Wild Wanderer
★★★★★

Wild Wanderer

A weapon equipped by Endfield operators to significantly boost their combat capabilities.

Weapon Information

Attribute Preview

Wild WandererArts Unit

·Source

Acquisition Center: Arsenal Exchange


Initial Attributes (Base/Max)

Max Attributes (Base/Max)

Base ATK

42

411

Intellect Boost [M]

Intellect +16

1/3

Intellect +124

9/9

Electric DMG Boost [M]

Electric DMG Dealt +4.4%

1/3

Electric DMG Dealt +34.7%

9/9

Infliction: Wilderness Cluster

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +8.0% for 15s.

Effects of the same name cannot stack.

Arts Intensity +10.

1/4

Arts Intensity +28.

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +22.4% for 15s.

9/9

Upgrade

Tuning


Initial Attributes (Base/Max)

Cost

Base ATK

42

None

Intellect Boost [M]

Intellect +16

1/3

Electric DMG Boost [M]

Electric DMG Dealt +4.4%

1/3


Before Tune (Base/Max)

After Tune (Base/Max)

Base ATK

120

120

Intellect Boost [M]

Intellect +16

1/3

Intellect +28

2/5

Electric DMG Boost [M]

Electric DMG Dealt +4.4%

1/3

Electric DMG Dealt +4.4%

1/4


Before Tune (Base/Max)

After Tune (Base/Max)

Base ATK

203

203

Intellect Boost [M]

Intellect +28

2/5

Intellect +28

2/6

Electric DMG Boost [M]

Electric DMG Dealt +4.4%

1/4

Electric DMG Dealt +8.0%

2/6


Before Tune (Base/Max)

After Tune (Base/Max)

Base ATK

286

286

Intellect Boost [M]

Intellect +28

2/6

Intellect +41

3/8

Electric DMG Boost [M]

Electric DMG Dealt +8.0%

2/6

Electric DMG Dealt +8.0%

2/7


Before Tune (Base/Max)

After Tune (Base/Max)

Base ATK

369

369

Intellect Boost [M]

Intellect +41

3/8

Intellect +41

3/9

Electric DMG Boost [M]

Electric DMG Dealt +8.0%

2/7

Electric DMG Dealt +11.6%

3/9


Max Attributes (Base/Max)

Cost

Base ATK

411

None

Intellect Boost [M]

Intellect +41

3/9

Electric DMG Boost [M]

Electric DMG Dealt +11.6%

3/9

Skill & Activation

Skill Details & Essence


Intellect Boost [M]

Electric DMG Boost [M]

Infliction: Wilderness Cluster

RANK 1

Intellect +16

Electric DMG Dealt +4.4%

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +8.0% for 15s.

Arts Intensity +10.

Effects of the same name cannot stack.

RANK 2

Intellect +28

Electric DMG Dealt +8.0%

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +9.6% for 15s.

Arts Intensity +12.

Effects of the same name cannot stack.

RANK 3

Intellect +41

Electric DMG Dealt +11.6%

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +11.2% for 15s.

Arts Intensity +14.

RANK 4

Intellect +54

Electric DMG Dealt +15.1%

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +12.8% for 15s.

Arts Intensity +16.

Effects of the same name cannot stack.

RANK 5

Intellect +67

Electric DMG Dealt +18.7%

Effects of the same name cannot stack.

Arts Intensity +18.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +14.4% for 15s.

RANK 6

Intellect +80

Electric DMG Dealt +22.2%

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +16.0% for 15s.

Effects of the same name cannot stack.

Arts Intensity +20.

RANK 7

Intellect +92

Electric DMG Dealt +25.8%

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +17.6% for 15s.

Arts Intensity +22.

RANK 8

Intellect +105

Electric DMG Dealt +29.3%

Effects of the same name cannot stack.

Arts Intensity +24.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +19.2% for 15s.

RANK 9

Intellect +124

Electric DMG Dealt +34.7%

Arts Intensity +28.

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +22.4% for 15s.


Recommended Essence to infuse

Essence that contains at least one of the following stats is recommended:

Potential

Potential Phases

Infliction: Wilderness Cluster


Base/Max

Infliction: Wilderness Cluster

Potential 1

1/4

Arts Intensity +10.

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +8.0% for 15s.

Potential 2

2/5

Arts Intensity +12.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +9.6% for 15s.

Effects of the same name cannot stack.

Potential 3

3/6

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +11.2% for 15s.

Arts Intensity +14.

Potential 4

4/7

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +12.8% for 15s.

Arts Intensity +16.

Potential 5

5/8

Arts Intensity +18.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +14.4% for 15s.

Effects of the same name cannot stack.

Potential 6

6/9

Effects of the same name cannot stack.

When the wielder applies Electrification, the team gains Physical DMG Dealt and Electric DMG Dealt +16.0% for 15s.

Arts Intensity +20.

Profile

Basic Info


I met them in the wilderness.

They were not friendly at first. One of their Aldertones inspected my wounds and permitted me to stay until I became well enough to move on my own. The others, however, refused to converse with me. Perhaps this was the price that I had to pay for wearing a uniform of TGCC origin.

Their way of life left quite ... an impression on me. These people developed a unique culture centered around the idea of "simplicity". No. "Restraint" would be a better word. They might not have the best technology, but they made the most out of every material. These people crafted tools with a unique minimalist aesthetic — a style of beauty molded by the harsh and unforgiving wildlands of this untamed world.

I told them I was a crafter and it gave me a chance to take part in their work. Observing their craftsmanship up close gave me a rather shocking revelation — their weapons were fashioned using far less materials and simpler processes, but overall performance was only marginally less than our TGCC counterparts. This discovery made me realize that our designs actually have plenty of room for improvement.

I left the Circuit after spending three whole years with them, and they gave me honors befitting their own Aldertones. Deep down, I learned far more from the people of the Circuit than what I taught them in return.

Full profile

A weapon equipped by Endfield operators to significantly boost their combat capabilities.

An Arts unit developed by RAYTHEAN Industries. This particular weapon is known for its minimalist and lightweight designs. Making it requires only half of the materials needed to produce a standard-issue Arts unit.

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