Archer Class Guide (Rev. 18)

History

The Archer is one of the first classes introduced. Early on in Realm, he used to have an extremely long range attack that did not pierce enemies. He had no ability until Build 97, when the quiver was implemented. The tiered bows became capable of piercing enemies in Build 117. The Archer also used to be the first class most new players got to use until that honor was passed on to Wizard.

The Archer is a very powerful class in almost anyone’s hands, but takes skill in timing and dodging if you want to be successful with it, whether it’s for getting loot or staying alive. Unlocking Archer requires level 5 with Priest, though it should be noted that new accounts created via Steam are allowed to play this class first. See his stat gains, caps, and averages here.

Archer


Equipment

Along with the Huntress, the Archer uses the bow and wears leather armor. The primary advantage of bows is their ability to pierce enemies, making them exceptional against clustered enemies or enemies that try to place meatshields in your line of fire. Low-tier bows shoot only a single projectile and do not provide a high damage output. Climbing up the tiers however, bows begin to shoot additional projectiles up to the max of 3 per shot with the Gold Bows and beyond. Bows with multiple shots have a special range referred to as “true range,” the range where all of the shots of the bow hit. Combined with the ability to pierce enemies, bows prove to be an exceptional crowd-control weapon. Do keep in mind that for weapons that fire multiple projectiles, every individual shot counts against your accuracy; this fact is important if you want to maximize your accuracy.

Bow of Covert Havens Bow of the Mystical Energy Bow of Deep Enchantment
The Bow of Covert Havens (Covert), Bow of Mystical Energy and Bow of the Deep Enchantment are the most usable tiered bows. These bows use multiple piercing arrows to mow down groups of enemies. The wide spread of attack is also effective against harder enemies since you are unlikely to miss a whole burst if your aim is good enough. These bows are most effective when all three shots can be landed on enemies at once. Although each shot has a range of 7.04 tiles, the range at which you can reliably land all three shots (the “true” range) is a much shorter 3.56 tiles. In addition, defense counts for every individual shot, thus making these bows less effective against high defense enemies. For these reasons, many Archer players opt to carry an untiered bow in addition or as a substitute to one of these bows.

Doom Bow
The Doom Bow (DBow) is an untiered bow dropped by Septavius the Ghost God. It has a slow rate of fire but each shot does a lot of damage. It’s especially effective against enemies with high defense, because fewer shots and a slower RoF make defense less effective. It has the potential to deal damage in the thousands with each shot if one’s attack is high enough, and this can instantly kill certain gods. A boost from a Paladin’s seal can further increase this bow’s potency. The Doom Bow can be considered the best bow to get soulbound damage in Event and Dungeon bosses, especially against Oryx, because of its superior DPS against high defense enemies and the fact that you can stand the full range of the bow and still do maximum damage. Even on unmaxed Archers, the Doom Bow is a formidable (and useful) weapon. There is, however, a degree of skill in using this bow effectively; since you have to wait much longer in between shots, it is much more crucial that you are able to hit your target. It is recommended to max defense before using it to maximize your ability to survive. Also keep in mind that this bow does not have superior DPS to a tiered bow in situations where an Archer can safely approach an enemy with negligible defense. The Doom Bow is a very valuable item to obtain, so be sure you don’t lose it!

Coral Bow
The Coral Bow (CBow) is an untiered bow that drops from Thessal the Mermaid Goddess. This bow only shoots two arrows, but at a higher rate of fire. While it does sacrifice a bit of DPS against low and high defense enemies compared to the aforementioned bows, its effective range and true range are much longer than tiered bows (7.77 and 5.08 tiles, respectively). The CBow is particularly good when the opponent has a low defense, and its longer range makes it easier to engage smaller enemies. The CBow is a very rare item that has a great deal of utility over tiered bows, so be careful not to lose it if you manage to get one.

Leaf Bow
The Leaf Bow is another untiered bow that can be dropped by the Murderous Megamoth. Although it fires only one wavy shot and the shots do not pierce, it has far more DPS than most bows because of its high damage and rate of fire. The leaf bow also has a slight range advantage over tiered bows. It is ideal where there is little worry for small enemies getting in the way of your target. As a bonus, it does have +5 Speed, significantly boosting Archer’s rushing capability.

Thousand Shot
The Thousand Shot (TShot) is an untiered bow that can be dropped by The Puppet Master (Encore). The TShot is quite literally a machine gun in crossbow form. Its damage per shot is rather low, but it possesses the fastest rate of fire modifier of any weapon in the entire game. In addition, it has a range advantage over tiered bows and the DBow, and it can do maximum damage out to that range. This bow can prove to be a viable main bow because of its rate of fire and its single-shot nature. It is, however, quite a rare weapon.


The Bow of the Void (VBow) is an UT bow that can be dropped by Void Entity. This bow possesses truly extraordinary DPS at the cost of having the same range as tiered daggers. In spite of this, it only fires 1 shot, keeping its true range at 5.6 tiles, which is higher than most tiered bows and the Coral Bow, allowing it to do more consistent damage from a safer distance. The main tradeoffs are that it has lower overall range than most other bows, its shots alternate left and right which makes it hard to aim. Take an extreme care, as it is a rare drop from the 2nd-hardest boss in the game, making it hard to obtain and replace if lost. In spite of the disadvantages, the bow can be used as an effective main bow for consistent DPS where the user is comfortable with the shorter range.

Armor

Archers wear leather armors, which amplify defense to a greater degree than robes but not quite as well as heavy armors. To compensate, these armors boost the archers DEX stat allowing them to achieve higher DPS. Unfortunately, their lower DEF values compared to heavy armor and the archers often having to enter close range to shotgun opponents makes for a risky playstyle without an UT bow.

Hydra Skin Armor Wyrmhide Armor Leviathan Armor

The Hydra Skin Armor, Wyrmhide Armor and Leviathan Armor are the primary armor for the archer, providing ample defense and great dexterity boosts which make the archer a more effective killer. You can never go wrong with these two.

Coral Silk Armor
The Coral Silk Armor (CSilk), a UT leather armor dropped by Thessal the Mermaid Goddess, is a popular primary choice for some players. It gives same amount of Defence and Dexterity as Hippogriff Hide Armor but with 3 additional Speed. Since the Archer’s base speed is among the lowest in the game, a slight increase can help in many scenarios.

Spectral Cloth Armor
The Spectral Cloth Armor is a UT leather armor dropped by Davy Jones. Compared to Hydra, it sacrifices a notable 3 defense, as well as 2 dexterity points, for 3 speed and attack points. Considering Archer is a ranged class, its loss of defense might not be as big of a deal for some, especially since the 3 extra speed grants an edge in dodging.


The Hirejou Tenne is a ST armor dropped by Tezcacoatl the Great Basilisk. Compared to rest of the Leather Armor, this armor sacrifices the majority of its DEF boost for an unrivaled increase in damage, having the same ATT boost as Golem Garments but with an additional 8 DEX, making it the most effective leather armor for DPS boost.


The Luminous Armor (Lumi) is a ST armor dropped by Crystallised Cyclops, Crystallised Lizard, Crystallised Fish, Crystallised Scorpion and Crystallised Monstrosity. This armor provides a large +200 HP, with the drawback of having no DEF. It also provides nice SPD and VIT bonuses to help with dodging and regeneration capabilities. This is good in situations where DEF is irrelevant (such as most endgame contents) or when you already have a lot of DEF to begin with.


The Armor of Nil (Nil) is an UT armor dropped by Void Entity. This armor currently grants the most Def, a massive 24 Defence out of all the leather armors in exchange for a mobility penalty. Compare to Leviathan Armor, it gives +7 DEX, so using Nil is essentailly a -7 DEX & -4 SPD penalty in exchange for a +3 DEF boost. Because of this, only use this armor if you’re willing to take the hit to your DPS in exchange for additional survivability.

 

Ability

The Archer’s ability, the Quiver, shoots a powerful, piercing arrow in the direction of your cursor at a range of 15. It deals a moderate amount of damage and slows all enemies it pierces through. The higher level quivers paralyze targets instead of slowing them, making them completely stationary and easy to destroy. Quivers also feature a dexterity boost, giving the Archer a slight edge over the Huntress. Using your Quiver effectively is a vital skill to learn.

One of the biggest aspects of the quiver is its ability to paralyze (or slow, if you’re under T3) the targets. This is incredibly useful in groups, or by yourself, in order to get free hits on moving enemies. The quiver pierces through rocks, trees, and other obstacles, but not walls. This is useful as well, if you want to snipe at a single enemy from afar without taking much damage in the process.


The Magic Quiver, while being the starting ability of the archer, does in fact have a use. It can be carried as a low-cost method of inflicting slows on enemies when the foe is immune to paralyze. An example of this would be Gulpords chase phase. During which he is immune to paralyze, but not slow. However the quiver has few other applications and should not be used unless facing a paralyze resistant foe.

Blue Beehemoth QuiverRed Beehemoth QuiverYellow Beehemoth Quiver
The three Beehemoth Quivers from their three respective Beehemoths are quivers that slow for 5 seconds, longer than the lower tiers of quivers. They also deal more damage and shoot out 3 shots instead of 1, making them easier to aim. While they have a higher MP cost of 90, they are more practical quivers for both slowing enemies and dealing damage. The Archer could use these as a main especially since later endgame bosses and enemies are immune to paralyze but not slow.


The Quiver of Elvish Mastery and Quiver of Autumn King are the main quivers used when paralyzing enemies. They have the most power of any paralyzing quiver, and costs 75/80 MP to use. These quivers will be used for paralyzing the enemies, obviously. They are excellent for stopping charging enemies from ‘sitting’ on you- for example Brutes in a castle, or a raging Bes in the Tomb of the Ancients. This gives you the chance to run away and heal, or safely do damage from further away.


The Elvencraft Quiver is quite useful in some situations because it costs 60 mana to use (which is 15-20 less than that of the Quiver of Elvish Mastery and Quiver of Autumn King), but retains the same ability to paralyze enemies for 3 seconds (equivalent to that of higher-tier quivers), giving it a better mana-to-paralyze ratio. The drawback to using the Elvencraft Quiver is that it deals 120-160 less average damage than the the respective T6/T7 Quivers.


The Quiver of Thunder serves a different purpose than paralyzing enemies. It is the most powerful of any quiver, gives a +5 Attack boost, and gives a unique status effect called Dazed, which halves the quantity of enemy projectiles. This makes it easier for the Archer to dodge projectiles coming his way, and acts as a sort of semi-stun. However, the Quiver of Thunder does not Paralyze enemies, does not pierce obstacles or enemies (which is ironic considering it has the highest damage), and costs a slightly higher 100 MP. A good shot can do plenty of good, but if you miss, you’ll be kicking yourself for wasting valuable MP. Also, keep in mind that there is a slight delay between when you can fire the QoT (a reloading period). Attempting to fire the Quiver in succession will result in an “error” sound. This also applies if you switch quivers. If you fire the QoT, then put on a tiered quiver, the delay will still be there, and you must wait before you can fire it. This Quiver is particularly useful during the ‘White Moon’ and ‘Dance’ phases of Oryx 1, it can allow skilled groups of archers to keep Oryx completely suppressed for the entire phase.

 

Strengths and Weaknesses

The Archer is one of the few classes who are fairly effective unmaxed, who can still get soulbound damage in dungeon bosses and even large groups of gods. It is effective as a loner amongst a mob by sniping. The Archer is not as frail as robe classes, but it isn’t as defensive as heavy armor classes either. The leather armor is good enough for the Archer to get both his Defense and Dexterity up.

The main weaknesses is its “low” range for high damage, meaning if you want to deal high damage, you have to play at medium range, like a dagger class. The Archer’s inability to heal quickly is also a hindrance, bringing HP pots is very helpful for whatever situation. The lowest Wisdom stat of 50 also doesn’t help the Archer, who almost relies on his quiver for success. The Dexterity stat of 50 is manageable for the Archer, but it wishes it was just a little higher to abuse. Thankfully though, quivers and leather armor help him out there.

A fresh Archer is relatively strong compared to other classes if he uses a T8-10 Bow, and can get great soulbound damage in the godlands with some skill. Although he doesn’t have a healing ability, the Archer can take some damage and gathers up pots and other equipment very well.

A maxed Archer can really perform the same things that a fresh Archer can, but much faster, and with less risk. A maxed Archer can rise up to the challenge of soloing an event boss, unlike a fresh Archer. One of the most outstanding qualities of the Archer is a high Attack stat of 75, boosting the low damage of bows very high.

To maximize the archer, your first bow to farm as a rich maxed archer should be a Coral Bow, as this is essentially a God lawnmower, and an all round excellent weapon for every situation once you have maxed Attack and Dexterity.

 

Group Role

The Archer’s group role mainly consists of killing large mobs of compacted enemies, and paralyzing certain bosses for faster killing. Other than that, there isn’t much for the Archer to help his group out. But these two parts that the Archer plays in are very effective, and makes up what the Archer is.

 

Event and Dungeon Bosses

Event bosses’ strategy for the quiver is a bit more complicated. You must judge when you can go away from the group towards the boss without dying (or in big groups, hide behind the melee meatshield). Wait for the skulls or cubes to clear out halfway with an opening (gap between minions) before venturing out towards the skull and cube. Keep on shooting your bow at the skulls or cubes. Your piercing spread of arrows are vital in mowing down the minions.

Once you’re away from the group, go towards the event until you can tell that it’s less than 14 tiles away. It should be at the edge of your screen on off-centered view, and halfway towards the edge of your minimap. Once you’re within quiver range, accurately shoot your quiver’s arrow toward the quest icon, and rush back towards the group. This should deal a good amount of damage to the event. Repeat this a few times, and you should get enough damage to get a soulbound. Play safe though as if you are solo, you aren’t in a hurry and if you are in a group, 2 shots is still enough damage!

Another strategy for killing events with a quiver is hiding behind rocks and trees (but not walls). Rocks and trees block all enemy projectiles for you, but your quiver can pass through it! So finding an event in a forest is your lucky day. Just hide behind a tree, and snipe at the boss! Make sure you run back if you get too far though; you won’t survive forever behind a tree. With these in mind, you should be getting a soulbound sooner or later, just use your quiver effectively against the events at the right place and time.

Most powerful dungeon bosses have a period of invulnerability mixed with a period of vulnerability. You should know it’s invulnerable when there’s a Mithril Shield (Mithril Shield) icon above the enemy. Effective timing of your quiver is indispensable if you’re in a huge group.

You should always watch for the period of vulnerability. Once the boss becomes vulnerable, shoot your quiver ACCURATELY at the enemy. Just a few shots plus your bow should earn you a well-deserved soulbound. If you cannot see the Mithril Shield icon, either go above the enemy, or use the off-centered view. Correct timing of your quiver should earn you a soulbound. You should definitely use off-centered view in Oryx 1 battles during the artifacts stage. Shoot a quiver every time he’s vulnerable! Don’t forget your quiver also paralyzes your enemies! This makes it much easier for you to get even more shots from your bow, thus earning more soulbound damage.

 

Review

The archer class is an interesting class. It has a hard time eventing without being fully maxed, but does excellent in Godlands, dungeons and both Oryx chambers. The class it a bit squishy for some people, as taking down a godwall isn’t as easy as people claim it to be. It does take some skill to master quivering, and is important for the class. The archer can be a great team player with the ability to paralyze. The class is extremely effective in Davy Jones Lockers, because of the paralyzing causing the boss to lose the shotgun ability. And in Tombs of the Ancients, the final bosses can easily be dealt with when in “rage” mode. The class is extremely balanced, it is a bit squishy, deals good DPS, is a team player and reserves some damage for itself.

Summary

If you’ve noticed, most effective strategies involve group roles. This is because of his quiver; it gives him a unique chance-to-get-a-soulbound amongst a lot of others characters. The Archer is a powerful character than can get you loads of soulbound loot if used correctly. If you prefer an offensive character who can take down groups of enemies, with slightly better than average defense, the Archer is for you.

Tips

Master aiming the quiver. Remembering and following enemies’ movement patterns is key to catching enemies with the quiver. Shoot to catch them where they are going to be, and not where they are at the moment, unlike hitting with a Wizard spellbomb– manipulating enemy movement by luring it with your character is key for certain enemies.