Wanderer

[PAWN] is a wanderer; an outcast, half-breed mage class frequently dubbed a hedge-mage. Their carefree personality has kept them from developing class abilities. Instead, they have learned to improve on a vast number of utility abilities that allow them to adapt to any situation.

Wanderers prefer the open road and gain a mood boost for being in a caravan. Caravans with a wanderer will ignore the movement penalties of any world tile. However, their wanderlust will cause them to suffer a mood penalty for remaining at a colony for too long.

## Stat Modifiers

* Move speed +0.20
* Global work speed -10%
* Immunity gain speed +20%
* Psychic sensitivity +10%
* Mental break threshold -3%
* Maximum comfortable temperature +3.0C
* Minimum comfortable temperature +3.0C

## Abilities

### The Wanderer

Increase attributes through hard work and creativity.

#### Experimentation (15)

* Each skill point: Ability power: +1%, Ability resistance: +2%

#### Prodigy (15)

* Each skill point: Ability cost: -1%, XP gain: +2%

#### Expanded Mind (15)

* Each skill point: Ability cooldown: -1%, Mana regeneration: +1%, Max mana: +2%

### Cantrips

Wandering mages do not have class specific abilities, instead, they excel at general spells or cantrips.

Cantrips are discarded by most mages as mere conveniences which require no additional skill training, but the wanderer takes another approach. By investing time and effort into understanding cantrips, the wanderer is able to improve almost all general abilities in utility, power, and efficiency.

#### Cantrips Power (15)

Adds additional power to cantrips:

* Level 1: Smokecloud causes blindness to enemies
* Level 2: Arcane bolt minimum burst count increased to 2
* Level 3: Dirt Devil moves 33% faster
* Level 4: Extinguish causes damage to elementals and high damage to demons
* Level 5: Teleport, Heal, and Summon Minion gain power level 1 class improvements
* Level 6: Transfer mana and Siphon mana always apply buffs/debuffs
* Level 7: Arcane bolt minimum burst count increased to 3
* Level 8: Spell Mending reparation speed increased by 25%
* Level 9: Lightning Trap triggered effect lasts longer and creates a sheet of snow
* Level 10: Teleport, Heal, and Summon Minion gain power level 2 class improvements
* Level 11: Arcane Heater spits fire at enemies
* Level 12: Arcane Cooler slows movement of nearby enemies
* Level 13: Power Node shocks nearby enemies
* Level 14: Rain causes a violent thunderstorm (instead of rain) where lightning strikes focus on enemies
* Level 15: Teleport, Heal, and Summon Minion gain power level 3 class improvements

#### Cantrips Efficiency (15)

* Decrease max MP upkeep costs by 3% and energy regeneration penalties by 3% per skill point.
* Level 15: Wanderer gains stamina and can learn Might classless abilities.

#### Cantrips Versatility (15)

Adds additional utility or versatility to cantrips:

* Level 1: Blink stuns enemies around the target area
* Level 2: Smokecloud radius is expanded by 2 cells
* Level 3: Increases the efficiency of mana shield by 25%
* Level 4: Dirt Devil lasts 25% longer
* Level 5: Teleport, Heal, and Summon Minion gain versatility level 1 class improvements
* Level 6: Arcane Cooler, Arcane Heater, and Power Node apply minor buffs
* Level 7: Increases the efficiency of mana shield by 40%
* Level 8: Spell Mending doesn't apply a debuff on the target
* Level 9: Arcane Cooler, Arcane Heater, and Power Node apply additional buffs
* Level 10: Teleport, Heal, and Summon Minion gain versatility level 2 class improvements
* Level 11: Blur evasion chance increased from 20% to 30%
* Level 12: Invisibility has 25% increased duration and applies a self heal when activated
* Level 13: Magelight will fire a lightning bolt at enemies within 24 cells every 7-13 seconds
* Level 14: EMP has a 40% chance to attempt Sabotage to robots and mechanoids
* Level 15: Teleport, Heal, and Summon Minion gain versatility level 3 class improvements

## Notes

#### Teleport

* Power (3): 33% further travel distance per level. Allows the portal to be held open 20s longer per level.
* Versatility (3): add 400 transportation capacity per skill level, 600 at level 3. Allows the portal to be held open 20s longer per level.

#### Heal

* Power (3): Increases the amount each wound is healed by 2 points per level.
* Versatility (3): Increases the maximum number of wounds that can be healed per spell by 1 per level.

#### Summon minion

* Power (3): Increases the number or power of minions summoned.
> Level 0: summons one minion.
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> Level 1: summons two minions.
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> Level 2: summons one greater minion.
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> Level 3: summons two greater minions.
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* Versatility (3): Increases the duration of the summoning by 10m per skill point.  Base duration is 20m.