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Tunic

Keys

Explore all the items in Tunic, from Gear and Equipment to Single Use consumables and powerful Cards. Learn their effects and how to use them to your advantage.

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Explore all the items in Tunic, from Gear and Equipment to Single Use consumables and powerful Cards. Learn their effects and how to use them to your advantage.

Tunic features a wide variety of items that can aid the player in their journey. These items are categorized into Gear, Equipment, Single Use, and Cards, each offering unique benefits and abilities.

Gear

Gear items provide passive abilities or are permanently assigned to a button:

  • Potions: Heals the player and refills upon resting at a checkpoint. Can be upgraded.
  • Shield: Allows deflection of most attacks, consuming stamina.
  • Lantern: Illuminates dark areas.
  • Hero's Laurels: Replaces dodge roll with a short forward teleport for crossing gaps.

Equipment

Equipment items must be assigned to an action button to be used:

  • Stick: A weak starting melee weapon.
  • Sword: A more powerful melee weapon.
  • Magic Dagger: Fires a short-range freezing ice projectile, consuming MP.
  • Wand: Fires a magic projectile, consuming MP. Can freeze enemies if used with the Magic Dagger.
  • Magic Orb: Launches a grappling hook to pull the player to hooks/tuning forks or enemies to the player. Consumes MP when used on enemies.
  • Gun: Fires a wide spread of projectiles, effective against multiple enemies. Consumes MP.
  • Hourglass: Slows time for everything, consuming MP while active.

Single Use Items

These items are consumed upon use and must be assigned to an action button:

  • 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. (Cannot be bought)
  • Effigy: Provides an increasing amount of coins when used. (Cannot be bought)
  • Red Fruit: Replenishes HP. (100)
  • Blue Fruit: Replenishes MP. (150)
  • Golden Coin: Used near a well to make a wish, granting an additional card slot after multiple wishes. (999, limited stock)
  • Hot Pepper: Temporarily boosts attack power. (Cannot be bought)
  • Ivy: Temporarily boosts SP. (90)
  • Lure: Creates a decoy to distract enemies. (150)

Cards

Cards provide passive effects when equipped in a card slot:

  • Anklet: Increases movement speed.
  • Aura's Gem: Increases parry window 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 for the Magic Dagger.
  • Flame Sword: Hitting enemies with the Sword lights them on fire, but reduces player HP to 1.
  • Inverted Ash: Potion flasks restore MP instead of HP.
  • Louder Echo: Increases range and duration of the stun effect from collecting echoes.

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