Build · Climb it, swim it, ride it, map it
Argonian Wayfarer
An explorer who levels by getting around: Climbing, Swimming and Running are primary, so every wall, river and long road raises your level. Argonians never drown, and a camp kit and a few tools feed you on the road.
Argonian · custom class
Reedwalker
+3difficulty · skills ×1.08 effort
- Climbing
- Swimming
- Running
- Jumping
- Medical
- Short Blade
- Stealth
- Dodging
- Mercantile
- Streetwise
- Archery
- Lockpicking
- Strength
- 45
- Intelligence
- 40
- Willpower
- 40
- Agility
- 60
- Endurance
- 70
- Personality
- 25
- Speed
- 70
- Luck
- 50
12 (+4 points)
- Athleticism+4
- Expertise In Short Blade+2
- Rapid Healing General+4
- Forbidden Weaponry Axe-2
- Forbidden Weaponry Blunt Weapon-2
- Forbidden Weaponry Long Blade-2
- Forbidden Armor Type Plate-5
Why this build
- Why an Argonian: the race table gives Argonians a bonus with short blades, and by default they never drown, which is fixed online. A swimmer who never drowns can cross any river. See races.
- Why Climbing, Swimming and Running as primaries: your level comes from your primary skills, so moving around the world is what levels you. See Levelling and skills.
- Why Speed 70 and Endurance 70: you spend your life on the move, and carrying a camp slows you down only after three quarters of your load. See Weight, bandages and training.
- Why Athleticism: it gives better running, jumping and climbing for +4.
- Total +3, skills advance at ×1.08 the effort. 12 HP costs 4, advantages give +10 and the disadvantages give −11.
Open this build in the class calculator
Gear you start with
Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.
- Climbing (primary):
Helm. A helm. - Swimming (primary): . A loincloth, carried, not worn.
- Running (primary): . Shoes.
- Jumping (major):
Boots. Boots. - Medical (major):
Bandage. Four bandages. - Short Blade (major):
Shortsword,
Tanto. A shortsword or a tanto, even odds.
Weapons that fit
Every weapon for the weapon skills this class trains and does not forbid.
Legendary pieces worth chasing
Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.
- Nightwhisper (weapon): +25% damage, +12 Agility, +10 Speed, +25 Stealth. Silent Death
- Stormcaller's Bow (weapon): +30% damage, +10 Agility, +25 Archery. Chain Lightning
- The Glenmoril Bow (weapon): +28% damage, +10 Agility, +22 Archery. Hunter's Moon
- Tsaesci Fang (weapon): +28% damage, +12 Speed, +25 Critical Strike. Serpent's Kiss
- Worm's Tooth (weapon): +24% damage, +12 Intelligence, +22 Mysticism, +20 Backstabbing. Soul Siphon
- The Mountain's Root (armour): +16 armor, +12 Endurance, +40% carrying capacity. Bedrock
- The Night Mother's Embrace (armour): +14 armor, +10 Agility, +25 Backstabbing, +20 Stealth. Sweet Mother's Kiss
- The Raven's Wings (armour): +14 armor, +12 Agility, +25 Dodging. Raven's Evasion
- The Wall of Daggerfall (armour): +18 armor, +12 Endurance, +40% Shock resistance. Bulwark
- The Warden (armour): +15 armor, +12 Endurance, +40% Magic resistance. Last Stand
- The Wayrest Courier's Treads (armour): +12 armor, +15 Speed, +25 Running. Courier's Haste
- Foxglove (jewellery): +15 Luck, +10 Speed, +35% Poison resistance. Fortune's Favour
- The Duelist's Vambrace (jewellery): +12 Agility, +10 Speed, +25 Critical Strike. First Blood
- The Mark of the Hist (jewellery): +12 Endurance, +45% Poison resistance, +25 Swimming. Hist-Sap
Guides for this build
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- Weight, bandages and trainingWhat carrying too much costs you, how bandages heal, what guild training costs, and two smaller rules from Roleplay & Realism.
- Shops and hagglingWhat a shop asks and pays, how Mercantile and Personality change it, and what changes online.
- Food and cookingHow long each food keeps you full, how it spoils, and how to cook raw meat and fish.
- Travel and horsesThe travel map, what a horse or cart changes about moving, and what the transport items cost.
- Foraging toolsThe six foraging tools, where each can be used, what it finds and what the finds are worth.
- Resting and timeWhere you can rest, how often, and the two clocks that run the online world.
- Dungeons and the automapHow the automap fills in, why a closed door hides a hall, and what the grey rooms mean.
- Combat basicsHow to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.