BioShock infinite Vigors

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Vigors are sort of magical potions of the Bioshock Infinite’s world. After drinking them the protagonist – Booker gains a super power for a short amount of time. There are in total of eight vigors available – all granting different powers and useful in different situations. The power source of vigors are salts which can be found raw or in special foods. The side effects are short hallucinations after intaking a new vigor that Booker hasn’t tried before. The results of drinking one are various: from increased damage to levitating your enemies and throwing them away. You can either locate the vigors by exploring Columbia or buy them from the vending machines. Oh, must I forget (now I won’t) remember that two vigors can be combined and a superpowerful ability can be born.

Here in this article we will give you a short brief about the vigor. Where to get it, what is the effect, how is it deployed and etc. So let’s get to it shall we?

 

 

Bucking Bronco: for a short period of time enemies can be flung in to the air, making them open for attack. Deploys the vigor as a static trap, raising the nearby enemies. You get this vigor at the very end of a corridor in the Hall of Heroes location.

Charge: CHAAAARGE! Turns Booker into a ram which rams the target location/enemies causing them to fly in the air. If the vigor is charged the damage of this effect increases. Charge is acquired after returning to Fink Manufacturing while fighting alongside Vox Populi

 Devil’s kiss: Shoots a flaming projectile which explodes, covering the nearby enemies in flames and exploding nearby hazards. If charged, the vigor deploys as a static trap, burning nearby enemies with higher damage. Is acquired by Booker after killing a Fireman and leaving the Square.

Murder of Crows: Sends a flock of murderous and blood thirsty crows that surround the enemies, damage them and distract them. When charged deploys the vigor as a static trap and when triggered it releases a large group of crows on to the enemies. Acquired after killing Zealot of the Lady at Raven’s Order HQ.

 Possession: Turns the targeted machine to the side of the vigor user. It causes vending machines to give cash and other machines to fight on the player side. You can upgrade this vigor to take control of human AI and abuse it as well. When charged it deploys as a trap and possesses all surrounding enemies. It is given to Booker at the fair.

 Return to Sender: Creates a shield that blocks all damage from guns. While charging it absorbs all incoming bullets and when released it either acts as a stationary trap or explodes after a direct contact with the enemy in proportion to the absorbed damage. It is gained in the bar after discovering the secret room in it.

 Shock Jockey: Sends a shock of electricity stunning the enemy and doubling the damage for a short while. Also if the enemy contacts water it can become deadly. You can also use electric generators to your advantage. When charged it acts as a static electric field shocking everyone approaching. Acquired at the Hall of Heroes.

Undertow: Throws all of your targets in front of you backwards with a watery gush, knocking them to the floor if they hit it. When charged it pulls the targeted enemy towards Booker with a tentacle made of water stunning them for a while and increasing the damage done. It is gained in Jeremiah Fink’s office.

 

 

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