At primary (100%) Anatomy, Camping, Enticement, Tactics, Archery, Fencing
At secondary (85%) Item Identification, Hiding, Resisting Spells, Poisoning, Tracking, Healing
At tertiary (65%) Animal Lore, Parrying, Detecting Hidden, Forensic Evaluation, Veterinary, Swordsmanship, Mace fighting
At penalty (40%) Arms Lore, Meditation, Stealth, Remove Trap, Wrestling


Maximum strength: 120
Maximum dexterity: 130
Maximum intelligence: 85
Maximum combined stats (statcap): 265

Stats required to join: Str: 55, Dex: 75, Int: 10
Skill required to join: Tactics 65%
Either of these skills are required as well: Archery 65%

With great rapidity, an archer releases his arrow barrage on his foes, woe to those caught within it’s path as a well trained archer rarely misses. Poisons only add to an archer’s arsenal, giving him the ability to strike his target from afar with assured lethality should he only cause a flesh wound. Archer’s make exceptional additions to any group, whether that group wishes to delve the dark caves or plunder the richest of cities for not only can an archer rely on range with his bow, should danger creep too close for comfort an archer can fall back on his exceptional skills in Fencing.