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Archer

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Archer
Nation Human
Type Advanced class of Rogue
Main stats DEX, STR
Gains per level DEX +2 and STR +1 on reaching an odd level, DEX +1 and STR +2 on an even one
Bonus points per level 2
Stats costing 2 bonus points STR, DEX
Max HP (CON − 20) × Level / 2 + 40 × Level + 550
Max MP 40 × Level + 550 + the larger of (INT − 20) × Level / 2 and (WIS − 20) × Level / 2
Extra Attack DEX / 4
Extra Defence DEX / 5 + DEX / 4

The Archer is an advanced class of the Human nation. A Rogue becomes a Archer at level 10 or higher, by choosing it at a Rogue Trainer.

Becoming a Archer

  • Talk to a Rogue Trainer with a Rogue of level 10 or higher and choose the Archer.
  • The main stats are set to what a Archer gains from its levels, as if the character had been one since level 1, and the bonus points are recalculated.
  • Rogue Trainers stand in: South Coast (Aldia Port); South Coast (The First Rest); South Coast (Tesitio); South Coast (Watcher); Sainna Island (New Bellin Port); Sainna Island (Adi); Sainna Island (Faery Lake); Caernarvon (Vitory).

Stats

Stats from level-ups alone (every stat starts at 20; bonus points and equipment come on top).

Level DEX STR Max HP Max MP
10 33 34 950 950
20 48 49 1,350 1,350
30 63 64 1,750 1,750
40 78 79 2,150 2,150
50 93 94 2,550 2,550
60 108 109 2,950 2,950
70 123 124 3,350 3,350
80 138 139 3,750 3,750
90 153 154 4,150 4,150
95 161 161 4,350 4,350

The formulas use the stats with the equipment bonuses. Divisions are rounded down. See Stats for what the stats do.

Skills

A Archer also uses the class skills of the Rogue and can learn its skills from books.

Skills learned from books

Skill Type Needs, per step Books sold by NPCs Description
Spirit Arrow Cast DEX 5 and STR 5 I, II (Rogue Trainer) Aimed magical attack using ranged weapon. Up to 4x damage when used while camouflaged.
Multiple Arrow Instant DEX 5 and STR 5 I, II (Rogue Trainer) Launches a fatal magical attack using a ranged weapon.
Camouflage Instant DEX 5 and STR 5 I, II (Rogue Trainer) Hides yourself from the enemy. Higher levels give you faster movement and longer effect. Recharge begins when skill ends.

Equipment

Equipment also needs the stats shown on the item (Items).

Equipment Items this class can use Notes
One-handed swords 42
Two-handed swords 26
One-handed axes 40
Two-handed axes 26
One-handed blunt weapons 66
Two-handed blunt weapons 26
Daggers 41
Bows 22 21 only for Archer, Enchanter
Crossbows 20 20 only for Archer, Enchanter
Staves 27
Arrows 16
Bolts 16
Shields 16
Helmets 77
Armour 22 19 only for Assassin, Archer
Tunics 9
Shirts 9
Gloves 68
Boots 49
Necklaces 28
Rings 72
Cloaks 1