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According to VER 0.48C

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.


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for more information.
Knight Class Image
Rogue Class Image
Mage Class Image
Wildling Class Image

Vagante currently has four classes, but starts off with three. The Wildling class is only unlocked after discovering their related secret.

The Knight

Starting Stats
Health: 100 Str: 3 Dex: 2 Vit: 5 Int: 1 Luk: 0
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

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

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

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


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 33% and enemy damage increases by 10%.


Whenever the player dies in co-op, a pile of bones is left behind. After a short while, the deceased can become a Skeleton by pressing the attack button. Skeletons have 100 HP and fight with a bone which deals roughly 4 damage per hit and a Bone Throw "spell" with 30 charges. They can use scrolls, but not potions, books or equipment. Being dead, they do not need to breathe underwater, but can still be killed again.

After "dying" in this state, the player will become a ghost and will be able to move anywhere on the map, with poor visibility. Ghosts can be used for surveillance whenever they die, as they can move freely without any danger. Skeletons or Ghosts will be revived when another player sacrifices 20 HP at their tombstone in-between floors. Skeletons can also fully recover every time they use a bonfire and their Bone Throw spell will be fully recharged.

If a Mage player dies while enchanted, the enchantments will remain on the skeleton and ghost until the end of the level. For instance, a ghost enchanted with Eleclance can electrocute enemies in water if hovering in water. Currently (09/16/17) some enemies can still see and attempt to attack the ghost, such as Springann Archers.


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 spell casting 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.

Additionally, there are stats and resistances that can only be increased with Equipment or Potions:

  • Defense (DEF) - Affects how much damage you take from an attack.
  • Speed (SPD) - How quickly your character moves.
  • Fire Resist - Resistance to fire. Each point gives you 25% resistance against it. At 4, you are immune.
  • Ice Resist - Resistance to ice. Each point gives you 25% resistance against it. At 4, you are immune.
  • Lightning Resist - Resistance to lightning. Each point gives you 25% resistance against it. At 4, you are immune.
  • Poison Resist - Resistance to poison. Each point gives you 25% resistance against it. At 4, you are immune.
Adventurers: KnightRogueMageWildling
Items: WeaponsArmorSpells
Areas: Dark CavesForestCatacombsRuins