Elin:Archer: Difference between revisions

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An archer should keep a healthy reserve of ammunition in order to avoid running out at inopportune times, and possess the crafting and gathering skills needed to produce high-quality bolts and arrows.  
An archer should keep a healthy reserve of ammunition in order to avoid running out at inopportune times, and possess the crafting and gathering skills needed to produce high-quality bolts and arrows.  
With no particular aptitude for magic, an archer can nevertheless opt to learn some support spells such as intonations, or simply keep some potions, rods and scrolls at hand.


==Suggested Races==
==Suggested Races==

Revision as of 18:57, 15 May 2024


Archers are specialists in ranged attacks. They may have some melee capabilities, but they typically defeat enemies from a distance without allowing them to get close.

Class Stats and Feats

Class Str Con Dex Per Lea Will Mag Cha Total Domains Skills Weapon Skills Feat Feat Effect
Archer 6+30 4+20 8+40 5+25 2+10 0 0 0 25+125 Lightning

Poison

Cut

Light Armor(130)

Evasion(140)

Marksman(150)

Anatomy(130)

Riding(130)

Axe(130)

Short Sword(140)

Bow(160)

Crossbow(160)

Ranged Mastery 2 Increased effectiveness of ranged weapons

Overview

A fairly balanced physical class, similar to the thief. While the thief is more of a generalist, the archer focuses more on combat, especially ranged weapons through not just their starting skills, but also class feat which increases the damage of bows, crossbows, firearms and wands.

Players who'd prefer an archer with more utility skills should consider the thief, and those who want a more magic-oriented hybrid should consider the warmage. Since they do not have bonus potentials in firearms, players seeking to rely on firearms should play a gunner instead.

Strategy

Archers have a good start - with a little girl to keep enemies at a distance, they can make quick work of most enemies. Ammunition is cheap and plentiful in the form of makeshift arrows, which can be handcrafted until bolts and arrows can be made at a tinker's table. Being able to keep distance trivialises many early-game monsters, and remains an advantage even into late-game. Riding a speedy mount can help archers maintain distance.

While archers have melee capabilities, it's best to reserve it for unavoidable situations or trivial enemies which don't warrant spending ammunition. While archers are trained in axes, short swords are better as they are rooted in dexterity as opposed to strength. Alternatively, archers may opt to wield weapons that boost their attributes, or go all-in on defense by dual wielding shields.

An archer should keep a healthy reserve of ammunition in order to avoid running out at inopportune times, and possess the crafting and gathering skills needed to produce high-quality bolts and arrows.

With no particular aptitude for magic, an archer can nevertheless opt to learn some support spells such as intonations, or simply keep some potions, rods and scrolls at hand.

Suggested Races

  • Yerles
  • Hillfolk
  • Juere

Suggested Gods

  • Lulwy is the most obvious choice for an archer, granting bonuses to bows, crossbows, evasion and speed.

Starting Equipment

  • 8 bandages

Lore and Trivia