Difference between revisions of "Wanderer"

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(Starting Equipment)
m (Starting Equipment)
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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:
 
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]], [[quarterstaff]]. Or a lower weapon: [[Club]], [[mace]], [[dagger]], [[short sword]], [[falchion]], [[hand axe]], or [[spear]]. which may be [[vorpal]] or enchanted up to +2.
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* Melee weapons - Can be plain: [[Club]], [[mace]], [[dagger]], [[short sword]], [[falchion]], [[hand axe]], or [[spear]], which may be [[vorpal]] or enchanted up to +2. Or a +0 'high tier' weapon: [[Rapier]], [[flail]], [[war axe]], [[trident]], [[long sword]], [[quarterstaff]].
 
* Ranged weapons - [[hunting sling]], [[shortbow]] or [[hand crossbow]], which may be enchanted up to +2, with ammo but often not a lot.  
 
* 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
 
* Occasionally a second weapon of a different skill (melee or ranged) which will always be +0
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* Additional spell sets: two or four low level random spells.
 
* Additional spell sets: two or four low level random spells.
 
* Various [[Scroll]]s and [[Potion]]s.
 
* Various [[Scroll]]s and [[Potion]]s.
* [[Wand]]s and Evokables: [[box of beasts]], [[phial of floods]], [[phantom mirror]], [[condenser vane]], [[tin of tremorstones]], or [[lightning rod]]
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* [[Wand]]s and Evocables: [[box of beasts]], [[phial of floods]], [[phantom mirror]], [[condenser vane]], [[tin of tremorstones]], or [[lightning rod]]
 
* Throwables. From [[dart]]s; poison, curare, atropia, datura, which can additionally come with a +2 dagger, to [[boomerang]]s and [[throwing net]]s.
 
* Throwables. From [[dart]]s; poison, curare, atropia, datura, which can additionally come with a +2 dagger, to [[boomerang]]s and [[throwing net]]s.
  

Revision as of 11:07, 22 March 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 hand axe or an expanded spell library), followed by two 'decent' sets of gear. These are assigned randomly, but weighted towards good 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 aptitude.
  • 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