Wiki / Classes & abilities / Wayfarer
| Role | Armour worn | Starts |
|---|---|---|
| DPS / utility | Cloth, Leather, Mail | Level 1 |
Every character begins as a Wayfarer. Wayfarer abilities are broad and useful, but never the best in a class’s own field.
Abilities (12)
Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.
A plain, honest blow with whatever weapon you carry, the first trick every traveller learns.
A: Heavy Hook. 1.8x weapon damage instead of 1.4x, but a 6 s cooldown instead of 3.
B: Tripping Hook. 1.2x instead of 1.4x, but the foe is slowed 25% for 2 s.
A stone from the road, thrown hard. Every traveller learns to fight at a distance.
A: Long Throw. Range 9 instead of 6, but a 1 s wind-up.
B: Hailstones. Hits the target and up to 2 more foes within 3 tiles of it, each for 70%.
Catch your breath on the road and mend a little of what the day took.
A: Easy Breath. No cast time and 10% more healing in all, but it comes over 12 s instead of at once.
B: Gasp. No cast time and a 30 s cooldown instead of 45, but 70% of the heal.
A well-aimed stone to the head that can break a cast. Slower to ready than a trained interrupt.
A: Long Arm. Range 8 instead of 5, but a 28 s cooldown instead of 24.
B: Cheap Shot. A 16 s cooldown instead of 24, but the ability you cut is locked half as long.
Rip a thorny switch from the hedge and flick it at the foe: a sting, then a bleed that keeps working.
A: Deep Thorns. The bleed is 60% stronger, but an 11 s cooldown instead of 8.
B: Quick Flick. No bleed, but a 5 s cooldown instead of 8.
Heave your weapon round in a wide ring, as a carter clears a crowded lane: every foe beside you is struck.
A: Wide Ring. Reaches 4 tiles instead of 2.5, but each blow is 20% lighter.
B: Hard Heave. 40% heavier blows, but a 14 s cooldown instead of 10.
The two-handed crack a drover gives a stubborn ox: slow to ready, heavy when it lands.
A: Goad. 20% lighter, but the foe is slowed 30% for 3 s.
B: Short Crack. 25% lighter, but an 8 s cooldown instead of 12.
Bind a wound with dock leaf and linen: a slow, modest mend on yourself.
A: Tight Binding. Also clears one physical hindrance (a root, a slow), but mends 25% less.
B: Quick Wrap. The same mend in 4 s instead of 10, but a 45 s cooldown instead of 30.
A hard, honest blow that knocks the foe's stride off for a moment.
A: Knock Down. Knocks the foe down for 1 s instead of the slow, but an 18 s cooldown instead of 12.
B: Bare Knuckle. 1.6x instead of 1.3x, but no slow.
A shot from a borrowed bow. Nothing fancy, but it reaches.
A: Steady Aim. 30% more damage and range 9 instead of 7, but a 1.2 s draw instead of 0.5.
B: Loose and Move. You can walk while you draw, but the shot is 15% lighter.
Plant your feet and your wits: a small ward that soaks the next few blows.
A: Thicket Ward. The ward is 50% bigger, but lasts 4 s instead of 8.
B: Last Laugh. The ward is 20% smaller; when a blow breaks it, the foe that struck is slowed 30% for 3 s.
Settle into the long stride: shake off one physical hindrance and walk quicker for a spell.
A: Forced March. Clears 2 physical hindrances instead of 1, but only half the speed (+10%).
B: Road Legs. +30% speed for 12 s instead of +20% for 8, but clears nothing.
Passives (4)
+4% maximum health and +1 armor.
Miles teach toughness: +3% maximum health.
A little of everything: +3% physical and +3% spell power.
Travel light and keep your head: +2 armor and +4% maximum mana.