wields a small cannon and can hit multiple foes in one shot.
The artilleryman is a Rank D, or beginner level, ranged
fighter that can damage several
enemies in one attack with his hand held cannon. The artilleryman's
starting magic, Deep Insight, reveals the remaining health of enemies
in battle, allowing players to develop better strategies.
Filling the air with gunpowder, the artilleryman can hit any
target, along with those enemies unfortunate enough to be standing
adjacent to the artilleryman's quarry.
Their cannon has high accuracy but low attack power. Although
they're long range mercenaries, they have high HP.
The artilleryman can hit as many as four targets in a T
formation. That is, his cannon blasts hit the target, the
enemy behind the target, and one enemy on each side of the target. The
ability to damage multiple enemies at once makes up for the low attack
power of the artilleryman's cannons.
Insight is a magic spell that deals a normal attack and
reveals the HP of the targets of the blast. This skill is useful for
determining which unit should attack which target next and
prevents wasting the attack of a unit that is stronger than
needed. Deep Insight lasts for two turns and requires two turns of cool
Attributes and Upgrades
The artilleryman starts with the highest strength (STR),
vitality (VIT), defense (DEF), and magic defense (MAG DEF) of all Rank
D ranged fighters. Players can upgrade him at level 20, 50, 80, and 100
with Ashen Jewels. As he progresses, the artilleryman will continue to
have the highest STR among his rank D ranged peers, but his weapons
will do less damage than those of an archer.
The high VIT and MAG DEF of the artilleryman are important
because his average DEX means he cannot dodge many attacks.
Additionally, the growth curve for the artilleryman's DEF is slow,
meaning the Hero Napolean unit has the lowest DEF of any Rank D
unit--even the magical units.
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equipment or Growth Vials)
Deep Insight performs
a regular attack and reveals how much HP enemies have left.
Unless players choose an artilleryman as their main character,
they won't be able to get them very early. Before level 20, players
should be able to place artillerymen in the second row and even leave
them exposed without much concern. After level 20 upgrades, the
monsters the player faces and the other units available make the
artilleryman a defensive liability. At that point, he must be behind at
least one other unit if not on the back row for his safety.
Though their attacks are weaker than other ranged units on
individual targets, the artilleryman's ability to damage a whole row in
one attack should not be dismissed. Players can open with the
artilleryman's attack and then finish with melee characters, If the
artilleryman falls behind in XP, players can just proceed in the
reverse order, letting the artilleryman get several kills (and higher
XP) in one shot.
Having an entire row of artillerymen is not a horrible idea
when fighting multiple enemies at once. However, an archer is a better
choice of ranged fighters for single tough targets, such as bosses.
As Rank C units become available, the player gains access to
cannoneers. In the end, cannoneers are slightly better than
artillerymen and can stun enemies, but players may find that an
upgraded artilleryman still has use and that the Deep Insight skill has
value in some fights.
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