Archer
This page was last checked against game version 0.2.1; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).
The Archer is a patient hunter who marks prey and lands critical shots. The class adds Dexterity and Luck, extra crit chance and a chance for an extra roll when you hunt or gather herbs.
How to get
Section titled “How to get”Reach level 15 and pass the trial at the Soul Shrine in Dawnmere Village. Losing the trial costs nothing; see Classes.
Skills
Section titled “Skills”Aimed Shot — your main attack with extra crit chance and a short cooldown.
Double Shot — two weaker hits. Each one rolls its own crit and can be dodged on its own, so it evens out bad luck. Use it in the rounds between
Aimed Shot.
Marked Prey — lowers the enemy’s defence for a few rounds. Use it before your strongest shots, especially against high-defence enemies like
Moss Golem or
Slime King.
Evasive Roll — a large evasion bonus for one round. Use it when you expect a heavy hit.
| Skill | Cost | Cooldown | Effects |
|---|---|---|---|
| 5 Stamina | 1 round |
| |
| 7 Stamina | 2 rounds |
| |
| 5 Stamina | 4 rounds |
| |
| 5 Stamina | 3 rounds |
|
Skills grow stronger with mastery the more you use them.
Class gear
Section titled “Class gear”From level 15 you craft the pieces of your class set yourself; only your class can wear them. See Class gear.
| Set | Pieces | Bonus by pieces worn |
|---|---|---|
| WindrunnerArchers onlyCrafted set |
|
- Dexterity and Luck. Dexterity gives attack, hit chance, crit damage and gathering rolls; Luck gives crit chance and better drops.
- A simple rotation.
Marked Prey →
Aimed Shot →
Double Shot →
Aimed Shot, then start again when the mark runs out.
- Gather as an Archer. The passive counts for Hunting and Herbalism and adds to the Dexterity chance, up to the cap of 50%.
- All skills cost stamina. Keep your mana for
First Aid.
Changes
Section titled “Changes”No changes yet. See Patch notes.