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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 all 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.


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

  • Assassin: Requires One-Handed 15 and Swords 13, available at 53 STR or 53 INT.
  • Alchemist: Requires Shards as a significant Item skill, available at 53 STR or 53 INT.

To change into any of the Mystic+Combat classes (Deathknight, Ataraxian, Ninja) from here you need to train Mystic to be a significant skill group. Since those classes require high Wield Styles as well this means raising both Mystic and Weapons above Items unless you train with regular attacks only. Depending on whether your STR or INT is significant you can also get Gladiator or Commander by raising Wards.

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