This class is more range-oriented, albeit you should use the extra skills that often help to avoid tough situations. You should develop both aspects, but everything depends on how your party is composed. If the party has a marksman already, you should invest in strategic moves in the further part of the game, in order to avoid doubling the talents.
Remember about the skills that allow for burning and poisoning enemies. Try to use them during encounters, and your first line will have an easier time in combat.
You can find the base parameters for this class below.
Wayfarer has two enhanced attributes by default
Ranged combat requires adequate investments in finesse, as most of ranged weaponry is scaled according to this attribute.
Various advantages starting abilities should be supported by an adequate development of the hero when it comes to the said attribute. As a result, Wayfarer will still be effective with his abilities, which can be especially useful during tough encounters.
Abilities and Talent
In case of the Wayfarer three abilities were developed:
Gives a character access to abilities that use bow/crossbow and a bonus to attacks performed from a high ground.
This ability aids effective use of starting skills, while allowing better armor regeneration at the same time - it effectively substitutes vitality during the initial turns.
Being able to make good profit off the loot you find is instrumental to keeping your cash balance at the right level. You should have at least one person in your team that specializes in this area; you'll be ready for any expense necessary.
Pet Pal - allows talking with animals.
Allows a character to deal damage by using a ranged physical attack and inflict Crippled effect (if the target doesn't have physical armor) - this status immobilizes a target.
One of the most unique abilities in the entire game. It allows a Wayfarer to dip an arrowhead in an element that they stand next to - fire deals Fire damage, blood causes Bleeding and Oil can slow down an enemy.
The hero sends an earth ball that deals the damage as a result of the blast, and leaves an oil trail behind it. You should always have a few incendiary bottles in order to maximally increase the spell effectiveness.
Wayfarer - Races
Typically to the ranged classes, elves show the best predispositions towards them. A good trick is eating the found body parts to create blood puddles around yourself. Next, you can back off and change them into poison, which will surely hinder the enemy's movements.
High initiative can be useful when trying to move to a better position, or a better use of utility items' combinations or starting skills.
Lack of natural predispositions.
An intelligence bonus will surely be useful when operating the starting skills. But an attempt to transform a mage into a ranged fighter can lower his effectiveness in the early phase of the game.
Which abilities are worth choosing?
A Wayfarer has access to two schools (Huntsman and Geomancer) which means that they can choose from 8 starting abilities. Two out of the three abilities are very important, one can be changed - all is presented in the table below.
This ability is extremely useful for this character, you shouldn't change it.
This ability is useful throughout the entire game so you shouldn't change it.
This ability is much better than Fossil Strike because Slowdown Arrows, that can serve as a replacement for Fossil Strike, are easy to obtain. Fortify allows a character to increase their physical armor and (what is the most important) it doesn't allow enemies to teleport that character to other place.