Gold’s Guide to Anarchist

Created by Gold Zephzellian

Summary

You’ve had to get by on very little, but that’s where you thrive. While your tools don’t last very long… they don’t need to. Be the anarchy you want to see in the world.

The Anarchist is an incredibly speedy and cost effective consumable crafter, able to make a wide range of consumables in a flash, and is able to use them just as quickly. They eventually grow in strength as they do, which can make them able to throw out a ton of consumables in rapid succession with only a small amount of prep time. That being said, this comes at a cost; your consumables made this way only last 10 hours. As a result, you’ll need to use them quickly… but that shouldn’t be a huge issue.

If you want to use consumables like they’re candy, look no further than the Anarchist!

Sub-Archetype Statistics

Ease of Use –★★☆☆☆

Offensive Ability – ★★★*

  • Single Target – ★★★*
  • AOE – ★★★*
  • Disabling – ★★★*

Defense – ★★★*

  • Passive Defense – ★★★*
  • Active Defense – ★★★*
  • Healing – ★★★*

Support – ★★★*

  • Offensive Support – ★★★*
  • Defensive Support – ★★★*
  • Miscellaneous Support – ★★★*

Skills – ★★☆☆

  • Social – ★★☆☆
  • Physical – ★★☆☆
  • Mental – ★★☆☆

*: Depending on what types of consumables you use!

Use this Sub-Archetype if you want to…
– Make a ton of consumables, really quickly, on the cheap!
– If you want to share a lot of consumables with your team.
– If you want a flexible playstyle where you shift between different consumables depending on what’s needed of you.
Consider avoiding this Sub-Archetype if…
– If you don’t like the concept of your consumables having an expiry date.
– If you don’t like crafting. No shame, it’s just that this Sub-Archetype has a massive focus on it.
– If time or money is a bit of an object in your campaign. Despite the low costs on your consumables, you can burn through both fast.

Features

Tier 1 – Improvised Explosive

You can craft consumable items with only a tenth of the needed material cost and crafting time. If you do so, the consumable becomes unusable after 10 hours.

You can craft consumables at 1/10th the time and cost. If you do, they become useless after 10 hours.

Your trademark feature, and it’s a damn good one! Improvised Explosive allows you to craft consumables for exceptionally cheap, and very fast to boot! For reference, a 4WP Consumable normally costs 100 Credits worth of materials to craft and takes 2 hours, which can be quite a long time. YOU do it for only 10 Credits and in 12 minutes. WITHOUT ANY OTHER IMPROVEMENTS TO YOUR CRAFTING. Holy moly, that’s FAST and CHEAP! You could reasonably make a good supply of consumables in Tier 1 for a low price, dole ’em out between your buds and yourself, and have a generally grand old time!

So… what’s the catch? Well, consumables made this way have an expiry date. 10 in-game hours, to be precise! If you don’t use them before then, you’ll lose them entirely. Use ‘em or lose ‘em! Otherwise, this is a fantastic feature. When combined with other crafting improvements, this can be one of your strongest assets. Use it well.

Tier 2 – Anarchist’s Rage

You gain an anarchy charge for each consumable item you used during combat crafted with your Improvised Explosive feature. Your Ability attacks and DR Power increase by 1 for each anarchy charge you have. If an Ability has no Ability attacks or forces no DR, it is instead upcasted by 1 for every two anarchy charges. These bonuses only apply to consumable items you crafted with your Improvised Explosive feature. You lose all anarchist charges at the end of combat.

Gain access to Anarchy Charges. Generate 1 Anarchist Charge every time you use an Improvised Explosive Consumable. 

For each Anarchy Charge you have, your Ability Attack Rolls and DR Power are increased by 1 for your Improvised Explosive Consumables. 

If your Improvised Explosive Consumable does not have any Attack Rolls and Forces no DR, it is instead upcasted by 1 per 2 Anarchisy Charges.

Lose all Anarchisy Charges at the end of combat.

Anarchy Charges are a powerful resource you generate with each Improvised Explosive Consumable you throw, slowly but surely making your future uses of them more powerful. Extra accuracy on your attacks is great, but seeing that it still upcasts Consumables that don’t attack whatsoever is confirmation that Anarchist is more than capable of fulfilling non-attack roles. That’s AWESOME, and makes Anarchist incredibly flexible. Overall, this is a straightforward, but very strong feature. Enjoy!

Tier 3 – Quick Throw

You need 1 AP or RP less to use consumable items you crafted with your Improvised Explosive feature. You can use this feature only once per turn.

Once per turn, use a Consumable crafted with Improvised Explosive cost 1 less AP or RP to use for you.

Hoooo boy, Quick Throw is a MONSTER! Even in spite of recent nerfs, this allows to use a Consumable for 1AP and RP less, which CAN reduce it to 0! Thanks to being usable 1/turn, it’s great for Reactions and spammin’ em like MAD. Though… maybe don’t do this too often? While your consumables are substantially cheaper, you can actually blow through them pretty fast with this feature. A bit of restraint on when to go all out with this feature is advised. Still, this is a very strong feature, and is part of what defines Anarchist.

Tier 4 – Crazy Eyes

Your Quick Throw feature reduces the AP and RP of consumable items crafted with your Improvised Explosive feature by an additional 1 if you have at least 5 anarchy charges.

Quick Throw reduces the AP and RP cost by a further 1 if you have at least 5 Anarchist Charges.

What used to be a double parter has been cut down, but it’s stilllll VERY GOOD. So long as you have 5 or more Anarchist Charges, Quick Throw now reduces AP and RP costs by a further 1, allowing you to cast 3AP actions for only 1AP once per turn. That’s awesome, and allows you to throw out multiple powerful Abilities in a row. Not much more to say… It’s very good.

Tier 5 – Burn the World

All your consumable items crafted with your Improvised Explosive feature you use automatically critically hit if you have at least 5 anarchist charges. This includes consumable items that cannot critically hit, either dealing additional damage of your choice or restoring Vitality or Temporary Vitality equal to the additional crit damage.

So long as you have at least 5 Anarchist Charges, all of your Improvised Explosive Consumables automatically go critical. If they cannot critical normally, they still do, either dealing damage of your choice or restoring Vitality/Temporary Vitality equal to the crit damage.

The name of this feature is very apt. You certainly will! Guaranteed Criticals after getting 5 Anarchist Charges is a relatively easy condition to fulfill by now, and once you do… you will never miss again. Pick up Critical damage bonuses, and enjoy the fireworks. 

Synergies & Tips

Synergies

  • Path of Crafting: Likely the most obvious Path choice that comes to mind when looking at Anarchist, and it’s easy to see why! Cutting the cost and time down by a further half makes consumables even easier to make, and the extra gathering benefits ensures each gathering attempt will never go to waste. Very good stuff here!
  • Other Paths?: Surprisingly, thanks to how cheap consumables already become with Improvised Explosive, it’s more than feasible to choose another Path to focus on instead, too. Quick Throw just makes it even easier, even if it isn’t easier than it used to be. Yeeeeep.
  • Crafting Time/Cost Reductions: All Crafters usually want these, but they’re especially beneficial to Anarchist, who slaps a massive 1/10th multiplier on all of them. Getting as many of these as you can is generally a great investment, but you don’t need many to start throwing down.
  • Scavenger: Oh. My. God. The KING of resource gathering does WORK for Anarchist, triples resource input, making resource harvesting from creatures come out in 1 minute, AND cutting crafting times (not costs, lol) by another HALF. It’s no surprise that it’s easily one of the best investments you can make as a Anarchist… and any crafter in general, for that matter! Due to being recently added, it’s in neither of the builds, but if it did? It would almost certainly be in at least one of them!
  • Harvester: Doubling resources gathered is really nice for you; you can eat through even a small number fast, so doubling up can help make it more manageable. Lesser Talent, too, so you could probably fit it easier.
  • Gathering Bag: Admittedly not as good as Harvester (Infused Lesser Talent my beloved), but still rather good economically, and way cheaper to craft, too! Bags also can’t access Infused Lesser Talent so yea.
  • Material Generator: For when you just need a little more resources, Material Generator will provide you a handful to work with daily, which works rather well for you!
  • Crafting Kit Upgrades: These upgrades, much like the Craft and Craftsman Talents, are well worth a look if you’ve got the upgrade slots to spare. Of particular note is… 
  • Improvisor’s Crafting Kit: A stronger version of the already fantastic Quicken Tools, reducing crafting times by 2 hours (before multiplication) instead of 1! Can’t reduce below 10 minutes, but your generous multiplication will fix that problem quick.
  • Other Generic Crafting Sub-Archetypes: All Crafters usually like dipping into other Crafter Sub-Archetypes, and Anarchist is no exception. A lot of the more generic ones help you out a fair bit, and are worth a look. There is one King though…
  • Alchemist: ALL THE YES. Cuts costs and time for your consumables in half, and notably allows you to access all of your learnable Abilities (including Maneuvers!!!) when crafting Consumables. This is unbelievably fantastic for your flexibility, and there are some great stuff deeper in if you want to invest further, too! A top tier Sub-Archetype option for Anarchist, no contest. At least 1 Tier is usually a fantastic idea for most serious Anarchists.
  • Reuse Item: Not usually available to Demolition, but going into Alchemist gets you access to this one (you will, right?). Allows you to use your WP in place of the consumable. Admittedly not as good for you, since your consumables are cheap as dirt, but still useful in a pinch!
  • Quicken Loot: Oh hey, faster gathering for an hour! This can be real handy, and you get advantage on checks to gather too! Well worth the 2WP, especially if you’ve invested in other gathering tools. Only one real downside; it only works on creatures. Still, this will save lots of time in the middle of adventuring runs.
  • Inventory Space: Likely your largest limiting factor to how many consumables you can carry is inventory space. Increase it as much as possible; more space the better! Consumables are surprisingly heavy.
  • Craft/Craftsmanship Talents: All crafters like these, and you’re no exception! Worth a look if you’ve got Talent slots to spare.
  • Summon Equipment: If you want a more normal Equipment for everyday work, and then crafting Equipment, this little buff-that-could could be your cup of tea; it lasts a long time, and can make your crafting even faster or better. Not too shabby, and could also be used as your primary Buff thanks to your general lean into Abilities.
  • Trick Arrows: A very fun alternative playstyle for Anarchist opens with this little Talent that could! This allows you to further cut costs and time by a quarter, but only for making Damage Maneuver Consumables for use with Composite Bows. That’s really fun, and doesn’t necessarily require Alchemist T1 to perform (though it’s still welcome!). Also makes the consumables significantly lighter, which is a nice bonus.
  • No Time to Stop: Reducing 3AP Abilities to 2AP is very powerful when combined with Quick Throw, allowing you to use those Abilities for only 1AP, or even no AP with Crazy Eyes! Despite the recent nerfs to Quick Throw, this is still a great way to use 3AP stuff for free once a round.
  • Technology Crafter: Surprisingly, Technology Crafter actually does something for you! The increased Tier limit effectively allows you to bypass your Limits entirely, allowing you to effectively “cast” Abilities at a Tier higher than you normally could. Still can only use Abilities you can learn, but overall… not bad!

Tips

  • Despite you being able to make best use of your Improvised Explosive Consumables beyond Tier 1, it’s still quite worthwhile to share your consumables with your allies, not only for the obvious action economy reasons, but also because they might actually be able to use certain types of consumables better than even you!
  • Thanks to Quick Throw, it’s quite reasonable to use other playstyles alongside your consumables, but note that throwing multiple consumables is still a valid use of your turn for these alternative playstyles.
  • Note that consumables don’t just include Ability Consumables. They also include Stimulants, which can be a very powerful way to provide your Casters more WP to play with. Other consumables include Ammunition, Fuel, and Rations and Water, which can all have niche uses in the right campaign or with the right character(s).
  • To craft Ability Consumables in a minute or less, you’ll need the following Hour discount thresholds met:
    • T1: 2 Hours
    • T2: 3 Hours
    • T3: 4 Hours
    • T4: 5 Hours
    • T5: 6 Hours
  • These will set your crafting time to 10 Minutes, which then causes your multiplication to lower it down to 1 minute without any further investment, saving a lot of time. Even incomplete Hour discounts still saves time, though!

Sub-Archetype Build Showcase

Simple Build

So! How would you like to craft incredibly cheap consumables in 7.5 seconds, and have access to a near limitless supply of em? Meet our Simple Build! Path of Crafting, Alchemist T1, Improvised Explosive, and Master Craftsman alongside Improviser Adept and Improviser’s Crafting Kit x2 enables this build to divide crafting costs by FORTY, and lower crafting times by five hours (min 10 mins) then divide by EIGHTY. Holy moly, you’re basically MacGyver, able to craft whatever Ability you need to get outta a scrap with ONLY scraps. 

You’ll have plenty of Material on an ordinary day; 200 Credits a day with Material Generator x2 is plenty for day-to-day activities. Good thing too; you got some solid DR Power, are reasonably bulky, and can carry a large number of consumables with Pack Mule and Packed and Ready. This build really needs even a small amount of prep time… but with it? They’re borderline unstoppable in terms of output, and can make a wide range of consumables for every situation.

Experimental Build

This bowman excels at making custom arrows to put the pressure on opponents with multiple arrow strikes! While they boast overall worse inventory space and crafting capabilities (especially if not making arrows), they do have access to Scientist Craft and Craftsmanship to make those consumables they do make hit harder and potentially make another consumable with each craft! That’s not all, though! They also make up for it with overall better evasiveness, accuracy, and base combat ability without consumables. While they’re not as good as a more dedicated fighter, they’re still plenty strong and reliable.

When those Consumable Arrows come into the mix, though? Hoooo boy… Incredibly cost effective damage, with a focus on punching through defenses. High accuracy, Armor denial, and even Temporary Vitality hate ensure your arrows will always do something, and if they have none of that? Just set them on fire with Heat Strike for even more damage! You’ve also got a handful of healing options in Heal and Shield and Simple Heal; good consumables and stand alone abilities, alike! Parry and Split Barrage finish out the set, granting some avoidance and damage spreading capabilities.

Overall, while not quite as good at crafting as it’s simpler brother, this archer is still nothing to sneeze at, and can force the hands of targets very quickly if left unchecked!

Conclusion

Overall, the Anarchist is a powerful consumable crafter and user, who can fit into any team composition comfortably thanks to its immense versatility. Thanks for reading! If you have any fun builds that could help show off Anarchist more, feel free to send them to me on Discord at goldzephzellian!