Vagrant researcher here. I've made most of the recent discoveries regarding their specifics. I'm taking a little break from my Vagrant research, but most of what I know is currently detailed in the linked thread above.
I have a couple clarifications based on recent testing not yet shared in the other thread, as well as my own thoughts-
steveswede wrote:So we know for a fact there are four different vagrants with most people understanding that there are good and bad ones due to one pair being aggressive while the other pair runs away from the player and digs into the ground much like the crystal lizards (A rumour as I have never seen this type of vagrant when playing).
This is true and can be confirmed as a fact, not a rumor. It doesn't literally dig into the ground, but it runs away and disappears just like a crystal lizard (also having no attacks of any kind). I've made a lot of them spawn, here's just a couple of them:http://i.imgur.com/7X38Bft.jpghttp://i.imgur.com/MgG3ubP.jpg
I haven't been able to capture video of them yet, but here is a video someone else has showing how it disappears:https://www.youtube.com/watch?v=_Mcemn4KQC0
steveswede wrote:Since more info has surfaced over the years it appears that the bad vagrant is spawned by players losing humanity from their humanity counter permanently while the good vagrant is spawned by people dropping unwanted items... With this in mind I think it could be an idea to start naming bad vagrants humanity vagrants and the good vagrants item vagrants as this gives a better understanding what these vagrants are all about.
I agree with that naming idea, only problem is that "Evil" and "Good" are official names for referring to the two different types, so they've already stuck in the community. Both the Future Press Guidebook and in-game data refer to them as Evil/ Good.
But if they didn't have these names already, I'd strongly prefer calling them Humanity Vagrants and Item Vagrants. It'd clear up a lot of confusion, especially since a lot of people wrongly get the impression that their type (Evil vs Good) has something to do with their color, when it doesn't. People sometimes see a White Evil vagrant and think it's good because it's white, or they'll see a Red Good and think it's evil because it's red, both of which are wrong. If people named them after what they dropped (Humanity vs. some other random Item), this confusion would probably have happened less often.
The good news is, people seem to be reading up on them more now and identifying them correctly.
steveswede wrote:...while the good vagrant is spawned by people dropping unwanted items (like black Knight weapons when farming chunks in the Kiln).
Regarding the Black Knight Weapons, I'm not yet sure if those work in that situation (in the Kiln). Right now my guess is that they actually wouldn't, because people don't seem to report Drift Item bags or Good Vagrants in the Kiln (zero screenshots or video of one there as of yet), and people abandon their excess Black Knight weapons all the time there.
The other reason I think it might not work, is that based on my preliminary testing of weapons for spawning Good Vagrants (I have a lot more I need to do), I believe that only weapons upgraded past a certain point are viable items. I didn't test black knight weapons yet, but for regular path items it appears so far that +15 and +14 items can work, while un-upgraded will not. I didn't test un-upgraded twinkling titanite gear, but fully upgraded gear in that path seems to be viable as well. I also have no idea where it does / doesn't work-- I'm not saying the cutoff is at +14, that's as low as I tested so far, asides from armor which was +10 or +5.
Nothing much set-in-stone to say about weapons and armor, but based on a limited amount of testing the best current guess I have is that:
-"Regular Gear" (stuff that upgrades with titanite shards initially) results in Drift Item bags containing a titanite Shard.
-"Special Gear" (stuff that upgrades with twinkling titanite) results in Drift Item bags containing a Rubbish.
I think this pattern will hold up, because I've seen it a bunch of times. The question is, does all gear need to be upgraded past a certain point to work, and is all gear viable? The items I've seen return Drift Item bags so far haven't appeared to be particularly special, so it seems that even ordinary weapons and armor may work.
Also, it doesn't matter if you go down a different path with the "regular" gear. If you make it lightning, divine, occult, magic, etc, those all also result in Drift Item bags containing a titanite Shard. So far, the only distinction appears to be for gear that gets upgraded by Twinkling titanite, not all the different paths individually.
Testing weapons and armor is a lot more tedious and difficult than testing consumables, unfortunately. When I say I've only put in preliminary testing on it, that means I've already worked on it for probably 7-8 hours or so.
More coming in another post! ...