The Archer is a class that appears in Tactics Ogre: The Knight of Lodis, Ogre Battle 64: Person of Lordly Caliber, and Tactics Ogre: Let Us Cling Together. The archer wields a bow or crossbow with deadly accuracy to strike down enemies from a distance. Though using the same weapons, the archer's skill easily surpasses that of the Amazon.
Veteran players may find this version of the Archer underwhelming. While not the powerhouse it was in previous games, the Archer can still play an useful role in the player's party.
They attack from a distance using Bows and Crossbows. They can be useful for taking out mage-class enemies, but do barely any damage against tanky classes (like Knight and Dragon), so they'll need support against them else they risk getting cornered. Their Counterattack barely deals any damage, so either have another unit support them or give them equipment with Fly or Teleport effects; the Fist Fight and Self Preservation emblems can help by increasing the damage of counterattacks. They also benefit greatly from any emblems that increase physical damage (Miracle, Berserk, War God...).
By the late-game, they can be eclipsed by most spellcasting classes and some quick melee classes like the Swordmaster and Ninja, but it might be worth it to have at least one Archer capable of using Lachesis, as some of the later Bows are pretty powerful.
- Weapon: Bow, Crossbow, Thrown.
- Shields: Small shields.
- Body armor: Light armor.
- Other armor: Varied access. Can use ranged-supporting gear.
Initially a ranged counterpart to the basic Warrior, but unlike them the Archer has the potential to remain a strong class all the way to the endgame.
Their usefulness is evident from the moment they become available, thanks to the great damage output from 2H Bows, their distance attacks, and the fact that bows fire in an arc instead of a straight line, making their arrows bypass many obstacles from urban battles early on; bows can also fire a little beyond their specified range, especially when firing from a high position.
Around mid-game terrain becomes more elevated, which can be problematic for the Archer since they suffer from range penalty on low terrains, not to mention that at this point spellcasting classes with area-of-effect skills, like the Warlock, start to gain prominence. Giving your Archer the skills Swiftfoot I and Jump I is a neccesity if you want to keep them around. Fortunately, during the late-game you can get the Sidhe Ring or Winged Ring, which grants Blinkwalk and Floatwalk respectively. Another alternative is getting a Hawkman Archer, which can fly, but loses a lot of mobility from their exclusive class Vartan.
The late game also brings out many excellent equip options for Archers, mostly in the form of high-damaging elemental 2H Bows and Crossbows, but the most notable of all is the Ji'ygla Set (bow, armor and armguards), which increases Ranged Attack to maximum (999); the Ji'ygla Set is one-of-a-kind, so players may prefer to reserve it for their preferred unique character.
Tremendous Shot (next ranged attack has 100% accuracy, plus guaranteed critical hit) is their best skill in the long run, despite being also their first action skill; Double Shot (attack twice with ranged weapon) is also very useful, especially with Crossbows, with clever positioning and targeting the player can hit two enemies for full damage in one turn; Eagle Eye (give 100% ranged accuracy to all allies in a 2 square radius around the unit) is also very good for teams with many ranged attackers. If you want to go for an overkill, the Archer can also learn Tactician II*.
Ranged combat in general is extremely efficient in this game, and Archers have the benefits of earliest time to train, accuracy bonuses, high AGI and DEX (which calculates for ranged damage), great action skills, great exclusive equipment, and having one of the most gamebreaking units in the game: Arycelle Dania. For this reason Archers are the go-to ranged class of the game, despite their lagging somewhat during the mid chapters.
Classmarks are available from any shop since Chapter 1.
*Asterisk signifies it must be taught from another class.
Suggested endgame skillset: Bows/Crossbows, Augment [element], Anatomy, Swiftfoot I, Constitution IV, Strengthen IV, Counterattack III, Spell Ward II, Tremendous Shot, Double Shot.
Notable Archers Edit
- Orson Lamies - Archer of the Order of the Sacred Flame; he may either be slain by Alphonse (Path A), or join him (Path B).
- Arycelle Dania - "Thunder Maiden" of the Walister Resistance, she defected in disgust after the Balmamusa massacre; she may either join the New Walister Alliance (Chapter 2L), Denam's Order (Chapter 2C and Chapter 3L (PSP only)), or be killed by either the Duke's men (Chapter 2C) or Denam Pavel (Chapter 2L).
- Sara Ostvald - Archer of the Walister Resistance; she joins Denam's Order during Chapter 1 (all routes).
|Class Type||Advanced (Female)|
|Leadership Rank||Unit Leader|
|Statistic Growth Per Level|
|Great Bow||Leather Armor|
|Row||Attack Name||Description||# of Attacks||Element|
|Front||Shoot||Shoots an arrow at a distant enemy||1|
|Middle||Shoot||Shoots an arrow at a distant enemy||2|
|Back||Shoot||Shoots an arrow at a distant enemy||2|
|Stats:||Level 1||Level 50|
|Human, Winged, Lamia||AGIL||121|
|None||Tremendous Shot [Lv.3]|
Eagle Eye [Lv.15]
Double Shot [Lv.25]