recursal/Fanatic-Fandom huggingface dataset:
Areas

The depths of Vagante contain many different areas. Each has its own unique traps, monsters and level generation style. Shrines may appear in any area. Shops can appear in any area save for side areas.

## Main Areas

Every one of the main areas consists of thee similar stages and has at least three different bosses.

There are also random events that can occur in the Dark Caves and will probably be added to the other areas in the future.

* Dark Caves

* Forest

* Catacombs

* Rift

## Side Areas

Side Areas are special stages that can be entered in the second stage of every area. Each of them contains a *Rune Orb.*

You require a key dropped by a boss to open a side area, which means that you must refrain from opening the big chest of the specific area. You must press the Interact button to unlock the door (RT on controller).

The Ruins contain two spellbooks, the Factory contains one, the Tower and the Forest Temple contain none.

* Ruins (Accessed from Dark Caves level 2)

* Forest Temple (Accessed from Forest level 2)

* Tower (Accessed from Catacombs level 2)

* Factory (Accessed from Rift level 2)

## Chests

Every stage has a large locked chest. These chests can be opened with the keys dropped by bosses. No other method will work.

The big chest always contains a random piece of equipment, 10 coins and 2 random potions. Equipment obtained in this way is more likely to be an artifact and is never cursed.

There are lots of regular chests scattered around the stages, each containing a random piece of equipment. There is a chance for the equipment to be cursed. There is a chance of obtaining two items from a single chest if you possess the Fortune affinity.

Note that some chests are mimics that attack you on sight and drop an item upon death.

* a regular chest in the forest
* a big chest in the forest

## Shops

**Shops** are special rooms which can appear in any stage of the game, except for side areas. There is never more than a single shop in a level.

A shop always contains at least two items and is always operated by a Shopkeeper.

A shop contains some destructible cosmetic objects which serve no purpose: a sign, a decorative helmet and armor, a counter, and item stands.

Further information concerning shop mechanics can be found on the Shops page.

## Fairies

Fairies are NPCs trapped in cages that appear in the second level of every area. They can be rescued by destroying the cage and carrying them out of the level. After being rescued, they will buff the bonfire, increasing its healing amount by 5.
TikiMan

**Area** | Forest Temple

**Tikimans** are monsters that appear in the Forest Temple.

## Behavior

After noticing player, the Tikiman will start shooting blowdarts which deal 1-2 damage and poison the player.

## Abilities

Tikimans can shoot a poison dart from a long distance this dart wont disappear until it hits something.

## Tactics

You can keep it from shooting blowdarts by dealing damage to it.
Freeze Ring

**Rank II:** | Increased radius

**Freeze Ring** is one of the Relics available in Gauntlet.

## Lore

Heirlooms of the Helian family, these rings contain powerful frigid magic, wielded by the sorcerers of Helheim.

Several of these prized artifacts would later find their way to frequent use by the high-tier law enforcement troops of Stivengard, due to the rings' ability to make suspects literally freeze in place.
Slime

* Champion Slime

**Slimes** are monsters that appear in the Dark Caves.

## Behavior

Moves very slowly and will periodically jump in the player's direction. Will do 3-5 damage upon landing on or coming into contact with the player.

## Abilities

it will stop and glow yellow for a few frames before dashing into the player if they are close enough, also dealing 3-5 damage.

Instead of jumping can it drop through platforms if you are below it.

## Champion Variant

It moves very slowly, but when it encounters a player it will either become red and launch towards the player horizontally, dealing 5-9 damage on contact, or jump upwards three blocks, also dealing 5-9 damage. It will change to its spike ball form during both of these attacks. It also becomes impervious to spikes while attacking as a spike ball.
Vagante Wiki/Flex section

**Game Trailer**

**Tweets from the devs**

Tweets by @nukeninegameswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

**Handy Links**

* Developer Streams
* Devlog
* Official page
* Official Discord
* Getting Started
* System Requirements
* To-Do List
* Recent Changes
Houndmaster

**Version 1.10.1 (Live) 1.09.9 (Beta/Experimental)**

The **Houndmaster** is one of the Classes you can play as in Vagante with focuses on club combat and control of a dog companion.

## Starting Set

 Wooden Club

 Pet Whistle

## Pet Trivia

* **Bark**
	+ Whistling twice will make the pet sit and enter guard mode which will make it bark at nearby enemies. The pet cannot be knocked back and will persist in guard mode even when hit by enemies until whistled back.
	+ Bark behaves similarly to Wildling's roar, meaning it can stun enemies and reflect projectiles. It has an added ability to inflict a slowing debuff on enemies hit by the bark.
* The pet automatically targets nearby enemies. It will stop attacking when the Pet Whistle is used.

* The pet is immune to spikes and knife traps.

* The pet will be teleported back to the player if it falls into the void.

* If the pet dies, it can be revived by pressing the interact button while standing over it. The pet can only be revived once per level. It will also be revived when the level is exited.

* The pet will lunge immediately the moment Pet Offense Level 1 is unlocked and there is an enemy in range.

* **Pet Bond**
	+ Command Aura will increase the pet's defense, damage, and pet throw damage by 3/4/4 respectively when it is active.
* **Share Potion**
	+ Temporary stat potions will affect the pet.
	+ Certain permanent stats gained from drinking potions will be allocated to the pet. The following stats are allocated: STR, DEX, VIT, LCK, DEF, SPD, and all elemental resistances.

* **Pet Utility**
	+ Pet Utility was reworked in 1.07.1 to complement the pet's new bark mechanic which was also added in the same update.
	+ The pet will bounce back to the original position that it was thrown from when bouncing from the first hit enemy in a direct trajectory.

* **Pet Bond Level 4**
	+ On-hit armor attributes such as *Attackers will sometimes get burned* do not work with Pet Bond Level 4.
	+ Any melee weapon attribute except for *+Knockback*, *Fairy Magic*, and *Life Steal* will propagate to the pet.
	+ Additional stats gained from a given equipped weapon and chest armor will be allocated to the pet.

* **Pet Throw**
	+ The pet throw's damage scales from the player's level and STR granted to the dog through Item Bond and Share Potion as well as buffs from Command Aura.

* Additional STR from potions and weapons and armor will increase throw distance of the pet.
Gold

**Gold** greases palms, builds empires and instigates murder. In Vagante you can use your accumulated wealth to buy things, typically from the Shop, or give it up for divine rewards. Gold can be acquired by killing monsters or by breaking crates and barrels.

Players with the ascetic background destroy any gold they come in contact with, and players with the right equipment will sometimes get slightly healed when picking up gold.
Lost Adventurer

* Phase 2
 **Area** | ???

The Lost Adventurer is the final boss of Vagante.

Both phases have 300HP each.

## Behavior

The Lost Adventurer will wait for the player to arrive, and then start its attacks. If the boss is defeated and all Rune Orbs have been obtained, they will transform and phase 2 will begin.

## Attacks

 Ice Boulder
 Laser Volley
 Laser Array
 Spawn Floaters
 Meteor Shower
 Electricity Balls
 Lunge

 Laser Beam
 Magic Missile
 Fireball
 Lunge

## Strategy

### Phase 1

Using the grappling hook to go under the stage will avoid the meteor shower that can be difficult to dodge onstage if you don't have enough speed.

Stacking elemental resistances will help reduce damage taken from the lasers which deal elemental damage.

The attacks are fairly telegraphed and are mostly dodgeable. i.e. During the meteor shower, rings of fire will appear on the ground that indicate where meteors will land. When the boss is firing lasers, move in the same direction that they are moving in.

Take your time and utilize ranged attacks when possible.

Freezing the boss right when the fight starts will give you a window to deal damage.

## Champion Variant

The champion variant has a few differences from the normal variant.

The boss is immune to stun when it casting a meteor shower, conjures more lazers, more electricity balls and much tougher floaters.

It also has a new attack:
Planes of Despair

**NG+ is currently being reworked. It is unknown whether or not the developers are going to reimplement the Planes of Despair.**

~~Plane of despair is the final area of Vagante.~~

~~It can only be entered by reaching the end of the Rift area once and then going through all previous three areas of the game again. Once reached, the player will be stuck in the planes of despair for the rest of the run, as reaching the end of a stage in this area will continuously send the player in another planes of despair level until they die.~~

~~This area nearly identical to the rift with some minor differences such as stronger and more numerous enemies.~~
To-do List

This page compiles all priorities and necessities for the wiki. If there is anything missing, feel free to add to the list.

* Complete Curses#Cursed\_Effects
* Higher gamma for screenshots of darker areas. (e. g. images of the forest temple traps)
* Update old bosses, tweak descriptions and/or pictures
* ~~Create/Update pages for each area.~~
	+ the only thing missing is a tower area image
* Add some basic strategy to class pages?
* Update Guides.
* Create missing pages.
* quick cycling/d-casting info?

## Guides

* Getting Started
	+ Needs default controls updated.
	+ Needs graphics updated.
Rock Worm

The Rock Worm is one of the bosses of the Dark Caves.

## Behavior

The Worm turns hostile after 3 crawlers are killed or after it takes damage. It may become hostile without the player doing anything due to arrow traps shooting the boss or enough crawlers being killed by traps or getting stuck in the back room of the shop.

**Attacks**

 Poison Spit | The Worm stands still and spits 3 poison projectiles in succession (5 or 8 faster projectiles after reaching certain health thresholds). The projectiles deal damage and poison the player.

## Strategy

The best bet is to wait until the Worm stops spitting poison, as it will stand still for a few seconds before burrowing again.

If you freeze the Worm's head (via Spells, Freezing Aura, or Freezing weapons), it will stop spitting poison until the next time it resurfaces.

The Worm takes increased damage to its head and reduced damage to its body.

It can only move so far into open space from any wall, floor, or other terrain. Therefore, if the player is distanced far enough from an open space before the worm is close enough to begin firing its poison, the worm will recede and move back into the surface area to come from another angle.

If the player has such an environment, they can avoid prompting the poison attacks altogether by getting far enough from the Worm that it is forced to recede, leaving an opening for players to attack its body as it leaves, and repeating until it dies.

If you can obtain one, weapons with the Splash Attack attribute will deal heavy damage to the body due to the segments being so close together.

## Champion Variant

The champion variant has a gold coloration and possesses a new attack.

If the player is close enough to it when it burrows out, it will lunge at the player, dealing around 25 damage on contact. If the player has less than 25 health, then the boss will instead grab the player and drag them back into the wall, killing the player instantly.
Swooper

**Area** | Rift

**Swoopers** are monsters that appear in the Rift.

## Behavior

The Swooper will always try to position itself vertically above the player to drop a boulder on them.

## Abilities

Swoopers can fly and drop a boulder on the player this boulder will make 40 damage.

After few seconds the boulder will disappear and the Swooper will have another one.

## Tactics

The usual 40 damage of the boulder can be reduced to 1 damage by wearing a helmet with the boulder protection attribute.

You should try to bait out their boulder and attack/freeze them while they are close to the ground.

Alternatively, you can always use ranged attacks to get rid of them.
Best Laid Plans

* Tall Tales
* The Witchlight Carnival
* Thieves of the Coven
* Hither of the Feywild
* The Prince of a Thousand Enemies
* Downfall
* Slack-jawed Lorna
* The Fairy Rings of Thither
* Will of the Feywild
* The Roots of Loomlurch
* **Best Laid Plans**
* The Howling Peaks of Yon
* The Minions of Endelyn Moongrave
* Love Unsoiled
* The Bitter End
* The Palace of Heart's Desire
* The Court of Storms
* Beware the Jabberwock
* Legends and Lore
 * A Grand Tour of the Sword Coast‎
* Tomb of Annihilation‎
* Waterdeep: Dragon Heist‎
* Baldur's Gate: Descent into Avernus‎
* Icewind Dale: Rime of the Frostmaiden
* The Wild Beyond the Witchlight
* Light of Xaryxis
* Turn of Fortune's Wheel

**Best Laid Plans** is one of the adventures in the campaign The Wild Beyond the Witchlight.

## Waves

1. ↑ 1.0 1.1 Only valid for Kleeb - [Middle Columns] - and only working against boss enemies if they have hits-based or armor-based health.
2. ↑ Only valid with Wyll’s The Heartless Feat.
3. ↑ Only valid with Wyll’s The Soulless Feat.
Goblin

* Champion Goblin

**Goblins** are monsters that appear in the Dark Caves.

## Behavior

Will walk towards the player and if it's close enough it will attempt to stab the player with sword.

## Abilities

Their sword is very easy to dodge and deals 5-9 damage.

## Champion Variant

It will walk towards the player and if it's close enough it will rapidly do three consecutive stabs and rapidly do another three each stab makes 5-9 damage.
Wildling

**Version 1.10.1 (Live) 1.09.9 (Beta/Experimental)**

The **Wildling** is one of the Classes you can play as in Vagante with focuses on Close Quarter Combat that is centered around the berserk status.

## Trivia

The character is based on the deprived class in Dark Souls and an older design of the first Wildling skin was inspired by Princess Mononoke.

1. ↑ https://www.reddit.com/r/IAmA/comments/2fb59x/we\_are\_nuke\_nine\_the\_indie\_game\_team\_behind/ck7l5im
Ah Muzen Cab/Statistics/2015

## SPL Season 2

### International

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### North America

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### Europe

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### Oceania

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### Brazil

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### Latin America

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*No games played*
Lurker

* Champion Lurker

**Lurkers** are monsters that appear in the Dark Caves.

## Behavior

They show up as a small flat green spot on the ground and attack the player when stepped on after a short delay causing 4-16 damage. They can detect the player even through stealth.

## Abilities

They can stay underground and be immune to any kind of damage.

## Tactics

The easiest and safest way to deal with a lurker is to run directly over and past it, then turn around and attack it before its attack animation ends.

Switching to your fists will allow a fast enough attack.

## Champion lurker

They show up as a small flat purple spot on the ground and attack the player with a much shorter delay when stepped on, dealing 10-13 damage. They can also freely move horizontally on land with the only restriction being platforms.
Achievements

**Achievements** (called **trophies** on PS4) are unlocked by fulfilling certain objectives. Each achievement grants a small bonus to your party's damage.

The availability of achievements varies by platform:

* Consoles only have achievements from the base game.
* PS4 has an exclusive Platinum trophy.
* Android only has one (exclusive) achievement.

## Basic Achievements

### Champions

This only lists (core) Evergreen Champions’ achievements, for the Event Champions related ones, please have a look at this section.

## Android (Google Play)

Google Play-only achievements. They currently do not work.

## Notes

1. ↑ Exophase - PS4
2. ↑ Exophase - Google Play
Prop

**Props** are items of no particular value (aside from providing light in some cases) and may be destroyed—some revealing small amounts of gold within. Unlike hazards, props are of no intrinsic threat, however, they can occasionally be a minor nuisance by incidentally blocking your path in a critical moment.

## Notes

* As Luck Would Have It... and Formidable Fortune are both Masteries that reward players for destroying props.
Jumping puzzle

**As of 1.0, the jumping puzzle will no longer unlock the nimble background. It is unknown whether another reward will be added in the future.**

The **jumping puzzle** can be found on the character selection menu. ~~Solving it will unlock the nimble background~~.
After many tries at it, the time showing how close you were to the right jumping timing will be shown above your character, the smaller the number, the better.

## Tips

Using the walk button to get closer to the edge without risking falling will prevent a lot of frustration.
The timing seems to work best when you walk until you are pretty close but not under 5.0 from the edge, then taking a running start before jumping.

There are platforms to help you get back up easily.

* The path required to complete the puzzle
Baby Dragon

The Baby Dragon is one of the three bosses to spawn in the Dark Caves.

## Behavior

Initially sleeping, it will wake up when the player gets close to it. At times, its capability of flying might make the fight harder for melee characters.

## Attacks

 Spit Fire | The Dragon stands still and spits 3 fireballs in succession.

## Strategy

Try standing behind an obstacle when the Dragon is spitting fire and getting close to hit it just after it spits the third fireball, but be wary that they can start spitting fire again immediately. Fighting it on small map
spaces is probably best as that gives you obstacles to hide behind and you can quickly get close to the dragon to attack it.

The dragon's fireballs cannot hurt you while underwater, so you can attack it without consequence. Be aware that the more fire the dragon shoots, the more the water decreases. (Fireballs from Divebombers can still hit you underwater.)

The fireballs do not deal damage if you have +4 fire resistance, rendering the Dragon effectively harmless.

## Champion Variant

The champion variant has a red coloration, and is much more aggressive.

It spits fireballs at a much faster rate. The fireballs it spits out can bounce off of terrain.

If the Baby Dragon loses line of sight on the player, it will stop attacking and fly towards the player until it has line of sight again.
Fairy

* Forest
* Catacombs
* Rift
 **Area** | Caves, Forest, Catacombs, Rift

Fairies are magical creatures that have been captured and can be found in the second stage of all areas.

You can free a fairy by hitting the cage she is in. Pressing down and interact when standing on top of the fairy will make you carry her on your back. If you carry a fairy through the door and into the intermission, she will go to the bonfire and buff its healing by 5. Rescuing all fairies will make the bonfire heal for a total of 40 HP. Taking damage from any source, excluding poison, will drop fairies, but she can be picked up again.

She is also known as Amanda.

You cannot attack while carrying fairies, but you can use spells.

They can also be sacrificed to The Bloody Shrine for a permanent +1 boost to STR, DEX, INT, and LCK.

* A fairy trapped in a cage
* Holding the fairy on your back
Rust Fiend

The Rust Fiend is the boss of the Rift branch level: The Factory.

## Behavior

The Rust Fiend will stand idle at the bottom of the Factory until a player enters its arena. After that, it will open with summoning 2 mechanical spiders, and releasing charges of electricity.

## Attacks

 Electric Laser
 Headbutt
damage as well as a large amount of knockback. It also stuns the player for a short time.

## Strategy

Always pay attention to the electricity charges. The floor of the arena is lined with tiles that will conduct the electricity upwards, through the platforms. The ceiling also has these tiles.

If you can, have 4 lightning resistance before entering the arena. Having that resistance will make the boss fight significantly easier. Bows will also make this boss easier and are very recommended.

Be aware that the Headbutt attack can put you in stunlock/knockback loop if you are careless. It is highly recommended that knights should not attempt to Reflex Stance the headbutt attack, as that will put them into the stunlock/knockback loop as well. With the second level of the Defense Affinity, the Rust Fiend will simply plow you to death in a matter of seconds using its headbutt attack.

## Champion Variant

The champion variant has a blue coloration, and possesses faster speed in its movement and attacks.

This variant will summon mechanical spiders more often.
Evil Mage

The Evil Mage is the boss of The Ruins.

## Behavior

The Evil Mage spawns after the player picks up the Rune Orb.

## Attacks

 Teleportation
 Alternate Teleportation
 Radial Icebolts

## Strategy

It is advisable to clear out the entire stage to prevent Cultists from interfering with the fight. You can immediately attack it after it finishes its spawning animation without any danger.

After its first teleportation, you should start to wait out his attack cycles and attack it when it stands still. You can attack the Evil Mage while it is waving its arms, but do so with caution - when hit, it will counterattack by teleporting and leaving behind several Icebolts which fly out in a radial pattern. Carelessly falling into this attack can deal massive damage (each Icebolt will damage you separately) and will likely leave you frozen and vulnerable to other attacks. Attacking the mage this way is risky but when mastered can significantly shorten the duration of the fight.

Once the Evil Mage is at half health it will start teleporting very often so you will have to move around to dodge its nova attack.

Having some elemental resistances can make this boss fight much easier. Resistance to ice can greatly reduce the time that you're frozen, and, if maxed, provide complete immunity to all attacks except for contact damage.

## Champion Variant

The champion variant has a gold coloration and possesses a new attack. It will attack much more frequently than normal.

### Behavior

After spawning, the Evil Mage will teleport and launch a volley of Icebolts, then cast a Nova followed by an Icebolt Ring. When the Icebolt Ring closes in on itself, the Evil Mage will stand idle for one second then teleport again to cast another Icebolt Ring.

When the boss reaches a certain threshold, it will begin behaving similarly to the normal variant but with less downtime between attacks.
Imp

**Area** | Tower

Imps are monsters that appear in the Tower.

## Behavior

After noticing the player, the imp will wait a few seconds and perform a charge attack towards the player, causing minor damage and poisoning the player. The imps also deals contact damage while preparing for its attack.

## Abilities

The imps charge an attack that makes about 10 physical damage and poisons the player also deals contact damage while preparing for its attack.
Fishman

**Area** | Tower

**Fishman** are monsters that appear in the Tower.

## Behavior

The Fishman will either dash towards the player or throw a projectile at them. Both of these attacks are easy to evade by either moving out of range or jumping at the right moment.

## Abilities

Fishmans can attack with their lance by dashing or throwing a projectile. They can also perfectly swim and attack in water.
Tower Serpent

The Tower Serpent is the boss of the Catacombs branch level: The Tower

It has 200HP.

## Behavior

The Tower Serpent will swim in a pool of water and follow the player under a bridge at the bottom of the Tower. Once a player grabs the Rune Orb, the bridges open and the Serpent starts to try and kill the player while the water rises at the same time (the water will begin to rise regardless of whether or not you pick up the Rune Orb, but picking up the Rune Orb will make the water begin to rise immediately). There are gates at certain heights of the tower that will open once the Serpent gets damaged to a certain health threshold. The last gate opens when the Serpent is killed.

## Strategy

Despite its limited move set, The Serpent is a very capable and deadly boss. The high speed can make it difficult to land a hit. Avoid the Serpent's lunges. Be aware of the rising water as being caught in the water can be extremely dangerous due to the amount of Fishmen and Imps.

### Situational Strategy

A mage can aim to max out their lightning resistance, so they can use Eleclance in the water on the Serpent without electrocuting themself, quickly and easily killing the Serpent.

## Champion Variant

The champion variant has a red coloration and possesses a new attack. Its dash attacks are also much faster than normal.

The champion variant shoots five projectiles.
Hands

**Area** | Catacombs

**Hands** are monsters that appear in the Catacombs.

## Behavior

This monster tends to crawl all over the walls. When attacking, it pauses before grabbing you and squeezing you for some heavy damage.

## Abilities

If the player is caught by it, they will hold them for 2–3 seconds before dealing 20-30 damage. After missing or attacking successfully, they will run until they can lunge again.

## Tactics

Freezing the hand will make it automatically drop you, if you don't have anyway to freeze it or kill it before it can grab you the best way to kill them is with spike traps.
Lake Dweller

Attack
 Strike

**Lake Dwellers** are minions of The Beast of Orox. While unique in appearance, they only possess the same generic melee abilities as other low-level enemies. They are exclusive to The Beast's Lair and make no appearance anywhere else in the game.

## Notes

* Lake Dwellers are the only enemies in the game to not be given an official name. Their name is assumed from the game's code as memory addresses that are changed for `lake_dweller` crash the game when The Beast of Orox attempts to summon its minions.

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • **Lake Dweller**
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * Death Incarnate

1. ↑ Memory screenshot
Demon Fiend

*This article is a stub. You can help Gauntlet Wiki by expanding it.*

 Attack
 Strike

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • **Demon Fiend**
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * Death Incarnate
Grunt Scavenger

*This article is a stub. You can help Gauntlet Wiki by expanding it.*

 Attack
 Strike

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • **Grunt Scavenger**
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * Death Incarnate
Invisibility

*This article is about the general game mechanic. For Wizard's spell by the same name, see Spells.*

**Invisibility** turns any given hero transparent and hides them monsters' sight but grants no physical protection. Invisibly, unless invoked through Dryad's Flute, is denoted by the affected heroes taking a spherical light-bending form and is revoked upon using any attack or dodge. Any hero that is invisible may safely pass through Death Incarnate but are still susceptible to taking damage from any other attack; if all alive heroes turn invisible simultaneously while Death Incarnate is present, it will despawn.

Ordinarily, indivisibility does not render the subject intangible, however, the Ghost Orb relic provides an exception to the user. Any hero who invokes invisibly by means of a Ghost Orb will be able to phase through any monster or prop. Fellow heroes within a small radius will also be made invisible when a Ghost Orb is used, but will not be granted intangibility.

Keep in mind that only heroes can become invisible. This does **not include** any entities that may be of aid to heroes but are not heroes themselves, such as illusions summoned by Ring of Mirrors, gargoyles summoned by Demonic Effigy, any monsters charmed by Siren's Lute or Scepter of the Vampire King, or any minions summoned by Necromancer. This can be a particularly important fact to realize when in the presence of Cultist Sorcerers, for example, because they may attempt to cast a hex upon these aids. They will be unsuccessful in doing so, however, because hexes attempt to target all heroes and their allies simultaneously, heroes will also be targeted regardless of their invisibility. Because of this and akin situations (like when fighting a Lich or Demon Horror), it is often advisable to avoid using invisibility in conjunction with any of the aforementioned assists unless you can easily respond to any threats that may arise.

### Glitches

* By using Ghost Orb and Shadowstrike together, Elf is capable of staying invisible indefinitely. To do so, activate Ghost Orb and before it wears off, activate the Smoke Bomb ability of the Shadowstrike bow. Repeat the use of the Smoke Bomb for extended invisibility.
* Wizard can have invisibility applied to him by another hero via Ghost Orb while he is channeling various spells, such as Ice Beam, Hellfire or Dark Torrent.

### Means of Invisibility

* Ghost Orb
* Dryad's Flute
* Smoke Bomb
* Invisibility (spell)
Skull Coin

**Skull Coins** are Gauntlet's version of extra lives. If there is at least one Skull Coin available, a dead hero can revive at full health and the game can continue. When the hero revives they will be an ethereal spirit for several seconds to give them an opportunity to move away from an area that would otherwise be dangerous to spawn into. Ethereal spirit can be broken earlier if the hero makes an offensive attack. If all heroes have died while the Skull Coin count is at zero, the game will be lost. All players share from a pool of Skull Coins.

## Obtaining Skull Coins

Skull Coins can be obtained in one of four ways: picking them up (Campaign only), purchasing them with gold (Endless only), starting a floor with zero Skull Coins (Endless only), or most commonly, filling the Skull Coin meter. The Skull Coin meter is filled by killing monsters, and killed monsters fill meter relative to their tier. For example, killing a mini-boss or even a summoning stone fills the Skull Coin meter far more than killing one of the most common low-level monsters.

There are two important things to note in regards to filling the Skull Coin meter. The first is that meter fills much more quickly when the Skull Coin count is at zero than any other number (filling slower as the count increases). The second is that killing monsters that are charmed (such as with Siren's Lute or Scepter of the Vampire King) will not fill the Skull Coin meter, nor will turning enemies to gold with Wizard's Active Magicite ability, Polymorph; this is crucial to consider when your Skull Coin count is at zero and it is vital to build meter.

### Endless Mode

In Endless, you will always start a new floor with at least one Skull Coin even if you would have otherwise had none. Also, all previously dead heroes will automatically be brought back to life at the cost of Skull Coins when beginning a new floor. Given these two facts, players may choose to manipulate this system to their advantage to gain full health under certain circumstances. When at the end of a floor, simply count the number of dead heroes and subtract that from the Skull Coin count. If the difference is equal to one (or less than one), it would be advantageous to die and respawn (assuming you have less than full health) before going to the next floor since you will be guaranteed at least one Skull Coin.\* This will not be to any advantage if the difference would already be greater than one.

\* Keep in mind that if there is only one hero alive and the Skull Coin count is currently at zero, dying will end the game. Of course, no advantage will be gained in this case.

## Notes

* The maximum number of Skull Coins that can be held at once is 1,024, however, achieving this many Skull Coins is virtually impossible.
* Originally, tangible Skull Coins could not be bought or found. These features were added later with the *Slayer Edition* update.
* Kicking the last alive player from a game while the Skull Coin count is at zero will result in a game over.

## References

1. ↑ Malin Hedström, *GAUNTLET: Slayer Edition Launches for Playstation 4 and PC today!*, Arrowhead Game Studios, August 11, 2015
Intermissions

**Intermissions** are special areas between levels. They are devoid of treasure or danger, and time spent in an intermission does not advance the game's timer. Each intermission features a bonfire around which characters can sit, an action which recovers 20 (10 in Hard Mode) health and grants affinity points if the players have enough experience.
Tossing scrolls and spellbooks into the bonfire will allow every character to sit down again for extra healing. Scrolls allow from 2 points of healing, and books 10. Fairies that are brought here will increase the healing amount of the bonfire by 5.

Additionally, characters that died during a level can be resurrected at a tomb during the intermission. This process costs 20 health and resurrects the dead character with an equal amount of health.

Live chickens can be cooked to produce cooked chicken that heals for a small amount and grants a speed and strength buff, this also applies to the Eyebat monster which produces a cooked eyeball that gives the player unbound sight, the Piranha which produces sashimi that gives the player underwater breathing, and the Rat which produces a cooked rat that heals for 10 HP and grant a speed buff.
Armor

There are six different types of armor, out of which one can be equipped twice.

Contrary to Weapons, the effects and properties of armor are mostly random, with the exception of someArtifacts with unique appearances.

Every piece of armor found in Vagante has a chance to be cursed.

They are considered equipment.

## Armor Attributes

Equipment in Vagante can have different effects, some of which can drastically change how you can approach a situation.

## Armor Base Stats

These are the stats a piece of armor has before the random stat allocation takes place.
Knight

**Version 1.10.1 (Live) 1.09.9 (Beta/Experimental)**

The **Knight** is one of the Classes you can play as in Vagante with focuses on sword combat, shielding and holy magic.

## Starting Set

 Copper Sword

## Trivia

* The Second Chance affinity was reworked in 1.07.1 to completely negate fatal damage once per level rather than leaving the player at 1 hp. i.e. taking 55 damage while at 50 hp will not kill the player and will leave them at 50 hp.
* Prior to this the second chance affinity revived the player until 1HP but halved all of their stats each time.
Damage

There are different types of damage in Vagante. They vary according to the affinities and stats that affect them.

## Physical Damage

Physical Damage is very common in all areas of Vagante.

The amount of physical damage you receive can be reduced by increasing your Defense (DEF)

All physical damage can be blocked using the Knight's Defense Affinity, dodged using the Rogue's Acrobatics Affinity, and evaded using the Wildling's Wolf's Sprint.

## Elemental Damage

Elemental Damage is scarcely used in the regular areas and omnipresent in the side areas.

The amount of elemental damage you receive can be reduced or negated by increasing the corresponding Elemental Resistances (XRES).

Elemental Damage can be reduced using the Knight's Holy Shield, evaded using the Wildling's Wolf's Sprint (only certain types) and resisted using the Lucky Resist.

Players using the Death's Acolyte Background or armor with the Death becomes easier to encounter attribute still take elemental damage with maxed elemental resistances.

It is unknown whether or not this is intended.

## Raw Damage

Raw Damage is damage that can only be reduced by certain affinities and attributes. The only way to counter raw damage without affinities or attributes is by not taking it in the first place or evading it.

Affinities that can help to avoid some types of raw damage include the Wildling's Wolf's Sprint, the Rogue's Acrobatics Affinity, and the Knight's Defense Affinity.

### Sources of raw damage:

Spikes, Boulder Traps, Knife Traps, Void, Acid, Fall Damage, and Suffocation.
Demon Horror

*This article is a stub. You can help Gauntlet Wiki by expanding it.*

 Attack
 Blast

## Notes

* Demon Horror is the only mini-boss to not have a Mastery pertaining to it.

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • **Demon Horror**
* • Morak
 The Gauntlet | * Death Incarnate
Mechanical Soldier

**Area** | Factory

**Mechanical Soldiers** are monsters that appear in the Factory.

## Behavior

The Mechanical Soldier paces back and forth. When it aggros on a player, it will relentlessly perform spin attacks even if it is not in range.

## Abilities

Mechanical Soldiers can perform a spin attack which deals 11-14 physical damage multiple times. They will fly vertically during this attack.

## Tactics

There is a small window during the spin where no damage happens, meaning it is possible to block the attack and then jump out safely.
Death Incarnate

*This article is about the enemy character. For death as a game play mechanic, see Death.*

 Touch

**Death Incarnate** (also referred to as "Gorgoth" by Lilith the Necromancer, or simply "Death") cannot be harmed or defeated and will instantly kill any player that touches it (unless they are invisible, in which case they may safely pass through).

Typically, Death lies dormant for about 10 seconds then will appear from the ground and slowly chase players for about 15 seconds (the first 3 of these seconds are used to spawn and during this time Death poses no immediate threat). That said, it is important to note when Death has "fully" spawned. This will be denoted by a purple circle that surrounds it.

If Death kills any player or if all alive players go invisible simultaneously (but only *after* it has fully spawned), it will immediately return to its dormant state. If all alive players go invisible while Death is spawning but before it has completed the spawn, it will remain present (though harmless) for the duration of the invisibility, however, it will immediately roam the floor directly after.

When using the Dryad's Flute ability to ward off Death in a room, it is often advisable to wait until Death has fully spawned before playing its song for the same reason. Dryad's Flute essentially turns all players invisible and therefore follows the aforementioned rules for warding off Death with simultaneous invisibility.

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * **Death Incarnate**
Random

Version **1.071.1 (Beta/Experimental)**

Random\_Skins\_New.png

**Random** is a class that randomly picks one of the four main classes as well as randomly choosing 4 of any class-specific affinity tree and randomly choosing a background.

## Random-Specific Affinities

 Level 2
 Level 3
 Level 4

## Trivia

Any pet-related tree that is rolled will guarantee the random class to be Houndmaster.
Risen Mummy

*This article is a stub. You can help Gauntlet Wiki by expanding it.*

 Attack
 Strike

 Crypts of the Sun King | * **Risen Mummy**
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * Death Incarnate
Heckdelver Raiment

**Description:** | The Heckdelvers are a cult that seeks to bring order to the world by imposing demonic rule, under a system they call Demonocracy.

**Heckdelver Raiment** is one of the Loadouts available in Gauntlet.

* Note: the 'Heckdelver' name, the 'winged skull mark' and the 'imposed rule' are all references to another one of Arrowhead Game Studios's games called *Helldivers*.
Siren's Lute

**Rank II:** | Increased Duration

**Siren's Lute** is one of the Relics available in Gauntlet.

## Lore

It is said that the sirens are sinister creatures that emerge from the darkest depths of the oceans using enchanted music to lure people to their doom.

This artifact has been supposedly been stolen from such a creature. A single chord played on this instrument is enough to pacify even the most rabid aggressor.
Windwalker Treads

**Rank II:** | Replenishes a small amount health on use

**Windwalker Treads** is one of the unused Relics from Gauntlet.

The Windwalker Treads share the same icon and ability to boost speed as the Boots of Ranadam. And the ability to go etheral and heal is similar to the Ghost Orb. It appears this relic was scrapped in development and its assets and abilites were shared between the two aforementioned relics.

## Lore

The legend of the Windwalker is a revered tale among elves. It is said that Merieth the Windwalker can tread the earth or become one with the wind as she pleases. It is unclear whether these boots ever belonged to Merieth or if they are merely inspired by the legend.
Ghost

Attack
 Collision

**Ghosts** are among the weakest enemies in the game and have no form of attack aside from colliding with players to deal damage, eradicating themselves in the process. Although the damage dealt by a collision with a Ghost is minimal, Ghosts often appear in groups and can be very difficult to avoid if they become too numerous. In *Slayer Edition*, Ghosts will only appear if summoned by a bone pile or Lich.

## Shade

Shades are evil spirits and one of the four types of minions that can be summoned by the Necromancer's weapon, Eternal Night. Aside from being purple, they appear and behave very similarly to Ghosts. Shades are also faster and stronger than Ghosts and are allies to heroes instead of being enemies.

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • **Ghost**
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * Death Incarnate
Death

*This article is about the game play mechanic. For the enemy character, see Death Incarnate.*

**Death** occurs when a hero's health reaches zero. The character will cry out in defeat and fall to the ground lifeless. If all heroes have been defeated and there are no more Skull Coins available, the game is over.

* A hero who is caught by Death Incarnate will be killed instantly regardless of their current health.
* Some masteries are awarded for dying a particular way.

## See Also

* Gauntlet
* Masteries
Sword of Tyrfing

Stab

**The Sword of Tyrfing** is one of the key driving forces behind the story of Gauntlet. In ages past, the wizard Morak summoned the Gauntlet with dreams of obtaining the sword and attaining god-like powers. But through an unseen side effect of the spell he became its warden instead and was trapped within. Only by joining the 3 shards of the sword will his curse be lifted. However, since Morak cannot directly intervene in any activity within the Gauntlet he cannot gather the shards himself. Even after hundreds of years no adventurer has ever survived the trials of the Gauntlet, all of them dying before or inside The Lair, and only one adventuring party ever even making it to Burning Temple of Dur.

## Notes

* Tyrfing shares its name with the sword *Tyrfing*, a cursed blade in Norse mythology.

## Gallery

 Crypts of the Sun King | * Risen Mummy
* • Monstrous Mummy
* • Corrupted Mummy
* • Bloated Mummy
* • Skeleton Soldier
* • Skeleton Defender
* • Skeleton Commander
* • Ghost
* • Necromancer
* • Lich
 Caverns of Mag'Ash | * Savage Orc
* • Orc Juggernaut
* • Grunt Scavenger
* • Grunt Shaman
* • Spider Spawn
* • Spider Warrior
* • Lake Dweller
* • Spider Queen
 Burning Temple of Dur | * Cultist Novice
* • Cultist Zealot
* • Cultist Sorcerer
* • Demon Fiend
* • Demon Imp
* • Demon Horror
* • Morak
 The Gauntlet | * Death Incarnate