Revamp Archery [Long, Work In Progress]
Posted: Mon Sep 19, 2011 10:58 pm
I propose that ranged combat, and the class(es) that utilize it, should be re-done.
Archers were recently merged into the Warriors class category because the Slinger and the Archer were too similar. While I agree that this is probably a nice short-term solution, I feel the correct final solution is to diversify the Archery classes and make them more interesting. Furthermore, many existing abilities for Archers don't even make sense with one weapon or the other, so I came up with ideas for more weapon-specific abilities.
Ranged Weapons
To make the classes feel unique at lower levels, their basic weapons can have some differing properties.
Slings -- Ammunition: Shots
Dependent on Cunning. They have the shortest base range (4) and fastest speed (80%), but suffer from accuracy problems. Ricochet effects allow you to attack a wide range of opponents. Slings also have some melee use with the proper skills.
Bows -- Ammunition: Arrows
Dependent on Dexterity. They have the longest range (6), medium speed (100%) and moderate damage and accuracy. The standard of choice for ranged combat.
Crossbows -- Ammunition: Bolts
Dependent on Strength. They are slow (attack speed 150%) and medium range (5), but also have the highest damage, above-average armor piercing and the highest accuracy. They can also utilize their weapon effectively in melee combat as a makeshift bludgeoning tool and learn to reload their weapon faster as their mastery increases.
Bows are the only weapon viable for a non-archer, due to the slow speed of the untrained Crossbow and low damage of the Sling.
The Archery Skillset
All Archer sub-classes share a unique set of skill trees. New skill trees will have an underlined stat listed. This stat is what the tree is based off of, and skills in that tree may be modified by that stat.
Technique / Ranged combat Dexterity
The basics of ranged warfare
Target Leading
Increases Accuracy, also increases effective range by +1 at ranks 2 and 4. May need a projectile speed increase for sanity reasons at rank 4+.
"You have practiced leading moving targets, allowing you to hit targets at longer distances and with improved accuracy."
Retreating Shot
Step away from a foe 1 tile while simultaneously firing a ranged attack. Higher ranks decrease cooldown.
"You step away from your target while you make your attack, keeping your distance and leveraging your weapon's properties to your own advantage."
Crippling Shot
Moving from tier 2 to tier 3. To compensate, increase speed penalty with each rank. Otherwise, as-is.
Aim
Moving from tier 2 to tier 4, to compensate, eliminate the firing speed penalty. Otherwise, as-is.
Technique / Field control
As expected. No change.
Technique / Combat veteran (locked)
While these skills are expected to be intensely useful, they are not skills that fit the rather marked style of a ranged combatant.
The Classes
Archer
The most traditional of the classes. The archer is a master of the bow. An archer's skills try to make as much use of their range as possible.
Technique / Archery Dexterity
The art of the bow.
Bow Mastery
As-is
Piercing Arrow
As-is
Penetration
Passive. [Skill level x 10]% chance that any regular attack will pierce through the target and strike a foe behind. This can happen multiple times in a single shot.
"Your skill with the arrow has enabled your attacks to frequently pierce completely through an enemy, effortlessly."
Volley of Arrows
As-is
Technique / Technique - bows Dexterity
Skills for an aspiring bow master.
Flare
As-is
Pinning Shot
Moving from tier 3 to tier 2. The duration of pin is reduced by 1 to compensate.
Artillery Stance
Sustained. Range is increased by 2. Accuracy is reduced by 10. Defense is reduced 100%. Defense penalty is reduced 15% with each added skill level. (With all ranks in target leading, this gives an effective range of 10.)
"Your familiarity with your weapon allows you to fire shots with excessive loft and still hit your target. Unfortunately, the stance required to do this makes avoiding attacks difficult."
Fist Full of Arrows
A conal attack that strikes all foes up to range 6. Deals 60 + [skill level x 20]% damage. All affected foes are dazed for 3 turns.
"By nocking an entire fist full of arrows on your bow and firing it sideways, you coat an entire field in a hail of pain. What lacks in accuracy is made up for with volume. The sheer mass of the assault can disorient your foes."
Technique / Finesse Dexterity
How to make Archery look good and maim foes at the same time.
Steady Shot
As-is
Dual Arrows
As-is
Rapid Shot
As-is
True Shot
The next ranged attack WILL hit and has a [skill level x 20]% chance of a guaranteed crit. The effect works with other skills. Cooldown begins at skill activation, so using it well in advance of an encounter is recommended. Cooldown is very long.
"Your unwavering faith in your weapon brings out the full potential in your next attack."
Technique / Combat training (locked)
As-is
Slinger
Slingers are the tank-class equivalent in the ranged combat styles. Unhindered by heavy armor, and wielding a one-handed weapon, Slingers can make due with a shield, or with an additional off-hand sling that has techniques all of it's own. Do note that an off-hand sling cannot fire shots on it's own and is utilized more like a whip.
Technique / Slinging Dexterity
The basics of slinging.
Sling Mastery
As-is
Eye Shot
As-is
Inertial Shot
As-is
Disorienting Shots
Passive. Critical hits on regular attacks confuse the target for [skill level + 2] turns. Only affects the primary target in the case of a ricochet.
"Your shots strike with such concussive force that a target is often disoriented by the assault."
Technique / Technique - slings Cunning
Whip it good!
Flail
Deals damage to a target in melee range, stunning the target for 3 turns.
"Bash your target with your sling without releasing your shot."
Blast Shot
Targetable radius 2 AoE. Deals 20 + [skill level x 10%] damage. All affected targets have movement speed reduced by 10% for 5 turns.
"Shatter your ammunition against the ground, sending fragments flying in all directions, embedding the shards into the legs of your foes.
Ricochet
Sustained. All ranged attacks from the sling, including skills and subsequent ricocheted attacks, have a 20% chance to ricochet off to another target at 75 + [skill level x 5]% of the previous damage. Costs no stamina.
"You have mastered the art of banking your shots off of one target and into another."
Multishot
As-is. This ability is augmented significantly by ricochet.
Technique / Dual-slings (locked) Cunning
A sling with a shot in it is basically a rope with a weight on it. This is the art of leveraging that weight to maximum effect.
Double Flail
Passive. Flail attacks now make an additional attack with the off-hand sling at full damage. If both attacks connect, the stun duration is increased by [skill level] turns.
"You have a second face-smasher and you've practiced using it."
Disarm
Attempts to strip a foe of its weapon. Enemies without weapons become entangled and lose [skill level x 5] accuracy for 5 turns.
"You have learned how to utilize the weighted end of your sling to wrap around small objects and rip them away from people."
Trip
Sets a target's global speed to 50% for two turns. Deals damage equal to the target's constitution. Success chance increases with skill level and cunning.
A foe that cannot stand is therefore unable to stand and fight. Bring your opponent down."
Sling Dance
Attacks all foes in melee range with a standard Flail attack using your offhand sling, and finish with a ranged attack using your primary sling against a targetted opponent for [skill level x 50] + 50% damage.
Round and round we go, and when we stop, someone will know.
Technique / Combat training
This skill tree is unlocked for Slingers, but still remains locked for other Archery classes.
Technique / Sling technique - block (locked) Strength
You have a hand free. Use it! NOTE: Equipping a shield gives a 20% attack speed penalty.
Shield Press
Knock a target in melee range back by 1 and step into the vacated space. If the knockback is successful, there is a [skill level x20%] chance of following up with a automatic Flail attack.
"Slam your shield into a foe and follow up with a smash to the face.
Rock Slam
Knocks a target in melee range back by 3. If successful, follow up with a ranged attack that inflicts Daze for 3 turns.
"Use your shield to throw your target away and immediately follow up with a stoning punishment."
Fortified Stance
Sustained. Greatly increases defense but disables all ranged attacks and removes (but does not reset) the cooldown and knockback on Rock Slam. Costs no stamina. Defense increase based on skill level.
"Take cover behind your shield and engage a foe in a toe-to-toe battle."
Return Fire
Passive. [Skill level x 10%] chance that any ranged attack that is blocked will give an automatic retaliatory ranged attack. Cannot be used with Fortified Stance.
"Retaliate with your own form of deadly projectile."
Tinkerer (locked) Unlocked by imbuing any item.
Like the Alchemist, the Tinkerer has done extensive experiments on gemstones, but both came to completely different methods of use.
Technique / Marksmanship Strength
How to operate a winch, for dummies
Crossbow Mastery
Just like other mastery techniques, increases damage with Crossbows - however each rank also increases attack speed (reduced attack speed by 5%) with crossbows.
"1) Point
2) Shoot
3) Reload"
Hammer
Strike an enemy with your crossbow, stunning it for 4 turns. If the attack lands, there is a [skill level x 20]% chance of following up with a ranged attack.
"Halt your foes for a time with this hammering attack. Might as well shoot them while you're at it."
Timed Shot
Do nothing for one turn. Anyone attempting to melee the user during this turn will be struck with a crossbow bolt at point blank range for a guaranteed crit and be knocked back. Critical multiplier is increased by [skill level x 10]%.
"The best defense is a good offense."
Puncture Shot
Inflicts [skill level x 80]% additional bleeding damage over 12 turns and penetrates all armor.
"Break on through, to the other side!"
Technique / Tinkering Strength
The Tinkerer's art involves the creation of explosive charges. Charges are wielded in the off-hand slot.
Craft Explosive Charges
Consume a gem to create 3 explosive charges of the same type. This takes 20 turns. Higher skill levels are required for higher ranks of gems.
"Turn a useless shiny object into a useful shiny object."
Fire Explosive Charge
Fire a bolt with an attached explosive charge, dealing [100 x Gem Rank] + [skill level x20]% elemental damage equally to all targets in a radius of [1 + Gem Rank]. The primary target still takes all of the damage (and any subsequent effects) that it would take from the ammunition in addition to this damage.
"Turn a shiny useful thing into a shiny big explosion."
Improved Charges
Explosive charges additionally inflict related status ailments (e.g. cold inflicts freeze). Higher skill levels and gem ranks inflict stronger ailments.
"Bring the wrath of the elements down upon your foes."
Efficient Manufacturing
Increases the number of charges made with Craft Explosive Charges by [skill level].
"You have learned to make cleaner cuts and made your charges easier to create."
Technique / Combat training (locked)
As-is
Phantom (locked) Unlocked by taking Archer and Slinger each to level 10.
A Phantom is the opposite of an illusion. Where an illusion is something visible, but not tangible, the Phantom is often tangible, but not visible. A master of shadows and light, the Phantom is an elite assassin who uses her abilities to merge with light and darkness alike. Many of their abilities work with melee weapons, but they are generally known for working at a distance.
Technique / Archery
Technique / Slinging
Technique / Marksmanship
All as above.
Technique / Field control (locked)
Note: Other archery classes do not have this locked.
Technique / Phantasmal Arts - basic Willpower
Arts that use shadows and deception to their advantage.
Shadow Strikes
Passive. Your attacks have a [skill level x 5%] chance to pin the target for 1 turn.
"Your attacks can pin a target's shadow to the ground, preventing your foe from moving for a brief moment."
Blindside
Fire a shot that confuses the target for 4 turns.
"Fire a shot that travels erratically and blends in with the surroundings, assailing your foe from unexpected directions."
Phantom Step
Step to any location in LOS, as long as there is nothing blocking the way. Cooldown is reduced with skill level.
"Step through the shadows and back out at another location."
Mirror Step
Teleport to the location symmetrically opposite your opponent, regardless of LOS. If the destination tile is occupied, the skill fails and the player immediately is reduced to zero stamina. If the target is still in LOS after teleporting, you take a free shot at [skill level x 20%] + 100% damage.
"Invoke the reflective properties of a mirror, and become yourself on the other side."
Technique / Phantasmal Arts - advanced (locked) Willpower
Further down the rabbit hole
Phantom Shots
Each time this ability is used, your next ranged attack will have 1 extra attack, up to a maximum of the level of your Phantom Shots skill. Cooldown 20.
"Use your power to create an extra phantom attack."
Fade
Passive. Taking no action, movement, damage, or status ailment (including saturation) for [11 - skill level] turns causes you to fade into the background. In this state, enemies cannot detect your presence in any way. Once faded, you can move around at a 50% speed reduction. Enemies within LOS have a 110 - [skill level x 15]% chance to detect you for each time you move. If detected, you lose the Faded status immediately.
"Take a cue from a chameleon."
Phantom's Burden
Instantly removes saturation effects and resets all infusion and rune cooldowns. Cooldown is equal to [number of turns remaining on your saturation effects] x (20 - [skill level x 2]) + 50 - [skill level x 5]. When the cooldown is complete, the saturations are returned to you at half duration, stacking the potency and duration with any newly incurred effects.
"Shrug your burdens off on the other you."
Doppleganger
Creates a stationary shadow clone of yourself at the target location that fires on your target, mimicking any ranged attacks you make, including skills, for [skill level x 2] + 3 turns. The doppleganger's attacks must make their own accuracy and critical checks separately. Monsters will ignore the doppleganger. Note that Mirror Step only causes the shot to be taken; the doppleganger does not move.
"Come forth, my twin. Let us destroy all the evils on this plane."
Technique / Phantasmal Arts - utility Willpower
[This tree is non-linear]
Bring the light and shadow to your side.
Phantom Quiver
Passive. [Skill level x 5]% chance that quivered ammunition is not consumed.
"Your quiver always seems to contain that one last shot ... "
Phantom Touch
Pick up a target item in LOS, up to a range of 2 + [skill level].
"Carry objects with the light itself."
Phantom's Visage
Passive. [Skill level x 3]% chance of inflicting domination upon all attacking targets.
"The shadow tricks that play across your face cause the weaker-willed to flee."
Displaced Figure
Passive. [Skill level x 20]% of all incoming projectiles miss their mark as long as the player's last action was movement.
"A blurry image becomes difficult to ascertain as it moves about, but when it is still, it is just a target."
Sniper (locked) -- Unlocked by scoring 4 or more critical hits in a single use of Piercing Arrow.
Technique / Archery
Technique / Marksmanship
As above
Technique / Combat training (locked)
As-is
Technique / Assassination Cunning
The art of making things alive become dead.
This tree is intentionally designed so that nearly any character could make use of it.
Anatomy
Passive. Physical critical rate is boosted by [skill level x 2]%.
"By studying the vital areas of countless creatures, you know where to strike to inflict the most damage on any foe.
Trained Killer
Passive. Killing an enemy with a critical hit has a [skill level x 20]% chance of making your next skill or attack instantaneous.
"You revel in a job well done, moving on to your next mark with glee."
Assassin's Hand
Passive. All critical hits have a [skill level x 2]% chance to instantly kill a target. Does not work on Elites.
"Critical hits are often critical hits."
Assassin's Blood
Passive. Whenever critically hit, regenerate [skill level x 10]% of the damage taken over 5 turns.
"Your experience in delivering critical blows leaves you in a trance whenever you yourself are struck by one."
Technique / Sniping Dexterity
Dear Diary,
today, I shot someone who didn't know where I was.
Center of Mass
Sustained. Ranged attacks are guaranteed to hit, but cannot crit. All ranged damage causes [skill level x 10%] extra bleed damage over 3 turns.
"Aiming primarily for the massive portion of your foe instead of the critical parts causes profuse bleeding and reliable shooting."
Swift Feet
Increase movement speed by [dexterity x 2]% for [skill level x 3] turns.
"Can't smash me if you can't catch me."
Superior Position
Whenever any form of teleportation affects the character, regardless of source, gain [skill level x 100%] movement speed for one global turn.
"You are always where you need to be."
Absolute Focus
Sustained. Ranged attacks take twice as long to execute, but are guaranteed to crit. Critical multiplier increased by [skill level x 10]%. Does not stack with skills. Note that the shot must still connect.
Nothing will distract you from this shot. NOTHING.
Now, I don't expect these to be implemented. I just think they would be really cool. I labelled this thread a work-in-progress because I think it could be improved upon, even just as a concept. Obviously, egos would need to be implemented for the new classes and their skills. So even without modifying the classes directly, there's work to be done. But given that this took me 4 hours just to write up, I don't feel I want to spend time doing that unless DG himself expresses interest in reviving the Archer as a category instead of an afterthought of the Warrior archetype.
Archers were recently merged into the Warriors class category because the Slinger and the Archer were too similar. While I agree that this is probably a nice short-term solution, I feel the correct final solution is to diversify the Archery classes and make them more interesting. Furthermore, many existing abilities for Archers don't even make sense with one weapon or the other, so I came up with ideas for more weapon-specific abilities.
Ranged Weapons
To make the classes feel unique at lower levels, their basic weapons can have some differing properties.
Slings -- Ammunition: Shots
Dependent on Cunning. They have the shortest base range (4) and fastest speed (80%), but suffer from accuracy problems. Ricochet effects allow you to attack a wide range of opponents. Slings also have some melee use with the proper skills.
Bows -- Ammunition: Arrows
Dependent on Dexterity. They have the longest range (6), medium speed (100%) and moderate damage and accuracy. The standard of choice for ranged combat.
Crossbows -- Ammunition: Bolts
Dependent on Strength. They are slow (attack speed 150%) and medium range (5), but also have the highest damage, above-average armor piercing and the highest accuracy. They can also utilize their weapon effectively in melee combat as a makeshift bludgeoning tool and learn to reload their weapon faster as their mastery increases.
Bows are the only weapon viable for a non-archer, due to the slow speed of the untrained Crossbow and low damage of the Sling.
The Archery Skillset
All Archer sub-classes share a unique set of skill trees. New skill trees will have an underlined stat listed. This stat is what the tree is based off of, and skills in that tree may be modified by that stat.
Technique / Ranged combat Dexterity
The basics of ranged warfare
Target Leading
Increases Accuracy, also increases effective range by +1 at ranks 2 and 4. May need a projectile speed increase for sanity reasons at rank 4+.
"You have practiced leading moving targets, allowing you to hit targets at longer distances and with improved accuracy."
Retreating Shot
Step away from a foe 1 tile while simultaneously firing a ranged attack. Higher ranks decrease cooldown.
"You step away from your target while you make your attack, keeping your distance and leveraging your weapon's properties to your own advantage."
Crippling Shot
Moving from tier 2 to tier 3. To compensate, increase speed penalty with each rank. Otherwise, as-is.
Aim
Moving from tier 2 to tier 4, to compensate, eliminate the firing speed penalty. Otherwise, as-is.
Technique / Field control
As expected. No change.
Technique / Combat veteran (locked)
While these skills are expected to be intensely useful, they are not skills that fit the rather marked style of a ranged combatant.
The Classes
Archer
The most traditional of the classes. The archer is a master of the bow. An archer's skills try to make as much use of their range as possible.
Technique / Archery Dexterity
The art of the bow.
Bow Mastery
As-is
Piercing Arrow
As-is
Penetration
Passive. [Skill level x 10]% chance that any regular attack will pierce through the target and strike a foe behind. This can happen multiple times in a single shot.
"Your skill with the arrow has enabled your attacks to frequently pierce completely through an enemy, effortlessly."
Volley of Arrows
As-is
Technique / Technique - bows Dexterity
Skills for an aspiring bow master.
Flare
As-is
Pinning Shot
Moving from tier 3 to tier 2. The duration of pin is reduced by 1 to compensate.
Artillery Stance
Sustained. Range is increased by 2. Accuracy is reduced by 10. Defense is reduced 100%. Defense penalty is reduced 15% with each added skill level. (With all ranks in target leading, this gives an effective range of 10.)
"Your familiarity with your weapon allows you to fire shots with excessive loft and still hit your target. Unfortunately, the stance required to do this makes avoiding attacks difficult."
Fist Full of Arrows
A conal attack that strikes all foes up to range 6. Deals 60 + [skill level x 20]% damage. All affected foes are dazed for 3 turns.
"By nocking an entire fist full of arrows on your bow and firing it sideways, you coat an entire field in a hail of pain. What lacks in accuracy is made up for with volume. The sheer mass of the assault can disorient your foes."
Technique / Finesse Dexterity
How to make Archery look good and maim foes at the same time.
Steady Shot
As-is
Dual Arrows
As-is
Rapid Shot
As-is
True Shot
The next ranged attack WILL hit and has a [skill level x 20]% chance of a guaranteed crit. The effect works with other skills. Cooldown begins at skill activation, so using it well in advance of an encounter is recommended. Cooldown is very long.
"Your unwavering faith in your weapon brings out the full potential in your next attack."
Technique / Combat training (locked)
As-is
Slinger
Slingers are the tank-class equivalent in the ranged combat styles. Unhindered by heavy armor, and wielding a one-handed weapon, Slingers can make due with a shield, or with an additional off-hand sling that has techniques all of it's own. Do note that an off-hand sling cannot fire shots on it's own and is utilized more like a whip.
Technique / Slinging Dexterity
The basics of slinging.
Sling Mastery
As-is
Eye Shot
As-is
Inertial Shot
As-is
Disorienting Shots
Passive. Critical hits on regular attacks confuse the target for [skill level + 2] turns. Only affects the primary target in the case of a ricochet.
"Your shots strike with such concussive force that a target is often disoriented by the assault."
Technique / Technique - slings Cunning
Whip it good!
Flail
Deals damage to a target in melee range, stunning the target for 3 turns.
"Bash your target with your sling without releasing your shot."
Blast Shot
Targetable radius 2 AoE. Deals 20 + [skill level x 10%] damage. All affected targets have movement speed reduced by 10% for 5 turns.
"Shatter your ammunition against the ground, sending fragments flying in all directions, embedding the shards into the legs of your foes.
Ricochet
Sustained. All ranged attacks from the sling, including skills and subsequent ricocheted attacks, have a 20% chance to ricochet off to another target at 75 + [skill level x 5]% of the previous damage. Costs no stamina.
"You have mastered the art of banking your shots off of one target and into another."
Multishot
As-is. This ability is augmented significantly by ricochet.
Technique / Dual-slings (locked) Cunning
A sling with a shot in it is basically a rope with a weight on it. This is the art of leveraging that weight to maximum effect.
Double Flail
Passive. Flail attacks now make an additional attack with the off-hand sling at full damage. If both attacks connect, the stun duration is increased by [skill level] turns.
"You have a second face-smasher and you've practiced using it."
Disarm
Attempts to strip a foe of its weapon. Enemies without weapons become entangled and lose [skill level x 5] accuracy for 5 turns.
"You have learned how to utilize the weighted end of your sling to wrap around small objects and rip them away from people."
Trip
Sets a target's global speed to 50% for two turns. Deals damage equal to the target's constitution. Success chance increases with skill level and cunning.
A foe that cannot stand is therefore unable to stand and fight. Bring your opponent down."
Sling Dance
Attacks all foes in melee range with a standard Flail attack using your offhand sling, and finish with a ranged attack using your primary sling against a targetted opponent for [skill level x 50] + 50% damage.
Round and round we go, and when we stop, someone will know.
Technique / Combat training
This skill tree is unlocked for Slingers, but still remains locked for other Archery classes.
Technique / Sling technique - block (locked) Strength
You have a hand free. Use it! NOTE: Equipping a shield gives a 20% attack speed penalty.
Shield Press
Knock a target in melee range back by 1 and step into the vacated space. If the knockback is successful, there is a [skill level x20%] chance of following up with a automatic Flail attack.
"Slam your shield into a foe and follow up with a smash to the face.
Rock Slam
Knocks a target in melee range back by 3. If successful, follow up with a ranged attack that inflicts Daze for 3 turns.
"Use your shield to throw your target away and immediately follow up with a stoning punishment."
Fortified Stance
Sustained. Greatly increases defense but disables all ranged attacks and removes (but does not reset) the cooldown and knockback on Rock Slam. Costs no stamina. Defense increase based on skill level.
"Take cover behind your shield and engage a foe in a toe-to-toe battle."
Return Fire
Passive. [Skill level x 10%] chance that any ranged attack that is blocked will give an automatic retaliatory ranged attack. Cannot be used with Fortified Stance.
"Retaliate with your own form of deadly projectile."
Tinkerer (locked) Unlocked by imbuing any item.
Like the Alchemist, the Tinkerer has done extensive experiments on gemstones, but both came to completely different methods of use.
Technique / Marksmanship Strength
How to operate a winch, for dummies
Crossbow Mastery
Just like other mastery techniques, increases damage with Crossbows - however each rank also increases attack speed (reduced attack speed by 5%) with crossbows.
"1) Point
2) Shoot
3) Reload"
Hammer
Strike an enemy with your crossbow, stunning it for 4 turns. If the attack lands, there is a [skill level x 20]% chance of following up with a ranged attack.
"Halt your foes for a time with this hammering attack. Might as well shoot them while you're at it."
Timed Shot
Do nothing for one turn. Anyone attempting to melee the user during this turn will be struck with a crossbow bolt at point blank range for a guaranteed crit and be knocked back. Critical multiplier is increased by [skill level x 10]%.
"The best defense is a good offense."
Puncture Shot
Inflicts [skill level x 80]% additional bleeding damage over 12 turns and penetrates all armor.
"Break on through, to the other side!"
Technique / Tinkering Strength
The Tinkerer's art involves the creation of explosive charges. Charges are wielded in the off-hand slot.
Craft Explosive Charges
Consume a gem to create 3 explosive charges of the same type. This takes 20 turns. Higher skill levels are required for higher ranks of gems.
"Turn a useless shiny object into a useful shiny object."
Fire Explosive Charge
Fire a bolt with an attached explosive charge, dealing [100 x Gem Rank] + [skill level x20]% elemental damage equally to all targets in a radius of [1 + Gem Rank]. The primary target still takes all of the damage (and any subsequent effects) that it would take from the ammunition in addition to this damage.
"Turn a shiny useful thing into a shiny big explosion."
Improved Charges
Explosive charges additionally inflict related status ailments (e.g. cold inflicts freeze). Higher skill levels and gem ranks inflict stronger ailments.
"Bring the wrath of the elements down upon your foes."
Efficient Manufacturing
Increases the number of charges made with Craft Explosive Charges by [skill level].
"You have learned to make cleaner cuts and made your charges easier to create."
Technique / Combat training (locked)
As-is
Phantom (locked) Unlocked by taking Archer and Slinger each to level 10.
A Phantom is the opposite of an illusion. Where an illusion is something visible, but not tangible, the Phantom is often tangible, but not visible. A master of shadows and light, the Phantom is an elite assassin who uses her abilities to merge with light and darkness alike. Many of their abilities work with melee weapons, but they are generally known for working at a distance.
Technique / Archery
Technique / Slinging
Technique / Marksmanship
All as above.
Technique / Field control (locked)
Note: Other archery classes do not have this locked.
Technique / Phantasmal Arts - basic Willpower
Arts that use shadows and deception to their advantage.
Shadow Strikes
Passive. Your attacks have a [skill level x 5%] chance to pin the target for 1 turn.
"Your attacks can pin a target's shadow to the ground, preventing your foe from moving for a brief moment."
Blindside
Fire a shot that confuses the target for 4 turns.
"Fire a shot that travels erratically and blends in with the surroundings, assailing your foe from unexpected directions."
Phantom Step
Step to any location in LOS, as long as there is nothing blocking the way. Cooldown is reduced with skill level.
"Step through the shadows and back out at another location."
Mirror Step
Teleport to the location symmetrically opposite your opponent, regardless of LOS. If the destination tile is occupied, the skill fails and the player immediately is reduced to zero stamina. If the target is still in LOS after teleporting, you take a free shot at [skill level x 20%] + 100% damage.
"Invoke the reflective properties of a mirror, and become yourself on the other side."
Technique / Phantasmal Arts - advanced (locked) Willpower
Further down the rabbit hole
Phantom Shots
Each time this ability is used, your next ranged attack will have 1 extra attack, up to a maximum of the level of your Phantom Shots skill. Cooldown 20.
"Use your power to create an extra phantom attack."
Fade
Passive. Taking no action, movement, damage, or status ailment (including saturation) for [11 - skill level] turns causes you to fade into the background. In this state, enemies cannot detect your presence in any way. Once faded, you can move around at a 50% speed reduction. Enemies within LOS have a 110 - [skill level x 15]% chance to detect you for each time you move. If detected, you lose the Faded status immediately.
"Take a cue from a chameleon."
Phantom's Burden
Instantly removes saturation effects and resets all infusion and rune cooldowns. Cooldown is equal to [number of turns remaining on your saturation effects] x (20 - [skill level x 2]) + 50 - [skill level x 5]. When the cooldown is complete, the saturations are returned to you at half duration, stacking the potency and duration with any newly incurred effects.
"Shrug your burdens off on the other you."
Doppleganger
Creates a stationary shadow clone of yourself at the target location that fires on your target, mimicking any ranged attacks you make, including skills, for [skill level x 2] + 3 turns. The doppleganger's attacks must make their own accuracy and critical checks separately. Monsters will ignore the doppleganger. Note that Mirror Step only causes the shot to be taken; the doppleganger does not move.
"Come forth, my twin. Let us destroy all the evils on this plane."
Technique / Phantasmal Arts - utility Willpower
[This tree is non-linear]
Bring the light and shadow to your side.
Phantom Quiver
Passive. [Skill level x 5]% chance that quivered ammunition is not consumed.
"Your quiver always seems to contain that one last shot ... "
Phantom Touch
Pick up a target item in LOS, up to a range of 2 + [skill level].
"Carry objects with the light itself."
Phantom's Visage
Passive. [Skill level x 3]% chance of inflicting domination upon all attacking targets.
"The shadow tricks that play across your face cause the weaker-willed to flee."
Displaced Figure
Passive. [Skill level x 20]% of all incoming projectiles miss their mark as long as the player's last action was movement.
"A blurry image becomes difficult to ascertain as it moves about, but when it is still, it is just a target."
Sniper (locked) -- Unlocked by scoring 4 or more critical hits in a single use of Piercing Arrow.
Technique / Archery
Technique / Marksmanship
As above
Technique / Combat training (locked)
As-is
Technique / Assassination Cunning
The art of making things alive become dead.
This tree is intentionally designed so that nearly any character could make use of it.
Anatomy
Passive. Physical critical rate is boosted by [skill level x 2]%.
"By studying the vital areas of countless creatures, you know where to strike to inflict the most damage on any foe.
Trained Killer
Passive. Killing an enemy with a critical hit has a [skill level x 20]% chance of making your next skill or attack instantaneous.
"You revel in a job well done, moving on to your next mark with glee."
Assassin's Hand
Passive. All critical hits have a [skill level x 2]% chance to instantly kill a target. Does not work on Elites.
"Critical hits are often critical hits."
Assassin's Blood
Passive. Whenever critically hit, regenerate [skill level x 10]% of the damage taken over 5 turns.
"Your experience in delivering critical blows leaves you in a trance whenever you yourself are struck by one."
Technique / Sniping Dexterity
Dear Diary,
today, I shot someone who didn't know where I was.
Center of Mass
Sustained. Ranged attacks are guaranteed to hit, but cannot crit. All ranged damage causes [skill level x 10%] extra bleed damage over 3 turns.
"Aiming primarily for the massive portion of your foe instead of the critical parts causes profuse bleeding and reliable shooting."
Swift Feet
Increase movement speed by [dexterity x 2]% for [skill level x 3] turns.
"Can't smash me if you can't catch me."
Superior Position
Whenever any form of teleportation affects the character, regardless of source, gain [skill level x 100%] movement speed for one global turn.
"You are always where you need to be."
Absolute Focus
Sustained. Ranged attacks take twice as long to execute, but are guaranteed to crit. Critical multiplier increased by [skill level x 10]%. Does not stack with skills. Note that the shot must still connect.
Nothing will distract you from this shot. NOTHING.
Now, I don't expect these to be implemented. I just think they would be really cool. I labelled this thread a work-in-progress because I think it could be improved upon, even just as a concept. Obviously, egos would need to be implemented for the new classes and their skills. So even without modifying the classes directly, there's work to be done. But given that this took me 4 hours just to write up, I don't feel I want to spend time doing that unless DG himself expresses interest in reviving the Archer as a category instead of an afterthought of the Warrior archetype.