| Skills | Rank | OSP's |
| Ranger's Bond | Rank 1 | 10 OSP |
| War Scout | Rank 1 | 10 OSP |
| Trapper | Rank 2 | 15/30/45 OSP |
| Tracking | Rank 2 | 10 OSP |
| Sure Hands | Rank 2 | 15 OSP |
| Fletcher | Rank 3 | 25 OSP |
| Hunter's Instinct | Rank 3 | 30 OSP |
| Make Mastercrafted Bow/Crossbow | Rank 4 | 15 OSP |
| Concentration | Rank 4 | 25 OSP |
| Light Armour Mastery | Rank 4 | 40 OSP |
| @Falling Prey | Rank 5 | 50 OSP |
| Trap Lore | Rank 5 | 20 OSP |
| Hunt Master | Rank 5 | 40 OSP |
| Hands of Nature | Rank 6 | 15 OSP |
| Trap Master | Rank 6 | 30 OSP |
| Supreme Concentration | Rank 7 | 30 OSP |
| Tracking Mastery | Rank 7 | 40 OSP |
| @Halting Strike | Rank 8 | 60 OSP |
| Ranger's Bond | |
| Pre-requisites: None | |
| This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only bonded members of the Archer's to open it. Unlike most occupational skill, Ranger's Bond can be removed from your character. A character who is expelled from the Archer's guild will have this ability removed by their guild master to prevent them from continuing to use guild equipment. | |
| War Scout | |
| Pre-requisites: None | |
| Guild/Rank: Generic | Cost: 20 OSP |
| These skills give your character a greater degree of insight into certain aspects of life in Erdreja. Characters with this skills may collect the War Scout information sheet from Games Control at the Heartland Games, the Faction moots and the Gathering. | |
| Trapper | |
| Pre-requisites: None | |
| Guild/Rank:Income | Cost: 20/40/60 OSP |
| These skills allow your character to gain extra income from hunting and trapping throughout the year. They may also provide small in character benefits whilst role-playing. See the Income section for further details. | |
| Tracking | |
| Pre-requisites: None | |
| Guild/Rank:Militia Rank 2 | Cost: 10 OSP |
| Guild/Rank:Scouts Guild Rank 2 | Cost: 10 OSP |
| Guild/Rank:Faction Rank 2 | Cost: 30 OSP |
| This skill allows a character to check an area for tracks. The character will gain a rough idea as to the type of creatures in that area, their approximate numbers and roughly how long ago they were there (this can only be done in an area where it is possible to leave tracks). The character using tracking must role-play checking the area for thirty seconds. This skill requires the presence of a marshal or referee. Weather and other conditions may make this skill unusable; your marshal or referee will tell you if it is possible to use the skill at that time and in that area. | |
| Surehands | |
| Pre-requisites: None | |
| Due to large amounts of practice using their bow or crossbow an archer can ignore the effects of a fumble spell cast upon them when they are using their bow or crossbow only. | |
| Fletcher | |
| Pre-requisites: None | |
| This skill allows an archer to attach hunting blunts to there arrows or bolts. These blunts will allow the archers to call blunt with the arrow. Obviously this cannot be used to do blunt through. Once fired the blunts become useless thus anyone firing the arrow back may not call blunt with it unless they have the Fletcher OSP. | |
| Hunter's Instincts | |
| Pre-requisites: None | |
| This skill allows the archer to identify certain type of natural creatures and work out if they are going to be vulnerable to the archer’s attacks. This skill will not work on purely magical beings or any other form of unnatural beings. The only additional information this will provide is whether or not the creature is immune to the archer's attack. | |
| Make Mastercrafted Bow or Crossbow | |
| Pre-requisites: None | |
| Archer can produce 1 master crafted bow/crossbow a year. In all other ways as per the armourer’s guild skill rank 3 skill. Excepting you must go to the archer’s guild and not the armourer’s guild. | |
| Concentration | |
| Pre-requisites: None | |
| This skill means that whilst preparing to shoot the archer is immune to the effects of confusion and distract spells only. This ability works only while the archer is holding a bow or crossbow. | |
| Light Armour Mastery | |
| Pre-requisites: Light Armour use | |
| Guild/Rank:Bards Guild Rank 4 | Cost: 40 OSP |
| Guild/Rank:Scouts Guild Rank 4 | Cost: 40 OSP |
| Guild/Rank:Faction Rank 4 | Cost: 60 OSP |
| Guild/Rank:Generic (any rank) | Cost: 80 OSP |
| A character using this skill gains an extra point of armour value while using light armour. This is in addition to the one point of protection that light armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any medium or heavy armour. | |
| @Falling Prey | |
| Pre-requisites: None | |
| The archer has honed the ability of accurate shooting to such a level that he inflicts normal damage and knocks the target from his feet with a single shot. This skill allows the archer to call "Strikedown" when he hits his target with an arrow or bolt. Any player or creature immune to physical Strikedown will be immune to this skills effect. | |
| Trap Lore | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild | Cost: 20 OSP |
| A character with this skill can use, set and disarm traps. Setting and disarming traps requires the presence of a referee or marshal. | |
| Hunt Master | |
| Pre-requisites: Hunter's Instinct | |
| This skill allows the character to get a general feel for the type of monster they are facing and also a good idea as to the vulnerabilities of that monster. This skill will not work on purely magical beings or any other form of unnatural beings. This skill will give the user a rough guide to the amount of hits a creature has, whether or not the archer’s arrows will affect it and sometimes what the creature is vulnerable to. | |
| Hands of Nature | |
| Pre-requisites: None | |
| This skill allows a character with the bind wounds skill to use natural materials i.e. leaves, cobwebs etc to stop bleeding and heal wounds in a similar way to a physician. This must be represented with the use of grass or such materials. | |
| Trap Master | |
| Pre-requisites: Trap Lore | |
| This skill allows the character to capture up to live man sized beasts. Setting the trap takes 10 minutes and a referee must be present to detail the results. The pre-requisite for this skill is trap lore. | |
| Supreme Concentration | |
| Pre-requisites: None | |
| Whilst preparing a shot the archer becomes immune to all mind effecting spells and abilities. This ability works only while the archer is holding a bow or crossbow. | |
| Tracking Mastery | |
| Pre-requisites: Tracking | |
| This skill allows the archer to have a clear idea of what type of creatures have passed through the local area in the past few days. They can find trails in the most impossible terrain types and is nearly impossible to lose once they are on your trail. This skill requires the presence of a referee or marshal initially and a minute of examination before the trail can be picked up and followed. | |
| @Halting Strike | |
| Pre-requisites: None | |
| This ability allows every projectile fired by the person with this skill to cause a point of normal through damage to the character struck. They are also affected as per the level 2 Incantation Halt. The point of damage is dealt as soon as the arrow strikes. Then the Halt takes effect. This skill cannot be used in conjunction with any other skills. | |