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Last updated: Exalt Version 2.2.1.0 |
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The Wanderer is a special boss enemy that appears in dungeons for specific events. The boss will appear in one of three increasingly difficult forms depending on the difficulty of the dungeon she spawns in.
HP: 12,000 (easy) / 75,000 (mid) / 90,000 (hard)
DEF: 20
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
Easy: Although this version of The Wanderer is the easiest, for new player or early ppe’s, this can be a game-ender. Because it is a dungeon modifier, it can spawn in any dungeon, including a pirate cave. Easy mode is in every dungeon all the way up to Ancient Ruins
Medium: This version of The wanderer is the mode you shall see the most often. It is from modifierers in all godlands dungeons and most epic dungeons.
Hard: Hard mode gets a huge jump in difficulty in everything, from its charge to swords. It is also the most coveted Wanderer because it drops T13 and T14 armor, which usually only drop from O3 and other endgame dungeons, such as The Shatters
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 |
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50 | Slowed for 1.5s | 6 | 18 | From Wanderer Sword | |
50 | Slowed for 1.5s | 9.5 | 28.5 | From Wanderer Sword |
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 |
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100 | Slowed for 1.5s | 6 | 18 | From Wanderer Sword | |
100 | Slowed for 1.5s | 9.5 | 28.5 | From Wanderer Sword |
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
---|---|---|---|---|---|
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 |
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100 | Slowed for 1.5s | 6 | 18 | From Wanderer Sword | |
200 | Slowed for 1.5s | 9.5 | 28.5 | From Wanderer Sword |
The Wanderer first appears when stepping out of 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 phases to choose from. She uses the same 3 phases throughout all her forms, with easy and Medium mode adding in hazards to the phases and only Hard mode having its own phase(s). The Wanderer uses 2 phases every encounter, and only changes phase when she is damaged enough.
“Sword Flurry!”
The Wanderer moves to the middle of the room and begins shooting out 6 tentacles of swords; 3 from the Wanderer herself that have 2 lines of shots making up each tentacle, and 3 spawning from farther away that curve and converge at the Wanderer which are all 1 line of shots each. Note that if an outer tentacle hits a wall, its shots will be blocked, creating a gap in between the outer tentacles.
“Running away? Cowards!”
The Wanderer begins chasing the nearest player. She will occasionally choose from 2 shotguns; a line comprised of blue shots and a line comprised of pink shots. The shots that make up the shapes rotate around their origin depending on their color. Pink shots rotate clockwise. Blue shots rotate counterclockwise. Also, the pink shots armor pierce.The Wanderer will also shoot out an EP blast of small pink shots every 3 seconds.
The Wanderer moves to the middle of the room, this time shooting out large shapes of pink and blue colored shots. The shots still function similarly to the ones from Chase, only there are more shots and varying shapes. The shape of the shots also determines how far out the shots will go before rotating. A pink pentagon shape will rotate close to the Wanderer, while a large circle of pink shots will rotate at a farther distance. Same goes for blue shots, albeit with different shapes. Blue arrows will rotate close to the Wanderer, while blue squares will rotate at farther out. Another thing to note is that different shapes of colored shots will either armor pierce or not. Pink circles will armor pierece, but pink pentagons will not. This also applies to the blue shots. Blue squares don’t armor pierce, but blue arrows will.
There is nothing much in this difficulty. The Wanderer simply uses her 3 basic attacks. However, she also uses an extra hazard. After using 2 of her attacks, she will spawn 4 swords that do not attack and act simply as a shield. They can be destroyed too. Note that the Wanderer also does not attack back, instead simply following the player.
The boss behaves similarly to her Easy Mode version. Her attacks do more damage and she has more HP and DEF of course. However, she now spawns the 4 small destructible swords at the beginning of her second phase. They also now attack the player.
There are much more changes in Hard Mode. Shots do more damage of course. However, there is also a new hazard; the Wanderer will occasionally throw out a large brown indestructible sword, which is also activates an AOE attack upon impact. It will then occasionally shoot out an EP blast of blue shots, before despawning after a short amount of time. Hard mode also has its own phase(s?).
TBD
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 EP 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. Althought, 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. Finally, 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.