Armor includes suits of armor, headgear, boots, but also rings and necklaces. These items have no active use.
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 special property, 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.
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]
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 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]
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
Miscellaneous[edit | edit source]
|Arrow||Stone tipped, and fletched with an Olzir's feathers.|
|Bomb Arrow||A common arrow with a bomb attached to it.|
Combine a bomb with an arrow.
|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.
|Bomb||99 damage on explosion. Slow attack speed. Packs quite a punch.|
|Snowball||Fly straight and true, hit hard and square!|
Deals no damage. Staggers on impact.
|Eyebat||No special properties when picked up. Can be thrown.|
|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.
|Fairy||If you get to a campfire, the fairy heals +30 HP and adds +1 VIT. (This only applies to the person who carries the fairy to the fire.)
Can be sacrificed to the Bloody Shrine to gain +1 STR, DEX, INT and LCK. Cannot be placed in your inventory.
|Pork Chop||Heals 40 HP on pickup. Cannot be placed in your inventory.|
|Chicken||Grants Featherfall if you are not hit while carrying them. You can hold Fairy and Chicken at the same time. Can be thrown. Cannot be placed in your inventory.|
|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||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||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.
|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.
|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.
|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|
Has a chance to burn enemies.
Has a chance to freeze enemies.
Has a chance to shock enemies.
|of Fairy Fire||Fairy Magic|
Inflicts armor debuff and causes inflicted enemy to glow.
Spirits spawn when the weapon hits. Spirits do 1-2 damage and home in on enemies
Arrows fall slower when shot. Also get a green sight line of where your arrow will travel.
Arrows do not fall when shot.
Arrows move towards targets.
Shoots two arrows with one shot.
|Burning||Attackers will sometimes get burned|
|??||Attackers will sometimes get frozen|
|??||Attackers will sometimes get shocked|
|??||Attackers will sometimes get poisoned|
|Reflex||Attackers will sometimes get pushed back|
|Churl||Coins seem to heal injuries
For every 10 gold taken by the player with the armor, 1 hp is healed. Doesn't count gold taken by other players as each player has a personal hidden countdown.
|Flapping||Timing jumps allows for unlimited mid-air jumps.|
Spirits spawn when attacked. Spirits do 1-2 damage and home in on enemies'
|Spike Protection||Break spikes upon contact with them when they would normally kill you. Spring-loaded spike traps will only do 5 damage.|
|Augmenting||Subtly increases weapon reach|
Slowly slide off of walls if walking towards a wall while no floor is beneath you. Can jump up higher onto the wall.
Punches do more damage
Walk toward a wall to go through it. Causes death if you hit map boundaries.
Greatly increases damage and range of thrown objects. Also obliterates thrown chickens.
Jump when airborne to perform another jump. Can only be done once in one instance of being airborne.
Negates spike pits unless you Bear's Stomp it.
Negates boulder traps, lurkers, spring-loaded spike traps.
|Plodding||Charge up extra damage by walking|
Crouch and hold jump to go through the floor. Causes death if you hit map boundaries.
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.
When you die, the item disappears and resurrects you at half health.
Go into berserk after repeated melee strikes or after taking enough damage.
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.
|of Slaying||+2 damage|
You attract gold from any distance
Increases light radius.
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)
|Hemophiliac's||Bleed on attack|
Cursed version of Life Steal
|Repulsive||Corrupted Fairy Magic|
Cursed version of Fairy Magic
Cursed version of Homing Arrows
|??||Take extra fire damage when attacked|
Cursed version of Attackers will sometimes be burned
|Freezing||Take extra cold damage when attacked|
Cursed version of Attackers sometimes take cold damage
|Shocking||Take extra shocking damage when attacked|
Cursed version of Attackers will sometimes be shocked
|Useless||Does nothing against spikes|
Cursed version of Spike Protection
Cursed version of Boulder Protection
|Malodorous||Reduced Lung Capacity|
Cursed version of Underwater Breathing
|Avoidant||Bounces off walls|
Cursed version of Grab Walls
|Diminishing||Decreased weapon reach|
Cursed version of Subtly increases weapon reach
Cursed version of Trailblazer
|of Weakness||-1 Damage|
|of the Shadows||Shadowy|
Cursed version of Luminous
Cursed version of Unbounded Sight
|Rancid||Soul of an evil familiar|
Lifts you off the ground for a few seconds every few seconds. Cursed version of any Familiar soul.
|Adventurers||Knight • Rogue • Mage • Wildling|
|Items||Weapons • Armor • Spells|
|Areas||Dark Caves • Forest • Catacombs • Ruins|
|Monsters • Guides • Secrets|