Difference between revisions of "Wanderer"
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==Starting Equipment== | ==Starting Equipment== | ||
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. Even though you may not start with one, [[scroll of teleportation]] is recognized at default along with any other items you may be carrying. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one). | Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. Even though you may not start with one, [[scroll of teleportation]] is recognized at default along with any other items you may be carrying. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one). | ||
+ | |||
+ | Possibilities include any of these: | ||
+ | |||
+ | * Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3. | ||
+ | * Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. | ||
+ | * Occasionally a second weapon which will always be +0/+0 | ||
+ | * Shields: Buckler or (normal) Shield, always +0 | ||
+ | * Armour: Robe, Leather, Ring or Scale Mail, always +0 | ||
+ | * Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook | ||
+ | * Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. | ||
+ | * Scrolls: Blinking, Teleportation or Fear | ||
+ | * Wands: Magic Darts, possibly Slowing. | ||
==Starting Stats== | ==Starting Stats== |
Revision as of 06:09, 21 April 2014
Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming "jacks-of-all-trades, masters of none". They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own. |
The wanderer is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.
Preferred Races
If you feel you must play a Wanderer, the game recommends you play as a Human, Hill Orc, Spriggan, Centaur, Merfolk, Draconian or Demonspawn.
Starting Equipment
Wanderers start with 1-2 random weapons (weighted towards those you have good aptitudes for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level spell book. Even though you may not start with one, scroll of teleportation is recognized at default along with any other items you may be carrying. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).
Possibilities include any of these:
- Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.
- Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3.
- Occasionally a second weapon which will always be +0/+0
- Shields: Buckler or (normal) Shield, always +0
- Armour: Robe, Leather, Ring or Scale Mail, always +0
- Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook
- Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals.
- Scrolls: Blinking, Teleportation or Fear
- Wands: Magic Darts, possibly Slowing.
Starting Stats
The class stat modifier for Wanderers is entirely randomized. It is not correlated to their starting equipment, so it is possible for a wanderer to start with little more than a robe and spellbook, yet still have an Intelligence of 10. This does not affect racial modifiers, of course; a DEWn will still have 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, Invocations, Evocations, Spellcasting, and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.
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 |