Difference between revisions of "Wanderer"
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{{flavour|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 random assortment of skills and maybe some small items and spells they picked up along the way, but, other than that, they're pretty much on their own.}} | {{flavour|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 random assortment of skills and maybe some small items and spells 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 | + | 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 heavily correlate their starting skills. |
==Preferred Races== | ==Preferred Races== | ||
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==Starting Equipment== | ==Starting Equipment== | ||
− | Wanderers start with 1-2 random weapons, random armour, various miscellaneous items, and sometimes a few random spells | + | Wanderers start with 1-2 random weapons, random armour, various miscellaneous items, and sometimes a few random spells. Possibilities include any of these: |
− | + | * Melee weapons - Either a 'high tier' weapon: [[Rapier]], [[flail]], [[war axe]], [[trident]], [[long sword]]. Or a lower weapon: [[Club]], [[mace]], [[dagger]], [[short sword]], [[falchion]], [[hand axe]], [[spear]], or [[quarterstaff]], which may be [[vorpal]] or enchanted up to +2. | |
− | + | * Ranged weapons - [[hunting sling]], [[shortbow]] or [[hand crossbow]], which may be enchanted up to +2, with ammo but often not a lot. | |
− | * Melee weapons - | ||
− | * Ranged weapons - shortbow or hand crossbow, which may be enchanted up to +2, with ammo but often not a lot. | ||
* Occasionally a second weapon of a different skill (melee or ranged) which will always be +0 | * Occasionally a second weapon of a different skill (melee or ranged) which will always be +0 | ||
− | * Shields: buckler or | + | * Shields: [[buckler]], which can be +2 or of [[protection]]. Large species get a [[kite shield]]. |
− | * Armour: robe, leather armour, | + | * Armour: robe, leather armour, scale, chainmail, possibly enchanted up to +2. Characters unable to fit into regular armour may recieve [[acid dragon scales]] or various other pieces of armour. |
* Throwing nets | * Throwing nets | ||
− | * Default spell sets: | + | * Default spell sets: two or three low level spells of a particular theme. |
− | * Additional spell sets: two low level spells | + | * Additional spell sets: two or four low level random spells. |
− | * | + | * [[Scroll]]s, [[Potion]]s |
− | + | * [[Wand]]s and Evokables: [[box of beasts]], [[phial of floods]], [[phantom mirror]], [[condenser vane]], [[tin of tremorstones]], or [[lightning rod]] | |
− | + | * [[Dart]]s; poison, curae, atropia, datura. Can come with a +2 dagger. | |
− | |||
− | You will always get | + | You will always get one 'good' set of gear (ex. vorpal quarterstaff), followed by two 'decent' sets of gear. These are weighted based on your [[aptitude]]s. |
==Starting Stats== | ==Starting Stats== | ||
− | Wanderers receive 12 stat points distributed at random when they start the game | + | 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 will still have a higher intelligence than a TrWn on average. |
− | |||
==Starting Skills== | ==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 | + | 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== | ==History== | ||
− | *In [[0.28]], | + | *In [[0.28]], Wanderer's gear pool was updated. Skill, gear, and attributes were made generally smarter and closer towards a character's apitude. |
*Prior to [[0.21]], wanderers could start with a [[wand of confusion]] instead of a [[wand of paralysis]]. | *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. | *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. |
Revision as of 17:28, 30 January 2022
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 random assortment of skills and maybe some small items and spells 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 heavily correlate their starting skills.
Preferred Races
If you feel you must play a Wanderer, the game recommends you play as a Human, Hill Orc, Spriggan, Merfolk, Draconian or Demonspawn.
Starting Equipment
Wanderers start with 1-2 random weapons, random armour, various miscellaneous items, and sometimes a few random spells. Possibilities include any of these:
- Melee weapons - Either a 'high tier' weapon: Rapier, flail, war axe, trident, long sword. Or a lower weapon: Club, mace, dagger, short sword, falchion, hand axe, spear, or quarterstaff, which may be vorpal or enchanted up to +2.
- Ranged weapons - hunting sling, shortbow or hand crossbow, which may be enchanted up to +2, with ammo but often not a lot.
- Occasionally a second weapon of a different skill (melee or ranged) which will always be +0
- Shields: buckler, which can be +2 or of protection. Large species get a kite shield.
- Armour: robe, leather armour, scale, chainmail, possibly enchanted up to +2. Characters unable to fit into regular armour may recieve acid dragon scales or various other pieces of armour.
- Throwing nets
- Default spell sets: two or three low level spells of a particular theme.
- Additional spell sets: two or four low level random spells.
- Scrolls, Potions
- Wands and Evokables: box of beasts, phial of floods, phantom mirror, condenser vane, tin of tremorstones, or lightning rod
- Darts; poison, curae, atropia, datura. Can come with a +2 dagger.
You will always get one 'good' set of gear (ex. vorpal quarterstaff), followed by two 'decent' sets of gear. These are weighted based on your aptitudes.
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 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, Evocations, Spellcasting, and various schools of magic, not necessarily relevant to any starting spell you may have.
History
- In 0.28, Wanderer's gear pool was updated. Skill, gear, and attributes were made generally smarter and closer towards a character's apitude.
- 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 |