Classes
Archetype: High-Mobility Marksman Tinkerer
Role: Ranged DPS
Races: Deep Elf, Goblin, Halfling, High Elf, Human, Ogre, Wood Elf
Archer
Identity
The Archer is a ranged combatant, focused on debilitating targets with a diverse selection of gadgetry before striking them down with exceptional precision. The bow is their primary weapon, but specialized arrowheads expand their utility. These arrowheads give every shot a purpose, and arrow crafting before an adventure ensures that the Archer is ready for any situation.
Archers are highly mobile, having the ability to reposition themselves and escape when pressed. They can fire while on the move, create distance in a hurry, and temporarily conceal themselves in order to line up a devastating shot, rewarding patience and timing.
Where Rangers rely on their fieldcraft, Archers utilize tinkered solutions. Mechanical traps, deployable gadgets, and crafted contraptions give them unmatched control over the battlefield, a strength few would dare to challenge.
Defining Traits
Physical ranged DPS with no magic
Can fire at a reduced speed while moving
Has access to specialty arrowheads, including explosive tips, entangling nets, concealing smoke, and more (key abilities require specific arrowheads, so what you carry matters)
Utilizes tinkered traps including caltrops, nets, and bombs; their tools feel crafted and mechanical, rather than foraged like a Ranger
Can fire a quick volley while repositioning
Can leap backward when enemies close in
Can temporarily conceal themselves to empower their first shot upon reemerging
What’s Changing
Archer updates are primarily thematic. We’re not overhauling their core abilities, but rather tightening up their focus. You can expect the same ranged DPS role with a stronger emphasis on what makes the class distinct: power from preparation and positioning.
More:
Physical skill and technique as the primary source of power
Loadout-driven gameplay using specialized arrows and traps
Emphasis on planning, positioning, and resource management
Less:
Magic and elemental abilities
Passive or automatic damage
Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard