Last updated: Exalt Version 3.0.0.0 (Aug 2022) |
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For the Wanderer fought as the final boss of the Hidden Interregnum, see this page.
The Wanderer is a special boss enemy that appears in dungeons if the Dungeon has the “Wanderer Boss” modifier active. The boss will appear in one of four increasingly difficult forms depending on the difficulty of the dungeon she spawns in.
HP: 2,500 (ultra easy) / 12,000 (easy) / 75,000 (mid) / 90,000 (hard)
DEF: 5 (ultra easy) / 20 (easy/mid/hard)
EXP: 80
Location: Various Dungeons
Level 1 Quest
Immune to Stasis
Immune to Paralyzed
Immune to Stunned
Immune to Dazed
Immune to Slowed
Counts towards God Kills
The “difficulty” that the Wanderer adopts depends on the difficulty of the dungeon she spawned in. As the difficulty increases, the boss gains higher stats and new attacks, but also drops higher-grade loot.
Ultra Easy:
Identical to the “baseline” Easy fight, but the Wanderer has significantly lowered stats to make the fight more appropriate for low-level players. She drops low-tiered gear.
Easy:
A basic fight with the Wanderer, with 3 possible attacks to contend with. Although she’s comparatively weak in this form, she can still spell the doom of underprepared players. She drops medium-tiered gear.
Mid:
The Wanderer gains massively increased HP and significantly increased damage on all of her attacks; she will also start using secondary attacks alongside her main attacks. In exchange, she now drops high-tiered equipment, up to and including Wine Cellar tops.
Hard:
The Wanderer gains another HP boost, but does not get a damage increase. Instead, she will gain access to two more main attacks that are much more dangerous than her other ones. In exchange, the Wanderer now drops even higher-tier equipment, notably including T13 Weapons and T14 Armor.
Wanderer’s difficulty in dungeons is shown below:
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
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30 | 7 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: 40° after 1 second |
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30 | 7 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: -40° after 1 second |
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30 | 7 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: 40° after 0.5 seconds |
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30 | 7 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: -40° after 0.5 seconds |
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15 | 1 | ? | Amplitude: 4 Frequency: 1 |
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25 | 4 | 8.8 | Shots hit multiple targets Shots pass through obstacles |
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20 | 6 | ? | Shots hit multiple targets Amplitude: 1 Frequency: 2 |
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25 | 5 | 10 | Shots hit multiple targets Faces direction |
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
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75 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: 40° after 1 second |
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80 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: -40° after 1 second |
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50 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: 40° after 0.5 seconds |
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70 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: -40° after 0.5 seconds |
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50 | 1 | ? | Amplitude: 4 Frequency: 1 |
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50 | 4 | 8.8 | Shots hit multiple targets Shots pass through obstacles |
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60 | 6 | ? | Shots hit multiple targets Amplitude: 1 Frequency: 2 |
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75 | 5 | 10 | Shots hit multiple targets Faces direction |
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
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100 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: 40° after 1 second |
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150 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: -40° after 1 second |
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50 | 12 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: 40° after 0.5 seconds |
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100 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: -40° after 0.5 seconds |
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120 | 1 | ? | Amplitude: 4 Frequency: 1 |
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50 | 4 | ? | Shots hit multiple targets Shots pass through obstacles Acceleration: -20 tiles/sec2 after 0.15s Max. Speed: 0.2 Circle Turn: 40° after 0.2 seconds |
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50 | 4 | ? | Shots hit multiple targets Shots pass through obstacles Acceleration: -20 tiles/sec2 after 0.15s Max. Speed: 0.2 |
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50 | 4 | 8.8 | Shots hit multiple targets Shots pass through obstacles |
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150 | 6 | ? | Shots hit multiple targets Ignores defense of target Amplitude: 1 Frequency: 2 |
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160 | 5 | 10 | Shots hit multiple targets Ignores defense of target Faces direction |
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
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100 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: 40° after 1 second |
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150 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: -40° after 1 second |
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50 | 12 | ? | Shots hit multiple targets Shots pass through obstacles Circle Turn: 40° after 0.5 seconds |
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100 | 9 | ? | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Circle Turn: -40° after 0.5 seconds |
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200 | 1 | ? | Amplitude: 4 Frequency: 1 |
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150 | 6 | ? | Shots hit multiple targets Amplitude: 1 Frequency: 2 |
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160 | 5 | 10 | Shots hit multiple targets Faces direction |
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200 | 4 | 8.8 | Shots hit multiple targets Shots pass through obstacles |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.2s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.25s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.3s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.35s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.4s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.45s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.5s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.55s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.6s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.65s Max. Speed: 0.1 |
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120 | 0 | 9.51 | Shots hit multiple targets Shots pass through obstacles Ignores defense of target Acceleration: 100 tiles/sec2 after 0.7s Max. Speed: 0.1 |
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180 | 0 | 22 | Shots hit multiple targets Shots pass through obstacles |
If the “Wanderer Boss” modifier is active in a dungeon, when the main boss of the dungeon is killed, the Wanderer appears from a pink portal shaped similarly to other dimensional portals such as the Sprite World and The Machine. She then begins to speak and flashes during her last line of dialogue before initiating one of her attacks.
“…did you already kill it? That was MY mark!”
“Where’s the thrill of the hunt now? The challenge?! Unless…”
“What better enemy than the predator of my prey? I challenge YOU!”
The Wanderer has multiple attacks to choose from. She uses the same attacks throughout all her forms, with Medium mode and Hard mode adding in more attacks. The Wanderer chooses a random main attack to start with, and switches to a different random one at 50% HP.
The Wanderer uses two of these basic attacks at random in every encounter.
Taunt: “Sword Flurry!”
The Wanderer moves to the middle of the room and begins shooting out 6 tentacles of swords; three 2-shot-wide ones from the Wanderer herself, and three curving 1-wide ones spawning from farther away that converge on the Wanderer. Note that if an outer tentacle hits a wall, its shots will be blocked, creating a gap in between the outer tentacles.
Taunt: “Running away? Cowards!”
The Wanderer begins chasing the nearest player. She alternately fires aimed bursts of blue or pink shots, which rotate counterclockwise or clockwise around their firing position respectively. Every two bursts, the Wanderer also releases a ring of purple orbs that oscillate around their position of firing.
Taunt “Dodge this!”
The Wanderer moves to the middle of the room and starts firing out large shapes of pink and blue shots that curve and spin around her; the pink shots revolve around her clockwise, while the blue shots revolve counterclockwise. She will fire pink pentagons and blue arrows that rotate close to her, alongside pink circles and blue triangles that rotate at a farther distance.
These are the supplementary attacks that the Wanderer uses during Medium and Hard mode. They happen in conjunction with the Wanderer’s main attacks and are chosen at random, although the Wanderer can freely switch secondary attacks in the middle of a phase.
The Wanderer will throw out large brown indestructible swords aimed at nearby players. Upon landing, the swords create a red AoE attack upon impact and periodically fire rings of Slowing lightning spirals. The swords will disappear after being active for enough time.
The Wanderer spawns 4 small destructible orbiting swords that protect the boss by blocking shots. The swords also reflect shots back at the player by retaliating against attacks with blade projectiles, similar to The Forgotten King’s reflect stance.
In Hard mode, the Wanderer will gain access to new, more difficult main attacks.
Taunt: TBA
The Wanderer will spawn two stagnating, fast moving, accelerating rows of small swords. She will then shoot out three normal rows of swords, starting with 3, then adding 2 more with each consecutive slash. The Wanderer will repeat this attack while simultaneously keeping her distance from players.
Taunt: “Ready? Set. Chaaarge!”
The Wanderer will quickly charge at the nearest player in a straight line, firing arrowheads of sword projectiles in front of her while throwing pairs of red AoE bombs behind her. The Wanderer stops either when she hits a wall or charges a certain distance.
Spawns:
Wanderer Sword
Wanderer Sword Blocker
Backpack | |||
Wine Cellar Incantation | |||
Mystery Stat Pot | |||
Loot Tier Potion | Loot Drop Potion | ||
Potion of Max Level |
Whenever the small brown swords spawn around the wanderer, try to kill them as fast as possible so the group can deal damage. Also, do not stand on big brown swords. They will instantly kill you, if not, then shred through a massive amount of your HP, as they shoot out many shots that can stack up. You can tell when they’re about to shoot out the blast of shots when they start flashing purple. If you see a big brown sword, get as far away as possible. This means you must pay attention to the ground for any swords you might be standing on as they can blend in with the ground if you are not careful.
For Sword Flurry, simply rotate. If there are walls or pillars blocking the outer tentacles of swords the phase might be easier, but if not then you must rotate. During Chase, drag the Wanderer around the edges of the room so you won’t run out of space. Also, keep your distance from the Wanderer so you have more time to dodge shots. Additionally, the blue and pink shapes of shots will hit any walls, and since you’re always moving away from the Wanderer, you won’t get hit as they’ll rotate away from you. However, this can be more difficult if there are other players nearby, as the shapes could shoot out then rotate in your direction. Remember that blue shots rotate counterclockwise and pink shots rotate clockwise, so if you see the color of the shot, attempt to move away from its line of rotation.
Same goes for Shapes, just pay attention to the color. Although, it’s actually beneficial to move towards rather than away from the direction of the shape as it moves so that you don’t get hit by the shape during its path. Additionally, if you’re having a hard time dodging the pink and purple shots, remember which shots armor pierce so you can tank the ones that don’t. As for the Hard Mode phases, for Slashes, keep your distance as the Wanderer will also keep her distance from the player, meaning ranged classes can have an easier time pushing in.
For Charge, always preemptively sidestep the Wanderer’s charges. Leading her into walls may help control her movement.