Wanderer
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. 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, Frost, Flame, possibly Slowing.
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. 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.
History
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 |