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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|Wanderers are &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a random assortment of skills, items, and maybe spells.}}&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;Wanderer&amp;#039;&amp;#039;&amp;#039; is an adventurer who has tried multiple professions without devoting to any particular discipline. The items in a wanderer&amp;#039;s starting inventory heavily correlate with their starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Mountain Dwarf]], [[Gnoll]], [[Barachi]], [[Merfolk]], [[Draconian]] or [[Demonspawn]].&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1 &amp;quot;good&amp;quot; item set, 2 &amp;quot;decent&amp;quot; item sets, and 1 consumable (50% for a &amp;quot;good consumable&amp;quot;; 50% for a &amp;quot;decent consumable&amp;quot;).&amp;lt;ref&amp;gt;{{source ref|0.32.1|ng-wanderer.cc|881}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each item set is named after, and represents, a given skill. They are chosen randomly, based off your [[species]]&amp;#039; aptitudes. The higher the skill aptitude, the more likely you are to get a set of that skill. You will always receive 1 decent offensive set and 1 decent defensive set. The good set has a 1/3 chance to be a defensive set; otherwise it will be an offensive set. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible equipment types&lt;br /&gt;
|-&lt;br /&gt;
! Offensive item sets !! Decent !! Good&lt;br /&gt;
|-&lt;br /&gt;
|Weapon skills except Staves || [[Short sword]], [[falchion]], [[mace]], [[hand axe]], [[spear]], [[sling]] || +2 &amp;#039;decent&amp;#039; weapon (2/3 chance)&amp;lt;br&amp;gt;[[Rapier]], [[long sword]], [[flail]], [[war axe]], [[trident]], [[shortbow]] (1/3 chance)&lt;br /&gt;
|-&lt;br /&gt;
|Staves || &amp;#039;&amp;#039;not possible&amp;#039;&amp;#039; || [[Quarterstaff]]&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat || 1 decent consumable || 2 good consumables&lt;br /&gt;
|-&lt;br /&gt;
|Spellcasting || 2 spells of a random school, totalling 4 levels || 4 random spells (max. level 3) including a level 1 spell&lt;br /&gt;
|-&lt;br /&gt;
|Spell schools || 2 spells of that school, totalling 4 levels || 3 spells of that school (max. level 4) including a level 1 spell&lt;br /&gt;
|-&lt;br /&gt;
|Shapeshifting || [[Beast talisman]] || Beast talisman or [[flux talisman]]&lt;br /&gt;
|-&lt;br /&gt;
! Defensive item sets !! Decent !! Good&lt;br /&gt;
|-&lt;br /&gt;
|Fighting || +1 to weapon enchantment (if possible) + 1 decent consumable || Good weapon, weighted based on skill aptitudes&lt;br /&gt;
|-&lt;br /&gt;
|Throwing || 6–10 [[boomerang]]s, 7–15 [[poisoned]] [[dart]]s || 7 ammunition:&amp;lt;br&amp;gt;1–4 [[curare]]-tipped darts + 3–6 [[javelin]]s&lt;br /&gt;
|- &lt;br /&gt;
|Armour || [[Ring mail]], [[scale mail]]&amp;lt;br&amp;gt;If large/tiny: 1 random aux slot || +2 scale mail, [[chain mail]]&amp;lt;br&amp;gt;If large/tiny: [[acid dragon scales]]&lt;br /&gt;
|-&lt;br /&gt;
|Dodging || 1 random aux slot || +2 [[leather armour]], leather armour + 2–4 [[throwing net]]s&amp;lt;br&amp;gt;If large/tiny: 2 aux slots, 1 aux slot + 2–4 [[throwing net]]s&lt;br /&gt;
|-&lt;br /&gt;
|Stealth || 1 random aux slot || +2 dagger + good consumable, +0 dagger with 1–2 [[dart]]s ([[atropa]] or [[datura]]-tipped)&lt;br /&gt;
|-&lt;br /&gt;
|Shields || [[Buckler]] || Buckler of [[protection]] (1/3 chance), +2 buckler&lt;br /&gt;
|-&lt;br /&gt;
|Evocations || 3–7 charges of a [[wand of flame]] or [[wand of polymorph|polymorph]] || Any [[Evocable_items#Miscellaneous_Evokers|miscellaneous evoker]] (1/3 chance), otherwise 1 random [[wand]]:&amp;lt;br&amp;gt;2–4 charges of a wand of acid, light, warping, quicksilver, iceblast or roots;&amp;lt;br&amp;gt;5–20 charges of a wand of charming, paralysis or mindburst;&amp;lt;br&amp;gt;8–23 charges of a wand of flame or polymorph.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Non-[[formicid]]s will never be given both a two-handed weapon and a shield; if this occurs, one of the sets will be rerolled. You also cannot be given items for more than one of armour, dodging and stealth; instead, an extra decent consumable will be given.&lt;br /&gt;
&lt;br /&gt;
Then, the following adjustments are made:&lt;br /&gt;
*If no weapon or Unarmed Combat skill is given, start with a [[dagger]] (if starting dexterity &amp;gt; strength) or a [[club]] (otherwise).&lt;br /&gt;
*If no body armour is given, start with a [[leather armour]] (if starting strength &amp;gt; intelligence) or a robe (otherwise).&lt;br /&gt;
*Bucklers are replaced with [[kite shield]]s for large species.&lt;br /&gt;
*Javelins are replaced with [[large rock]]s for large species and twice the number of [[boomerang]]s for small species.&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
As mentioned above, Wanderers start with at least 1 consumable (and possibly more, depending on your item sets).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type !! Possible consumables&lt;br /&gt;
|-&lt;br /&gt;
|Decent|| [[Scroll of teleportation]], [[scroll of fog]], [[scroll of vulnerability]], [[scroll of silence]], [[potion of curing]], [[potion of lignification]], [[potion of attraction]], [[potion of mutation]]&lt;br /&gt;
|-&lt;br /&gt;
|Good|| [[Scroll of fear]], [[scroll of butterflies]] or [[scroll of summoning]], [[scroll of blinking]], [[potion of heal wounds]], [[potion of haste]], [[potion of berserk rage]], [[potion of might]], [[potion of brilliance]], [[potion of invisibility]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Consumables are guaranteed to be usable, e.g. [[Mummies]] won&amp;#039;t get potions. However, these are not guaranteed to be useful, so a character with no spells can get a potion of brilliance.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
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 still has a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
A total of 10 skill levels (subsequently adjusted by aptitudes) are given out as follows:&lt;br /&gt;
*If you were given any spells at all, you will always be given at least 1 [[Spellcasting]] skill to ensure you have at least 1 spell level at the start of the game.&lt;br /&gt;
*Then, you get 2 levels of your good skill, and 1 level each of your decent skills.&lt;br /&gt;
*All other skill levels are chosen randomly, up to a maximum of 5 skill levels in a given skill, but weighted heavily towards the skill for your good item set, and moderately towards the skills for your decent item sets. [[Fighting]], [[Armour]], [[Dodging]], [[Stealth]], [[Throwing]], [[Spellcasting]], [[Evocations]], [[Invocations]], and [[Shapeshifting]] can all also receive skill levels, each with relatively low weights.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Wanderer is a random start, but some general tips apply to almost anyone. You should focus on finding one thing - whether from your start or from the floor - that can reliably kill monsters. Try to figure out how useful an item is for the short- and medium- term. A +2 [[dagger]] may be pretty decent for D:1, but probably isn&amp;#039;t worth training. &lt;br /&gt;
&lt;br /&gt;
There is the possibility for some awful Wn starts, such as: a +0 club, +2 leather armour, the spells [[Apportation]] + [[Gell&amp;#039;s Gravitas]], and 2 [[potions of attraction]]. Thus, this is not the best background for winstreaks. However, this kind of start is unlikely.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.32]], Wanderers gained the ability to start with talismans, and several other skills&amp;#039; starting equipment was rebalanced. &lt;br /&gt;
*In [[0.29]], Wanderers gained an extra consumable (potion or scroll); most other backgrounds were buffed.&lt;br /&gt;
*In [[0.28]], Wanderer&amp;#039;s gear pool was updated. Skill, gear, and attributes were made generally smarter and closer towards a character&amp;#039;s aptitude.&lt;br /&gt;
*Prior to [[0.21]], Wanderers could start with a [[wand of confusion]] instead of a [[wand of paralysis]].&lt;br /&gt;
*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.&lt;br /&gt;
*Prior to [[0.14]], Wanderers began with [[scrolls of teleportation]] recognised.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also see: {{source ref|0.32.1|ng-wanderer.cc|1}}&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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