Risk of Rain 2 Wiki
Wandering Vagrant
Gentle Protector
Health 2100 (+630 per level)
Health Regen 0 (+0 per level)
Damage 6.5 (+1.3 per level)
Speed 6 m/s
Armor 15
Family Jellyfish
Internal
Name Vagrant

The Wandering Vagrant is a returning Boss Monster in Risk of Rain 2, and is part of the Jellyfish
HP: 60 (+18 per level)
Damage: 5 (+1 per level)
Class: Self-Destruct
Speed: 10 m/s
Armor: Unknown
Wandering Vagrant
Gentle ProtectorHP: 2100 (+630 per level)
Damage: 6.5 (+1.3 per level)
Class: Ranged
Speed: 6 m/s
Armor: 15
Jellyfish monster family. Being a Boss, the Wandering Vagrant may be encountered after initiating a stage's Teleporter Event. It can otherwise spawn naturally during higher difficulties.

Environments[]

  • Survivors of the Void - DLC Content
    Aphelian Sanctuary is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Aphelian SanctuarySurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Aphelian Sanctuary (Stage 2)
    Cleansing Center
    You dream of clarity.

  • Bulwark's AmbryBulwark's Ambry (Hidden Realm)
    Hidden Realm: Bulwark's Ambry
    The area consists of block-shaped platforms, with the Artifact Reliquary in the center.
  • Distant RoostDistant Roost (Stage 1)
    Ground Zero
    You dream of waves, crashing on cliffsides.

    Spires of earth jut through the fog and unknown avian creatures circle far peaks guarding their broods.
  • Seekers of the Storm - DLC Content
    Disturbed Impact is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Disturbed ImpactSeekers of the Storm - DLC Content
    This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Disturbed Impact (Stage 1)
    Meter of the Restless
    You dream of stabbing shards.

  • Seekers of the Storm - DLC Content
    Prime Meridian is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Prime MeridianSeekers of the Storm - DLC Content
    This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Prime Meridian (Stage 4)
    Relic of the False Son
    -

    -
  • Seekers of the Storm - DLC Content
    Reformed Altar is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Reformed AltarSeekers of the Storm - DLC Content
    This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Reformed Altar (Stage 2)
    Shadow of the Savior
    You dream of refuge.

  • Seekers of the Storm - DLC Content
    Shattered Abodes is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Shattered AbodesSeekers of the Storm - DLC Content
    This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Shattered Abodes (Stage 1)
    Ground Zero
    You dream of lost poetry.

  • Survivors of the Void - DLC Content
    Siphoned Forest is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Siphoned ForestSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Siphoned Forest (Stage 1)
    Ground Zero
    You dream of fire and ice.

    The map is blanketed in a layer of snow, with large trees surrounded by platforms spanning multiple levels.
  • Siren's CallSiren's Call (Stage 4)
    Ship Graveyard
    You dream of wind.

  • Sundered GroveSundered Grove (Stage 4)
    Dormant Locus
    You dream of violent growth.

    Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins.
  • Titanic PlainsTitanic Plains (Stage 1)
    Ground Zero
    You dream of rolling hills.

    Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland.
  • Verdant FallsVerdant Falls (Stage 1)
    Ground Zero
    You dream of sweet fruits, and bitter promises.

    Gigantic plants with vines and roots. Water running down their massive leaves fills the ground with pools of water.
  • Seekers of the Storm - DLC Content
    Viscous Falls is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Viscous FallsSeekers of the Storm - DLC Content
    This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Viscous Falls (Stage 1)
    Ground Zero
    You dream of falls, erupting from the flora.

    Gigantic plants with vines and roots. Water running down their massive leaves fills the ground with pools of water.
  • Void FieldsVoid Fields (Hidden Realm)
    Cosmic Prison
    Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
  • Wetland AspectWetland Aspect (Stage 2)
    Rehabilitation Zone
    You dream of twisting roots.

    Full of ruined stone structures and swampy areas filled with water.
  • Part of the Jellyfish
    HP: 60 (+18 per level)
    Damage: 5 (+1 per level)
    Class: Self-Destruct
    Speed: 10 m/s
    Armor: Unknown
    Wandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    Jellyfish Family Event
  • Other Environments with the Artifact of DissonanceDissonanceMonsters can appear outside their usual environments.
    Code:
    ●■■
    ■■■
    ■■●
    enabled

Skills & Behavior[]

Primary: Orb Volley[]

The Vagrant fires 6 orbs in a span of 2 seconds towards its target. These orbs travel at 80m/s and explode upon impact with a blast radius of 8m and a sweet spot damage falloff. The orbs can be blocked by Captain's Defensive MicrobotsDefensive Microbots (Passive)Passively gain Microbots that shoot down nearby enemy projectiles. Drones are also given Microbots.
Survivor: Captain
.

The skill deals 6 x 400% damage and has a cooldown of 10s. Each orb has a proc coefficient of 1.0.

Secondary: Homing Orb Bomb[]

The Vagrant charges up a larger orb beneath itself for 2 seconds (scales with attack speed). Unlike the orbs launched in the Orb Volley, this orb moves slowly at 10m/s, but will home in on its target. The resulting explosion is much larger with a blast radius of 15m and a sweet spot damage falloff. This skill has an ending lag of 2 seconds, which also scales with attack speed.

This orb has 75 health, and as such players can attack and destroy it, triggering any on-kill effects they have. The orb will still explode if destroyed this way, so players should take care to attack it from a safe distance. After 12 seconds without an impact, the orb will self-explode on the spot. This attack can also be blocked by Defensive Microbots.

The skill deals 600% damage, has a cooldown of 12s, and has a proc coefficient of 1.0.

Special: Genesis Supernova[]

A large sphere of light emanates from the Vagrant as its body slowly brightens. After 4 seconds (scales with attack speed), the Vagrant creates a colossal explosion centered on itself, inflicting critical damage on any players or drones within an 80m radius. If the player can't run away fast enough, they can avoid taking damage by breaking line of sight with the Vagrant.

The skill deals 2000% damage, has a cooldown of 15s, and has a proc coefficient of 3.0. The explosion can knock the player with a force of up to 4000, depending on how close they are from the center of it.

Behaviors[]

  1. Use special: the Vagrant must be within 60m from its target and have less than 25% health.
  2. Use secondary: the Vagrant must be within 15-100m from its target, have line of sight, and have less than 95% health.
  3. Use primary: the Vagrant must be within 15-100m from its target and have line of sight.
  4. Chase: no requirements. Due to some of the following behaviors having a minimum of 15m of distance, if the player stands on top of the Vagrant's head, it may cause it to continuously fly higher in an effort to get "closer" to the player while not attacking. Likewise if the player manages to stand under the Vagrant, it will stay put, hovering over the player in an attempt to close the distance. Neither of these strategies will stop it from using its special ability when under 25% health though.

Loot[]

Main article: Genesis Loop

If the Wandering Vagrant is the Teleporter Boss, there is a 15% chance for the Uncommon item (that drops as a reward for defeating the Wandering Vagrant) to be replaced by its Boss item, the Genesis LoopGenesis Loop
Fire an electric nova at low health.

Falling below 25% health causes you to explode, dealing 6000% base damage. Recharges every 30 / (2 +1 per stack) seconds .
.

Tips[]

  • It's advisable to keep a safe distance from Wandering Vagrants, at least until a decent amount of movement items are acquired. Besides the obvious danger of the boss' Supernova attack, it is difficult for survivors to remain unscathed by the Orb Volley when fighting up close, even if sprinting.
  • It pays to have a good understanding of Environments. Similar to the Stone Titan'sStone Titan
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    Eye Laser, the Vagrant's Supernova can be dodged if players are able to hide behind an object and break line of sight. However, unlike the Stone Titan, the Vagrant's airborne nature makes finding suitable cover more difficult, and its superior mobility may force players to adjust their positioning as the fight goes on.
  • Although Vagrants remain almost completely stationary most of the time (given the long range of their attacks), they can still move to slowly follow a target that gets too far away. When they do, they can generally move unimpeded given how high above the ground they are, so fleeing from a Vagrant might prove deadly if there isn't enough cover to duck behind.
  • It is possible for Survivors with enough mobility (such as MercenaryMercenaryThe Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat.
    Class: Melee
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Armor: 20
    Umbra: Hired Blade
    or LoaderLoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
    Class: Melee
    HP: 160 (+48 per level)
    Damage: 12 (+2.4 per level)
    Armor: 20
    Umbra: Bionic Powerhouse
    ) to stand on top of the Vagrant and attack it from above. This is a decent strategy, as neither the Vagrant's Orb Volley nor Orb Bomb can reach a target standing on top of it. However, it is recommended to keep at least one movement skill charged and ready, in the event that the Vagrant suddenly begins to detonate.
    • This strategy is especially effective as Loader, as she will build up a considerable amount of barrier quickly. However, on higher difficulties this may still prove dangerous.
  • As HuntressHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
    Class: Ranged
    HP: 90 (+27 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Judge, Jury, Executioner
    , the Wandering Vagrant's Orb Bomb can be used against it. By using Laser GlaiveLaser Glaive (Secondary)Throw a seeking glaive that bounces up to 6 times for 250% damage. Damage increases by 10% per bounce.
    Survivor: Huntress
    just as the Vagrant creates the orb, the glaive will rapidly bounce between the orb and the Vagrant itself. This will detonate the orb almost immediately and is an easy way of dealing decent damage to the Wandering Vagrant.

Lore[]

Welcome to DataScraper (v3.1.53 – beta branch)
$ Scraping memory... done.
$ Resolving... done.
$ Combing for relevant data... done.
Complete!

This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.

---------------------
We documented our first family of outer life. A relative of the previously documented Icarian Jellyfish, this specimen dwarves its brethren several times over.

I will describe its properties below. I have assigned its common name as “Icarian Vagrant”.

* Massive in size. I wouldn’t believe the Vagrant is capable of flight had I not seen it myself. Like its smaller cousin, the Vagrant’s hull contains buoyant gases that allow it to fly. 

* These gases are easily excitable and produce incredible amounts of static electricity, cloaking the Vagrant in a protective aura that scorches anything that approaches. The Vagrants can also hurl charged nematocysts as a method of self-defense, as evidenced when I asked Tharson to approach a lone Vagrant. Tharson is OK from this encounter.

* The name of “Vagrant” was decided on by its nomadic nature. We trailed a lone specimen for several days. The Vagrant would wander from place to place, occasionally dipping down towards the ground to feel around with its tentacles. After a few minutes, it would ascend and continue on its path. Could the Vagrant be looking for something, indicating intelligence, or is this merely a hunting method?

* When the clouds part, dozens of Vagrants can be seen lazily drifting throughout the sky, twinkling like stars. Despite their beauty, it raises a horrifying question – are the stars at night on this planet truly stars, or just more Vagrants? The answer can spell truly horrifying implications for our stay on this planet.

Version History[]

Patch v1.3.5
  • Players reported that the Wandering Vagrant’sWandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    homing orbs could sometimes turn invincible. That issue should now be addressed.

Anniversary Update
  • Major Content
    • Added New Lore Entry: Wandering Vagrant
PC Patch v1.0.3.1
PC Patch v1.0.1.1 (Build ID No.5440050)
  • Bug Fixes
    • Fix Wandering Vagrant’s portrait having a double red outline
Early Access 'Skills 2.0' Content Update
  • Bug Fixes
    • Update Wandering Vagrant’s Nova attack to properly apply on-hits
Early Access Scorched Acres Content Update
  • Gameplay Changes
    • Nova Proc Coefficient: 1 ⇒ 3
  • Music & SFX
    • Assign Wandering Vagrant’s proper M2 sound
  • QOL
    • Set up Wandering Vagrant corpses to properly disappear over time

Trivia[]

  • The Wandering Vagrant's name may be a reference to the Wayward Vagabond character from Homestuck, as the Wayward Vagabond is additionally referred to as "Wandering Vagrant."
  • The Vagrant's Genesis Supernova attack may be named after the Pokémon Mew's Z-Move, which has the same name.
  • Although the Wandering Vagrant may appear perfectly symmetrical, thereby making it impossible to determine where its backside is for the purpose of Bandit'sBanditThe Bandit is a high-skill combo character that can dish out devastating backstabs while weaving in and out of stealth.
    Class: Ranged
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Desperate Outlaw
    BackstabBackstab (Passive)All attacks from behind are Critical Strikes.
    Survivor: Bandit
    passive, this is surprisingly not the case. On the underside of the Vagrant's body, there is a small red triangle that indicates which direction it is facing.
    • Additionally, like all teleporter bosses, the Vagrant will always spawn facing the teleporter, and it has one of the longest spawn animations in the game where it cannot attack (~8 seconds), making repositioning behind them easier as long as the player reacts in time.
Vagrant's Front mark