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The Catacombs

The Catacombs are the third Area of the game.

This level requires players to take more caution with delayed spike traps and much stronger enemies.

This Area is generally considered a massive difficulty spike in comparison to Forest. Take your time, use ranged attacks when needed, and watch your health! Given the dim lighting and narrow labyrinths, if you still have magic mapping, this is the time to use it!

Enemies[ | ]

Catacombs[]

Image Name HP Attacks/Behavior
Hand Hand 50 This monster will walk along the floor, walls, and ceiling, similar to a Worm. Upon spotting a player, they will quickly approach and glow before lunging a short distance at the player.

If the player is caught by the lunge, the hand will hold the player for 2–3 seconds, squeezing the player twice and dealing 20-30 damage each time, and then throw the player. The throw deals about 5 damage. After missing or attacking successfully, they will run until they can lunge again.

Carcass Zombie 60 This monster will slowly walk from side to side on the floor until it spots a player. It cannot jump, but will fall through blocks or tunnel through the ground to reach a player.

Upon spotting a player, they will walk faster in their direction and attack with their arms after coming close enough. They have 100% lifesteal on their attacks.

Ghost Ghost 50 This monster floats around an area while invisible, occasionally becoming visible. Once the player gets close, it will circle around them, eventually become invisible, and float in place. After a few seconds, it will dash at the player, going through obstacles and walls to do around 13 damage.
Summoned bones mage Summoned Bones Mage 20 Can only be summoned by the Necromancer. It casts a lightning spell that travels through walls, deals around 10 damage, and stuns the player for a moment.
Summoned Bones Warrior Summoned Bones Warrior 20 Can only be summoned by the Necromancer. It will swing its sword at the player, dealing around 15 damage.

All Areas[]

Image Name HP Attacks/Behavior
Enemy thief Hostile Thief 25 Once it sees a player, it will rush towards them, trying to attack them. If it manages to hit the player, it will deal 1-3 damage, the player will be stunned for approximately 2 seconds, and the thief will loot the player's gold. The thief will then attempt to escape from the player. It stands still when the player is not nearby. It can detect the player through stealth but will not attack the player unless it sees the player out of stealth. It drops all looted gold when killed plus 5 extra gold.
Thief Friendly Thief ~150 The Friendly Thief will only spawn on stages that have a Shopkeeper's Stash. You can interact with it to accept its quest.

It is not advised to attack the Friendly Thief. It does drop some gold (about 15), but it has over a hundred HP and hits you once (like the hostile thief) for about 35 damage.

Mimicinactiveactive Mimic 10 A mimic will stand still, disguising itself as a chest, until a careless adventurer comes nearby. After an adventurer comes close enough or after it takes damage, it will show its true form and will begin to jump around, trying to bite the player for 5-8 damage.

After being defeated, it will drop an item, just like a normal chest, along with some gold. Mimics look very similar to actual chests, but the upper half of the lock on a mimic is a lighter gray. A Mimic's HP is the same regardless of the area it appears in, making it a fairly easy enemy to kill after the first area.

Minnow Minnow 1 The Minnow is a passive entity. It doesn't grant any gold or experience points. You are able to gain HP by attacking it with a Weapon with the Lifesteal Attribute. You can get gold from it but only with the Damage to Gold Attribute.

Bosses[ | ]

Necromancer

The Necromancer is one of the three bosses that spawn in the Catacombs

It has 250HP.

Behavior

Will follow the player with wall phasing ability, cannot be hit while he's moving.

Attacks

Attack Description
Teleport The Necromancer teleports to a new, nearby, location.
Skeleton Summon The Necromancer summons a small group of skeletons that are comparable in attack to Zombies, but don't have as much HP.
Skeleton Mage Summon The Necromancer summons a small group of skeleton mages. These mages slow, and have low health, but fire high damage lighting bolts.
Bone Possession The Necromancer takes the bones out of the corpses of the dead Skeletons and Skeleton mages, and then has the bones chase after the player. Note: Though a single bone does about 3 damage, in larger groups the bones can do much higher damage. In some cases, as high as 30 DMG! Note: You cannot block the bones with the Knight's block ability.

Strategy

Right after triggering the boss and grabbing his attention, make sure to run to a previously cleared area (or just clear the area around him) wait for a while until he follows you with his Teleport ability, then retreat and repeat.

Try to kill the Summoned Skeletons and Summoned Skeleton Mages as fast as possible. he will just summon more and more leaving you no time to go anywhere near him to land a strike and the Summons will high amounts of damage.

Watch out for the Possessed Bones as they are deceptively lethal. It is possible to jump over the flying bones and quickly re-engage the boss.

Be aware that having Hands, or Zombies around can make this already difficult fight, even tougher. Be sure to clear the area!

Abomination

The Abomination is one of the three bosses that spawn in the Catacombs

It has 250HP.

Behavior

Abomination starts off with two spike balls, then gains spike balls as he loses health, they also don't orbit him when he's not attacking. When it spots the player, it will enter a short period of invulnerability.

Attacks

Attack Description
Spawn Spike Balls The Abomination will spawn two spike balls shortly after getting triggered. It will summon one more spike ball at certain HP thresholds with the maximum number of spike balls being four. The Abomination becomes invulnerable while spawning spike balls.
Emerge! The Abomination charges at the player, hitting the player with his circling spiked balls.
Spiked Shot The Abomination Launches each of his spiked balls into the player without much delay each dealing heavy damage and will return to him after they reached their maximum distance.

Strategy

You can try to slip through its spike balls and get as much damage in as possible until just before it starts launching spike balls at you which then you must evade them. After evading the spike balls, you then repeat the same process.

One of the best places to fight the boss is wide open ground, this allows you ample room to dodge the spike balls and kite the boss.

You can try to kite it by using ranged attacks such as spells and bows.

While the Abomination can move quickly through open areas, it is pretty slow while navigating through narrows chokepoints and while climbing up floors.

Zombie Dragon

The Zombie Dragon is one of the three bosses that you will encounter in the Catacombs

It has 250HP.

Behavior

The Zombie Dragon is a flying mob, which gives him enough mobility around the battlefield to chase the player in almost any area, Positions itself based on what attack it's going to do, Has Similar attack patterns to the Dragon in the Dark Caves

Attacks

Attack Description
Emerge! The zombie dragon charges at high speed at the player destoying terrain and dealing damage on impact, also releasing a shockwave similar to the Dark Cave's Dragon boss's stomp attack. Jump or hold on to ledges and ladders to avoid damage.
Explosive Flame Bolt Charges for 1 Explosive Flame bolt that explodes when hitting the player/ground.
Explosive Flame Thrower The zombie dragon Charges to release 6-8 Explosive Flame bolts that are shot randomly around the area the dragon is facing.
Homing Explosive Flames The zombie dragon Charges to release 6-8 Explosive Flame bolts that follow the player.

Strategy

Just after the boss fight begins, retreat to a better positioning with no spike traps nor monsters and stay tuned for The Zombie Dragon to start his Emerge! attack animations.

Jump upon his impact to avoid shockwave damage and counterattack quickly, then hide behind a wall at least 2 tiles tall fight to avoid damage.

Be aware that the fireballs will still deal damage you even if you have +4 fire resistance.

Traps[ | ]

Spikes[ | ]

Spikes

Touching this trap from above deals instant death to the player or creature, with some exceptions.

Countermeasures

Simply walking through spikes causes no harm whatsoever.

Spike Protection gear will permanently destroy wooden spikes when the player would otherwise be impaled on them.

The Featherfall status effect will let you fall through spikes harmlessly unless you are pressing Down to fall faster. It can be obtained from drinking a Potion of Featherfall, wearing Featherfall gear, or holding on to a Chicken.

Slowly sliding down walls using the Rogue's Acrobatics skill or Climb Walls gear will let you fall through spikes harmlessly.

Bad ideas

Some things do not offer spike protection, even though it seems like they might:

Special interactions

The Goblin King destroys spikes as if he wore Spike Protection gear. Other bosses except for the Rainbow Slime are entirely immune. Fox Thieves are also immune.

Knife Traps[ | ]

Also known as spring-loaded spike traps, these gray knives are buried in the ground. They trigger only when a player walks on top of them, as no other creature triggers the trap. The knives surge upwards after a short delay, instantly killing any unlucky creature standing above.

Countermeasures

Light Feet gear lets the player walk across knife traps without triggering them.

Spike Protection gear still causes knife traps to be activated. However, instead of 999, they will deal no damage.

You can also sneak across the spikes to avoid activating them, but this is not recommended as this makes you an easy target for enemies.

Tips[ | ]

  • Make your way through this floor slowly to avoid missteps.
  • Be wary of crates and barrels (appear as vases in the Catacombs), as on this floor they can be magically thrown at players. Bows, boomerangs, or spells can be used to break them from a distance.
  • Shopping can be treacherous on this floor, see Zombie.
  • Ghosts can be easily petrified with the Frost Nova spell. This will cause them to fall to the bottom of the map before pursuing you again.
  • Hands can be a problem without any stun/knock-back items or enchanted equipment. Make sure you have a freezing weapon or high speed to avoid them. Freezing a hand after it grabs you will cause it to release you, and the hand will remain frozen for a little bit, allowing you to get a few hits in.
  • Zombies can be handled similarly to goblins, however with their tunneling ability they can catch you off guard.
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