recursal/Fanatic-Fandom huggingface dataset:
Spider

**Spiders** are monsters that appear in the Forest.

## Behavior

They walk around until they notice the player. They will hop toward the player, retreating if the player is too close. They will occasionally shoot a web that significantly slows player movement and stops arrows. Moving in the web reduces the amount of time the web is there. Spiders deal 10-15 poison damage if they hit a player with their jump. This attack poisons the player.

## Champion Variant

The champion variant has a pink coloration. It will shoot webs and try to ensnare the player before lunging at them.
Man-eating Plant

**Area** | Forest

**Man-eating Plants** are monsters that appear in the Forest.

## Behavior

This monster is composed of two parts: the stem, immobile and defenseless, and the mouth, which is able to extend over a fixed distance from the stem and takes only 1 damage from any attack.

## Abilities

Being swallowed by the mouth deals 5-10 damage every second and poisons the player. You cannot escape from the mouth while swallowed. All damage done to the mouth is applied to the stem as well.

## Champion Variant

The champion variant has a red coloration and will spit poison, similar to the Rock Worm.
Information required

Here's a repository of the things we don't know, but which we could learn through experimentation (as opposed to contacting the devs). Grab your copy of Vagante and do some science!

-Does destroying the shop anger the shopkeeper?

> You can destroy the entire shop except for the door without angering the shopkeeper. Dover2104 (talk) 12:41, 9 July 2018 (UTC)
>
>

-Is it still possible to die by wall/floor phasing out of the level or leaving the forest cliffs?

> I think you slowly take suffocation damage now. Dover2104 (talk) 12:41, 9 July 2018 (UTC)
>
>

-What in the Deranged's name are the requirements for porkchops to spawn?

> As far as I know, there is one in every stage and it can spawn in any tile of the stage. Dover2104 (talk) 12:41, 9 July 2018 (UTC)
>
>

-When a spell is leveled up, does this increase spell damage?

> Yes, in most cases at least. There are some exceptions like blink, dash, charm and summon monster. Dover2104 (talk) 12:41, 9 July 2018 (UTC)
>
>
Harpy

**Area** | Forest

**Harpies** are monsters that appear in The Forest.

## Behavior

This monster floats in one spot until it notices the player. After noticing the player, it will fly closer and fire 3 feathers at the player every few seconds.

## Abilities

The feathers slow down and come to a stand still shortly after being fired, then disappear. The feathers still deal damage while stopped. Feathers deal about 15 damage.

## Summon

The third level of the Summon Monster Spell summons a blue version of the regular harpies.

They are friendly towards the player and attack Enemies.

Summoned harpies are very strong and can easily dispose of most Bosses.

It is not uncommon that summoned harpies destroy Shrines because of enemies standing behind them.
Mushroom Golem

The Golem is one of the three bosses to spawn in The Forest.

## Behavior

It can't jump very high and it's usually not very mobile until it starts spinning. The Golem also harms any other enemies (besides the smaller golems) with its spinning and jumping attacks.

## Attacks

 Throw Boulders | The Golem throws boulders, just like the trapped ones, at the player. Boulders deal around 30 damage.

## Strategy

Don't try to fight it while it spins, preferably stand behind a wall and try to hit while it's standing still. Freezing it can temporarily immobilize the Golem even while it is spinning, but it will continue on the same trajectory once it unfreezes.

A good counter is the wand of digging(if you have one), which deals 25 damage per charge.

Boulder protection will prevent the player from being squashed to death.

Extraordinarily dangerous on ledges above the player without boulder protection due to the instant death squashing mechanic. Though, this mechanic will kill other enemies, as well as damage enemies with its other attacks besides the boulder.

Typically, the Golem will be forced to remain on the ground floor of the Forest dungeon. Ranged attacks work well, as its movement, when not spinning, is very slow and its boulders only go so far. Arrows or long distance spells work well.

Fighting the Golem in an area with many platforms above him is best as the player can jump up out of reach of attacks, gaining distance, and dropping back down to damage the Golem. Be careful though, as the Golem's Spin attack can make it bounce high up onto platforms above, so moving to a fairly high platform is safest.

Further, despite looking extremely large, the Golem can spin through a space that is only 1x1. (Tested when using a Wand of Digging that destroyed terrain of 1x1 blocks. The Golem revved up his Spin and spun through to the other side.)

## Champion variant

The champion variant has a yellow coloration, and possesses a new attack tied to its spin.

When the boss finishes spinning, it will locate the nearest player then fly above them before dropping straight to the ground, creating shockwaves. The player will be hit for 999 damage if the boss lands on them.
Stats

## Strength (STR)

*Strength increases your damage, especially with melee weapons.*

Every 2 STR grant 1 MEL and every 4 STR grant 1 RNG.

STR also increases distance travelled and damage of thrown doodads.

## Dexterity (DEX)

*Dexterity increases your attack speed, casting speed, and damage, especially with ranged weapons.*

Every 2 DEX grant 1 RNG and every 4 DEX grant 1 MEL.

Every 1 DEX grants 1 ASPD.

## Vitality (VIT)

*Vitality increases your maximum health.*

Your maximum HP increase by 10 for every VIT you gain.

VIT also affects the time you can breathe underwater and while using Wallphasing or Floorphasing.

## Intelligence (INT)

*Intelligence affects spell power as well as the number of spell charge each spell has.*

The number of all spell charges and the damage of most spells scales on INT.

## Luck (LCK)

*Luck affects your critical strike rate and evasion, as well as chance based effects.*

Increasing your LCK grants additional CRIT. Contrary to most other stats, you do not always gain the same amount of CRIT for every point of LCK.

CRIT caps at 50%, requiring exactly 38 LCK.

LCK also affects your evasion and other chance based effects such as Shrines or Chests.

## Defense (DEF)

*Defense is how resistant you are to physical damage.*

Every point of DEF has a 1/3 chance to proc, reducing the amount of damage you take by 1 each.

For every 5 points of DEF the player has, 1 is guaranteed to proc on taking physical damage.

## Melee Damage (MEL)

*Increased damage of melee weapons.*

MEL is increased by 1 for every 2 STR or 4 DEX the player has.

All characters also start with 1 additional MEL that is independent of MEL gained from STR or DEX.

MEL can be a fraction, resulting in slightly different damage results.

You can also directly increase your MEL by wearing rings with the +x damage attribute.

## Ranged Damage (RNG)

*Increased damage of thrown or ranged weapons.*

RNG is increased by 1 for every 2 DEX or 4 STR the player has.

Like MEL, RNG can be a fraction and result in slightly different damage numbers.

You can also directly increase your RNG by wearing rings with the +x damage attribute.

## Critical (CRIT)

*% Chance of a critical hit.*

The amount of CRIT you have depends on the amount of LCK you have.

Each point of LCK does not always grant the same amount of CRIT.

CRIT caps at 50%, requiring exactly 38 LCK.

## Attack Speed (ASPD)

*% Increased attack speed.*

Every 1 DEX grants 1 ASPD and every 4 SPD grant 1 ASPD

## Move Speed (SPD)

*Increased movement speed amount.*

Every 4 SPD grant 1 ASPD

## Resistances (XRES)

*Each point of x resistance increases your resistance to x damage by 25%*

There are four types of resistances that protect you against fire, ice, lightning and poison damage.

You can still take elemental damage even though you are immune if you are using the Death's Acolyte Background or armor with the *Death becomes easier to encounter* attribute or using eleclance under water (1 damage to electricity).
World

The **World** of Vagante is for the most part randomly generated. At the moment, the first Levels are the Dark Caves, followed by the Forest. Each Level seems to be generated randomly from small premade chunks. These areas are filled with Traps, Chests, Monsters and many more things.

Each Level has some reoccurring features:

* A Shop that sells 3 Items for Gold
* An Entry to the next Level
* Lots of Monsters
* Lots of Traps
* A Boss
* A large Chest
* Occasionally 1-2 Shrines
Tower

The **Tower** is the side area of the Catacombs.

You can access it by unlocking the door at the second level of the Catacombs with a Treasure Key. In this level, you can gather one of the four Rune Orbs (this one provides 2 SPD). Like in the Forest Temple, there are no spellbooks in the Tower.

## Boss

### Serpent

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

It has 200HP.

**Behavior**

The Serpent will sit in a pool of water 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. 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.

Attacks

**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. But it is recommended to not attack until you have reached the top of the Tower. AT the top the Serpent is quite easy to hit. Be aware of the rising water after you grab the Rune Orb as being caught in the water can be extremely dangerous due to the amount of Fishmen and Imps. Once at the top of the tower, aim for the head with either Spells, Ranged attacks, or Melee attacks. A Battle Axe works well here as well as Bows.

**Situational Strategy**

A mage can aim to max out their lightning resistance, so they can use Eleclance on the Serpent without getting hurt themself, which effectively results in the Serpent dying in mere seconds.

## Traps

### Unstable Platform

These wooden platforms begin to shake as soon as a player lands on them. After a second, the platform deactivates, sending any creature on it plummeting down.

The platform reactivates after a short while. The platform automatically deactivates underwater.

### Void

Falling off the level results in instant death.

**Countermeasures**

Death Protection gear will bring you back to solid ground after you have died. This is not always foolproof.

Unlimited Jumps gear will make it easy for you to jump back to safety.

Some other methods can help you climb back up, assuming you have good timing, good reflexes, and the right things equipped:

* Double Jump or Triple Jump gear.
* The Dash spell, assuming you have enough uses left.
* The Grappling Hook can stick to walls or ceilings. Especially useful if you've somehow managed to fall off the Tower.
* Grab Walls gear, but only in the Tower.

Featherfall will give you some extra seconds to live, granting a bigger time window for the above options. It can also give you enough time to open your inventory and grab gear you had not equipped. Don't be afraid to pause the game to locate the right item.

This also opens other possibilities:

* If you have a Scroll of Teleport in your backpack, now is the moment to use it.
* If all else fails, remember that Wand of Chaos or Scrolls of Chaos can have the same effect.

**Special interactions**

Swoopers forced to fall off the level (through the use of Frost Nova, for example) will fly back up.
Elemental Mage

**Area** | Rift

**Elemental Mages** are monsters that appear in the Rift.

## Behavior

Depending on how close the player is to the Elemental Mage it will either attack with a short ranged or a long ranged spell of their current element.

## Abilities

The Elemental Mages are able to switch between fire, electric and ice masks, granting them the respective resistances and allowing them to attack with different spells.

Their spell repertoire consists of a frost nova spell, an iceball spell, an eleclance spell, a lightning bolt spell that phases through walls, a short ranged fire particle spell and a fireball spell.

## Tactics

Generally, there is enough downtime between their attacks and during their charge animations to easily dispose of them.

This video showcases their visual cues and spell types.
Weapons

**Weapons** are the main and most convenient method of attack in Vagante.

Every non-throwable weapon found in Vagante has a chance to be cursed.

They are considered equipment.

## Weapon Types

### Melee Weapons

Melee weapons gain 1 extra base damage for every 2 STR and for every 4 DEX the player has.

#### **Swords**

Swords are thrusting weapons with a significant attack delay. They are affected by the Knight's Sword affinity.

#### **Daggers**

Daggers are thrusting weapons. They are affected by the Rogue's Dagger affinity.

#### **Rods**

Rods are swung in an arc above the player. They are affected by the Mage's Rod affinity.

#### **Close Quarters Combat weapons**

CQC weapons are thrusting weapons. They are affected by the Wildling's Fist Weapon affinity.

\*Note\* Though the Qatar has a higher base damage, the Claw is better due to its higher DPS.

#### **Blunt weapons**

These weapons are swung in an arc above the player, with a short delay. Most of them are affected by the Houndmaster's Club affinity.

#### **Axes**

These weapons are very long ranged, going over 1 tile completely. But to balance out their long range, they are currently some of the slowest weapons in the game.

### Ranged Weapons

Ranged weapons gain 1 extra base damage for every 2 DEX and for every 4 STR the player has.

**Bows and Crossbows**

These weapons can be aimed up and down. They are affected by the Rogue's Bow affinity.

### Throwable Weapons

These weapons are throwable and can be aimed up and down.

\*Note\* Bombs do not activate right away, instead they are thrown and have a short delay before the explode into an extremely small AoE attack that does 99 damage flat, every time.

## Weapon Attributes

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

 **Freezing**
 **Shocking**
 **+Knockback**
*Poisons enemies.*
You can coat a weapon with poison by using an identified poison potion on it.
 **Envenomed (permanent)**
*Poisons enemies.*
 **Fairy Magic**
*Reduces attacked enemies' defense and causes inflicted enemy to glow.*
 **Spirit Emitter**
*Attacking with this attribute cause spirits to spawn. Spirits deal 1-2 damage and home in on enemies*
 **Life Steal**
*Chance to gain a small amount of HP every time you hit a non-undead enemy. The amount of HP scales with your damage.*
 **Damage to Gold**
*Attacking has a chance to spawn gold based on the damage dealt.*
*A small fraction of the weapon's damage splashes over to enemies adjacent to the first enemies hit by the weapon.*
Random Events

Random Events have a small chance of occuring and slightly change the usual course of events.

Currently, there are only random events for the Dark Caves.

## **Dark Caves**

### ***It's damp in here.***

The stage is slowly getting flooded with water.

It usually takes more than an hour to completely fill the level.

### ***This cave doesn't seem stable.***

Every once in a while, boulders will start dropping from the ceiling.

The boulders deal 1 damage and stun the player. They also destroy spikes on impact

This random event is currently disabled because of a gamebreaking bug.

### ***The floor feels slimy.***

This random event replaces the boss of a stage with the Rainbow Slime and all the monsters with variations of slimes.

Red slimes have an effect similar to the trailblazer attribute, which makes them leave a trail of fire which deals a bit of damage.

Orange slimes have an effect similar to the bouncy attribute, which makes them bounce after jumping.

Yellow slimes will release a lightning bolt every few seconds, which deals ~5 damage to nearby players.

Blue slimes will freeze the player if they get attacked with a melee weapon.

Purple slimes will drip slime particles from the ceiling and drop down on the player if they are directly above them.

All of the special slimes deal damage on contact and have resistances against their own element.

There is a small chance of normal slimes being replaced with special ones in a Dark Caves stage, which makes it possible to fight two Rainbow Slimes in the same level.
Rainbow Slime

The Rainbow Slime is the boss of the Slime Cave.

There is a 0.01% chance for any regular slime to become a rainbow slime.

## Behavior

It will chase a player similar to a regular green slime; however, a Rainbow Slime is much faster. When spawning as the boss of the Slime Cave, it will drop a key and grant a full level upon being killed.

## Attacks

Its attack animations are very similar to a green slime, except it will turn into a spiky ball much more often. Unlike green slimes, Rainbow Slimes deal 10-20 contact damage and can damage on contact, not just when executing an attack animation.

## Strategy

Ranged Weapons and spells work very well against the Rainbow Slime.

Alternatively, Weapons with a long range such as Axes and Spearheaded Batons are good too.

Rainbow Slimes only take one point of damage from spike traps.
Chests

Every level has a large locked chest. This chests can be opened with the keys dropped by bosses. No other methods will work.

The big chest always contains an automatically identified random piece of equipment, 10 coins and 2 random potions. Equipment obtained in this way is more likely to be an artifact.

There are lots of regular chests scattered around the stages, each containing a random piece of equipment. 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
Unlockables

Throughout the game you will be able to unlock a lot of different content. These contents can be tracked in the Unlocks menu.

## Progression

Most backgrounds are unlocked by reaching certain progression levels.
You gain experience bases on some factors that determine how well you did in a run.

The experience calculations are as follows:

XP Score: x^1.2 \* 10 =

Floor Score: x^1.5 =

Boss Score: x \* 7 =

Gold Score: x / 50 =

...Total Score:
Wands

**Wands** are melee weapons with a limited number of charges. Swinging the wand automatically consumes a charge and activates an effect.

Wands can only be recharged with Scrolls of Recharge. The damage of most wand effects scales with Death's Acolyte and *death becomes easier to encounter.*

All wands have a Fast attack speed and deal 1 base damage.

## Fire Wand

*A tool which converts magic charges into balls of fire.*

Max charges: 15

This wands creates five fireballs, as per the Fireball spell, aimed at random angles. The fireballs don't fly straight; instead, they curve clockwise or counter-clockwise. Each fireball deals about 3 fire damage + 3 damage over time.

## Ice Wand

*A tool which converts magic charges into shards of ice*

Ice shards can be used to reach high-up chests.

Max charges: 15

## Lightning Wand

*A tool which converts magic charges into lightning. This device seems to be magically grounded*

Max charges: 15

## Wand of Pestilence

*A tool which converts magic charges into particularly foul toxic clouds.*

Max charges: 15

**Special interactions:** The toxic clouds explode upon coming into contact with torches or any kind of fire and lightning. Deals 99 damage.

## Wand of Blink

*A tool which uses magic charges to teleport the wielder a short distance.*

Max charges: 15

## Wand of Digging

*A tool which uses magic charges to dismantle terrain.*

Max charges: 10

A Wand of Digging can be used to destroy traps and creates shortcuts or alternate paths. Be careful not to destroy the ground underneath the entrance, or you'll be stuck forever.

**Special interactions:** A charge from a Wand of Digging deals 25 damage to the Mushroom Golem.

## Wand of Healing

*A tool which conjures magical healing orbs.*

Max charges: 8

## Wand of Chaos

Max charges: 15

Has the same effects as The Deranged except for effects that require specific combinations of offerings.

**Special interactions:** Offering a Chaos Wand followed by any kind of dagger to The Deranged rewards you with the Blink Dagger.
Demon Dog

**Area** | Ruins

**Demon Dogs** are monsters that appear in The Ruins.

## Behavior

Only appears when summoned by a Cultist. Will walk towards the player and prepare for a lunge after reaching a certain distance from the player, then run until they can lunge again.

## Abilities

Lunges deal about 5 damage and can travel surprisingly long distances.

## Tactics

Demon Dogs are very easy to deal with, as their pattern is predictable and they are easily stunlocked by rapid attacks.
Vagante Wiki/Bottom section

**The Vagante Wiki**

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Registering**
	+ Feel free to Register and join our user base by clicking **here**.

* **Not sure where to start?**
	+ Find out more about the wiki on the **Official Help Wiki** or by visiting the **Community portal**.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Forest Temple

The **Forest Temple** is the side area of the Forest.

You can access it by unlocking the door at the second level of the Forest with a Treasure Key. In this level, you can gather one of the four Rune Orbs (this one provides 2 STR) in the game. Like in the Tower, there are no spellbooks in the Forest Temple.

## Boss

### Chimera

The Chimera is a 2 part boss of the Forest branch level: The **Forest Temple**.

The main body is 225HP and the Snake Tail has 125HP.

**Behavior**

The Chimera moves around a small area until it sees the player, the Snake Tail on the Chimera can attack you before the body sees you. After killing the Chimera and Snake Tail, they will drop a Rune Orb and a Treasure Key

**Attacks**

 Flamebreath
 Pounce

**Strategy**

This boss is somewhat intimidating the first few times you fight it, as the **Forest Temple** is one of the most hostile areas in the game, and the 2 parts of the body can be confusing since you may not know which one to target first.

The general strategy is to take out the main body first, then attack the snake tail. Keep in mind that getting stuck in a corner with this boss is an easy death sentence. Always be wary of the traps around you as well.

* The Chimera
* The Chimera spitting fire

## Traps

### Recharging Arrow Traps

This variant of the Arrow Trap recharges and reactivates shortly after being triggered. It has a limitless supply of arrows.

### Flame Trap

This trap rotates in a 360° circle, blowing fire in its current direction.

### Pendulum

This trap swings in an 180° radius, dealing around 5 damage on contact.

### Sawblade

This trap deals around 3-5 damage on impact.

### Poison Room

This traps consists of a sprinkler visible on the ceiling of a room, and two completely hidden wooden doors. When the player enters the room, the wooden doors appear, fall from the ceiling and trap the player inside, while the sprinkler quickly floods the room with poison gas.

**Countermeasures**

The doors can be destroyed with weapon attacks or other sources of damage. When a door is destroyed, the poison stops.

Phasing through the floor or doors is also a possibility.

**Bad ideas**

Triggering the trap and attempting to run out of the room before the doors fall is dangerous. The doors can crush the player, dealing 10 damage.

.
Vagante Wiki/Top section

Welcome to the Official *Vagante* Wiki!
the Vagante reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.
We are currently maintaining 1,084 pages (134 articles).

**About The Game**
Vagante is an adventure set in a dark fantasy world filled with monsters and demons. Despite these dangers, adventurers commonly travel these unforgiving lands questing for fame, riches, and power.

A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...

**Key Game Features**
Vagante features several Adventurers that you can choose from. You can choose to play as the Knight, Rogue, Mage, Wildling or Houndmaster. The class that you choose does not only change your Stats but also greatly affects the way the game is played. Knights and Wildlings are more geared towards close-quarters-combat, Houndmasters have a unique companion-based playstyle, and Mages and Rogues can approach combat in a variety of methods.

The designers of the game believe that the Combat in Vagante should be difficult, but fair. Enemies and Traps won't hurt you unless they look like they should. Damage-on-contact, a very commonly implemented game mechanic, is not a universal rule in Vagante. Units have attack animations, and players who are skilled enough can evade attacks!

The Magic system of Vagante is inspired by games such as Diablo & Castlevania. Players will find Scrolls, which produce a magical effect upon use before disintegrating. These effects, among other things, include dispelling Curses, mapping Areas and identifying Equipment. Reading Books on the other hand, will teach players Spells. The act of casting itself requires concentration and time. But if a mage has enough time and patience, spells are well worth the effort.

**Quick Links**

Monsters

Bosses

Areas

Classes

Items

Guides

Shrines

Unlockables

Shops
Zombie Dragon

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

## Behavior

The Zombie Dragon is a flying monster, which gives him enough mobility around the battlefield to chase the player in almost any area. It will position itself based on what attack it's going to do. It has similar attack patterns to the Baby Dragon.

## Attacks

 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 position 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.

## Champion variant

The champion variant has a gold coloration, with additional properties to its attacks:

* The Explosive Flame Bolt is able to travel through walls.

* The Explosive Flame Thrower's fireballs are able to bounce from terrain.

* The Homing Explosive Flames can travel through walls.
Juggernaut

**Area** | Rift

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

## Behavior

Juggernauts will try to stomp on the player, dealing 999 damage to them.

## Abilities

Juggernauts are very fast and can jump very high they only attack is to stomp on the player and deal 999 damage.

## Tactics

You can reduce the damage to 1 by wearing a helmet with the boulder protection attribute.

They have a pretty predictable attack pattern and can be dealt with in a lot of different ways.
Ruins

The **Ruins** is the side area of the Dark Caves.

You can access it by unlocking the door at the second level of the Dark Caves with a Treasure Key. In this level, you can gather one of the four Rune Orbs (this one provides 2 INT) in the game. It is the only stage with 2 Spellbooks, making it a huge incentive for this area, especially if you are playing Mage. The books can potentially be used for healing instead.

## Boss

### Evil Mage

The Evil Mage is the boss of **The Ruins.**

It has 150HP.

**Behavior**

The Evil Mage spawns after picking up the Rune Orb.

**Attacks**

 Teleportation
 Alternate Teleportation
 Radial Icebolts

**Strategy**

It is advisable to clear out the entire stage to prevent Cultist 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. **Never** attack the Evil Mage while he is waving its arms or it will counterattack with a really strong radial attack.

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

Having some elemental resistances can make this boss 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.

* The ruins orb on its pedestal
* The Evil Mage while firing Icebolts
* Alternate Teleportation visual cue
* Radial Icebolt attack

## Traps

### Magic Traps

Magic traps emit faint blue particles when active. If a creature steps onto the trap, it triggers a random effect and deactivates.

Possible effects:

* Teleports the creature to another location
* Freezes the creature and deals 5 damage
* Vertically shoots a fireball (dealing about 15 damage)

**Countermeasures**

Corpses can trigger magic traps.

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

Disclaimer: Most of these guides are extremely outdated, so take the information found in them with a grain of salt.

## Misc. Guides

* Getting Started (currently empty, try the tutorial for getting used to the controls)

## Class Specific Guides

* Rogue Strategy Guide
* Knight Strategy Guide
* Mage Strategy Guide
* Wildling Strategy Guide
* Houndmaster Strategy Guide
Flame Tortoise

**Area** | Forest Temple

**Flame Tortoises** are monsters that appear in the Forest Temple.

## Behavior

After noticing the player, the Flame Tortoise will start spinning and shooting flames which set the player on fire.

## Abilities

This enemy can fly while doing its fire spinning attack. This attack deals fire damage and sets the player on fire.

## Tactics

You should wait until it stops spinning before attacking it or attack it while you are under it.

## Notes

It does no damage in water (via a burst of water from the Deranged or Acolyte of Chaos) despite showing the particle effects.
Skeleton

Whenever the player dies in co-op, they leave behind a body and can revive themselves as a skeleton to fight another day.

Although weaker than normal players, they do have a few tricks to help the team.

### Attacks

 Bone Toss

\*Estimations

As you can see, the skeletons are not very powerful.

## Stats & Passive Abilities

* Skeletons have 100 HP and can open their inventories. However, they can't use any equipment but can drop them for the other players
* Being dead, they do not need to breathe underwater, but can still be killed again.
* Skeletons can be used for scouting ahead since they aren't as valuable as regular players.
* Skeletons will come back to life after being revived at a tombstone in the intermissions.

## Wraith

Players that die as skeletons turn into wraiths (online co-op only).

The Wraiths' means of interacting with the stage are very limited. If the player who has a treasure key dies twice (and becomes a wraith) with the key still in their inventory, they can open the door to the side area. They can also fill in the map by flying around the stage.
Behemoth

The Behemoth is one of the three bosses you will encounter in the last area of the game.

The fists have 50HP each.

## Behavior

The Behemoth is composed of three body parts: one head and two hands. The Behemoth will attack with its hands until both hands are destroyed. When they are, the Behemoth will lower itself, giving you an opportunity to attack its head before rising up again. Damaging his hands will not damage him.

## Attacks

 Hand charge
 Lightning

## Strategy

High mobility is of the essence in this fight. The Behemoth's attacks are few but pack a punch and can be difficult to avoid.

Having double jump, high jump or even triple jump can make jumping over the shockwaves of the ground pound an easy task as well as allow you to jump up to the Behemoths head to start attacking it early. Using homing spells or a bow, you can damage his head while he is still in the air. The Summon Monster spell at any level will easily defeat him due to his attacks not being able to reach his head, along with his slow rising speed.

Speed is also desirable as it makes it easier to get out of the way of the Hand charges.

The Behemoth's head is fairly tanky, so be prepared for a long fight.

## Champion Variant

The champion variant has a dark blue coloration, with different behavior from the normal variant.

This variant does not require the player to damage both hands for an opening. Instead, the Behemoth will pull itself along its hand charges which will enable the player to hit its head.
Wisp

* Champion

**Wisps** are monsters that appear in the Forest.

## Behavior

Floats around the map, passing through walls. If a player is close enough, it will turn red in color and pursue the player.

## Abilities

The Wisp deals 10 damage on contact and despawns.

## Champion Variant

The champion variant has an orange coloration similar to its boss champion variant counterpart. It has the same behavior as a normal wisp, but it has more health, gives off fire particles, and will burn the player on contact. It appears to deal the same base damage as a normal wisp. If the wisp hits you, it will not drop a loot bag.
Vagante

**Vagante** is an adventure game on Kickstarter, and Steam Greenlight! It’s a platformer roguelike game; imagine Spelunky with RPG elements! Vagante is set in a dark fantasy world filled with Monsters, Demons, and Crooks. Despite these dangers, Adventurers commonly travel these unforgiving lands questing for Fame, Riches, and Power. A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. You on the other hand, know you’re different, and something draws you to these caverns. Undeterred by the potential danger, you set out by caravan to investigate...
Sentinel

**Area** | Factory

**Sentinels** are monsters that appear in the Factory.

## Behavior

The Sentinel will float in place, expelling light in a small radius. The light expelled reveals every Sentinel's location on the map.

Upon hitting the Sentinel directly or upon getting close to the Sentinel, its eye will flash red and begin charging at the player. The Sentinel will flash white, and then explode for 33 damage.

## Abilities

The Sentinels can fly at high velocities and explode on the player for 33 damage.
Summoned Bones Mage

**Area** | Catacombs

Summoned Bones Mage are monsters that appear in the Catacombs.

## Behavior

It can only be summoned by the Necromancer. It casts a lightning spell that phases through walls and deals around 10 damage or a magic poisonous cloud.

## Abilities

This enemy can cast two types of spells: a bolt of lightning and a cloud of pestilence. If the two spells contact each other it will trigger an explosion.

After dying Necromancer can use them as bone projectiles.
Beginner's Tips and Tricks

There are many things that a beginner may not know when playing Vagante, and this guide is to clarify what **you** might be doing wrong!

## Healing

At first glance, healing may seem like a rare occasion. That is true, but there are many ways to heal that you may not know of! Here are some of them:

**Campfire**

After each level, you might not want to level up and walk right to the left. That is because if you press the Interact Button next to the pile of wood near the middle of the stage, you will sit down and heal 10 hp! (14 if you have the Survivor Perk)

**Books and Scrolls**

Have you ever wondered what to do with books when you aren't a mage? Turns out, you can use these books to heal! When sitting down at the campfire, you can toss the books in using the Drop Button and heal for 10 hp. The same applies to scrolls, but since they are easier to find, they heal for 2 hp only. However, don't underestimate them, because when burned in bunches, they can heal for much health.

**Fairies**

When adventuring through the Caves, you may find a locked up Fairy calling for help. If you break the cage, the Fairy be set free. While it stands still at first, it will run away if you hit it. So don't hit the cage too much! You can pick it up using the Interact Button while crouching. While holding the Fairy, the Attack Button will throw the Fairy. Be careful if you have the Throw Hard ability that comes from gloves, because if you throw the Fairy too hard, it will take damage and probably die from the damage. Once you carry it back to the end of the level and you exit, carrying the Fairy to the campfire will result in her healing 30 hp and giving you 10 maximum hp, resulting in a total of 40 hp.

This is still a work in progress, so please be patient!
Chicken

Chickens are harmless creatures which can be found in doodads.

They have 20HP.

Holding a chicken will temporarily grant the player the featherfall status effect.

Bringing a living chicken into the intermission and tossing it into the bonfire will reward the player with a roasted chicken which heals 10HP and gives temporary Strength and Speed buffs when eaten.

If the chicken is dead, the player will get a rotten chicken instead which poisons the player when eaten.
Abomination

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

## 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

 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.

Brroha's Experience:

Find a loop that you can continually cycle to avoid ever having to get in melee range, if you cannot find a loop, find the longest path to take from the boss and clear it before hand (if on non-hard mode). Just keep backpedaling and finding chokepoints where you can wait for it, fire off a ranged attack or two, then keep running. You need to use ranged attacks, though it is killable at melee range, you will take way too much damage to make it worthwhile. Also, if you have the spell charm, charming him will cause the spike balls to deal damage to himself and he will kill himself within a charm or two. (Possibly outdated: Spike Balls do not deal damage to charmed Abomination as of May 13th 2023)

## Champion Variant

The champion variant has a blue coloration and immediately starts with all four spike balls.
Minimum and Maximum Weapon Damage

## Melee Damage

Mel/Melee is a stat that scales with Dexterity and Strength, **Dexterity points add a 0.25 to your Melee** and **Strength points add a 0.50 to your Melee** after getting one Melee your weapons Minimum and Maximum damage will increase by one, the lowest possible Melee to have is 1 that 1 point on melee will just increase your minimum damage by 1 if you where to have 0.25 melee you will have a 25% chance of dealing the maximum damage for the next melee point and a 25% chance of not getting your minimum damage attack same thing with 0.50 giving you 50% and 0.75 giving you 75%.

## Range Damage

Rng/Range is a stat that scales with Dexterity and Strength, **Dexterity points add a 0.50 to your Range** and **Strength points add a 0.25 to your Range** after getting one range your range weapons Minimum and Maximum damage will increase by one, the lowest possible Range to have is 0 having 0 range will decrease your maximum damage by 1, if you where to have 0.25 melee you will have a 25% chance of dealing the maximum damage for the next melee point and a 25% chance of not getting your minimum damage attack same thing with 0.50 giving you 50% and 0.75 giving you 75%, the amount of range damage will decrease if the weapon isn't fully charged.
Equipment

There are eight different types of equipment, out of which one can be equipped twice.

Every piece of equipment, except for Throwable Weapons, has a chance to be cursed.

Equipment is mostly random, with the exception of Artifacts with unique appearances.

The two subcategories of equipment are Armor and Weapons.

* Used and unused weapon sprites
* Used and unused armor sprites
* Used and unused explosives sprites
Vagante Extraction

## Post-59f

### **vagante-extract by mtolly**

This tool is capable of extracting and remaking the game assets, allowing you to play with custom skins/sound effects.

As with the older version of this tool, it's open source so there is no risk of it being malicious software.

readme

Last updated for Vagante 1.011.3, tested on Windows and Mac versions

To use, drag data.vra onto vagante-extract.exe. A "data" folder will be created.

The file "repack-list.txt" saves the order in which files will be repacked. You probably shouldn't edit this or the game will likely not load.

To repack, drag the data folder onto vagante-extract.exe, and data.vra will be recreated from it.

Vagante data.vra extract/repack tool

Michael Tolly <miketolly@gmail.com>

https://github.com/mtolly/vagante-extract

## Pre-59f

### vra.hs by mtolly

This script is capable of extracting and remaking the game assets, allowing you to play with custom skins/sound effects.

**Contrary to the other extraction tool, this script can also extract sound files and is open source so there is no risk of it being malicious software.**

### Vagante Images

**This tool was not developed by the NukeNine team, use at your own risk. User's have reported this as a trojan see: https://steamcommunity.com/app/323220/reporteddiscussions/-1/523898291508153294/**

VaganteImages is a tool, made by SO4, that helps its users change and extract Vagante sprites. Download

It was created because more and more users requested different player skins and since it also would help to give life to this wiki.

* Browse button is used to navigate to Vagante game directory.
* Extract button is enabled when any directory is selected. It creates the vagante\_images folder in the same location as .exe and extracts all data.vra images to it.
* Remake button is enabled when vagante\_images folder is created. It remakes data.vra file with the images provided in vagante\_images folder. It can contain only the images that you want to change.

**If you have any questions / suggestions / errors, please, write SO4.com@gmail.com**
Mage

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

The **Mage** is one of the Classes you can play as in Vagante with focuses on Spells and elemental enchantments.

## Starting Set

 Magic Rod

## Enchant

The mages Enchant tree allows for self-casting of a spell to bestow its effects onto your body or weapon. The strength of these effects is not affected by INT. The difference between the levels of elemental enchants are barely noticable, if at all.
Rock Worm Larva

**Area** | Dark Caves

**Rock Worm Larvae** (also known as crawlers) are monsters that appear in the Dark Caves when a Rock Worm is present.

## Behavior

They cause 1-2 damage on touch and poison you for 10 seconds. Poison does 1 damage on each tick, for 3 damage total.

Larvae crawl along walls until hit, at which point they are stunned and fall, assuming they have not been killed.

While stunned, they do not deal contact damage.

## Tactics

The easiest and safest way to deal with these enemies is to wait for them to crawl next to you and attack them until they die.

Killing three larvae causes the Rock Worm to become hostile.
Wisp Queen

The Wisp Queen is one of the bosses of the Forest.

## Behavior

The Wisp Queen starts as a white normal-sized wisp. After the player gets close, the Wisp Queen will grow in size and start her attacks.

## Attacks

 Wisp Throw
 Wisp Renew
 Wisp Launch

## Strategy

Be careful when fighting in melee range, as the wisps will deal a large amount of damage in succession. It's best to attack it from a distance. However, one method a player can use is trying to proc continuous Freezes on the Wisp Queen. The Wisp Queen cannot summon more wisps and will not move while it is frozen. Its wisps will also be frozen in place.

Because of its ability to phase through terrain, the Wisp Queen should be fought on fall through platforms instead of thick terrain that does not allow fall-through. This is because the Wisp Queen will always try to stay out of melee range of the player and takes minor knockback from physical damage (not magic). Therefore, try to keep the Wisp Queen in a position that you can easily reach its center to attack it (if using melee attacks/freeze proc strategy).

Also, once it fires off all its wisps, if you have the Charm Spell, you can charm it, and it will continue to summon wisps that damage it until it dies.

## Champion Variant

The champion variant has an orange coloration, with additional properties tied its wisps.

The wisps are connected via electricity to the boss. These tethers deal lightning and fire damage to the player on contact, with intersecting tethers at the center of the boss dealing massive damage. The tethers are blocked by terrain.
Divebomber

* Champion

**Divebombers** are monsters that appear in the Dark Caves

## Behavior

Similar to Eyebats, it hangs from the ceiling until it notices a player. After noticing a player, this monster will fly downwards until it hits the ground or the player and then explode, spawning 10 fireballs in all

directions.

## Abilities

It explodes into fireballs that deal 5 damage. These fireballs wont set the player on fire.

## Tactics

Try to hide behind terrain to avoid the fireballs. The Rogue and the Mage can easily deal with them by shooting them and freezing them, respectively.

## Champion Variant

it hangs from the ceiling until it notices a player just like a normal one. The difference comes with the explosion.

Instead of normal orange fireballs, it explodes into 2 rows of blue fireballs, each row launching 10 fireballs in radial directions. Each fireball can damage in water and deals exactly 15 damage. The champion Divebomber will not drop a lootbag if it explodes by itself and the player does not deal the killing blow.