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The Knight Territory Wanderer is an elite enemy in Arknights. They first appear in Near Light.

Description

A commonly seen burly knight whose Knightclub affiliation is unknown, considered rogue. They're often found passed out drunk in dark alleyways, and demonstrate violent tendencies when woken up.

Remains "Standby" for a certain period in areas with no visibility and does not attack; If visibility is gained on its location, immediately becomes active

Overview[]

A Kuranta competitive knight who were kicked out of their Knightclub for one reason or another and often found drifting around the streets of the Grand Knight Territory, sinking themselves into alcoholism to forget their troubles, Knight Territory Wanderers have good stats except RES which is on the lower side, and are usually, but not always, spawned in tiles without visibility at the passive Standby state where they do not move or attack. Should their position be provided with visibility or 50 seconds have passed from when they spawns, the Wanderer will enter an active state where they can now move and attack.

Unlike the similar Sarkaz Bladeweavers, Knight Territory Wanderers will remain in the Standby state when being attacked/damaged, thus if one managed to remove their invisibility (due to the lack of visibility), the Wanderer can be defeated before they could even retaliate.

Appearances[]

Side Stories NL-TR-2NL-6NL-7NL-8
Stationary Security Service Scattered Dirt
Contingency Contract Grand Knight Territory Bar District

Stats[]

AttributeLevel 0
HP7500
B
ATK800
B+
DEF550
B
RES20
B
Elemental Resistance0
E
Attack interval2.5 sec.
B+
Movement speed1.3 tiles/sec.
A+
Weight3
Life Point penalty1

Susceptibilities

Silence Stun Sleep Freeze Levitate
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