The Wayfarer of Aetolia

The Wayfarer is Aetolia’s untethered handaxe warrior, a hardy wilderness ranger originating from the wastelands of Albedos that wields Tenacity (handaxe martial training), Wayfaring (survival craft), and Fury (berserk battle rage and commanding shouts).
| At a glance | |
|---|---|
| Tether | Untethered |
| City | None (origin: Albedos wastelands; second branch on Sapience) |
| Guild | None; apprentice from Hemold in Helba on Albedos |
| Skill sets | Tenacity, Wayfaring, Fury |
| Mirror class | None (untethered) |
| Sister class in guild | None |
| Signature mechanic | Handaxe melee and ranged combo, trophies from the fallen |
| Best for | Players who want a self-reliant warrior with no guild politics |
The Wayfarers are warrior rangers, first originating from the wastelands and wilderness of the continent of Albedos. The original group stands in opposition to the forces of Drakkenmont, resisting the Dreikathi Empire’s northward incursions. A second branch of the tradition has spread to Sapience and roams the continent independent of the four city-states.
If you want to play a hard-traveled warrior who carries everything they own and answers to no city, the Wayfarer is built for that. There is no guild to join, no patron god to please, and no oath sworn to anyone but yourself.
Origin and lore
The first Wayfarers belong to Albedos, the harsh northern continent across the seas from Sapience. They opposed Drakkenmont, the southern bastion of the Dreikathi Empire, and have done so for generations. The tradition demanded survival skills, raw martial training, and a willingness to live outside settled civilisation. Their training proved exportable. As the years passed, a second Wayfarer line emerged on Sapience.
The Sapient Wayfarers are independent of the four-city structure, even if individual practitioners hold citizenship in one of the four cities. The training itself does not depend on city allegiance. A Wayfarer can pass through Bloodloch, Spinesreach, Duiran, or Enorian without losing their craft.
Loners by nature, Wayfarers tend to avoid large settlements, scavenging what they need from the land. They venture into outlying towns solely for information and bounties. Scattered across the continents, they unite only to share stories, trade information, and warm themselves by the vigil fires in their camps and hideouts. Then they venture forth once more.
Skill sets
The Wayfarer skill sets are Tenacity, Wayfaring, and Fury.
Tenacity is the martial discipline. Handaxes are the Wayfarer’s weapon of choice, used in both melee and ranged applications. Targeted strikes, powerful throws, and dexterous counterattacks make the class versatile in close quarters while keeping a ranged option open. A Wayfarer is rarely caught without a weapon to hand.
Wayfaring is the survival school. Subsisting off the land, adapting to different environments, navigating wilderness that would defeat most adventurers. This is the school that makes a Wayfarer the warrior who arrives where they want to be, not where the road delivers them.
Fury is the berserk-rage layer. Shouts and battlecries during combat empower the Wayfarer and inspire allies, while also striking terror into enemies. The class fights hard when blood is up, and Fury is what unlocks that mode.
Skill abilities
Tenacity
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Proficiency
DescriptionUsage: RETURNING <ON|OFF>
THROW AXE [direction] AT <target>
AXE <ability> <target>
AXELEFT <ability> <target>
AXERIGHT <ability> <target>You are now innately capable of using two handaxes in combat. Some Tenacity attacks require both weapons, and cannot be used if another weapon is traveling or if the associated arm is off balance. Others only require one weapon, and can be used so long as you are on-balance with the axe wielded, even if you have a second axe in the air. You can additionally specify to use the left or right axe for one weapon abilities.
By turning the RETURNING defence on, any axe you THROW will automatically return to your wielded hand, although there is a willpower drain associated with it.
Most Tenacity thrown Axe attacks will always return to you after a delay, regardless of whether this defence is active or not. In this scenario, the axe always returns to your wielded hand, and having no hands free to catch the axe will cause it to hit you in the head, damaging and stunning you.
Melee axe attacks will draw upon your strength for damage, are considered 'melee' for dodging, and can be stopped by rebounding.
Ranged axe attacks will draw upon your dexterity for damage, are considered 'ranged' for dodging, and go through rebounding.
There are also unique queuing commands that you can use with your axes:
QUEUE AXES <command>
Will wait until you have caught one axe after throwing in addition to balance.
QUEUE AXES2 <command>
Will wait until you have caught both axes after throwing in addition to balance.Please read AB SURVIVAL QUEUEING for more information on queues.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
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Parrying
DescriptionSyntax: PARRY <limb> or PARRY NOTHING
This ability allows you to parry an attack aimed at one of your limbs, providing you wield a weapon or item that allows you to do so.
You can parry your head, torso, left or right arm, and left or right leg.
You will be unable to parry if you become prone (see HELP PRONE). Being fallen is excluded from this list.
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Avert
DescriptionUsage: AXE AVERT <ON|OFF>
You may watch the skies for incoming projectiles, giving you a chance of knocking the weapon from the sky before it strikes you. Having this defence activate comes with a small drain to your endurance.
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Crossblade
DescriptionThis ability is passive.
If you have a handaxe in both hands - that is, none currently in the air - your successful parry attempts will fuel your rage, increasing your fury. In addition, hitting an enemy's own parry with your melee attacks will increase your fury.
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Obstruct
DescriptionUsage: AXE OBSTRUCT <ON|OFF>
Should a non-ally attempt to flee your location in terror as a result of being feared, you may lash out with a quick blow to the skull that will send them toppling over.
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Rampage
DescriptionUsage: AXE RAMPAGE <target>
AXE RAMPAGE OFFAt a constant cost to your mana, you may concentrate on throwing your axes such that successful strikes have a chance to ricochet off of your target and strike a secondary target that you must specify. This strike will do somewhat less damage. This ability will only work off of the Lob, Assault and Cripple abilities.
While enraged, this ability will always fire, for the full amount of damage. There is a small chance of striking a third target at random in this scenario.
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Retrieval
DescriptionThis ability is passive.
You'll now concentrate on retrieving your weapons after they're thrown. If your attack strikes a prone target, you will recover your balance faster from the strike.
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Opportunity
DescriptionUsage: AXE COUNTER
After a successful dodge, you will have a short window of time where you may chop into your attacker with an axe, however it will deliver no venoms. This ability may be done off balance.
- You know the following melee attacks
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Chop
DescriptionUsage: AXE CHOP <target> <bodypart> [<venom>]
Swing your handaxe at a target's bodypart, quickly delivering a venom in the process.
This attack uses a single axe.
DetailsTarget Location Same location
Weapon Damage Modifier 45%
Weapon Damage Modifier (Denizen) 66%
Set Weapon Trauma 8.00%
Set Weapon Speed Range 1.70 to 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 25 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Sweep
DescriptionUsage: AXE SWEEP <target>
Swing your axe in a low arc, knocking your foe to the ground so long as they suffer from some affliction to their legs.
This attack uses a single axe.
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Lacerate
DescriptionUsage: AXE LACERATE <target>
Gouge your foe's skin deeply, causing haemophilia and bleeding. The amount of bleeding is increased for each leg and arm that is crippled.
This attack uses a single axe.
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Bash
DescriptionUsage: AXE BASH <target>
This quick blow with the blunt end of your weapon will rattle your victim, causing damage and trauma to their head. If the target is deaf when you strike, they will be stunned a few moments after the blow.
This attack uses a single axe.
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Dropstrike
DescriptionUsage: AXE DROPSTRIKE <target>
Leap from high above and deliver a terrifying blow to your enemy. If your intended victim falls below 33% maximum health as a result of your strike, they will perish as your axe cleaves them in two. This threshold increases to 50% if their torso is broken.
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Whirlwind
DescriptionUsage: AXE WHIRLWIND [<venom>]
Swing your axes in a wild arc, hitting everyone present. You may specify a venom to use with this attack.
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Punish
DescriptionUsage: AXE PUNISH <target> <ARMS|LEGS>
With a whirling of your axe, lash out at a victim to punish them. As long as one of the targeted limbs is crippled in some manner, this attack will be successful. Should this blow connect, you'll worsen the condition, causing lingering issues even after the original affliction has passed.
Punished arms will prevent your foe from occasionally parrying, for a moderate duration. It will also boost trauma dealt by melee axe attacks on the arms.
Punished legs will greatly hinder a target's ability to move for a moderate duration. It will also boost trauma dealt by melee axe attacks on the legs.
This attack uses a single axe.
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Ravage
DescriptionUsage: AXE RAVAGE <target>
This precise strike with both axes will lacerate a foe's body and leave them ravaged for a limited time, causing significant harm whenever a restoration salve is applied. The damage caused will be increased the every time they apply another restoration salve while the affliction lasts.
This attack uses both axes.
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Ambush
DescriptionUsage: AXE AMBUSH <target> [<venom>]
Should your foe be in an adjacent location, you can leap upon them and deliver a surprise blow, inflicting a venom and knocking them off balance.
If you are enraged, you will knock over anyone who might block you, and break through any walls in your path.
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Execute
DescriptionUsage: AXE EXECUTE <target>
Should your foe be lying helpless with a broken head and at least one other broken limb, you may remove their head from their body in a single, brutal stroke. The wind-up for this strike is somewhat obvious, and as a result any other aware opponent will dodge it entirely.
This attack uses both axes.
- You know the following thrown attacks
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Lob
DescriptionUsage: AXE LOB <target> [<venom>]
With a quick flick of your wrist, you can fling your axe at a nearby target, striking them for damage and delivering a venom in the process. The quickness of this strike prevents you from properly targeting any body part.
This attack uses a single axe.
DetailsTarget Location Same location
Damage Source Agile
Weapon Damage Modifier 25%
Weapon Damage Modifier (Denizen) 32%
Set Weapon Speed Range 0.95 to 1.25 seconds
Axe Return Timer 2.35 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
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Assault
DescriptionUsage: AXE ASSAULT <target> <bodypart> [<venom>]
Heave your axe forward and smash a targeted body part, causing damage and delivering a venom. This will weaken the targeted body part for three seconds, causing the next melee axe attack afterward to do more body part damage to it.
If they have blindness when you strike with a melee axe attack, the duration is refreshed and you can gain the benefits again.
This attack uses a single axe.
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Cripple
DescriptionUsage: AXE CRIPPLE <target> <LEFT|RIGHT> <ARM|LEG>
Throw your axe with momentous force to cripple a target's limb. Throwing with such force incurs a much longer delay on weapon return than other thrown attacks.
This attack uses a single axe.
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Retrieve
DescriptionUsage: AXE RETRIEVE <target>
Throw one of your axes, attempting to hook and retrieve your intended target from your line of sight.
This ability is blocked by the target being too dense or clinging to the branches of a nearby tree.
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Toss
DescriptionSyntax: AXE TOSS <target> <HIGH|LOW> [<venom>]
AXE TOSS <denizen> <HIGH|LOW> [<direction>]Pull an axe from your reserves and fling it high into the sky, causing it to rain down on your victim some time later. Against adventurers, this can deliver a venom of choice.
A low toss will hit seconds later, while a high toss is delayed past that. There is a degree of uncertainty when it comes to predicting exactly when the axe will land. You may only have one axe in the air at a time.
By default, this skill will attempt to use an axe in your inventory that is not being wielded before using your wielded axes.
You can throw it in the same room or from line-of-sight of your target, however against denizens, you must specify the direction for line-of-sight.
DetailsTarget Location Same location or line of sight
Damage Type Cutting
Damage Source None
High Timer Between 14 and 16 seconds
Low Timer Between 7 and 9 seconds
Base Damage 250 + 7%
Base Damage (Denizen) 425
Balance Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 40 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Carve
DescriptionUsage: AXE CARVE <target>
Fling your axes together directly at your target's gut, causing vomiting and trauma to their torso. If the target already has vomiting or a broken torso, they will be stunned and fall to the ground.
This attack uses both axes.
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Embed
DescriptionUsage: AXE EMBED <target> <limb>
PULL AXE FROM <target|ME>Spotting an opportune moment to strike, you may embed your axe into any limb that has already been broken. The weapon will cause considerable bleeding while it remains in place - when you feel the moment is right, you may wrench the weapon from their body, causing heavy trauma. You may only have one axe embedded in a foe at a time. Your foe may pull the axe themselves, with a similar result.
This ability does not scale with weapon damage or any stat, meaning any axe may be used for this purpose. By default, this ability will attempt to pull an axe from your inventory that is not being wielded, before attempting to use an axe that's wielded.
Cooldown (embed): 30 seconds
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Devastate
DescriptionUsage: AXE DEVASTATE <target> [<venom>]
Rain your axes down upon your foe, destroying first any shield defense present, then destroying any aura of rebounding. If only one is present, you will continue with a brutal axe strike. If neither is present, however, you'll fumble the attack entirely.
For each destroyed protective barrier, you will gain some fury.
This attack uses both axes.
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Slaughter
DescriptionUsage: AXE SLAUGHTER <target> [<venom>] [<venom>]
Unleash a devastating thrown strike with both handaxes, delivering two venoms and damaging your foe. A prone foe is a much easier target, and as a result will reduce the return time of the axes for this attack.
This attack uses both axes.
Wayfaring
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Orient
DescriptionUsage: WAYFARE ORIENT <target>
Use your enhanced senses to pinpoint the area of another. If your target is in your local area, you will be able to discern what direction they are relative to you.
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Splint
DescriptionUsage: WAYFARE SPLINT
With quick thinking and whatever you have on hand, you can set up a splint for a crippled or broken leg.
After some time has passed, both of your legs will be healed of any afflictions they have, including those cured by a restoration poultice. It won't clear up any trauma they might have suffered however, leaving them prone to becoming broken again quite quickly.
If either leg receives trauma while in the process of healing, the splint will fall apart.
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Weathering
DescriptionUsage: WEATHERING
Your budding control over your body will assist you in keeping warm during cold weather and mitigate damage from cold attacks. Depending on how cold the weather is, you may need extra clothing regardless.
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Highjump
DescriptionUsage: HIGHJUMP
Leap into the skies with athletic might, allowing you to temporarily suspend yourself in mid-air.
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Satiation
DescriptionUsage: SATIATION
By using this ability, you will begin to concentrate on processing your food more efficiently, increasing the amount it reduces your hunger by. After activating it, you'll have a short period during which to eat some food.
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Mastery
DescriptionUsage: WAYFARE MASTER <type>
You are skilled enough in general survival that you are able to adapt to your surroundings, gaining new abilities due to environmental insight. As you progress in Wayfaring, the environment you have affinity for will also yield new abilities.
Mastery Type Environments
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Wastelands Desert, Tundra and Ruins
Forests Forest
Underground Natural Underground
Mountains Mountain, HillMastering an environment is not a quick process, and the decision to specialize may not be taken lightly. You may only specialize in one environment at a time, and switching incurs a cooldown.
Each Mastery type grants you access to six different abilities, which you will learn as part of Wayfaring:
Wastelands Mountains Forests Underground
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Desolation Mountaineer Bushwhack Blindsense
Circulation Dustcoat Manhunt Guerrilla
Hardiness Sidestep Swinging Stalking
Tireless Breakfall Lumberjack Hibernation
Resilience Scaling Foraging Skulking
Quickstep Endure Identify EcholocationYou can type AB WAYFARING <ability> to learn more information.
Cooldown: 24 hours
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Ironskin
DescriptionUsage: WAYFARE IRONSKIN
Become hardier and more resilient to damage, granting you a moderate bonus to your physical resistance. If standing in an environment you have mastery of, this bonus is increased.
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Fieldcache
DescriptionUsage: FIELDCACHE STASH <vial>
FIELDCACHE SEARCH
FIELDCACHE CONSUMEA survivalist will often have supplies stashed away in hidden locations, allowing for a quick restock in a time of need. By taking some time, you can stash away a full vial of health, that you can later consume to heal yourself to full health instantly.
By default, you will always know the location of your own stashes. However, a Wayfarer is trained to discover these stashes and can search out another's stash in the room for their own use.
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Sprint
DescriptionSyntax: SPRINT <direction>
You can now sprint in a particular direction, allowing you to move through multiple rooms at once. Adventurers will only follow you if they have the ability to pace themselves, or through some other means.
DetailsMax Distance 10 rooms
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes*
Mounts Follow Yes
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires both legs functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
Cannot be used while phased.
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Affinity
DescriptionThis ability is passive.
When standing in an environment you have mastered, you will now benefit from increased celerity and endurance regeneration.
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Campsite
DescriptionUsage: CONSTRUCT CAMPSITE [ENCLOSED]
Requires: 2 wood, or 3 wood and 1 cloth if enclosed.
Creates a campsite for you and your allies that will soothe minds, increasing willpower regeneration. It will also protect you from cold weather. Using extra cloth, you can also optionally enclose the campsite, turning the location indoors.
Campsites will be destroyed after ten minutes, and need to be rebuilt.
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Starmap
DescriptionUsage: STARMAP MEMORIZE <name>
STARMAP FORGET <name>
STARMAP LOCATIONS
STARMAP NAVIGATE <name>By memorizing the orientation of your location compared to the constellations, you can memorize a location and quickly return to it. The time of this return is dependent on the time of day - it is quickest at midnight. You may memorize up to three locations to return to in this way.
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Bloodtrails
DescriptionUsage: WAYFARE BLOODTRAILS <on/off>
Using your aptitude for survival, you can easily spot the telltale signs of injured prey. When anyone in your presence is suffering from at least 200 bleeding damage or has an axe embedded in their body, you will be able to spot the flowing wounds and the traces they leave. In this state, no type of evasion will mask someone's departure from the room, and you will be able to spot the direction the injured target moved from other rooms.
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Fleetfoot
DescriptionUsage: WAYFARE FLEETFOOT <ON|OFF>
Bolster your celerity by two levels and speed through the land - however, when you next take a significant amount of damage, you'll both lose the bonus and be stunned for a short period of time. You can deactivate the defense manually to prevent the latter effect.
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Bloodscan
DescriptionUsage: WAYFARE BLOODSCAN
Survey your area quickly for the signs of any targets, notifying you of their location. If you are able to sense the target's blood trail, you will also gain information about their vital status, and this ability will not cost balance to use.
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Adaptation
DescriptionThis ability is passive.
If you spend more than one minute standing in an environment that can be mastered, you will gain access to that mastery's abilities so long as you do not leave that environment.
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Greenheart
DescriptionUsage: WAYFARE GREENHEART <ON|OFF>
Requires: 1 green ink.
Overlay your existing tree tattoo with a symbol of empowerment, boosting its power by reducing the cooldown between uses by 2 seconds. The extra power of your tree symbol is mentally taxing, and will drain your willpower at a significant rate.
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Tracking
DescriptionUsage: WAYFARE TRACK <target>
WAYFARE TRACK CEASEFocus your attention on an individual target's movements, notifying you when your target is severely injured - you will receive a message when they fall below half health, and another when below a quarter of their health. In addition, if your target flees your location with a discernible blood trail, you will move with them regardless of your state of balance.
Tracking a target will only carry you a few rooms from your location, however, and will fade if the target flees too far.
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Survive
DescriptionUsage: WAYFARE SURVIVE
When activated, for the next 6 seconds, you will be unable to die by falling below 0 health. If you are enraged, this ability will automatically activate when necessary.
At the end of the duration, you will be restored to 20% of your maximum health, if you would be lower.
Cooldown (when triggered): 5 minutes
- Mountains Mastery
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Breakfall
DescriptionThis ability is passive.
You are trained enough in athletic endeavors to instinctively protect yourself from damage when you fall. You will no longer be harmed from falling from the sky or trees, even without the levitation defense.
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Scaling
DescriptionUsage: SCALE UP
SCALE DOWNYou've become adept enough at surviving in the mountains that you can quickly scale their sides, allowing you a vantage point in mountainous terrain. While in this position, you will be unable to be targeted by many abilities, though you'll be unable to respond in kind.
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Endure
DescriptionUsage: WAYFARE ENDURE <ON|OFF>
At a minor persistent cost to willpower, you can learn to conserve your physical energy in a meaningful way, reducing all of your endurance costs by 25%.
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Sidestep
DescriptionUsage: WAYFARE SIDESTEP <dir>
You've become acclimated with rocky environments, allowing you step over rubble when you find it in your path.
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Mountaineer
DescriptionUsage: WAYFARE MOUNTAINEER <ON|OFF>
Your long exposure to your mastered environment allows you to mimic the echoes caused by yelling in mountainous environments. At a steady cost to your endurance, your Fury shouts will have a chance to affect all enemies in the room. If you are enraged, this will always occur.
Affects the following shouts: Warcry, Shake, Threaten, Halt, Shatter, and Exhaust.
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Dustcoat
DescriptionUsage: WAYFARE DUSTCOAT
While in movement, you can draw upon your surroundings to mask you in a layer of thick dust, hiding you and others with you from sight, and making them difficult to detect by mortal means.
Remaining in the same location for more than 10 seconds will cause the dust to settle, removing the effect.
- Forests Mastery
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Foraging
DescriptionUsage: WAYFARE FORAGE
While in a natural environment, you can seek out nourishment if your own supplies run low.
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Swinging
DescriptionUsage: SWING <UP|DOWN>
When standing in a location with trees, you now possess the dexterity needed in order to climb up into its branches.
DetailsMovement Type Swinging
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow (Up) No
Mounts Follow (Down) Yes
Balance Recovery (Up) 1.00 seconds
RequirementsRequires balance and equilibrium.
(Up) Costs 30 endurance to use.
(Up) Requires both arms functional.
(Down) Costs 20 endurance to use.
(Down) Requires at least one arm functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
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Identify
DescriptionUsage: WAYFARE IDENTIFY
Your keen senses can easily discern the distinct tracks and noises of the wildlife around you. By identifying these clues, you will know what animals and denizens are in a 15-room radius around you, in your current area.
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Lumberjack
DescriptionUsage: WAYFARE CHOP
If there are enough trees in the location to allow for climbing into the branches, you can choose to chop the trees down. Anybody in the trees when you fell them will fall to the ground and be stunned. In addition to this, the trees will not regrow for five minutes, preventing them from climbing back up.
This also makes for an effective firebreak as no fires will spread into a room that has been chopped.
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Bushwhack
DescriptionUsage: WAYFARE BUSHWHACK <direction>
WAYFARE CRAFT DISGUISEWhile standing in the forest, you can quickly leave in a direction and then immediately conceal yourself amidst the fallen leaves and shrubbery. When an enemy walks into the room, you'll spring out at them, stunning them and hitting them with both your axes at no balance cost.
You can optionally craft a portable leaf disguise using 1 cloth to use this ability outside of the forest, although this will decay quickly.
Ambushing your enemy requires that you neither move nor use your balance after using this ability, and will slowly drain you of your endurance as you maintain your readiness to strike.
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Manhunt
DescriptionSyntax: WAYFARE MANHUNT <target>
Your time within the forests have left your perception incredibly honed to clues left behind by an injured foe who has tried to escape your axe. As such, providing your foe is below 75% health, you may quickly survey their status and reveal any afflictions they might currently have.
- Wastelands Mastery
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Hardiness
DescriptionThis ability is passive.
Your body has fully acclimated to your mastered environment. The effects of hot or cold weather no longer bother you, and in addition you will never slip on icy ground.
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Tireless
DescriptionUsage: WAYFARE TIRELESS <ON|OFF>
At a significant drain to your mana, you can prevent yourself from ever falling into a deep sleep, and will quickly wake up if put to sleep. While active, you will also gain the insomnia defence automatically upon waking up.
In addition, this ability will passively reduce the rate at which you grow more tired, even when not active.
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Resilience
DescriptionUsage: WAYFARE RESILIENCE <ON|OFF>
Displaying signs of weakness within the wasteland can be fatal. With some effort, you can prevent yourself from the unconscious cues that alert others to your physical state, causing attempts at assessing you to frequently fail.
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Quickstep
DescriptionUsage: WAYFARE QUICKSTEP <target>
After a moment to figure out your ally's situation, you'll be able to dash across the local area and arrive to their side. This ability will only work when both you and your ally are outdoors. If your target stands within your mastered environment, this ability is continent-wide.
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Desolation
DescriptionUsage: WAYFARE DESOLATION <ON|OFF>
Amidst the desolation of the wastelands, the Wayfarer reigns supreme. At a steady cost to your endurance, you'll inflict more damage with your melee axe attacks. Should you find yourself in one on one combat, this effect is increased.
However, in your focus on melee strikes, your thrown attacks will be slightly slower to return.
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Circulation
DescriptionUsage: WAYFARE CIRCULATION <ON|OFF>
Get your blood pumping, and benefit from a point of bonus strength. In addition, you will always be able to clot even if afflicted by effects that would interfere with your ability to do so.
You will find, however, that clotting requires considerably more mana in this state.
- Underground Mastery
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Hibernation
DescriptionUsage: SLEEP
You will now recover your endurance a lot faster while sleeping. In addition, sleeping will also now recover your willpower alongside your endurance.
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Stalking
DescriptionUsage: STALK
During the night, you may stalk the shadows, masking your movement as you move about. However when dawn arrives to banish the darkness of night, you'll be quickly revealed.
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Echolocation
DescriptionUsage: WAYFARE ECHOLOCATION <ON|OFF>
In the darkness of the underground, your hearing becomes your primary tool for detecting the presence of others. Your hearing has improved to such a degree that you can now pick up the movements of players in a 5-room radius around you, informing you of movement through this radius.
There is a steady willpower and endurance drain for using this ability.
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Skulking
DescriptionUsage: WAYFARE SKULKING <ON|OFF>
Move with light footsteps, preventing many aggressive creatures from noticing your presence as you move about in exchange for constant drain to your willpower. Sentient beings are more observant, and will eventually notice you if you linger.
This defence will drop if you attack or are attacked.
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Guerrilla
DescriptionUsage: WAYFARE RETREAT
Unbeknown to most are the many caves and tunnels that can be found all
over the land. If you are outdoors and in a natural environment, you can
beat a quick retreat to one of these caves after spending a short time
searching for one. In the cave, you'll gain access to a tunnel network
with exits leading to different places in the area, potentially allowing
you get the drop on an unsuspecting enemy if they are standing near one
of the exits. -
Blindsense
DescriptionUsage: WAYFARE BLINDSENSE <ON|OFF>
Sense your foe's presence regardless of any ailments that would affect your accuracy, improving it by 8%. This ability comes with a constant willpower drain.
Fury
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Bloodrage
DescriptionThis ability is passive.
As you attack your foe, and receive damage yourself, you will generate fury - a resource you can then expend for numerous useful abilities. The lower your personal health is, the more fury you will generate, up to a limit.
When attacking another, your fury generation is halved if they are not your enemy, or if it is a denizen, they are not currently targeting you.
Fury will start depleting after 20 seconds of not gaining any.
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Consume
DescriptionUsage: FURY CONSUME
Cause your rage to physically wear away at your body, generating fury but reducing your current health by 20%. It cannot increase your fury resource above 15% of its maximum.
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Brutality
DescriptionUsage: FURY BRUTALITY <ON|OFF>
You can strike with such terrifying force, that if a blow should break or mangle a limb, it will have a chance of causing fear to all nearby enemies.
If you're enraged, this effect will always occur, and seeing the fear in your victim's eyes will increase your fury level.
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Enrage
DescriptionUsage: FURY ENRAGE <OFF>
Requires a minimum of 50 fury.Once you've settled into your blood rage, you may embrace your fury entirely and enter a berserker's trance. While active, your own attacks will cause more damage and generate more fury, while you will take more damage as well. In this state, you become immune to the effects of the pacifism affliction (though may still be afflicted by it). Some abilities will have additional effects if you are in an enraged state.
After 20 seconds of being in this state, your fury will start depleting slowly, speeding up over time.
When your enraged state ends, either by turning the defence off or running out of fury, you will resist damage for a short period after. You will generate somewhat less fury until this effect ends. Should you end your enraged state early, you will fully deplete your remaining fury.
Cooldown (after effect): 5 minutes
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Sustain
DescriptionUsage: FURY SUSTAIN
Consumes 20 fury.Sustain yourself in battle with your fury, increasing your health but depleting your fury.
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Expunge
DescriptionUsage: FURY EXPUNGE
Consumes 0 fury.Forcibly remove a random physical affliction from your body.
Look at HELP TYPES for more information on what is regarded as a physical affliction.
Boosted: This ability will try and cure the stupidity affliction instead.
Cooldown: 15 seconds
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Spree
DescriptionThis is passive.
Celebrate your success on the battlefield with a rallying surge of adrenaline - each time you successfully slay another player, you'll benefit from a bonus to your balance times for a short duration.
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Bracing
DescriptionUsage: FURY BRACING
Consumes 80 fury.For a brief moment, you may ignore the agony of battle, reducing all damage you take by 60% for the next two seconds. It is much less effective if used while you are prone or otherwise hindered.
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Battlechant
DescriptionUsage: FURY BATTLECHANT <effect>
FURY BATTLECHANT CEASEFocus your efforts on keeping your allies focused - with this ability, you can cause one of your supporting shouts to persist permanently for an ongoing endurance cost. While you are battlechanting, however, you will be unable to use any other supporting shout.
You may choose from the Anthem, Bolster, Rally, and Phalanx shouts.
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Dauntless
DescriptionUsage: FURY DAUNTLESS <on/off>
You may hone in on harnessing your inner rage, causing you to passively generate fury. While in this state, however, you will find that you will regenerate less health and mana from elixirs.
Coincidentally, many attempts to pull you into another room will be unsuccessful.
Your dauntless rage may only bring you to 50% of your maximum fury level.
- You know how to use the following shouts
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Warcry
DescriptionUsage: FURY WARCRY <target>
Consumes 20 fury.Unleash a powerful shout at your foe, driving them completely deaf.
Boosted effect: This will also afflict your victim with ringing ears.
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Threaten
DescriptionUsage: FURY THREATEN <target>
Consumes 30 fury.Your words will twist your opponent's own emotions, instilling a deep hatred of you.
Boosted effect: It will also break any barrier or rebounding aura present, and afflict the target with masochism.
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Startle
DescriptionUsage: FURY STARTLE <target>
Consumes 20 fury.This powerful shout will physically startle your foe, causing them to lose their breath. Any rebounding aura beginning to form will be dissipated.
Boosted effect: They will also have their pipe balance consumed for 2 seconds.
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Shake
DescriptionUsage: FURY SHAKE <target>
Consumes 30 fury.Rattle your opponent's physical composure, causing them to suffer from weariness.
Boosted effect: It will also throw them off balance.
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Distract
DescriptionUsage: FURY DISTRACT <target>
Consumes 30 fury.Break your foe's concentration with this shout, causing them to instantly drop their parrying attempt.
Boosted effect: In addition, the next time your target parries one of your melee attacks, their guard will be weaker, allowing you to bypass it once.
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Halt
DescriptionUsage: FURY HALT <target>
Consumes 30 fury.This sudden cry will cause your foe to suffer from lethargy.
Boosted effect: Your target will also become immobile for 5 seconds.
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Rally
DescriptionUsage: FURY RALLY
Consumes 30 fury.Keep your allies fighting onward, using the sheer force of your spirit to empower them. For the next 30 seconds, your allies will find their active willpower and endurance costs greatly reduced, and their mana costs reduced marginally.
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Splitting
DescriptionUsage: FURY SPLIT <icewall|direction>
Consumes 30 fury.By utilizing a high-pitched whistle, you can now even split ice. An icewall that has been split down the middle will not be completely destroyed, but can be passed through albeit with delayed movement. Squeezing through an icewall in this manner exposes you to its oppressive coldness, freezing you.
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Bolster
DescriptionUsage: FURY BOLSTER
Consumes 60 fury.Direct your allies in battle to bolster their morale, granting them bonus health regeneration for the next 30 seconds.
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Phalanx
DescriptionUsage: FURY PHALANX
Consumes 60 fury.Order your allies to focus on holding a defensive position, granting everyone 10% resistance to cutting and blunt damage for the next 30 seconds.
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Taunt
DescriptionUsage: FURY TAUNT <target>
Consumes 20 fury.Force your foe's attention upon you, making their next attack automatically strike you instead of the intended target for a short duration.
Against denizens, there is no limit to the amount of attacks it can redirect toward you for its duration.
DetailsTarget Location Same location
Fury Consumed 30 fury
Taunted Duration 6 seconds
Lasts For 1 attacks
Taunted Duration (Denizen) 4 seconds
Fury Balance 8.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 endurance to use.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
Will bypass magical shields.
Will bypass prismatic barriers.
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Exhaust
DescriptionUsage: FURY EXHAUST <target>
Consumes 30 fury.Use your battle cry to diminish your opponent's vitality, causing them to suffer from physical exhaustion.
Boosted effect: Your target will also be left hobbled for 20 seconds.
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Shatter
DescriptionUsage: FURY SHATTER <target>
Consumes 40 fury.Disturb your foe's mental concentration on a deeper level, causing a random mental affliction from dizziness, stupidity, dementia, and confusion.
Boosted effect: This will also temporarily muddle their mind for a few seconds.
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Intimidate
DescriptionUsage: FURY INTIMIDATE <target>
Consumes 40 fury.Surprise your foe with a sudden, terrifying shout. For a short duration, your victim will be unable to raise their health above 90% of its maximum. The lower their health is when you use this ability, the longer it will last.
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Boost
DescriptionUsage: FURY <shout> <target> BOOST
Consumes an extra 20 fury on top of the shout's normal fury cost.By strengthening the force of your shouts, you can cause some of them to cause additional effects in exchange for an additional fury cost.
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Reverberate
DescriptionUsage: FURY REVERBERATE
Consumes 60 fury.Create an echoing shout in your location, causing any shield in your vicinity to be shattered. This effect will echo a second time shortly after.
Boosted effect: The first shield strip will also strip any prismatic barriers present.
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Anthem
DescriptionUsage: FURY ANTHEM
Consumes 60 fury.Drive your nearby allies into a frenzy, causing them to deal 7% more damage for the next 30 seconds.
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Interfere
DescriptionUsage: FURY INTERFERE <target>
Consumes 40 fury.Use the sheer might of your voice to interfere with other sound-based effects - you may cancel out one of a target's vocalizations, or immediately dampen a random vibration.
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Disorient
DescriptionUsage: FURY DISORIENT
Consumes 80 fury.This powerful shout will rattle the minds and spirits of everyone in your location, causing them to become disorientated and delaying their actions. This effect will last only a short time, though those who are suffering from ringing ears or sensitivity will be affected for a longer time.
Visual style and identity
Wayfarers are hardy, physically imposing warriors. They rely upon speed and cunning, as well as brute rage, to subdue their foes. The use of handaxes is their most notable characteristic, consisting of various targeted strikes, powerful throws, and dexterous counterattacks. This balance between strength, speed, and cunning is at the heart of the Wayfarer’s survivalistic style.
A Wayfarer will always be found carrying several handaxes. They wear leather armor in preference to heavier protection, prioritising mobility. When opportunity presents itself, they will cut a raging swathe through their opponents, stopping only to claim trophies from the fallen. They dive fearlessly into the fray, their commanding shouts inspiring allies and striking terror into their foes.
Side effects of the work
The arts of a Wayfarer are purely physical, eschewing the magical and telepathic augmentation common in various Sapient arts. Although these skills demand the Wayfarer’s physical fitness, they regularly push themselves beyond their limits to compensate for the enhanced capabilities of their foes. Over time, the Wayfarer way of life leads to joint problems, aches, and permanent injuries in old age. That is, in the unlikely event that they live that long.
The lifestyle takes its toll in other ways. Long stretches alone in the wilderness wear on personality. Many Wayfarers grow taciturn or coarse compared to their settled peers. The constant need to scavenge, move, and survive does not leave much room for the social niceties of city life.
Who plays this class
The Wayfarer suits players who want a simple, satisfying martial class without committing to the politics of a Spirit-Shadow tether. The kit is direct: handaxes in melee, handaxes thrown for ranged, Fury for the burst window, Wayfaring to survive long enough to use any of it.
Roleplay-wise, the class is for loners. The Wayfarer is not a champion of a city. They are not a defender of a guild. They are someone who turned up at a town once, picked up a contract, and left when the job was done. That frame is rare in Aetolia. Most classes carry a city’s politics on their back. The Wayfarer does not.
If you want guild-tied roleplay and city politics, look at a tethered class. If you want a self-reliant wanderer who fights with hand-axes and answers to no one, this is the class.
Origin and apprenticeship
The Wayfarer has no city affiliation and no guild. The original cadre lives in Albedos. The apprenticeship path on Sapience runs through Hemold in Helba on Albedos, costing 40 credits.
Because the Wayfarer is untethered, you can multiclass freely with either Spirit or Shadow classes and move between cities without losing the class. Race choice is independent of class, so you can play a Wayfarer of any Aetolia race, though many lean toward the Albedi races for thematic fit.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Wayfarer profile. Or see the full Aetolia class roster for the rest of the roster.
Predator
Untethered knife-fighter from a world beyond Aetolia. Pick Predator if you want a similar lone-wanderer profile with bone sitaras and tamed beast companions instead of handaxes and survival craft, plus the otherworld backstory.
Ravager
Bloodloch’s brutish brawler, sister to the Carnifex. Pick Ravager if you like the hard-hitting, no-honour fighting style of the Wayfarer but want the Carnifex guild structure, Perdition hellfire, and the Bloodloch Shadow tether.
Bard
Untethered performer-assassin from Djeir’s Theater of Shadows. Pick Bard if you want an untethered class with a strong roleplay frame and acrobatic combat, but prefer Songcalling and falchion work to handaxe brawling.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Wayfarer and play free
