Flying, sprinting, climbing, and swimming in Aniimo all pull from the same stamina gauge, and early on it empties fast. Mounting a dragon Aniimo and trying to fly usually ends with a “Not enough stamina.” warning before you get anywhere. The fix is a permanent perk called Wanderer’s Might, unlocked by feeding Lumin Amber into the Breezy Plains Branch.
Quick answer: Collect and infuse 150 Lumin Amber into the Breezy Plains Branch. At the 150 total, Wanderer’s Might unlocks and stamina stops draining while you move around Breezy Plains outside of combat.
What Wanderer’s Might does
Wanderer’s Might is the final node on the Breezy Plains Branch infusion wheel. Once active, moving around Breezy Plains out of combat no longer costs stamina. That covers sprinting on the ground, climbing, swimming, and sprinting in mid-air on a flying Aniimo, which is what makes flight effectively unlimited inside the region.
The perk is region-locked to Breezy Plains. It does not remove stamina costs in Whisperwake or other zones, and it switches off the moment you enter combat, where normal stamina rules return.
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Lumin Amber is a collectible resource scattered across Breezy Plains. You need 150 to reach the final milestone, so gather it from every source you pass rather than searching one type at a time.
- Pick it up directly in the open world, often on cliffs, behind waterfalls, under stone arches, and floating above water.
- Complete a Sanctum. Each Sanctum awards one guaranteed Lumin Amber on first completion, without needing every hidden chest.
- Catch a Blessed Aniimo. These wild creatures glow with Lumin, and capturing them crystallizes the energy into Amber.
- Finish exploration puzzles, and clear Alpha or Omega challenges for the first time.
Some floating Amber sits high above the ground. Approach from above with a flying Aniimo or use nearby wind currents and dandelions to reach it instead of trying to jump straight up.
How to infuse Lumin Amber at the Breezy Plains Branch



Breezy Plains Branch infusion rewards
Every 10 Amber infused unlocks a new effect, up to the 150 total. The stamina cap and stamina cost bonuses along the way make movement easier before you reach the final perk.
| Total infused | Effect |
|---|---|
| 10 | Aniimo catch rate +10% in Breezy Plains |
| 20 | Stamina cap +10% |
| 30 | Daily Nurture limit +10 in Breezy Plains |
| 40 | Stamina cap +10% |
| 50 | Stamina cap +10% |
| 60 | Unlocks weather changing |
| 70 | Stamina cap +10% |
| 80 | Stamina cap +10% |
| 90 | An Aniimo Egg appears at the Branch every Monday at 4:00 |
| 100 | Stamina cost -10% in Breezy Plains |
| 110 | Stamina cost -10% in Breezy Plains |
| 120 | A previously hidden cave appears |
| 130 | Stamina cap +10% |
| 140 | Stamina cap +10% |
| 150 | No stamina cost outside of combat in Breezy Plains |
The level-60 weather unlock isn’t enough on its own. To alter an area’s weather, first earn its Silver Collection Badge by reaching 70% collection there and defeating its Alpha Aniimo.
How to confirm it worked
You know Wanderer’s Might is active when the Branchborne Gift popup appears at 150 and the node shows as unlocked on the infusion wheel. To test it, mount a flying Aniimo and sprint through the air. The stamina gauge should no longer drop while you move around Breezy Plains outside combat.

With the perk unlocked, Breezy Plains opens up. Long climbs become direct routes from the air, high ledges turn into practical destinations, and revisiting the region no longer means watching a stamina bar. Just remember that fall damage still applies, and the free movement ends at the region’s edge.





