Arcane Archer – Slightly Unstable Elemental Archer

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Author: Cleric

Last revision: 10 Sep, 2022 at 21:32 UTC

File size: 8.08 MB

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Description:
Introducing the Arcane Archer!

Arcane Archers are finesse-based bow-users who’s weapon skills deal magic damage. Through their fixations, the magic damage can instead be converted or supplemented by a chosen elemental damage type. Not only focused on their innate skills, an Arcane Archer can enchant their Quivers and significantly increase the potency of their crafted arrows, or whip out their Artificer’s Tools to replicated many crafted grenades.

Shared Resources for a combined atlas of all my mods to reduce UI issues.
LeaderLib and the Script Extender to make the skills feasible in their current forms without an absurd amount of finagling and bugs. To say the mod would be impossible without them isn’t exactly true, but there’s no way I’d have it this complete any time soon without them, and definitely not with the relative ease.

Skills:

  • [Elemental] Fixation – The core mechanic of the class. Most skills interact with fixations, usually by adjusting the damage type or effects. Fixations do not cost AP, but using one sets the others on Cooldown for one turn, meaning you don’t waste AP to engage with this mechanic, but you need to plan the changes. Fixations alter ALL DAMAGE DONE BY BOWS AND CROSSBOWS!
  • Arcane Arrow – Deal magical damage. Deals more damage than basic attacks.
  • Arcane Agony – Pierces enemies and applies agony.
  • Arrow Of Plenty – Heal and buff allies.
  • Void Shot – You hit your target regardless of line of sight. Does not count as a projectile.
  • Arcane Inhibition – Apply status effects and deal additional elemental damage if magic armor was destroyed.
  • Arcane Barrage – Fire arrows at up to three targets that deal elemental damage based on your fixation.
  • Arcane Blast – Your arrow becomes a detonating magic projectile that creates or clears surfaces and deals damage based on your fixation.
  • Artificer’s Toolkit – Having the active status effect from this skill allows you to ‘learn’ grenade skills. The Artificer versions of Grenade skills are all slightly altered, cost 2 AP, are affected by the Slingshot talent (but NOT Ambidextrous), and are only useable when the kit and their relevant fixation are active (ie Artificer’s Poison Flask requires the Artificer’s Toolkit AND the Geo Fixation status effects). The grenade skills all have a 2 turn cooldown.
  • Arcane Quiver – Your crafted arrows bounce. Smokescreen arrows instead apply blind and suffocating on top of it’s normal effects.
  • Arcane Echo – Fire an arrow that bounces and deals magical damage. Enemies without magic armor who are hit generate additional elemental projectiles based on your fixation. The extra projectiles also bounce.
  • Arcane Incapacitation – Deal elemental damage and apply a status based on your fixation.
  • 1 Source: Tempestuous Flask – Gain Quickness and bonus Intelligence, Strenght, and Finesse. Gain an addition boon based on fixation. If the flask is used again before it’s base effect wears off, you gain all boons for all fixations.
  • 2 Source: Chain Reaction – Deal random elemental damage to an enemy. After one turn, they detonate for slightly more damage, and after a second turn, they detonate again for even more damage. All damage is of a random element.
  • 3 Source: Elemental Shower – Fire a massive barrage of arrows at all enemies in range that deal damage based on your fixation.

Check out the complete list here.[docs.google.com]

All skillbooks are available at your local Huntsman dealer. Additionally, there is a new vendor named Cleric the Cleric who will sell skillbooks from any of my class mods you’ve installed! Their locations are listed in the shared resources mod description.
There is also a preset for this class.
Please note, that to be effective with most weapon skills, it is absolutely an imperative to choose/purchase Chaos Fixation!

Tips & Tricks:

  • Agony reduces all elemental resistances, make sure to get it applied effectively to priority targets.
  • Torturer isn’t terribly effective, but when paired with grenades it can help apply damaging statuses like burning which reduce resistances.
  • Savage Sortilege will affect your replicated grenades, but not terribly useful outside of them.
  • All damage is based on your weapon or on finesse. Read the tooltips, especially if using modded weapons that do not scale with finesse. This primarily means grenades are not great when paired with an intelligence bow build, etc. It also means that Scoundrels and Spear users could potentially use the replicated grenades effectively.
  • Elemental damage from weapon skills is achieved through damage conversion in the extender. ***DO NOT BUILD ELEMENTAL ABILITIES*** to scale damage. Build the abilities that improve your weapon damage. In general cases, the Arcane Archer should be built basically the same as a regular archer. It benefits from most of the same talents, abilities, and attributes. If using modded weapons that changes the base damage of a bow to Fire, then build Pyrokinetic regardless of your Fixation. Elemental Abilities WILL affect grenade effectiveness, however.
  • Arcane Archers are a valuable tool in magic parties from the get-go now. Changes to Fixations cause basic attacks and huntsman skills to deal elemental damage.
  • Arcane Archer provides no mobility skills. Utilize your points in huntsman or warfare to get vanilla spells.

Recommendations:
Reforge by Focus: gives you the ability to change weapon damage to an elemental type to ensure even huntsman skills remain relevant to a pure-magic damage party. Not really necessary anymore, but still worth checking out.

Compatibility:
This mod only adds skills and adds inventory to merchants (appended, so it doesn’t overwrite).
In regards to the popular Odinblade Overhauls, Elemental Adaptation could conflict, but I have not tested it yet.
Savvy Hunter will not have an effect on Grenade skills introduced by this mod and will not boost the damage of empowered arrows while using Arcane Quiver.
The mods are not incompatible, but my mod’s Quiver will override Savvy Hunter’s effects.
As for gameplay overhauls like Unleashed, check their descriptions regarding class mods. I haven’t used them and do not test them.

Credits and Thanks:
Primarily to Doctor Beetus for a lot of contributions to the core of what makes the mod tick, as well as Laughing Leader and Norbyte for their contributions to the modding community as a whole that makes this mod even possible in it’s current form.
All Icons are from Game-icons(.)net. Authors: Lorc, Delapouite, and Carl Olsen.

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Cleric - Shared ResourcesSteam Workshop
LeaderLib - Definitive EditionSteam Workshop