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.
Scouts have a variety of abilities focused on archery, tracking, and mobility. Here are some of the key abilities you'll have access to:
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.
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.
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.
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".
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
To be an effective Scout, you need to understand your role on the battlefield and how to maximize your unique abilities:
As a Scout, your primary weapon will be a bow, but you should also carry backup weapons for close combat. Here's recommended equipment:
Your primary weapon. A well-constructed bow with good draw weight and accuracy is essential.
Carry plenty of arrows (at least 5-10). Make sure they're well constructed and pass safety checks.
A short sword or dagger for when enemies get too close for archery.
Scouts can wear up to 3 points of armor. Leather or padded armor works well.
As you gain experience and levels in the Scout class, you'll gain access to more powerful abilities: