Items

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Items can be found in chests, obtained in Shops or received as gifts from Shrines. Items come in various categories.

Weapons are used to fend off monsters. This includes swords and bows, but also boomerangs, bombs, and rods. Wands are a kind of weapon with special effects.

Armor includes suits of armor, headgear, boots, but also rings and necklaces. These items have no active use.

Spellbooks impart knowledge of a new spell. They can also be thrown into the bonfire at intermissions. This adds 10 health to the bonfire's healing power.

Scrolls can activate a useful effect. Like spellbooks, they can be thrown into the bonfire, adding 2 health to the bonfire's healing power.

Potions can be drank for a specific effect, whiimpart a beneficial status effect on the player. Some potions impart a temporary stat

Most armor and weapons in the game bestow stat modifiers to the player if they are being worn, which can increase or decrease attributes.

Various items can be sacrificed to Shrines.

Artifacts[edit | edit source]

Some items are considered artifacts. Artifacts spawn with a unique effect which can only ever be found once per a run. Artifacts can be obtained in the same ways as regular items, but boss chests are more likely to hold artifacts.

Identification[edit | edit source]

Most items are never identified by default, unless they are part of your starting equipment. All weapons and armor have different statistics: they must be identified individually.

However, identifying one type of scroll or potion will identify every instance of that item for the duration of your run.

Items are automatically identified when they are equipped or used. The only way to identify an item without doing so is to use a Scroll of Identify on that particular item.

All items are automatically identified at the end of a run.

Curses[edit | edit source]

Every weapon or armor found throughout the game has a chance to be cursed, with some exceptions. Identifying a weapon will reveal the presence of a curse.

Cursed weapons and armor cannot be unequipped by normal means. If the item has a attribute, it will be twisted to become useless or debilitating.

Two ways to remove a curse is to use a Scroll of Uncurse while the item is equipped, or using a Scroll of Enchant on the cursed item.

The presence of a curse can be revealed without identification by offering the item to the Shackled. If the item is cursed, it will become god cursed. Otherwise, nothing will happen.

Boomerangs and bombs can never be cursed. Curses on Wands are automatically identified.

If a player destroys the Shackled, all items in the player's backpack and the shop will be cursed.

God Curses[edit | edit source]

A God Curse restores an item's special property to the normal version and grants the item a large amount of stat bonuses.

A God Cursed item can never be unequipped, unless the character dies in multiplayer.

An unidentified item from the Shopkeeper's Stash is always God Cursed.

Scrolls[edit | edit source]

Scroll icon.png

Scrolls are single-use items. You can buy them from the shop or find them inside barrels and crates. A scroll can be identified by either using a Scroll of Identify, buying or using it. Which effect each color has changes with every new game.

Scroll Description
Scroll of Chaos Unleashed power and unpredictable effects. Dangerous to the unlucky. (can only be obtained from the deranged)
Scroll of Identify Identifies an itemwithout having to deal with possible negative effects.
Scroll of Jump Imbues the reader with the power to jump incredibly high once. It does not disable fall damage.
Scroll of Magic Mapping Reveals the entire map of the current level.
Scroll of Recharge Adds charges to a wand or rod.
Scroll of Teleportation Teleports the user to a random location in the current level.
Scroll of Uncurse Purifies all currently equipped items.
Scroll of Enchant Adds or subtracts a random stat effect to a selected item. Uncurses items if stats get added.

*Note that when using unidentified scrolls, the scrolls that are used for specific items in your inventory (Identify, Recharge, and Enchant) will turn on the selection reticle to select another item. This can help distinguish scrolls when unidentified.

Potions[edit | edit source]

Potion icon.png

Potions are single-use items available in a variety of colors. Which effect each color has changes with every new game. Potions are either found in barrels, crates, Big Chests (which always have 2) or bought at the shop. Potion effects last for the entirety of the level, except for the Potion of Regeneration and Potion of Poison. Potions can also be identified with a Scroll of Identify, useful for finding Potions of Poison.

There also exist potions that increase or decrease stats by 1. Potions of this type come in variants of Strength, Dexterity, Intelligence, Vitality, Luck, Speed, and all Elemental Resistances. To this end, you should be careful when drinking unidentified potions or you may be poisoned or potentially lose stats.

The Mage's first skill in its Alchemy tree, Potion Knowledge, will reveal all potions picked up by the player or other teammates for the entirety of the game

Potion Buff Icon Effect Description
Potion of Defense Defense.png Increases the defense of the player by 6. (12 with Alchemy 3) Drinking this hardens the skin.
Potion of Featherfall Featherfall.png Grants the player Featherfall status. Grants a feeling of weightlessness.
Potion of Magic Magic.png Increases the players INT by 4 (8 with Alchemy 3) Grants increased magic strength.
Potion of Poison Poison.png Lasts roughly 2 minutes, take 1 damage from poison every 6 seconds for a total of 20 damage.
Persists through levels.
Pressing 'use spell' over a Potion of Poison in the inventory screen allows one to select a weapon to add a poison effect to.
Best not drink this.
Potion of Regeneration Regeneration.png Heals 5 Health each second for 6 seconds (30 health in total). (45 with Alchemy 3) Heals everything from paper cuts to broken bones.
Potion of Speed Speed.png Increases movement and attack speed of the player. The very essence of wind is stoppered in this flask.
Potion of Vigor Vigor.png Increases the Strength of the player by 4. (8 with Alchemy 3) It's imbued with the fortitude of a giant.

Miscellaneous[edit | edit source]

Arrows
Image Name Description
Arrow.png Arrow Stone tipped, and fletched with an Ozir's feathers.
Bombarrow.png Bomb Arrow A common arrow with a bomb attached to it.
Combine a bomb with an arrow.
Throwing Weapons
Image Name Description
Boomerang.png Boomerang 1-6 damage. Slow attack speed. It always seems to come back to you. Sometimes...

Can actually do up to 20 damage. Doesn't seem to depend on charge. Can also hit enemies twice.

Bombsprite.png Bomb 99 damage on explosion. Slow attack speed. Packs quite a punch.
Other Items
Image Name Description
Cooked eyeball.png Cooked Eye Juicy Like a grape.
Obtained by entering a level's exit with a dead Eyebat and tossing it into the campfire. When eaten, it grants Unbounded Sight.
Porkchop.png Pork Chop Heals 40 HP on pickup. Cannot be placed in your inventory.
Roasted chicken.png Roasted Chicken Organic, Cage-free, Dungeon Raised Grade A Chicken.
Obtained by entering a level's exit with a live Chicken and tossing it into the campfire. When eaten, it heals 10 HP and gives Strength and Speed.
Rotten chicken.png Rotten Chicken Check the expiration date.
Obtained by entering a level's exit with a dead Chicken and tossing it into the campfire. When eaten, it poisons the player.
Sashimi.png Sashimi Serve with soy sauce.

Obtained by entering the level's exit with a dead Piranha and tossing it into the campfire. Heals 2 HP and grants "Underwater Breathing" for 120 seconds.

Key.png Treasure Key This key opens up a hoard of treasure.

Can open up large locked chests and the branch entrances located on Dark Caves 2, Forest 2 Catacombs 2, and Rift 2.

All orbs.png Rune Orb It emanates magic.
They serve as a key for the 2nd form of the final boss. They also grant a hidden stat boost.
Shopkeepers stash.png Shopkeeper's Stash There has to be something good in it!
Grants an unidentified God-cursed item when opened.

Effects[edit | edit source]

Equipment in the dungeon of Vagante have different effects, most which drastically change how you approach a situation.

Having multiple times the same effects (for those which have the possibility of doing so such as +stats on all items or auras on helmet and armor) add to the existing effect :

• Stats bonus adds onto each other (or subtract if negative).

• Multiple item with the same auras reduce the time between each time an aura's effect take action (but doesn't boost the damages when applicable). The reduction is halving the tick timer.

Global Weapon Effects[edit | edit source]

Burning

Has a chance to burn enemies.

Freezing

Has a chance to freeze enemies.

Shocking

Has a chance to shock enemies.

Coated with poison (only temporary)

Poisons enemies.

You can coat a weapon with poison by using an identified poison potion on it.

Envenomed

Poisons enemies.

+Knockback

Increases knockback of weapons.

Fairy Magic
Inflicts armor debuff and causes inflicted enemy to glow.
Life Steal

Every hit deals a small amount of damage

Spirit Emitter
Spirits spawn when the weapon hits. Spirits do 1-2 damage and home in on enemies

Bow Effects[edit | edit source]

Arrow Trajectory
You get a green sight line of where your arrow will travel while aiming your bow.
Weightless Arrows
Arrows do not fall when shot.
Homing Arrows
Arrows home in on targets.
Multishot
Shoots two arrows with one shot.

Torso Effects[edit | edit source]

Attackers will sometimes get burned
Attackers will sometimes get frozen
Attackers will sometimes get shocked
Attackers will sometimes get poisoned
Attackers will sometimes get pushed back
Coins seem to heal injuries

Picking up gold has a chance to heal the player

Timing jumps allows for unlimited mid-air jumps.
Spirit Emitter
Spirits spawn when attacked. Spirits do 1-2 damage and home in on enemies'
Damage Reflection

Reflects a fraction (~20%) of the damage taken back to the attacker.

Spike Protection

Break spikes upon contact with them when they would normally kill you. Spring-loaded spike traps will only do 5 damage.

Head Effects[edit | edit source]

Flame Aura
Freezing Aura
Slow Aura
Underwater Breathing
Boulder Protection

Hands Effects[edit | edit source]

Subtly increases weapon reach
Grab Walls

Slowly slide off of walls if walking towards a wall while no floor is beneath you. Can jump up higher onto the wall.

Heavy Punches

+3 Melee Damage for fist weapons

Improved Archery

+3 Ranged Damage for bows

Wall phasing
Walk toward a wall to go through it. Causes death if you hit map boundaries.
Throw Hard

Greatly increases damage and range of thrown objects. Also obliterates thrown chickens.

Legs Effects[edit | edit source]

High Jump

Increases jump height by 3 tiles

Double Jump

Jump when airborne to perform another jump. Can only be done once in one instance of being airborne.

Featherfall
Negates spike pits unless you hold down.
Light Feet
Negates boulder traps, lurkers, spring-loaded spike traps.
Charge up extra damage by walking
Floor Phasing
Crouch and hold jump to go through the floor. Causes death if you hit map boundaries.
Super Speed

Multiply the moving speed by 2x-2.5x (depending on your current speed), but also double the "sliding" effect when released a direction making it like if the player was running on ice.

Also affect the Knight first sword skill level (sliding while attacking) distance.

Neck Effects[edit | edit source]

Death Protection
When you die, the item disappears and resurrects you at half of your max health.
Berserkitis

Go into berserk after repeated melee strikes or after taking enough damage.

Unbounded Sight
Light radius ignores walls.
Soul of a compassionate familiar.
Familiar heals you when you are damaged. Heals depend on how much damage you take within a short amount of time.
Soul of a demonic familiar.
Familiar occasionally fires three small fireballs in a fixed spread. Fireballs do 1-2 damage.
Soul of a retaliatory familiar.
Familiar strikes back when you are damaged. When you are hit the Familiar will enter an aggressive state in which it will become non-transparent and will travel and hit enemies doing 2 damage. Will exit this state after a short amount of time.

Ring Effects[edit | edit source]

+1 damage
+2 damage
+3 damage
+1 defense
+2 defense
+3 defense
Gold Collector

You attract gold from any distance

Luminous

Increases light radius.

Reflects Projectiles

Using this item allows you to reflect a single projectile, when the shield is recharged a blue sphere will surround your character for a moment(an audio cue will play also)

*Note: multiple rings withe this effect do not stack(you will not gain more shields with more rings)

Cursed Effects[edit | edit source]

Bleed on attack
Cursed version of Life Steal
Corrupted Fairy Magic
Cursed version of Fairy Magic
Avoidant arrows
Cursed version of Homing Arrows
Take extra fire damage when attacked
Cursed version of Attackers will sometimes be burned
Take extra cold damage when attacked
Cursed version of Attackers sometimes take cold damage
Take extra shocking damage when attacked
Cursed version of Attackers will sometimes be shocked
Does nothing against spikes
Cursed version of Spike Protection
Immaterial
Cursed version of Boulder Protection
Reduced Lung Capacity
Cursed version of Underwater Breathing
Bounces off walls
Cursed version of Grab Walls
Decreased weapon reach
Cursed version of Subtly increases weapon reach
Smoky trail
Cursed version of Trailblazer
-1 Damage
Shadowy
Cursed version of Luminous
Unfocused Sight
Cursed version of Unbounded Sight
Soul of an evil familiar
Lifts you off the ground for a few seconds every few seconds. Cursed version of any Familiar soul.
-1 damage
-2 damage
-3 damage
-1 defense
-2 defense
-3 defense
Vagante
Adventurers KnightRogueMageWildling
Items WeaponsArmorSpells
Areas Dark CavesForestCatacombsRift
Side Areas RuinsForest TempleTowerFactory
World MonstersBossesShops
Promotional Content