Archer
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What this profession is
Section titled “What this profession is”The archer is the ranged front-liner: deal damage from across the room while staying out of reach. Where the warrior trades blows, the archer kites — fires, steps back, fires again — so a careful archer can kill things that would flatten a melee fighter. The trade-off is constant movement, ammunition to carry, and the same shooting skills as a warrior’s swinging skills.
Core skills
Section titled “Core skills”- Archery — your weapon skill; sets hit chance with bows and crossbows. Note you must stand still (or have the Moving Shot move) to fire.
- Tactics — primary damage multiplier, exactly as for melee.
- Anatomy — second damage multiplier and healing potency; Tactics + Anatomy are what make each shot hurt.
- Healing — bandages between volleys; with Anatomy it cures and resurrects.
- Resisting Spells — reduces hostile spell damage while you kite.
- Mobility is your real fifth skill — not a skill on the sheet, but the habit of repositioning between shots. Many archers also take Magery for Recall escapes.
The build
Section titled “The build”There is no dedicated archer template in this wiki yet. The closest analog is the Warrior Template — swap the melee weapon skill for Archery and keep Tactics, Anatomy, and Healing as written; drop Parrying (you can’t use a shield and shoot a two-handed bow). For fitting the full seven grandmaster skills under the 700-point cap, see 7x GM Templates.
How to play it
Section titled “How to play it”Read Combat Advanced — it covers the Moving Shot special move that lets you fire on the run, plus weapon speed and positioning. Back it with Combat Basics for the attack loop and Healing for bandage timing.
The core loop is shoot-and-step: fire, take a step back as the swing timer resets, and fire again, keeping the target at maximum range so it never closes. Against fast monsters, lead them around obstacles. Carry plenty of ammunition — running dry mid-fight is the most common way an archer dies.
Gear & tools
Section titled “Gear & tools”- Bows and crossbows from Weapons and the weapon catalog — different draw speeds and damage; pick to taste.
- Ammunition — arrows for bows, bolts for crossbows. Buy them, or make them yourself: feathers and shafts crafted via Bowcraft & Fletching. Always carry a deep stack.
- Armor — go lighter than a melee warrior so movement and skills aren’t hindered; you rely on range, not blocking.
- Optional jewelry for stat and resist bonuses.
Making a living
Section titled “Making a living”Like the warrior, the archer earns through dungeon farming — but can safely tackle tougher bestiary targets by kiting them, often pulling a higher gold-per-hour because fewer hits land on you. Loot gold, gems, reagents, and gear, then sell surplus via Vendors & Banking. A fletcher-archer who makes their own arrows keeps costs near zero.
See also
Section titled “See also”- Warrior — the melee analog and closest build
- Carpenter & Bowyer — craft your own bows and arrows
- 7x GM Templates — fitting seven grandmaster skills under the cap
- Combat Basics · Combat Advanced · Healing