Need unlock or character-mechanic details? See the Vlad Guide for the passive and starting weapon.
Frequent on-hit healing via Bloody Tome + fast melee; Blood Magic scales Max HP on kills.
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Fast hits to trigger on-hit healing; Blood Magic for long-run Max HP scaling
Vlad’s signature weapon. On kill, Blood Magic has a chance to increase Max HP, giving strong scaling across a run. It does not provide healing by itself — your sustain comes from Bloody Tome and certain items.
Fast, consistent hits to trigger Bloody Tome’s on-hit life gain frequently. Excellent crowd control at close range.
Alternative melee if you prefer Katana’s pattern. Same idea: maximize hit frequency to fuel on-hit healing.
A pulsing damage field around you — many small ticks = many on-hit checks for Bloody Tome. Scales well with Size and Cooldown. Quantity does not create multiple Auras.
Reliable sustain first, then attack rate and damage; names and effects match in-game data
A common early plan is the so-called “Holy Trinity”: XP Tome → Luck Tome → Cursed Tome for faster levels, better drops, and early damage scaling. Strong but not mandatory — adjust to the run. Tomes Index »
On hit, has a chance to restore 1 HP. Stacking increases proc chance; at >100% it can double-trigger. This is the centerpiece of Vlad’s sustain. Aim to stack it early.
More attacks and Aura ticks per second = more on-hit checks. Synergizes with Bloody Tome and melee.
Boosts clear speed and boss damage. Indirectly improves sustain because you secure kills faster while Aura ticks more meaningfully.
Increases melee swings’ reach and Aura radius, improving hit coverage for steady on-hit healing.
Adds projectiles / extra swings for many weapons, but does not create multiple Auras. Take if it benefits your current weapon mix.
Real item effects; link to your items index for details
Healing on hit with an internal cooldown — pairs perfectly with fast melee and Aura ticks. Items Index »
Grants attack speed (unlocked via Cooldown Tome progress). More hits → more on-hit healing checks.
Reflects projectiles and provides brief invulnerability windows. A reliable defensive slot item.
Lifesteal with an attack speed penalty. Take it only if your hit frequency remains high enough.
Chance to heal on critical strikes — useful when your build already has decent crit access.
Static damage increase — helps clear waves and shorten danger windows; complements sustain.
Aegis is a weapon (not an item). If you want extra safety, you can swap Aura for Aegis in some runs: it blocks and counterattacks while you maintain Bloody Tome procs via melee. Aegis Page »
Measured progression based on in-game mechanics (data-correct)
Look for Bloody Tome early. A common opener is XP → Luck → Cursed to accelerate levels and drops. Grab a fast melee (Sword/Katana) and position safely while Aura/Bloody Tome come online.
Stack Bloody Tome for reliable on-hit healing. Add Cooldown so melee and Aura tick more often. Pick up Battery if offered. You should now stabilize even in dense packs.
Add Damage for faster clears; take Size for Aura radius/melee reach if needed. Slot a defensive pick like Mirror. Keep Blood Magic active to build Max HP via kills.
Maintain hit frequency (Cooldown + Battery) and finish core items. Consider Demonic Blade or Chonkplate depending on crit/attack-speed comfort. You should comfortably out-sustain most pressure.
Tune tomes to the map and boss patterns. If defense feels shaky, swap or add the Aegis weapon route. Otherwise push damage to shorten end-game waves.
Choose per drops and comfort; classifications fixed
| Category | Primary Choice | Alternatives |
|---|---|---|
| Signature Weapon | Blood Magic | None — keep for Max HP scaling |
| Melee DPS | Sword | Katana |
| Third Weapon | Aura | Aegis (defensive weapon) |
| Sustain Items | Slurp Gloves | Chonkplate, Demonic Blade |
| Defense (Item) | Mirror | Golden Shield |
| Attack Speed | Battery | — (Power Gloves is explosion-on-hit, not attack speed) |
| Damage | Gym Sauce | Demonic Soul, Brass Knuckles |
| Tome Cautions | Quantity does not create multiple Auras; prioritize Cooldown/Size for Aura builds. | |
Bloody Tome (on-hit life gain) and a few items (e.g., Slurp Gloves, crit-based Demonic Blade, trade-off Chonkplate). Blood Magic increases Max HP on kills; it is not the source of healing.
Aura provides many small ticks, generating frequent on-hit checks for Bloody Tome around you while you reposition. If you want more safety instead, consider the Aegis weapon.
No. Quantity adds projectiles/extra swings for many weapons but does not duplicate Aura. Use Size and Cooldown for Aura scaling.
A widely used start is XP → Luck → Cursed, then Bloody Tome, followed by Cooldown and Damage. Adjust to what the map and shops offer.