ArchercardArcher, Knight of the Bow, is one of the seven normal Servant classes, and is placed among the Three Knight classes along with Saber and Lancer. Servants placed within this class are usually proficient with projectiles and possess powerful Noble Phantasms. More so than any other class, their true strength, and the qualifying condition to place in the class is determined not by their attributes; but the possession of powerful projectile weapons or special abilities related to projectile weapons.

Their main class ability is Independent Action; the ability to act independently for a length of time without an active supply of prana from their Master. This makes them suitable as scouts; it allows them to survive for a duration of time if the contract with their Master is severed, with more time granted by higher ranks. Those with the highest ranks, such as Gilgamesh; can be difficult to control as this ability allows them to travel where they please, and do as they wish; without anything besides their own moral compass and the threat of Command Spells to restrict them. They also have the class ability of Magic Resistance; however, it is not as great as that of the Saber class. Although Servants of the Archer class will generally be assumed to have Noble Phantasms relating to a bow; neither the fourth nor the fifth Holy Grail War’s Archers’ use one as their Noble Phantasm. The Archer of Fate/Extra, however, was shown to use a bow.

Examples: Gilgamesh, Robin Hood, Chiron, Atalanta, David.

Anima Classes and Parameters

Available Classes: Acrobatic Warrior, Technician, Ranger

Parameters: Strength C, Endurance C, Agility C, Mana E, and Luck E

Archer Class Skills:

Independent Action: The ability to remain independent even while rejecting the prana supply from one’s Master. At higher ranks, it is also possible to remain for extended periods of time in this world without an established contract. It is both useful and troublesome, depending on the disposition of the Servant and the rank of Independent Action. Acting in autonomy from the Master’s prana supply, the Master can concentrate their own prana on large spells, or the Servant will be fine even in the case they can not supply prana due to injury. The downside is that the servant can be harder to control and keep by one’s side, making the only true way to command them utilizing Command Spells.

Magic Resistance: Grants protection against magical effects. As opposed to the Resistance effect that merely rejects prana, this ability cancels spells altogether.


Fate/False Catalyst Gamble_Kuma ZFel