Wayfarer
Classification |
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Alignment | Neutral |
Starting City | (none) |
Tutor | Hemold v50477 |
Basics |
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Attacks | phys - bal - str/dex |
Armor | leather |
Weapons | axes |
Skillsets |
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Tenacity |
Wayfaring |
Fury |
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This is a page about the mechanics of Wayfarer. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Wayfarer (lore)].
Overview
Wayfarers are savage warriors of the wild places of Sapience, brutal and bloody berserkers who feed on rage. Equipped with a pair of axes and some light leather armor, they are uniquely capable of pursuing both a limb and affliction based offense at the same time, making them incredibly effective duelists who require great skill to effectively counter - and great skill to effectively use. Wayfarers bring a number of unique assets to a group effort, including the infamous ability to HALT an enemy in their tracks. They are among the greatest hunters in the land, able to swap one axe for a shield and draw on their rage to make them unstoppable flurries of death and destruction with enough damage output to compete for a top spot.
A new Wayfarer is advised to use the typical statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.
Skills
Tenacity revolves around the use of handaxes for both melee and ranged attacks, including the iconic execute.
Wayfaring consists of an array of defensive and utility abilities, with a special emphasis on a chosen terrain (AB MASTERY).
Fury involves accumulating 'rage', a resource that can then be spent on a variety of shouts that can do anything from bolstering allies to startling or debilitating enemies.
Defences
Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)
- Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony
Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs
Equipment
Weaponry: axes, and possibly a shield for hunting with chop
Armor: a suit of leather armor, 10/10 protection or better
Enchantments:
- a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
- a jewelry item with an allsight enchantment (replaces mindseye tattoo)
- a jewelry item with a purity enchantment
- a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
- a fist sigil attached to each wielded item
- a handful of eye sigils and a weaponbelt, for combat against others
Recommended Tattoos:
- Boar
- Moss
- Moon
- Tree
- Shield
- Cloak
Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.
Other Equipment: Wayfarers will need a stock of venoms and assortment of venom rags to fight other adventurers, but not to hunt denizens.
Hunting
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Core Offense
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Group Combat
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