Elin:Gunner

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Gunners are experts in modern weaponry, skilled in handling firearms and explosives. They can adeptly operate the latest weapons produced by Yerl, as well as artifacts of ancient machinery.

Class Stats and Feats

Class Str Con Dex Per Lea Will Mag Cha Total Domains Skills Weapon Skills Feat Feat Effect
Gunner 0 2+10 5+25 8+40 5+25 4+20 3+15 0 27+135 Fire

Lightning

Sound

Disarm Trap(140)

Evasion(130)

Stealth(130)

Spot Hidden(140)

Marksman(150)

Mace(130)

Crossbow(130)

Gun(160)

Thief's Luck 1

Ranged Mastery 1

+10 Luck

Increased effectiveness of ranged weapons

Overview

A more thief-like take on a ranged combat class than an archer, gunners were introduced in Elona, but are now playable in Elin. They have skills suited to dungeon-delving, and their stats lean them towards a magic and ranged combat style, as opposed to the archer's melee and ranged combat style.

Strategy

Gunners have harder early-game than most, but not as bad as that of wizards. Being more focused on direct combat than thieves, they have with approximately the same survivability but don't have the ability to easily pickpocket resources in towns like the thief does. Unlike archers, gunners have no easy early-game ammunition and must find an alternative or refrain from combat until a source is found. While the bullet recipe can be bought from Nola and a gunsmith can be found in Aqui Teola, it's hard to acquire reliable quantities of bullets and energy cells in the early-game without a production chain set up.

Gunners rely on ranged attacks for damage, so hand slots can be used for backup weapons, stat-boosting equipment, or even dual-wielding shields as defense.

The main difference between gun and bow combat is that guns need to be reloaded when emptied. The trade off is that guns have high burst damage, leading to hit and run strategies being more favoured by gunners.

The weapons available to a gunner also determine playstyle: pistols' ideal range is close-up, with high damage per ammunition expended and fast reload times. Assault rifles have a medium ideal range with 3 shot-bursts and high damage per turn, but are extremely ammunition-inefficient. Railguns have extreme burst damage at long range, but take very long to reload and use expensive energy cells as ammunition. It's also possible for a gunner to carry multiple guns, either for use in different situations or as reserve weapons if one's primary firearm is still reloading.

Suggested Races

Dexterity and perception are a gunner's main assets, and races which have good potentials in both are well-suited to the class.

  • Yerles
  • Juere
  • Eulderna
  • Elea
  • Succubus

Suggested Gods

  • Mani's bonuses boost a gunner's strengths even further.
  • Horome is a potential pick for a gunner who dabbles in magic, as her MP drain works on ranged attacks.

Starting Equipment

  • 8 bandages

Lore and Trivia