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 usually (but not always) relate to their starting skills.   
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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, all weighted towards those you have good [[aptitude]]s for.
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Wanderers start with 1-2 random weapons, random armour, various miscellaneous items, and sometimes a few random spells. Possibilities include any of these:
  
Possibilities include any of these:
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* 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.
 
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* Ranged weapons - [[hunting sling]], [[shortbow]] or [[hand crossbow]], which may be enchanted up to +2, with ammo but often not a lot.  
* Melee weapons - club, mace, dagger, short sword, falchion, hand axe, spear, or quarterstaff, which may be enchanted up to +2.
 
* 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 (normal) shield, always +0
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* Shields: [[buckler]], which can be +2 or of [[protection]]. Large species get a [[kite shield]].
* Armour: robe, leather armour, ring mail or scale mail, possibly enchanted up to +2
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* 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: starting spells of other mage and warrior-mage backgrounds
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* Default spell sets: two or three low level spells of a particular theme.
* Additional spell sets: two low level spells of a particular theme.
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* Additional spell sets: two or four low level random spells.
* Scrolls
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* [[Scroll]]s, [[Potion]]s
* Potions
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* [[Wand]]s and Evokables: [[box of beasts]], [[phial of floods]], [[phantom mirror]], [[condenser vane]], [[tin of tremorstones]], or [[lightning rod]]
* Wands: [[wand of charming]], [[wand of paralysis]], or [[wand of flame]]
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* [[Dart]]s; poison, curae, atropia, datura. Can come with a +2 dagger.
* Evokables: [[box of beasts]], [[phial of floods]], [[phantom mirror]], [[condenser vane]], [[tin of tremorstones]], or [[lightning rod]] (1/3 chance instead of a wand)
 
  
You will always get 1 melee weapon or 1 ranged weapon and at least a robe for armour. If you get a ranged weapon you may not get a melee weapon. This leads to the worst-case scenario of getting 1 curare dart and nothing else.
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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, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.
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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.
It is not correlated to their starting equipment, so 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. Wanderers always start with a couple levels in two out of four possible utility skills: [[Throwing]], [[Stealth]], [[Shields]], and [[Evocations]].
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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]], Wanderers' gear will be influenced towards your aptitudes. In addition, the gear pool will be updated.
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*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

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
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:

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 FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver