacks, archery skills, stealth and acrobatics to defeat enemies before they can react and to move freely
in any environment.

The Mage[edit | edit source]

Starting Stats
Health: 60 Str: 0 Dex: 2 Vit: 1 Int: 10 Luk: 0


Mage 3 portrait.png


This class specializes in manipulating potions and in using its magical expertise to enchant a weapon or themselves with magical spells, to use their spells to their maximum potential and to get the most out of magical rods.

The Wildling[edit | edit source]

Starting Stats
Health: 100 Str: 3 Dex: 4 Vit: 5 Int: 4 Luk: 1


Wild women P.png


This class specializes in blindingly fast fist attacks, in beserking to benefit from many combat bonuses and in using their wild nature to obtain unique skills.

Multiplayer[edit | edit source]

Currently, up to 4 Adventurers may play together in local or online co-op (with the screen zooming in and out to accommodate if local). To avoid confusion between two of the same class, the same class skin can't be chosen by two players simultaneously. For each additional player, enemy health increases by 25% and enemy damage increases by 10%.

Afterlife[edit | edit source]

Whenever the player dies in co-op, you can revive yourself as a Skeleton. (See page for more info.)

Attributes[edit | edit source]

Each Adventurer has multiple attributes that define the player's health, damage and luck. Stat points can be spent to increase them.

Strength increases your damage, especially with melee weapons.
Level 1 Level 2 Level 3 Level 4 Level 5
+1 Total Strength +2 Total Strength Heavy Blows
(+3 Total Strength)
+4 Total Strength Brute Force
(+5 Total Strength)
--- --- Gain a small knockback bonus. --- Your maximum damage is increased.
Dexterity increases your attack/cast speed and damage, especially with ranged weapons.
Level 1 Level 2 Level 3 Level 4 Level 5
+1 Total Dexterity +2 Total Dexterity Quick Step
(+3 Total Dexterity)
+4 Total Dexterity Finesse
(+5 Total Dexterity)
--- --- Move faster while attacking. --- Your minimum damage is increased.
Vitality increases your maximum health.
Level 1 Level 2 Level 3 Level 4 Level 5
+1 Total Vitality +2 Total Vitality Thick Skin (+3 Total Vitality) +4 Total Vitality Berserker's Blood (+5 Total Vitality)
--- --- Gain a permanent +1 defense bonus. --- Gain +1 damage for each 20% of health missing.
Intelligence increases your maximum spell charge, as well as your overall spellcasting abilities.
Level 1 Level 2 Level 3 Level 4 Level 5
+1 Total Intelligence +2 Total Intelligence Meditation (+3 Total Intelligence) +4 Total Intelligence Preparation (+5 Total Intelligence)
--- --- Your spell charge limit is increased. --- Your spell charge limit is greatly increased.
Luck affects your critical strike rate and evasion, as well as chance-based effects.
Level 1 Level 2 Level 3 Level 4 Level 5
+1 Total Luck +2 Total Luck Fortune
(+3 Total Luck)
+4 Total Luck Lucky Resist
(+5 Total Luck)
--- --- Chests have a small chance to drop an extra item. --- Gain a chance to resist non-physical damage.

Stats[edit | edit source]

Strength (STR)

Strength increases your damage, especially with melee weapons.

Every 2 STR grant 1 MEL and every 4 STR grant 1 RNG.


Dexterity (DEX)

Dexterity increases your attack speed and damage, especially with ranged weapons.

Every 2 DEX grant 1 RNG and every 4 DEX grant 1 MEL.

Every 1 DEX grants 1 ASPD.


Vitality (VIT)

Vitality increases your maximum health.

Your maximum HP increase by 10 for every VIT you gain.

VIT also affects the time you can breathe underwater and while using Wallphasing or Floorphasing.


Intelligence (INT)

Intelligence affects spell power as well as the number of spell charge each spell has.

The number of all spell charges and the damage of most spells scales on INT.

For every 2 INT the caster has, spells with 6 base charges (Red Spellbooks) will gain 3 charges, and spells with 1 to 3 base charges (Brown, Grey and Purple Spellbooks) will gain 1 charge.


Luck (LCK)

Luck affects your critical strike rate and evasion, as well as chance based effects.

Increasing your LCK grants additional CRIT. Contrary to most other stats, you do not always gain the same amount of CRIT for every point of LCK.

CRIT caps at 50%, requiring about 35-38 LCK.

LCK also affects your evasion and other chance based effects such as Shrines or Chests.


Defense (DEF)

Defense is how resistant you are to physical damage.

Every point of DEF has a chance to proc, reducing the amount of damage you by 1 each.

For every 5 points of DEF the player has, 1 is guaranteed to proc on taking physical damage.


Melee Damage (MEL)

Increased damage of melee weapons.

MEL is increased by 1 for every 2 STR or 4 DEX the player has.

You can also directly increase your MEL by wearing rings with the +x damage attribute.


Ranged Damage (RNG)

Increased damage of thrown or ranged weapons.

RNG is increased by 1 for every 2 DEX or 4 STR the player has.

You can also directly increase your RNG by wearing rings with the +x damage attribute.


Critical (CRIT)

% Chance of a critical hit.

The amount of CRIT you have depends on the amount of LCK you have.

Each point of LCK does not always grant the same amount of CRIT.

CRIT caps at 50%, requiring about 35-38 LCK.


Attack Speed (ASPD)

% Increased attack speed.

Every 1 DEX grants 1 ASPD and every 4 SPD grant 1 ASP


Move Speed (SPD)

Increased movement speed amount.

Every 4 SPD grant 1 ASPD


Resistances (XXX)

Each point of x resistance increases your resistance to x damage by 25%

There are four types of resistances that protect you against fire, ice, lightning and poison damage.

You can still take elemental damage even though you are immune if you are using the Death's Acolyte Background.

Vagante
Adventurers KnightRogueMageWildling
Items EquipmentWeaponsArmorSpells
Areas Dark CavesForestCatacombsRift
Side Areas RuinsForest TempleTowerFactory
World MonstersBossesShopsChests
Promotional Content