The Wanderer (Rev. 22)

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Last updated: Exalt Version 2.2.1.0 (Jan 2022)
The Wanderer

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.

Contents


Stats

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

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Difficulties

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

Dungeons

Here are all the dungeons and the version of the Wanderer that can appear in each:

Easy:

Pirate Cave
Forest Maze
Spider Den
Forbidden Jungle
The Hive
Candyland Hunting Grounds
Snake Pit
Ancient Ruins
Magic Woods
Sprite World
Cave of A Thousand Treasures
Mad Lab
Manor of the Immortals
Puppet Master’s Theatre
Abyss of Demons
Cursed Library
Toxic Sewers
Undead Lair

Mid:

The Crawling Depths
Davy Jones’ Locker
Haunted Cemetery
Ice Tomb
Oryx’s Chamber
Oryx’s Chamber
Chicken Chamber
Malogia
Untaris
Katalund
Ice Cave
The Machine
Mad God Mayhem
The Inner Workings
Puppet Master’s Encore
Belladonna’s Garden
Woodland Labyrinth
Ocean Trench
Oryx’s Castle
Tomb of the Ancients
Forax
Lair of Draconis
Mountain Temple
Parasite Chambers
Wine Cellar
Wine Cellar
Cnidarian Reef
Deadwater Docks
High Tech Terror
Lair of Shaitan
Secluded Thicket
The Third Dimension

Hard:

Fungal Cavern
Cultist Hideout
The Nest
Crystal Cavern
Lost Halls
The Shatters
The Void
Oryx’s Sanctuary


Combat

Attacks (Easy)

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
Wanderer Purple Axe Projectile 75 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Circle Turn: 40° after 1 second
Wanderer Blue Axe Projectile 80 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Circle Turn: -40° after 1 second
Wanderer Purple Axe Projectile 50 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Circle Turn: 40° after 0.5 seconds
Wanderer Blue Axe Projectile 70 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Circle Turn: -40° after 0.5 seconds
Armor Pierce Bullet 50 1 ? Amplitude: 4
Frequency: 1
Wanderer Big Sword Projectile 50 4 8.8 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Wanderer Big Sword Projectile 60 6 ? Piercing Shots hit multiple targets
Amplitude: 1
Frequency: 2
Wanderer Big Axe Projectile 75 5 10 Piercing Shots hit multiple targets
Faces direction
50 Red Down Arrow Slowed for 1.5s 6 18 From Wanderer Sword
Wanderer Sword Projectile 50 Red Down Arrow Slowed for 1.5s 9.5 28.5 From Wanderer Sword

Attacks (Mid)

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
Wanderer Purple Axe Projectile 100 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Circle Turn: 40° after 1 second
Wanderer Blue Axe Projectile 150 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Circle Turn: -40° after 1 second
Wanderer Purple Axe Projectile 50 12 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Circle Turn: 40° after 0.5 seconds
Wanderer Blue Axe Projectile 100 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Circle Turn: -40° after 0.5 seconds
Armor Pierce Bullet 120 1 ? Amplitude: 4
Frequency: 1
Blue Bolt 50 4 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Acceleration: -20 tiles/sec2 after 0.15s
Max. Speed: 0.2
Circle Turn: 40° after 0.2 seconds
Red Bolt 50 4 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Acceleration: -20 tiles/sec2 after 0.15s
Max. Speed: 0.2
Wanderer Big Sword Projectile 50 4 8.8 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Wanderer Big Sword Projectile 150 6 ? Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Amplitude: 1
Frequency: 2
Wanderer Big Axe Projectile 160 5 10 Piercing Shots hit multiple targets
Armor Piercing Ignores defense of target
Faces direction
100 Red Down Arrow Slowed for 1.5s 6 18 From Wanderer Sword
Wanderer Sword Projectile 100 Red Down Arrow Slowed for 1.5s 9.5 28.5 From Wanderer Sword

Attacks (Hard)

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
Wanderer Purple Axe Projectile 100 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Circle Turn: 40° after 1 second
Wanderer Blue Axe Projectile 150 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Circle Turn: -40° after 1 second
Wanderer Purple Axe Projectile 50 12 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Circle Turn: 40° after 0.5 seconds
Wanderer Blue Axe Projectile 100 9 ? Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Circle Turn: -40° after 0.5 seconds
Armor Pierce Bullet 200 1 ? Amplitude: 4
Frequency: 1
Wanderer Big Sword Projectile 150 6 ? Piercing Shots hit multiple targets
Amplitude: 1
Frequency: 2
Wanderer Big Axe Projectile 160 5 10 Piercing Shots hit multiple targets
Faces direction
Wanderer Big Sword Projectile 200 4 8.8 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.2s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.25s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.3s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.35s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.4s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.45s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.5s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.55s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.6s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.65s
Max. Speed: 0.1
Wanderer Big Sword Projectile 120 0 9.51 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Armor Piercing Ignores defense of target
Acceleration: 100 tiles/sec2 after 0.7s
Max. Speed: 0.1
Wanderer Big Sword Projectile 180 0 22 Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
100 Red Down Arrow Slowed for 1.5s 6 18 From Wanderer Sword
Wanderer Sword Projectile 200 Red Down Arrow Slowed for 1.5s 9.5 28.5 From Wanderer Sword

Behavior

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 Medium mode and Hard mode adding in secondary attacks. The Wanderer uses only a few phases every encounter, and only changes phase when she is damaged enough.

Main Attacks

These are the basic attacks that the Wanderer uses for every encounter.

Sword Flurry

“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.

Chase

“Running away? Cowards!”
The Wanderer begins chasing the nearest player. She will 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 a ring of small pink parametric shots after every 2 slashes of shots.

Shapes

“Dodge this!”
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.

Secondary Attacks

These are the attacks that the Wanderer uses during Medium and Hard mode. They happen in conjunction with the Wanderer’s main attacks.

Sword Toss

The Wanderer will throw out large brown indestructible swords along with an AOE attack upon impact. The sword will then start flashing purple and begin periodically shooting out a burst of blue shots before randomly returning to the boss.

Sword Shield

To clarify, the Wanderer does not wield an actual shield. Instead, the Wanderer spawns 4 small destructible orbiting swords that protect the boss. The swords also reflect shots back at the player, similar to The Forgotten King’s reflect stance.

Hard Mode Main Attacks

The Wanderer will use new, much more difficult attacks that are exclusive to Hard Mode.

Slashes

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.

Charge

“Read? Set. Chaaarge!”
The Wanderer will quickly charge at the nearest player in a straight path. At the same time, she will shoot out a fast moving arrowhead of small swords that move in front of her. The Wanderer stops either when she hits a wall or reaches a certain distance.

Difficulties

The Wanderer has the same basic attacks for every encounter. The difference is that with each difficulty, the Wanderer becomes more powerful and has extra hazards.

Easy Mode

There is nothing much in this difficulty. The Wanderer simply uses her 3 basic attacks, only using at least 2 per encounter.

Medium Mode

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 has secondary attacks. These attacks occur along with the Wanderer’s normal phases.

Hard Mode

There are much more changes in Hard Mode. Shots do more damage and boss has more HP of course. The Wanderer also now has more main attacks at her disposal, that are exclusive to this difficulty, along with still using secondary attacks.

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Drops

Easy

Mid

Hard

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Tips and Strategies

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.

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