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Classes & abilities

Wayfarer

Everyone begins on the road. A Wayfarer is broad, adaptable and self-reliant, and may stay one for life.

Wiki / Classes & abilities / Wayfarer

RoleArmour wornStarts
DPS / utilityCloth, Leather, MailLevel 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.

Roadhook BlowLevel 1

Active · Enemy · Cooldown 3 s · Instant · Melee

A plain, honest blow with whatever weapon you carry, the first trick every traveller learns.

Master options

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.

Hedge SlingLevel 2

Active · Enemy · Mana 3 · Cooldown 4 s · Instant · Range 6

A stone from the road, thrown hard. Every traveller learns to fight at a distance.

Master options

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%.

Second WindLevel 3

Active · Self · Cooldown 45 s · Cast 1 s

Catch your breath on the road and mend a little of what the day took.

Master options

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.

Road StoneLevel 5

Active · Enemy · Mana 3 · Cooldown 24 s · Instant · Range 5

A well-aimed stone to the head that can break a cast. Slower to ready than a trained interrupt.

Master options

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.

Bramble LashLevel 8

Active · Enemy · Mana 4 · Cooldown 8 s · Instant · Range 5

Rip a thorny switch from the hedge and flick it at the foe: a sting, then a bleed that keeps working.

Master options

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.

Cartwheel SwingLevel 12

Active · Self_aoe · Mana 5 · Cooldown 10 s · Instant · Area 2.5

Heave your weapon round in a wide ring, as a carter clears a crowded lane: every foe beside you is struck.

Master options

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.

Drover's WallopLevel 16

Active · Enemy · Mana 6 · Cooldown 12 s · Instant · Melee

The two-handed crack a drover gives a stubborn ox: slow to ready, heavy when it lands.

Master options

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.

Hedgerow BandageLevel 22

Active · Self · Mana 8 · Cooldown 30 s · Instant

Bind a wound with dock leaf and linen: a slow, modest mend on yourself.

Master options

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.

Stone and BoneLevel 35

Active · Enemy · Mana 6 · Cooldown 12 s · Instant · Melee

A hard, honest blow that knocks the foe's stride off for a moment.

Master options

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.

Fieldcraft ShotLevel 42

Active · Enemy · Mana 6 · Cooldown 8 s · Cast 0.5 s · Range 7

A shot from a borrowed bow. Nothing fancy, but it reaches.

Master options

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.

Roadside WardLevel 60

Active · Self · Mana 10 · Cooldown 40 s · Instant

Plant your feet and your wits: a small ward that soaks the next few blows.

Master options

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.

Long MarchLevel 72

Active · Self · Mana 8 · Cooldown 40 s · Instant

Settle into the long stride: shake off one physical hindrance and walk quicker for a spell.

Master options

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)

RoadwornLevel 4

Passive

+4% maximum health and +1 armor.

Thick BootsLevel 28

Passive

Miles teach toughness: +3% maximum health.

Open HandLevel 50

Passive

A little of everything: +3% physical and +3% spell power.

Lean PackLevel 85

Passive

Travel light and keep your head: +2 armor and +4% maximum mana.