Vigor



Vigors are the primary abilities that Booker DeWitt acquires in BioShock Infinite. Similar to Plasmids, they grant the user access to extraordinary abilities, and are powered by a single resource: Salts. As with Plasmids, Vigors do cause notable side effects, visible on the user's arm. Every Vigor has an alternate use activated by charging the Vigor, ranging from enhanced attacks to stationary traps. There are a total of eight Vigors, each of which can be upgraded twice over the course of the game at the Veni! Vidi! Vigor! vending machines scattered throughout Columbia.

Behind The Scenes

 * These abilities are ingested, unlike their Plasmid counterparts, which are injected.
 * If the player does not pick up Vigor bottles when they first appear, they can purchase them later for 150 Silver Eagles or could be found in other areas.
 * It was only up until the 2012 Beast of America trailer that showed heavily physical side effects to the player's flesh while using Vigors during gameplay, while the previous trailers and gameplay demos only had a normal arm with minimal Vigor effects. The effect in the trailer is from the game itself, it's the first vigor Devil's kiss.
 * An early concept in The Art of BioShock Infinite shows small modules attached to the player's hands which were used to inject the fluids of the various Vigors into the user when casting them. One appears to have a hummingbird dipping into a small vessel containing the Vigor. Another shows a mosquito-like construct injecting it into the user.
 * Vigors are often referred to as Plasmids in the in-game files of BioShock Infinite. Devil's Kiss is in some places named Incinerate!, and there are several references to the Enrage Plasmid instead of the Possession Vigor (also called Mesmerize).
 * The strongest contrast between Vigors and Plasmids is that Vigors do not appear to slowly drive the user insane from overuse as was a key plotpoint of Bioshock.