Archers Expansion

Archers Expansion is a Spell Engine add-on that bolts three full archer subclasses onto Archers (RPG Series) — it explicitly depends on both archers and more_rpg_classes, tying it into the pack’s broader archetype system rather than just adding loose items. Each subclass is its own armor set + spellbook + four unique spells:

  • Deadeye (spellbook: Bounty List) — a precision/mobility kit: Trick Shot (a bouncing arrow that ricochets between targets), Disabling Shot (jumps the caster back while slowing/damaging the target), Fast Shot (passive Ranged Haste stacking per shot), and Infiltrator’s Arrow (an invisible shot that also grants the caster invisibility).
  • Tundra Hunter (spellbook: Tundric Hunting) — a cold/control kit: Arctic Volley (8-arrow frost spread), Enchanted Crystal Arrow (stuns and freezes), Frozen Pact (deals damage scaled to a target’s accumulated “Frozen ticks,” then weakens its attack), Frozen Shot (passive stacking frost), and Winter’s Grip (a totem that freezes nearby enemies solid on death).
  • War Archer (spellbook: War Archery Instructions) — a raw-damage/suppression kit: Dual Shot (fires two arrows at once), Pin Down (roots the target in place), Point-Blank Shot (knockback that scales inversely with range), and Smoldering Arrow (passive burn damage).

Each subclass has its own Netherite-upgradeable armor line (Deadeye Tunic/Hood/Leggings/Boots, Tundra Tunic set, Bowman set for War Archer), and each has its own advancement for collecting the full spell set (“Bounty Hunting,” “Cold Blooded Hunter,” “Load, Hold and Fire!”). It suggests (soft-depends on) Better Combat for its melee-adjacent interactions but doesn’t require it. Together with the base Archers mod this is what the category note calls “the Ranger path” — Archers supplies the weapons and the generic marksman kit, Archers Expansion supplies the build-defining subclass choice on top of it.

Anticipated questions

What does Archers Expansion add on top of base Archers (RPG Series)? Three full archer subclasses, each with its own armor set, spellbook, and four unique spells. It explicitly depends on both archers and more_rpg_classes, tying into the pack’s broader archetype system. Base Archers supplies the weapons and the generic marksman kit; the Expansion supplies the build-defining subclass choice.

What are the three subclasses and what’s each one’s flavor? Deadeye (spellbook: Bounty List) — a precision/mobility kit; Tundra Hunter (Tundric Hunting) — a cold/control kit; and War Archer (War Archery Instructions) — a raw-damage/suppression kit.

What spells does Deadeye get? Trick Shot (a bouncing arrow that ricochets between targets), Disabling Shot (jumps the caster back while slowing/damaging the target), Fast Shot (passive Ranged Haste stacking per shot), and Infiltrator’s Arrow (an invisible shot that also grants the caster invisibility).

Does it require Better Combat? No — it only suggests (soft-depends on) Better Combat for its melee-adjacent interactions, but doesn’t require it.

Is there a goal for collecting a subclass’s spells? Yes — each subclass has its own advancement for collecting the full spell set (“Bounty Hunting,” “Cold Blooded Hunter,” “Load, Hold and Fire!”), and each armor line is Netherite-upgradeable.