
Bandit Archer
Bandits who learned that a man ten paces off is less trouble than a man within reach. They rarely miss twice.
Stats
- Level
- 3–7 (data base level 6; monsters are rescaled to the level of the spawner they come from)
- Hit points
- 80 at level 6
- Damage
- 5–9 per hit (×1.91 in combat before your armour: ≈ 10–17)
- Damage type
- Physical
- Armor class (defence)
- 23 (blocks that share of your weapon damage: AC / (AC + 100 + 8 × your level), max 60%; spells ignore AC)
- Accuracy (hit)
- 16 (its chance to hit you = 80% + 1% × (accuracy − your AC), 10–95%)
- Attack speed
- one attack every 1.8 s
- Move speed
- 50 (game units; higher is faster)
- XP when killed
- 74 at level 6
- Element
- None (physical creature)
- Family
- Humanoid
Stats by spawn level
| Level | HP | Damage | Hit (×combat mult) | AC | Accuracy | XP |
|---|---|---|---|---|---|---|
| 3 | 26 | 3–6 | 3–7 | 19 | 13 | 44 |
| 6 | 80 | 5–9 | 10–17 | 23 | 16 | 74 |
| 7 | 108 | 6–10 | 13–22 | 24 | 17 | 84 |
Champions (about 2% of spawns of ordinary monsters) have ×3 HP, ×1.6 damage and ×3 XP, better loot and +6 AC / +4 accuracy. Values are for Normal (1×) difficulty; see Combat.
Resistances & weaknesses
| Fire | Ice | Poison | Earth | Storm | Holy | Dark |
|---|---|---|---|---|---|---|
| normal | normal | normal | normal | normal | normal | normal |
Derived exactly as the game does (elemental_mult): same element ×0.75, opposite element ×1.5, Void creatures ×0.8 to everything. Physical damage is reduced by AC instead.
Abilities
- Ranged attack: arrow, range 6, keeps at least 2 tiles away (physical damage)
Where to find it
| Zone | Spawn level | Spawners | Areas (x, y world tile) |
|---|---|---|---|
| Farmlands | 3–7 | 13 | near Bandit Hideout waystone (202, 497) · 2 spawners · L6–7 80 tiles NW of Farmhold (180, 416) · 2 spawners · L3–4 60 tiles S of Farmlands Altar (184, 589) · 2 spawners · L6 70 tiles SE of Smugglers' Cellar (350, 579) · 2 spawners · L6 60 tiles SW of Bandit Hideout (130, 548) · 1 spawner · L5 40 tiles NE of Farmhold (286, 433) · 1 spawner · L3 60 tiles SW of Smugglers' Cellar (273, 558) · 1 spawner · L6 80 tiles E of Smugglers' Cellar (390, 498) · 1 spawner · L5 …and 1 more areas |
| Sea | 4 | 1 | open country (393, 389) · 1 spawner · L4 |

Each red dot is a spawner (world is 1280×1280 tiles). Click a zone for its page.

- Smugglers' Cellar – common in the dungeon (L4–9)
Drops
| Drop | Chance per kill | Rarity / type | Notes |
|---|---|---|---|
| Gold | 100% | Currency | 8-25 |
| 15% | Common | ||
| 20% | Common | ||
| Equipment (random base, tier and quality) | 14% | Normal / Magic / Rare / Legendary | odds per piece: Normal 70%, Magic 22%, Rare 7.0%, Legendary 1% |
| Spell Tome (random spell, tier up to its level) | 2% | Tome | |
| 3% | Material | altar part, from any monster in the Farmlands | |
| Any Unique item (a random unique, from any monster) | 0.10% | Unique |
Loot table bandit: 1 roll per kill. Equipment tier follows monster level (level 7 → tier 1, Copper; ±1 tier 10% of the time). Champions roll one extra gear roll with ×4 gear chance. Chances are the in-game Bestiary rates (Bestiary.drop_table); set pieces and uniques are the global 1% / 0.10% rates.
Quests
No quest asks you to hunt this creature.