This is a fairly dismal combo. Wanderers are the “random class” – all of their starting skills most of their starting equipment (rations aside) are entirely randomized. With excessive startscumming this can actually result in a character with a better start than most standard backgrounds, but in most cases you’ll end up with an unpowered, redundant or just plain bad skill spread. Combined with an octopode, the outright squishiest class in the game starting out, this probably spells an early death. I don’t expect to survive to Lair, let alone ascend.
As expected, I come out with a downright awful skill spread. 3 levels of fighting, 2 of of short blades, and 1 each of bows, dodging, stealth, traps and invocations. Fighting, dodging, stealth and traps are all essential skills in the long run, but nothing that’s going to help me much in the early game. Short blades are useless to me unless I plan to build a stabber, (which I don’t), I didn’t even start with a bow, and I’m not even sure if I’ll have a god that uses the invocations skill. The one bright spot with this start is that I started with two important consumables – a potion of heal wounds and a scroll of teleportation. These are arguably (along with potions of curing) the most useful consumables in the early game, as heal wounds will save me when low on HP and teleportation can allow me to escape from unwinnable situations, so starting with both identified and a supply of 1 each is a great benefit.
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