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Optimal Item Usage
Tunic

Optimal Item Usage

Explore Tunic's diverse item categories: Gear, Equipment, Single Use, and Cards. Learn how each item aids your journey and discover their optimal uses.

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Explore Tunic's diverse item categories: Gear, Equipment, Single Use, and Cards. Learn how each item aids your journey and discover their optimal uses.

Tunic features a variety of items that can be used or equipped to aid the player. These items are divided into five categories: Gear, Equipment, Single Use, and Cards.

Gear

These items provide abilities that are always available once acquired.

  • Potions — Heals the player. Refills upon resting at a checkpoint. Can be upgraded using ash offerings.
  • Shield — Allows the player to deflect most attacks, consuming stamina. Cannot be used when stamina is empty.
  • Lantern — Creates a small area of light in dark areas.
  • Hero's Laurels — Replaces the dodge roll with a short forward teleportation, usable for crossing gaps.

Equipment

These items must be assigned to an action button to be used.

  • Stick — A weak melee weapon, the first available.
  • Sword — A much more powerful melee weapon.
  • Magic Dagger — Fires a short burst of freezing ice, consuming MP (12 per use).
  • Wand — Fires a magic projectile, consuming MP (2 per shot). If used with the Magic Dagger, the projectile freezes enemies.
  • Magic Orb — Launches a grappling hook to pull the player to hooks and tuning forks, or pull enemies to the player. Consumes MP when used on an enemy (4 per grab).
  • Gun — Fires a wide spread of projectiles, consuming MP (16 per blast). Strong against multiple enemies.
  • Hourglass — Slows time for everything, including the player. Slowly consumes MP while active.

Single Use

These items are consumed upon use and must be assigned to an action button. They can be found in Chests or purchased in Shops.

  • Blast Bomb — Thrown projectile that explodes after a short delay. (Shop price: 100 for 3)
  • Fire Bomb — Projectile that bursts into flames on impact. (Shop price: 150 for 3)
  • Frost Bomb — Projectile that releases a freezing cloud on impact. (Cannot be bought)
  • Effigy — Provides coins, starting at 8 and doubling with each subsequent use up to 512. (Cannot be bought)
  • Red Fruit — Replenishes HP. (Shop price: 100)
  • Blue Fruit — Replenishes MP. (Shop price: 150)
  • Golden Coin — Used near a well to make a wish. Grants an additional card slot after 3, 6, 10, and 15 wishes. (Shop price: 999, limited stock)
  • Hot Pepper — Provides a temporary boost to attack power. (Cannot be bought)
  • Ivy — Provides a temporary boost to SP. (Shop price: 90)
  • Lure — Creates a fake copy of the player that enemies will target. (Shop price: 150)

Cards

Cards provide passive special effects that alter abilities or characteristics. They must be equipped in a card slot to take effect.

  • Anklet — Increases player's movement speed.
  • Aura's Gem — Increases the time window for parrying with the Shield.
  • Bracer — Reduces SP cost for blocking with the Shield.
  • Cyan Peril Ring — Raises DEF when low on HP.
  • Dagger Strap — Reduces cast time when using the Magic Dagger.
  • Flame Sword — Hitting enemies with the Sword lights them on fire, but reduces player's HP to 1.
  • Inverted Ash — Potion flasks restore MP instead of HP.
  • Louder Echo — Increases the range and duration of the stun effect when collecting the echo left behind after death.

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