|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.|
Arcane Marksmen are ranged combat specialists who complement their attacks with Hexes magic. What the Skald is to the Fighter, the Arcane Marksman is to the Hunter. Arcane Marksmen enter the Dungeon with the Corona spell in memory.
Some species may receive different items based on their unique restrictions.
- Throwing weapons or a +0 hunting sling, shortbow or hand crossbow:
- +0 robe
- Book of Debilitation
Arcane Marksmen start with the Corona spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The first floors of the dungeon often have extra ammunition lying around, make sure to look for it. If you're low on ammo, the most effective strategy is to use a melee weapon in easy fights, while you keep training your ranged combat skill. Reserve your ammo for nastier stuff like gnolls and adders.
Corona everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. Slow often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. Inner Flame can be tricky to pull off but is very effective against groups, especially if you can combine it with Portal Projectile. Cause Fear is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!
Look for Blink and Summon Butterflies -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast Deflect Missiles or other utility spells as well. That's really all you need to sweep through most branches; an enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into Fighting, Armour/Dodging, and Stealth.
Okawaru is a decent choice for playing it safe since the ammo gifts will help ease the strain on you until you build up a big surplus, and eventually will gift you you a well-enchanted longbow or arbalest too. If you find yourself running low on ammo, dive deeper into the main Dungeon or head for the Vaults. Centaurs and yaktaurs are eager to help you reload.
Prior to 0.15, Arcane Marksmen starting with javelins didn't get any throwing nets.
Prior to 0.14, Arcane Marksmen started with 2 levels of Spellcasting.
In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon.
|Warriors||Fighter • Gladiator • Monk • Hunter • Assassin|
|Zealots||Berserker • Abyssal Knight • Chaos Knight|
|Warrior-mages||Skald • Enchanter • Transmuter • Arcane Marksman • Warper|
|Mages||Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Venom Mage|
|Adventurers||Artificer • Wanderer|