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The Wanderer is the Item oriented class for using Traps. Although Debuff Duration reduction is a very good effect, the amount granted by this class is not enough by itself to remove most ailments in one turn.


Name Effect Requirement
Wanderer

[Traps] +1
Skill [Survivalist]

STR 47 or INT 47
Expert Wanderer

[Traps] +1
[Added Effect] Occurrence +1
Skill [Survivalist]

STR 49 or INT 49
Adept Wanderer

[Traps] +2
[Added Effect] Occurrence +1
Debuff Duration -1
Skill [Survivalist]

STR 51 or INT 51
Master Wanderer

[Traps] +3
[Added Effect] Occurrence +2
Debuff Duration -1
Skill [Survivalist]

STR 53 or INT 53
Lordly Wanderer

[Traps] +4
[Added Effect] Occurrence +3
Debuff Duration -2
Skill [Survivalist]

STR 56 or INT 56
Legendary Wanderer

[Traps] +5
[Added Effect] Occurrence +4
Debuff Duration -3
Skill [Survivalist]

STR 61 or INT 61


How to Obtain:
Like most Item related classes this one is very easy to obtain, the only thing to watch out for is to not have Herbs as a significant Item skill as that will lead to Scout before the Rank 5 stat requirements are met.

X360: Units can only either start in the class, or change from another Item + Combat class (Scout).


Upgrade Options:
The easiest upgrades from this class are the Item-related ones:

Changing into the Mystic + Combat classes from here will require training Mystics to become a significant skill group. Since those classes also require high Wield Style levels, this means raising both Mystics and Weapons above Items unless only normal attacks are used.

Training Wards is another option. The class obtained will depend on STR or INT significance, and meeting the skill requirements:

X360 Upgrade Options:
Upgrade options are very limited:

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