Of course, there will be hordes of Monsters throughout Vagante. Choose your battles, know your environment, and defeat the enemies that stand in your way. Or perhaps simply ignore them and move on. But beware, there are powerful creatures that may prove to be more than just a handful. Here you will find a growing list of monsters you may encounter.
List of Monsters
|Slime||9||Moves very slowly and will periodically jump in the player's direction. Deals 3-5 physical damage upon landing on the player. Alternatively, it will stop and glow yellow for a few frames before dashing towards the player if they are close enough, also dealing 3-5 physical damage. Can drop through platforms to reach the player.|
|Eyebat||5||Hangs from the ceiling until it notices the player. Once it does, it will start pursuing the player. Deals 2-6 physical damage on contact.
It won't pursue the player in water, and it will go back to hanging from the ceiling if left alone for long enough.
|Goblin||16||Will walk towards the player, and if the player is close enough, they will attempt to stab the player with their sword. Their attack is easy to dodge and deals 5-10 physical damage.|
|Lurker||3||Shows up as a small flat green spot on the ground and attacks the player when stepped on after a short delay, dealing 5-15 physical damage. Can detect the player through stealth. Cannot detect players equipped with boots that have the Light Feet effect.
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.
|Piranha||1||Resides in water. If a player enters its pool, it will quickly swim towards the player and deal 1 physical damage on contact with the player with a very short delay between attacks.|
|Divebomber||1||Similar to bats, 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, shooting 10 fireballs in all directions. Each fireball deals 5 physical damage and does not set the player on fire. Direct contact with it deals 1 physical damage.|
|Rock Worm Larva||10||Also known as crawlers. Crawls around the floor, walls, and ceiling. Will not target the player. Upon contact, deals around 4 damage and poisons the player. Crawlers only spawn on the level where the Rock Worm is the boss. Killing three of them will aggro the Worm boss.|
|Cultist||16||After noticing the player, the Cultist will play a sound cue and will start casting one of his three spells. You can interrupt the casting animation by damaging the Cultist. It can summon a Demon Dog, a Demon Armor, or cast an Icebolt spell that deals around 8 damage and freezes the player after a short delay. A cultist can only summon one monster.|
|Demon Armor||55||Only appears when summoned by a Cultist. Its shield reduces all frontal physical damage to 1. After coming close enough, it will swing its sword for 12-15 damage.|
|Demon Dog||25||Only appears when summoned by a Cultist. Will run around and then lunge after charging up, then run until they can lunge again. Lunges deal about 5 damage and can travel a surprisingly long distance.|
|Bat||5||Hangs from the ceiling until it notices the player. Once it does, it will start flying and will pursue the player. Deals 2-6 damage on contact. It won't pursue the player in water and will go back to hanging from the ceiling if left alone for long enough. Compared to a normal bat, this particular bat moves much faster.|
|Wisp||3||Floats around the map, passing through walls. If a player is close enough, it will turn red in color and pursue the player. Can detect the player through stealth. The Wisp deals 10 damage on contact and despawns afterwards.|
|Spriggan||15||They will attack with their bows until they use up all of their arrows. After running out of arrows, they will attack with a spiked club. Their arrows deal around 5 damage.|
|Golem||65||This monster will begin pursuing a player from the moment it notices them and will crush everything in its path, including other enemies. It will also try to crush the player with its arms if the player comes close enough or if the player is walking on it. Being crushed beneath this monster deals 999 damage and its close-range attack deals 25-30 damage.|
|Man-eating Plant||15||This monster is composed of two parts: the base, immobile and defenseless, and the mouth, which is able to extend over a fixed distance from the base and takes only 1 damage from any attack. Can detect the player through stealth. Being swallowed by the mouth deals 5-10 damage every second and momentarily poisons the player. You cannot escape the mouth by jumping. All damage done to the mouth is applied to the base as well.|
|Harpy||9||This monster hovers in one spot until it notices the player. After noticing the player, it will fly closer and fire 3 feathers in a spread at the player every few seconds.
The feathers slow down and come to a stand shortly after being fired, then disappear. The feathers still deal damage while stopped.
|Spider||20||Walks around until it notices the player. Will hop toward the player, retreating if the player is too close. Occasionally shoots a web that significantly slows player movement and stops arrows. Deals 10-15 damage if it hits a player with its jump, poisoning the player as well.|
|Piranha||1||Resides in water. If a player enters its pool, it will quickly swim towards the player and deal 1 physical damage on contact with the player with little delay between attacks.|
|Tiny Man-eating Plant||12||Can only be summoned by the Vine Lord. It will follow the player and deal 1-2 damage on contact.|
|TikiMan||40||After noticing a player, the TikiMan will start shooting blowdarts, which deal 1-2 damage and poison the player. The darts can only travel in a straight horizontal line from the TikiMan. You can keep it from shooting blowdarts by dealing damage to it.|
|Flame Tortoise||50||After noticing the player, the Flame Tortoise will spin and shoot flames which set the player on fire. You should wait until it stops spinning to attack it. Hitting it while it's spinning can sometimes interrupt its attack (ranged weapons are best for this).|
|Hand||50||This monster will walk along the floor, walls, and ceiling, similar to a Worm. Upon spotting a player, they will quickly approach and glow before lunging a short distance at the player.
If the player is caught by the lunge, the hand will hold the player for 2–3 seconds, squeezing the player twice and dealing 20-30 damage each time, and then throw the player. The throw deals about 5 damage. After missing or attacking successfully, they will run until they can lunge again.
|Zombie||60||This monster will slowly walk from side to side on the floor until it spots a player. It cannot jump, but will fall through blocks or tunnel through the ground to reach a player.
Upon spotting a player, they will walk faster in their direction and attack with their arms after coming close enough. They have 100% lifesteal on their attacks.
|Ghost||50||This monster floats around an area while invisible, occasionally becoming visible. Once the player gets close, it will circle around them, eventually become invisible, and float in place. After a few seconds, it will dash at the player, going through obstacles and walls to do around 13 damage.|
|Summoned Bones Mage||20||Can only be summoned by the Necromancer. It casts a lightning spell that travels through walls, deals around 10 damage, and stuns the player for a moment.|
|Summoned Bones Warrior||20||Can only be summoned by the Necromancer. It will swing its sword at the player, dealing around 15 damage.|
|Fish Man||60||The Fish Man will either dash sideways towards the player or spit a projectile at them. Both of these attacks are easy to evade by either moving out of range or jumping at the right moment.|
|Imp||30||After noticing the player, the imp will swing its sword around itself for a moment and then perform a charge attack towards the player, dealing 8-10 damage and poisoning the player. The imp also deals contact damage while preparing for its attack.|
|Lightfish||N.A.||Lightfish are neutral creatures and the only creature in the game that cannot be attacked. Lightfish light up the area around them. They are affected by Freezing Aura but take no damage from it.|
|Juggernaut||80||Juggernauts will try to stomp on the player, dealing 999 damage to them.
You can reduce the damage to 1 by wearing a helmet with the Boulder Protection Attribute.
They have a predictable attack pattern and can be dealt with in many different ways.
|Hopper||30||While idling, hoppers will occasionally hop into the air, making it hard to attack them.
If a player comes near a hopper, it will use its spinning attack, which deals moderate damage and can hit the player multiple times.
Ranged attacks are advised.
|Swooper||50||The Swooper will always try to position itself vertically above the player to drop a stone pillar on them.
The usual 40 damage of the pillar can be reduced to 1 by wearing a helmet with theBoulder Protection Attribute.
You should try to bait out their pillar and attack/freeze them while they are close to the ground.
Alternatively, you can use ranged attacks to get rid of them.
|Elemental Mage||70||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.
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.
Their spell repertoire consists of a Frost Nova spell, an Iceball spell, an Eleclance spell, a lightning bolt spell that passes through walls, a short ranged fire particle spell, and a Fireball spell.
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.
|Broodling||15||Can only be summoned by the Brood Demon.
Deals low damage on contact and leaves a fire trail similar to the Trailblazer attribute.
|Mechanical Spider||46||The Mechanical Spider will walk back and forth on the platform it spawns on, and can climb walls to reach players. When it notices a player, the spider will jump and attack, dealing 9 electric damage, or it will summon two lightning balls which will travel left and right of the spider across the ground. The balls deal 18 electric damage to the player.
If a player goes far enough away, the Mechanical Spider can walk over the walls to reach the player.
|Sentinel||33||The Sentinel will float in place, illuminating a small area around it. The illumination reveals every Sentinel's location on the map.
Upon getting hit directly or a player getting close to it, the Sentinel's eye will flash red and the Sentinel will charge at the player. The Sentinel will flash white and then explode for 33 damage.
|Mechanical Soldier||100||The Mechanical Soldier spins rapidly, dealing 11-14 damage repeatedly. When it spins, it gains vertical momentum, allowing it to fly. There is a small window during the spin where no damage is dealt, meaning it is possible to block the attack and then jump out safely.|
|Floater||10||Can only be summoned by the Lost Adventurer. Deals low damage on contact.|
|Hostile Thief||25||Once it sees a player, it will rush towards them, trying to attack them. If it manages to hit the player, it will deal 1-3 damage, the player will be stunned for approximately 2 seconds, and the thief will loot the player's gold. The thief will then attempt to escape from the player. It stands still when the player is not nearby. It can detect the player through stealth but will not attack the player unless it sees the player out of stealth. It drops all looted gold when killed plus 5 extra gold.|
|Friendly Thief||~150||The Friendly Thief will only spawn on stages that have a Shopkeeper's Stash. You can interact with it to accept its quest.
It is not advised to attack the Friendly Thief. It does drop some gold (about 15), but it has over a hundred HP and hits you once (like the hostile thief) for about 35 damage.
|Mimic||10||A mimic will stand still, disguising itself as a chest, until a careless adventurer comes nearby. After an adventurer comes close enough or after it takes damage, it will show its true form and will begin to jump around, trying to bite the player for 5-8 damage.
After being defeated, it will drop an item, just like a normal chest, along with some gold. Mimics look very similar to actual chests, but the upper half of the lock on a mimic is a lighter gray. A Mimic's HP is the same regardless of the area it appears in, making it a fairly easy enemy to kill after the first area.
|Minnow||1||The Minnow is a passive entity. It doesn't grant any gold or experience points. You are able to gain HP by attacking it with a Weapon with the Lifesteal Attribute. You can get gold from it but only with the Damage to Gold Attribute.|