can damage a whole column of enemies at once.
The gunner is a Rank D, or beginner level, ranged
fighter that helps players bypass the frontline defenses of the enemy.
primary starting magic, Wild Shot, deals physical damage to enemies in
No enemy can hide from the gunner,
whose powerful rifle shoots bullets straight through its target,
hitting three enemies in a line.
They have high HP for a long range mercenary, but due to their
low defense they aren't suited for frontline combat.
If you prefer spreading damage over many enemies at once to
focused fire, you might want to choose a gunner.
The gunner attacks up to three enemies in the same column at
her rifle. Her attacks are not as strong as those of the archer or the
artilleryman, but her ability to target any enemy is useful. Like the
archer, she can target flying enemies, making her the sole source of
damaging multiple flying targets at Rank D.
Wild Shot deals high damage to the target and slightly less
to any enemies behind the target in the column. Wild Shot can hit up to
three enemies in a column, but players may choose to target the second
or third enemies to get increased damage on a specific foe. Wild Shot
will not hit any enemies in front of the target in the same column.
On the brink of death, gunners can use Deadly Shot, which
allows them to deal massive burst damage.
Attributes and Upgrades
A gunner has the lowest strength
(STR) but the second best dexterity (DEX) among Rank D
mercenaries while the rest of her attributes
fall somewhere in the middle. Players can upgrade her at level 20, 50,
80, and 100
with Ashen Jewels. As she progresses, the gunner falls behind her
ranged rank D peers in attack power and vitality (VIT), which lessens
the impact of her decent defense (DEF) score.
The saving grace of the gunner is the ability to hit a column
of enemies at once.
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equipment or Growth Vials)
to strike multiple foes will serve players well in the beginning.
Gunners are available as mercenaries from level
one, and their ability to spread damage keeps them useful until about
level 30, when artillerymen become recruitable. Gunners start out
roughly on par with archers for damage and have the advantage of
hitting multiple foes. They should be protected by a front line
character that can shield their lower VIT.
Wild Shot provides better damage as a special attack skill
archer's Silence or the artilleryman's Deep Insight, but it lacks their
extra benefits or the damage power of most melee skills.
In the beginner levels, the gunner is powerful because of the
ability to hit multiple enemies at once. Two gunners can make a
debilitating ranged attack prior to level 30. The problem with using
two gunners comes from trying to protect them and a shaman in
party at the same time. An exposed gunner is soon a dead gunner.
Because using two gunners also likely means the absence of an archer
and the useful Silence spell, hiring two gunners is not advised.
For players who want to damage multiple targets, the
makes a better choice at level 30. As Rank C units become available,
the player gains access to the janissary and inventor classes.
Inventors are easily better but require level 84 and a quest series to
unlock. The janissary is better than the gunner but requires
level 96. This makes the gunner the clear choice of gun users for
two-thirds of the game. Except against flying enemies, the artilleryman
is almost always the better selection.
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