Explore Tunic's headgear, including protective gear like the Shield and Lantern, and offensive equipment such as the Stick, Sword, and Magic Dagger. Learn about their uses and effects.
Tunic categorizes items into five types, with Gear and Equipment being crucial for gameplay. Gear provides passive or permanently assigned abilities, while Equipment must be assigned to an action button to be used.
| Name | Description | Manual Text |
|---|---|---|
| Potions | Heals the player by drinking them. Refills upon resting at a checkpoint. Can be upgraded using ash offerings. | TBA |
| Shield | Allows player to deflect most attacks. Uses stamina when an attack is blocked. Can't use when stamina is empty. | "Left by a RUDELING / Use to deflect blows." |
| Lantern | Creates a small area of light around the player when in areas of complete darkness. | N/A |
| Hero's Laurels | Replaces the player's dodge roll with a short forward teleportation that can be used to cross gaps. | N/A |
| Stick | A weak melee weapon. The first weapon available to the player. | "Just a stick!" |
| Sword | A melee weapon, much more powerful than the Stick. | "Is this the hero's blade? Or a forgery?" |
| Magic Dagger | Fires a short burst of freezing ice in front of the player after a short delay. Consumes MP (12 per use). | N/A |
| Wand | Fires a magic projectile in the direction the player is facing. Consumes MP (2 per shot). If used at the same time as the Magic Dagger, the projectile will freeze an enemy it hits. | N/A |
| Magic Orb | Launches a magic grappling hook that can be used to pull the player to hooks and tuning forks, or pull enemies to the player. When latching onto a frozen enemy or some larger enemies, the player is pulled to the enemy. Consumes MP when used on an enemy (4 per grab). | N/A |
| Gun | Fires a wide spread of projectiles that damage enemies. Strong against multiple enemies, as it will hit/kill most of them. Consumes MP (16 per blast). | N/A |
| Hourglass | Slows time, effecting everything in the game, including the player. Slowly consumes MP while active. Once used, the effect remains active until the Hourglass is used again or the player runs out of MP. | N/A |
Single-use items, often found in Chests or purchased in Shops, are consumed upon use. These include:
- Blast Bomb: Explodes after a short delay (100 for 3).
- Fire Bomb: Bursts into flames on impact (150 for 3).
- Frost Bomb: Releases a freezing cloud on impact.
- Effigy: Provides coins, doubling with each use up to 512.
- Red Fruit: Replenishes HP (100).
- Blue Fruit: Replenishes MP (150).
- Golden Coin: Used at a well to make a wish (999, limited stock).
- Hot Pepper: Temporarily boosts attack power.
- Ivy: Temporarily boosts SP (90).
- Lure: Creates a decoy to distract enemies (150).
Cards offer passive effects when equipped in a card slot:
- Anklet: Increases movement speed.
- Aura's Gem: Increases parry window with Shield.
- Bracer: Reduces SP cost for blocking with Shield.
- Cyan Peril Ring: Raises DEF when low on HP.
- Dagger Strap: Reduces cast time for Magic Dagger.
- Flame Sword: Sword hits set enemies on fire, but reduces player HP to 1.
- Inverted Ash: Potion flasks restore MP instead of HP.
- Louder Echo: Increases range and duration of stun effect from death echo.
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