Callings
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This information is reliable as of patch 2.0.203.33. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.203.33. If this is no longer the current patch, you can help by updating it.
Callings are the name given to the Mutated Human subtypes. You can choose a calling during character creation. The corresponding True Kin starting types are called Castes.
List of Callings
The following info cards show details about each starting calling that is available for a player to choose in game, including the name of each calling, along with their attribute bonuses, starting skills, and starting equipment and items.
Apostle
+2 Ego
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 1 waterskin with 2d6+13-13 (Avg: 8) drams of honey
- 1-2 goat jerkies
- 3-4 witchwood barks
Arconaut
+2 Agility
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 canteen with 32 drams of fresh water
- 1 basic toolkit
- 30-50 wooden arrows
- 2-3 canned Have-It-Alls
- 1-4 things from Junk 1
- 2-4 things from Artifact 1
- 1-4 things from Scrap 1
- 3-4 witchwood barks
Starts with random junk and artifacts
Greybeard
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 30-50 wooden arrows
- 8-10 bear jerkies
- 3-4 witchwood barks
Gunslinger
+2 Agility
+200 reputation with mysterious strangers
skills
» Akimbo
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 225-275 lead slugs
- 3-4 beetle jerkies
- 3-4 witchwood barks
Marauder
+2 Strength
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 8-10 bear jerkies
- 3-4 witchwood barks
Pilgrim
+2 Willpower
skills
Equipped:
- 1 staff
- 1 cloth robe
- 1 sandals
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 1 waterskin with 2d6+13-13 (Avg: 8) drams of wine
- 2-3 crusty loaf
- 3-4 witchwood bark
Nomad
+2 Toughness
+200 reputation with the Issachari tribe
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 canteen with 32 drams of fresh water
- 4-5 salthopper chips
- 1 desert kris
- 3-4 witchwood barks
Starts with a recycling suit
Scholar
+2 Intelligence
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 basic toolkit
- 1-2 goat jerkies
- 0-2 random books
- 3-4 witchwood barks
Tinker
+2 Intelligence
+100 reputation with the Barathrumites
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 basic toolkit
- 1-2 goat jerkies
- 1-4 things from Junk 1
- 3-4 things from Artifact 1
- 1-4 things from Scrap 1
- 3-4 witchwood barks
Begins with a number of random artifacts and scrap
Warden
+2 Strength
+300 reputation with the Fellowship of Wardens
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 canteen with 32 drams of fresh water
- 2-6 witchwood barks
- 8-10 goat jerkies
- 3-4 witchwood barks
Water Merchant
+2 Ego
+200 reputation with water barons
skills
Equipped:
In Inventory:
- 9-15 torches
- 4 empty waterskins
- 7 waterskins with 32 drams of fresh water each
- 1 canteen with 32 drams of fresh water
- 1-2 goat jerkies
- 1 merchant's token
- 3-4 things from Junk 1
- 2-3 things from Artifact 1
- 3-4 witchwood barks
Starts with trade goods
Allowed entrance to many settlements for purposes of trade[1]
Allowed entrance to many settlements for purposes of trade[1]
Watervine Farmer
+2 Toughness
+100 reputation with the villagers of Joppa
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 8-10 vinewafer sheafs
- 2-5 things from Ingredients
- 1 farmer's token
- 1 cookbook
- 6-8 witchwood barks
Starts with random cooking ingredients
References
- ↑ This perk is not fully implemented.
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