Class record
Archer
Striker
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Striker
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 Fitness,or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 Focus or Power.
- 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.

