Scout Class Guide

Master the art of support, range, and disruption in Amtgard

The Scout is one of Amtgard's all trades specialist. Scouts excel at ranged combat, tracking, and disruptive spells. Scouts are versatile fighters who can adapt to many different combat situations.

Scouts are one of the few classes that can effectively engage enemies from a distance, making them valuable assets in both small skirmishes and large battles. Their tracking abilities also make them excellent hunters during quests and special scenarios.

This guide will help you understand the Scout's abilities, equipment, and strategies to become an effective archer and reconnaissance specialist in the Kingdom of the Nine Blades.

Class Stats

Sash: Green
Armor: 3 Points
Shields: Small
Weapons: Dagger, Short, Long, Heavy Thrown, Bow

Scout Abilities

Scouts have a variety of abilities focused on archery, tracking, and mobility. Here are some of the key abilities you'll have access to:

Tracking

Allows the Scout to track insubstantial players who may be moving through the area.

Usage: Target an Insubstantial Player within 20', announce "Tracking" x 3, the Insubstantial player immediately has their Insubstantial effect ended.

School: Sorcery Uses: 2/Life Charge x3 (ex) (Ambulant)

Dispel Magic

Allows the Scout to remove all the enchantments on a player. This is a powerful spell used to reduce an opponents capabilities.

Usage: Target a Player within 20', announce "By my power I dispel that magic” x 3, all Enchantments on target are removed.

School: Sorcery Uses: 1/Refresh Charge x5 (ex)

Pinning Arrow

A specialty arrow that causes the target to be Stopped for 30 seconds if hit anywhere, including garb (Engulfing).

Usage:Call "Pinning Arrow" before firing.

School: Sorcery Uses: 1 Arrow/Unlimited

Shadow Step

Even while moving, a Scout may use Shadow Step to become Insubstantial. They must remain where this spell was cast.

Usage: Say "I step into the shadows".

School: Sorcery Uses: 1/life (ex)

Heal

The ability to heal a wound is a great asset. Scouts get this ability at Level 2 or if they have sufficient garb to get the Look The Part bonus.

Usage: Touch player and say "The white light of healing hath healed thee" x5

School: Spirit Uses: 1/Life (ex)

Playing a Scout Effectively

To be an effective Scout, you need to understand your role on the battlefield and how to maximize your unique abilities:

Combat Strategy

Reconnaissance

Scout Equipment

As a Scout, your primary weapon will be a bow, but you should also carry backup weapons for close combat. Here's recommended equipment:

Bow

Your primary weapon. A well-constructed bow with good draw weight and accuracy is essential.

Arrows

Carry plenty of arrows (at least 5-10). Make sure they're well constructed and pass safety checks.

Backup Weapon

A short sword or dagger for when enemies get too close for archery.

Light Armor

Scouts can wear up to 3 points of armor. Leather or padded armor works well.

Scout Advancement Path

As you gain experience and levels in the Scout class, you'll gain access to more powerful abilities:

Look The Part

Level 1

Level 2

Level 3

Level 4 (Pick one:)

Level 5

Level 6