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Archer

General description

The archer is a great starting class, being pretty self-descriptive. Archers offer continuous ranged damage as well as skills adapted for fighting against more powerful enemies than themselves.

Unique mechanic(s)

Archers have two distinct types of skills.

Spells, that imbue their arrows with magic, increasing their damage output and allowing them to deal with a variety of different situations, and pacts, which are powerful abilities with devastating effects on both themselves and their enemies.

Archers should focus on increasing their agility and magic to gain damage with both their normal bow attacks and their magic. They should also use lighter armor with focus on enchantments to synergies with their natural affinity with situational adaptability.

Social status

Can readYes
Can writeVaries
Social statusRespected
Knowledge of the worldModerate
Political understandingBasic understanding
Geographical knowledgeSomewhat knowledgeable
Known forBeing capable at survival, hunting and often having relations with questionable fellows.

Starting items

Budget: 100 pts

  • 25 pts Bow (Acc. 75%) 1d4/2 * (4 * AGI + LVL * 20)

  • 25 pts Great bow (Acc. 100%) 1d4/2 * (5 * AGI + LVL * 20) (Takes 2 turns to pull out and put away)

  • 5 pts Iron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used)

  • 25 pts Rusty short sword 1d4/2 * (3 * STR + LVL * 25)

  • 25 pts Rapier 1d4/2 * (3 * AGI + LVL * 20) (If your LUC and AGI are least twice as high as your target’s this weapon completely pierces armor)

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 50 pts Chainmail hood (60 defense)

  • 50 pts Chainmail body armor (60 defense)

  • 25 pts Leather hood (40 defense)

  • 25 pts Leather body armor (40 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having agility be in your top 3 highest stats.
  • Having magic be in your top 5 highest stats.
  • Have some experience with bows and thrown items.
  • Have the ability to use magic

Process

  • If you are unable to use magic, train your mana until you can materialize it (10 non-consecutive turns with a magic user of tier 2 or higher)
  • Train with an archer or mage for 10 turns until you are able to attach your magic onto your arrow tips (counts towards bow training time).
  • Train with a bow or thrown items for at least 20 turns while under tutelage from a proper archer.