Archer Class Guide (Rev. 9)

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. 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 Innocent Blood Bow of Covert Havens
The Bow of Innocent Blood (BBow) and Bow of Covert Havens (Covert) are the most powerful tradable 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 they have 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. It is for this reason many Archer players opt to carry an untiered bow in addition to one of these bows.

Doom Bow
The Doom Bow (DBow) is an untiered bow dropped by Septavius the Ghost God. It is a slow shooting, hard hitting bow but unlike the others benefits more from an attack ring rather than a dexterity ring, and a boost from a Paladin or a Warrior is able to pump the damage extremely high. It’s especially effective against enemies with high defense, because fewer shots and a slower RoF causes defense to be less effective. It is possible to kill certain gods instantly with a single shot of the Doom Bow if one’s attack is high enough. 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. 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.

Thousand Shot
The Thousand Shot (Tshot) is an untiered bow that can be dropped by The Puppet Master (Encore). What this bow lacks in damage it makes up for in extreme DPS, possessing the highest rate of fire for any weapon in the entire game! The Thousand Shot quite literally releases a laser beam of bolts that can actually deal significant damage if an archer has maxed his ATT. Because of the major damage increase a maxed archer can get out of this weapon, and the ludicrously high attack speed this weapon becomes one of the most versatile in the archers arsenal. It possesses DPS identical to the Leaf Bow, with heightened applications and the ability to be used as a main bow. However, it lowers the archers speed which can be a hindrance in situations where speed is a must. Other than this however, the thousand shot is a bow definitely worth getting, just make sure not to waste it. This thing is rare!

Armor

Leather Armor doesn’t give as high of a defense boost as Heavy Armor, but it is better than Robes. Leather armors give the added bonus of a boosted Dexterity, which helps the Archer achieve more damage per second. Leather armor allows its wearers to fight enemies at a closer range than robe wearers, but the Archer should use their range as an advantage and only get close to enemies in order to “shotgun”, that is, hit them with all of the projectiles from their bow.

 

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.


The Golden Quiver/Quiver of Elvish Mastery are the main quivers used when paralyzing enemies. They have the most power of any paralyzing quiver, and cost an average 75 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 65 mana to use (which is 10 less than that of the Golden quiver and Quiver of Elvish Mastery), 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 80 less average damage than the t5 and t6 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.