Difference between revisions of "Wanderer"

From CrawlWiki
Jump to: navigation, search
m (History: Add a note about wands)
(Update to 0.27)
Line 1: Line 1:
{{version021}}
+
{{version027}}
{{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 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.}}
+
{{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 his starting skills.   
+
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.   
  
 
==Preferred Races==
 
==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]].  
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==
 
==Starting Equipment==
Wanderers start with 1-2 random weapons, random armour, various miscellaneous items, and sometimes a random [[spell book]] or two, all weighted towards those you have good [[aptitude]]s for.
+
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.
  
 
Possibilities include any of these:
 
Possibilities include any of these:
  
 
* Melee weapons - club, mace, dagger, short sword, falchion, hand axe, spear, or quarterstaff, which may be enchanted up to +2.
 
* Melee weapons - club, mace, dagger, short sword, falchion, hand axe, spear, or quarterstaff, which may be enchanted up to +2.
* Ranged weapons - shortbow, hand crossbow or blowgun, which may be enchanted up to +2, with ammo but often not a lot.  
+
* 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
 
* Shields: buckler or (normal) shield, always +0
 
* Armour: robe, leather armour, ring mail or scale mail, possibly enchanted up to +2
 
* Armour: robe, leather armour, ring mail or scale mail, possibly enchanted up to +2
 
* Throwing nets
 
* Throwing nets
* Default spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Spatial Translocations, Minor Magic, Conjurations, Necromancy, Flames, Frost, Geomancy, or the Young Poisoner's Handbook
+
* Default spell sets: starting spells of other mage and warrior-mage backgrounds
* Randart spellbooks: "Beginner" spellbooks that contain two low level spells of a particular theme.
+
* Additional spell sets: two low level spells of a particular theme.
* A second randart spellbook, as per the above.  
 
 
* Scrolls
 
* Scrolls
 
* Potions
 
* Potions
* Wands: Enslavement, Paralysis or Flame
+
* Wands: [[wand of charming]], [[wand of paralysis]], or [[wand of flame]]
* Evokables: Box of Beasts, Lamp of Fire, Fan of Gales or Phial of Floods (1/3 chance instead of a wand)
+
* 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 and one food ration. If you get a ranged weapon you may not get a melee weapon. This leads to the worst-case scenario of getting a blowgun with 1 curare needle and nothing else.
+
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.
  
 
==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.
 
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.
+
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 memorized, 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==

Revision as of 00:38, 30 September 2021

Version 0.27: 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 usually (but not always) relate to 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, all weighted towards those you have good aptitudes for.

Possibilities include any of these:

  • 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
  • Shields: buckler or (normal) shield, always +0
  • Armour: robe, leather armour, ring mail or scale mail, possibly enchanted up to +2
  • Throwing nets
  • Default spell sets: starting spells of other mage and warrior-mage backgrounds
  • Additional spell sets: two low level spells of a particular theme.
  • Scrolls
  • Potions
  • Wands: wand of charming, wand of paralysis, or wand of flame
  • 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.

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 a few spells memorized, 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 book you may have.

History

  • 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