Warper
Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves precisely and use this to their advantage in melee or missile combat. They start with a scroll of blinking, a selection of translocation spells, some dispersal boomerangs, a simple weapon of their choice, and leather armour. |
Warpers specialize in Translocations. While their school of magic lacks destructive power, they enter the Dungeon with a bit more combat training than most mages.
Contents
Preferred Races
Draconian, Palentonga, Spriggan, Deep Dwarf and Felid are the recommended races if you pick a Warper Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 weapon of choice (hand axe, spear, short sword, falchion or mace, or unarmed)
- 5 boomerangs of dispersal
- +0 leather armour
- Scroll of blinking
Available Spells:
Warpers do not start with a spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Fighting: 2
- Chosen Weapon's Skill: 2
- Throwing: 1
- Armour: 1
- Dodging: 2
- Spellcasting: 2
- Translocations: 3
Choosing Warper adds 3 to your starting Strength, 5 to your starting Intelligence and 4 to your starting Dexterity.
Strategy
While Warpers lack the focus of other classes like Fighters or Conjurers, starting with a book of Translocations magic is extremely helpful in the long run. Though it is odd that you start off without being able to use a single spell, your starting spellbook is a good one - more details below.
At first, focus more on being able to kill foes reliably - Translocations won't help you kill enemies. This means melee skills, or if you find a good ranged weapon early on, that. Dangerous early monsters like ogres can be softened up from a distance with boomerangs or any heavier Throwing weapons you've found; if they get too close, you can Blink away or use your weapons of dispersal. Once you've found some decent equipment, then you can focus on higher-level spells or branch out into other kinds of magic.
Starting as a Warper is a good choice for players who wish to worship Cheibriados later, since you'll likely have an alternate means of running away online by the time Cheibriados starts slowing you down. Being a Warper also works well for characters who wanted to use medium or heavy armor, since most of their spells are simple enough that even big dumb bruisers can cast them well if they work at it.
Spell Details
Warper spells are useful to have, but not essential to start training for immediately.
Blink remain useful for the entire game. It teleports you to a random location, meaning it most likely will create space from your opponent. Its random nature means it isn't a reliable escape, so use it before things get hary.
Teleport Other can help you avoid or delay dangerous fights. Like Hexes, it checks willpower. Gell's Gravitas and Lesser Beckoning allow you to control the position of enemies. Gravitas pulls monsters toward each other, while Beckoning brings enemies close.
Manifold Assault is an expensive spell to get running, and at first you won't have enough MP for it to work. But it allows attacking multiple enemies in your line of sight, which is just as powerful as it sounds.
History
- Prior to 0.27, warpers started with the book of Spatial Translocations, which had Passage of Golubria instead of Manifold Assault.
- Prior to 0.19, the book of Spatial Translocations had Apportation, a level 1 spell that warpers would start with memorised.
- Prior to 0.15, warpers started with a stack of darts, a stack of darts of dispersal, and 50 gold.
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 |