Adventurers

The Adventurers are a group of people looking for fame and fortune by delving into the dungeons of Vagante with hopes of achieving the best, though they typically fail, since they start their adventures inexperienced and ill-prepared.

Classes
Vagante currently has five classes but starts off with three. The Wildling class is unlocked after reaching progression level 3 and the Houndmaster class is unlocked after reaching progression level 18. (Unlocks)

The Knight


This class specializes in sword-based close combat, blocking attacks and in the use of holy magic to achieve maximum survivability, incredible damage and attacks from any angle.

The Rogue


This class specializes in using fast dagger attacks, archery skills, stealth and acrobatics to defeat enemies before they can react and to move freely in any environment.

The Mage


This class specializes in manipulating potions and in using its magical expertise to enchant a weapon or themselves with magical spells, to use their spells to their maximum potential and to get the most out of magical rods.

The Wildling


This class specializes in blindingly fast fist attacks, in berserking to benefit from many combat bonuses and in using their wild nature to obtain unique skills.

The Houndmaster


This class specializes in club-based close combat and control of a dog companion.

Multiplayer
Currently, up to 4 Adventurers may play together in local or online co-op (with the screen zooming in and out to accommodate if local). To avoid confusion between two of the same class, the same class skin can't be chosen by two players simultaneously. For each additional player, enemy health increases by 25% and enemy damage increases by 10%.

Afterlife
Whenever the player dies in co-op, you can revive yourself as a Skeleton. (See page for more info.)

Attributes
Each Adventurer has multiple attributes that define the player's health, damage and luck. Stat points can be spent to increase 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 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.

For every 2 INT the caster has, spells with 6 base charges (Red Spellbooks) will gain 3 charges, and spells with 1 to 3 base charges (Brown, Grey and Purple Spellbooks) will gain 1 charge.

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 chance to proc, reducing the amount of damage you receive 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.

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.

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 ASP

Move Speed (SPD)

Increased movement speed amount.

Every 4 SPD grants 1 ASPD

Resistances (XXX)

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..