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Class record

Archer

Tier
2
Difficulty
2 / 5
Roles
MainStriker

Entry

Requirements

Ranger mastered.

Advancement

Progression

  1. UnlockKey ability
    Status Assessment IIUnlocks Status Assessment IIRefund possible Also granted by Marksman
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 skill points to spend on Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness,or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Archers are the masters of ranged combat, commanding the battlements during times of war. Skilled squads of Archers were feared for their ability to deliver devastating volleys of missiles at high speed, effectively keeping infantry advances at bay. Their keen eyes and sharp intuition allowed them to choose the most effective ammunition for maximum impact.

The title "Archer" originally referred to those who wielded bows, but as technology evolved, so did the term. With the invention of crossbows and firearms, those who demonstrated exceptional skill with these new weapons still proudly took on the title. Today, "Archer" represents anyone with a remarkable talent for ranged prowess, regardless of the weapon they use.

Tactical guidance

Playing Archer

Archers build on the ranger with a heavier focus on ranged attacks. They gain Status Assessment II, which in addition to showing HP also informs you of damage type strengths and weaknesses. Knowledge on what to use against enemies can be very important and this should be used frequently.

For single target attacks, they gain Snap Shot II. It allows the archer to make a light attack at a mana cost. While it competes against the normal snap shot, it has no AP cost. It is best used when an enemy is low on hit points and you lack AP to finish it before it can take a turn.

The archer is strong against small groups and big groups. Against big groups, a volley covers a very large area. Against smaller groups, multishot can target multiple enemies with a heavy attack doing serious damage or burning RP. The mana cost for overcharging it isn't too high either, so you could feasibly attack several enemies at the same time.

Finally, for the creative archers out there there is Unerring Aim. While it has a less immediately clear combat purpose, targeting things such as a rope holding a chandelier or a potion an enemy is holding in their hands can still prove useful. 

Archer

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Unlocked ability

Status Assessment II

0 AP
RangeSight
Keywords

You can assess the approximate HP percentage of a unit until the end of combat. (The DM should enable health bars for the unit). You can also assess any damage type weaknesses and strengths that the enemy has at the current time. You can also determine which parts of a creature can be targeted and destroyed, if any.

Requirements

-
No listed cost
When you aim at an object not being worn or wielded within your ranged weapon range, you always hit your target.

Ability

Volley

2 AP1 MP
RangeRanged Weapon Range
Keywords

You make a Light attack against all targets in a 25x25ft area.

Requirements

-
0 AP1 MP
RangeRanged Weapon Range

You may make a Light Attack against the target. You do not add your focus to this roll.

Requirements

-

Ability

Multishot

3 AP1 MP
RangeRanged Weapon Range

You may make a Heavy Attack against two different targets. Overcharge: You may spend X extra mana to attack 2 + X targets instead.

Requirements

-

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.