The faun archer is an upgraded tier 1 creature of the Grove faction. It is recruited from the Faun Huts II. It is one of two upgrades for the faun, along with the faun warrior.
In the dense forest of Murmurwoods, silence reigns, and long‑range weaponry that doesn't startle dominates. The fauns understand this well, using bows to hunt for food and deal with unwelcome visitors. It is strongly advised to be their guest, not their target.OffBck
Abilities[]
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Living |
| A fully sentient inhabitant of Jadame. Morale range: -5 to 5. Luck range: -3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle. | |
|
Ranged Attack |
| Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. -50% Melee Damage. | |
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Parry |
| Counterattacks before the enemy's attack lands. | |
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Sharpshooter |
| Deals full Ranged Damage at any range. |
Tactics[]
A significant improvement over regular fauns, with higher attack, defense, initiative, and the Sharpshooter passive removing any range penalties. They're still vulnerable up close, though, despite having Parry, and their cost rivals that of some tier-2 creatures while still having a low population.
| Grove |
|---|
| Basic creatures |
| Faun · Hoplet · Vine iriyad · Aqualotl · Herbomancer · Qilin · Phoenix |
| Upgraded creatures |
| Faun archer · Dawn hoplet · Fungal iriyad · Blooming aqualotl · Sporemancer · Thunder qilin · Flaming phoenix |
| Alternate upgrades |
| Faun warrior · Dusk hoplet · Crystal iriyad · Polar aqualotl · Murmurmancer · Mist qilin · Energy phoenix |



