Difference between revisions of "Wanderer"
m |
(get technical) |
||
Line 1: | Line 1: | ||
− | {{ | + | {{version030}} |
− | {{flavour|Wanderers are | + | {{flavour|Wanderers are "jacks-of-all-trades, masters of none". They start the game with a random assortment of skills, items, and maybe spells.}} |
The '''Wanderer''' is an adventurer who has tried multiple professions without devoting to any particular discipline. The items in a wanderer's starting inventory heavily correlate with their starting skills. | The '''Wanderer''' is an adventurer who has tried multiple professions without devoting to any particular discipline. The items in a wanderer's starting inventory heavily correlate with their starting skills. | ||
Line 7: | Line 7: | ||
==Starting Equipment== | ==Starting Equipment== | ||
− | Wanderers start with 1 | + | Wanderers start with 1 "good" item set, 2 "decent" item sets, and one consumable (50% for a "good consumable"; 50% for a "decent consumable").<ref>{{source ref|0.30.1|ng-wanderer.cc|854}}</ref> |
− | + | Each item set is named after, and represents, a given skill. These are tabulated below: | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {| class="wikitable" | |
+ | |+Possible equipment types | ||
+ | |- | ||
+ | ! Item set !! Regular !! "Good" | ||
+ | |- | ||
+ | |Weapons || [[Short sword]], [[falchion]], [[mace]], [[hand axe]], [[spear]], [[sling]] || [[Rapier]], [[long sword]], [[flail]], [[war axe]], [[trident]], [[long sword]], [[quarterstaff]], [[shortbow]]<br>+2 'decent' weapon | ||
+ | |- | ||
+ | |Fighting || Random extra weapon || Extra weapon chosen on skill aptitudes | ||
+ | |- | ||
+ | |Unarmed Combat || 1 decent consumable || 2 good consumables | ||
+ | |- | ||
+ | |Throwing || [[Boomerang]]s, [[poisoned]] [[dart]]s || [[Curare]] darts | ||
+ | |- | ||
+ | |Armour (Dodging) || If no 'good' armour given: random aux slot || +2 [[leather armour]], leather armour + [[throwing net]]s, leather armour + 2 aux slots | ||
+ | |- | ||
+ | |Armour (Stealth) || If no 'good' armour given: random aux slot || +2 dagger + good consumable, +0 dagger with 1-2 [[dart]]s (atropa or datura) | ||
+ | |- | ||
+ | |Armour (Heavy) || [[Ring mail]], [[scale mail]]<br>If large/tiny: random aux slot || +2 scale mail, [[chain mail]]<br>If large/tiny: [[acid dragon scales]] | ||
+ | |- | ||
+ | |Shields || [[Buckler]]<br>If large: [[kite shield]] || Buckler of [[protection]], +2 buckler | ||
+ | |- | ||
+ | |Spells, Spellcasting || 2 spells (max. level 3)|| 3 spells of a school (max. level 4), 4 random spells (max. level 3) | ||
+ | |- | ||
+ | |Evocations || [[Wand of flame]], [[wand of polymorph]], [[piece from Xom's chessboard]]|| Any other misc evocable, all wands except [[wand of digging|digging]] | ||
+ | |} | ||
+ | |||
+ | These sets are chosen off your [[species]]' aptitudes. The higher the skill aptitude, the more likely you are to get a set of that skill. You will always receive one "offense" set (Fighting, Unarmed Combat, any weapon or magic school) and one "defense" set (Fighting, Armour, Dodging, Shields, Stealth, Throwing, Evocations). | ||
+ | |||
+ | Then, the following adjustments are made: | ||
+ | *If no weapon is given, start with a [[club]] or [[dagger]]. | ||
+ | *If no armour is given, start with a [[robe]] or [[leather armour]]. | ||
+ | *If you repeat a skill, or get a conflicting skill (can't get 2 weapon skills; armour/dodging/stealth conflict with each other), get a decent consumable. | ||
+ | |||
+ | Each item set is named after a skill, but does not guarantee you have any training in said skill. | ||
+ | |||
+ | ===Consumables=== | ||
+ | As mentioned above, Wanderers start with at least 1 consumable (and possibly more, depending on your item sets). | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !Type !! Possible consumables | ||
+ | |- | ||
+ | |Decent consumable || [[Scroll of teleportation]], [[scroll of fog]], [[scroll of vulnerability]], [[scroll of silence]], [[potion of curing]], [[potion of lignification]], [[potion of attraction]], [[potion of mutation]] | ||
+ | |- | ||
+ | |Good consumable || [[Scroll of fear]], [[scroll of butterflies]] or [[scroll of summoning]], [[scroll of blinking]], [[potion of heal wounds]], [[potion of haste]], [[potion of berserk rage]], [[potion of might]], [[potion of brilliance]], [[potion of invisibility]] | ||
+ | |} | ||
+ | |||
+ | Consumables are guaranteed to be usable, e.g. [[Mummies]] won't get potions. However, these are not guaranteed to be useful: a character with no spells can get a potion of brilliance. | ||
==Starting Stats== | ==Starting Stats== |
Revision as of 02:51, 26 October 2023
Wanderers are "jacks-of-all-trades, masters of none". They start the game with a random assortment of skills, items, and maybe spells. |
The Wanderer is an adventurer who has tried multiple professions without devoting to any particular discipline. The items in a wanderer's starting inventory heavily correlate with their starting skills.
Contents
Preferred Species
If you feel you must play a Wanderer, the game recommends you play as a Human, Hill Orc, Gnoll, Spriggan, Merfolk, Draconian or Demonspawn.
Starting Equipment
Wanderers start with 1 "good" item set, 2 "decent" item sets, and one consumable (50% for a "good consumable"; 50% for a "decent consumable").[1]
Each item set is named after, and represents, a given skill. These are tabulated below:
Item set | Regular | "Good" |
---|---|---|
Weapons | Short sword, falchion, mace, hand axe, spear, sling | Rapier, long sword, flail, war axe, trident, long sword, quarterstaff, shortbow +2 'decent' weapon |
Fighting | Random extra weapon | Extra weapon chosen on skill aptitudes |
Unarmed Combat | 1 decent consumable | 2 good consumables |
Throwing | Boomerangs, poisoned darts | Curare darts |
Armour (Dodging) | If no 'good' armour given: random aux slot | +2 leather armour, leather armour + throwing nets, leather armour + 2 aux slots |
Armour (Stealth) | If no 'good' armour given: random aux slot | +2 dagger + good consumable, +0 dagger with 1-2 darts (atropa or datura) |
Armour (Heavy) | Ring mail, scale mail If large/tiny: random aux slot |
+2 scale mail, chain mail If large/tiny: acid dragon scales |
Shields | Buckler If large: kite shield |
Buckler of protection, +2 buckler |
Spells, Spellcasting | 2 spells (max. level 3) | 3 spells of a school (max. level 4), 4 random spells (max. level 3) |
Evocations | Wand of flame, wand of polymorph, piece from Xom's chessboard | Any other misc evocable, all wands except digging |
These sets are chosen off your species' aptitudes. The higher the skill aptitude, the more likely you are to get a set of that skill. You will always receive one "offense" set (Fighting, Unarmed Combat, any weapon or magic school) and one "defense" set (Fighting, Armour, Dodging, Shields, Stealth, Throwing, Evocations).
Then, the following adjustments are made:
- If no weapon is given, start with a club or dagger.
- If no armour is given, start with a robe or leather armour.
- If you repeat a skill, or get a conflicting skill (can't get 2 weapon skills; armour/dodging/stealth conflict with each other), get a decent consumable.
Each item set is named after a skill, but does not guarantee you have any training in said skill.
Consumables
As mentioned above, Wanderers start with at least 1 consumable (and possibly more, depending on your item sets).
Type | Possible consumables |
---|---|
Decent consumable | Scroll of teleportation, scroll of fog, scroll of vulnerability, scroll of silence, potion of curing, potion of lignification, potion of attraction, potion of mutation |
Good consumable | Scroll of fear, scroll of butterflies or scroll of summoning, scroll of blinking, potion of heal wounds, potion of haste, potion of berserk rage, potion of might, potion of brilliance, potion of invisibility |
Consumables are guaranteed to be usable, e.g. Mummies won't get potions. However, these are not guaranteed to be useful: a character with no spells can get a potion of brilliance.
Starting Stats
Wanderers receive 12 stat points distributed at random when they start the game. These stats tend to correlate with your skills and gear. But it is possible for a Wanderer to start with little more than a robe and a few spells in their spell library, yet still have an Intelligence of 10. This does not affect racial modifiers, of course; a DEWn still has a higher intelligence than a TrWn on average.
Starting Skills
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), Fighting, Armour, Unarmed Combat, Dodging, Stealth, Evocations, Spellcasting, and various schools of magic, not necessarily relevant to any starting spell you may have.
History
- In 0.29, Wanderers gained an extra consumable (potion or scroll); most other backgrounds were buffed.
- In 0.28, Wanderer's gear pool was updated. Skill, gear, and attributes were made generally smarter and closer towards a character's aptitude.
- Prior to 0.21, wanderers could start with a wand of confusion instead of a wand of paralysis.
- In 0.16, wanderers start with a randart spellbook instead of starting with a level one spell memorized. They also have a chance to spawn with a box of beasts or an elemental evoker instead of a wand. The starting equipment your character receives is also recorded in the game log.
- Prior to 0.14, wanderers began with scrolls of teleportation recognised.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |
- ↑ ng-wanderer.cc:854 (0.30.1)