MnM Classes
Archer icon

ArcherRanged DPS

Leather ArmorBowsRanged weaponsMost melee weaponrySolo: Difficult5 Races13 Skills
Dedicated marksmen who rain death from a distance with devastating precision. Archers live and die by the bow, delivering lethal snipes that punch through heavy armor, pinning fleeing targets in place, and controlling the battlefield with well-placed traps. Their ranged toolkit is unmatched, though they trade survivability for pure ranged lethality.
Attributes
1Primary stat2Secondary stat3Tertiary stat|Solid bar = base   Faded bar = max
STR
17 / 252

Allows you to carry more, increases melee weapon damage and shield block amounts

STA
15 / 253

Increases health and reduces the chance to be dazed in combat

DEX
23 / 281

Increases hit rate and on-hit weapon effect frequency

AGI
21 / 27

Provides damage mitigation

INT
17 / 25

Increases mana pool size (if higher than WIS) and damage from offensive damage spells

WIS
16 / 24

Increases mana pool size (if higher than INT) and healing from healing spells

CHA
13 / 25

Reduces purchase price and increases sale price, helps commerce skills, and reduces charm break rate

Recommended Builds

Sharpshooter

Patient and methodical, the Sharpshooter lives for the perfect shot. Every point of Dexterity sharpens aim, every pull of the bowstring is deliberate. With Deadeye training accelerating archery mastery, this build reaches devastating ranged accuracy faster than any other, turning every encounter into a firing range.
Stat Allocation (10 pts)
DEX +5STR +3STA +2
Major Combat Trait
DexterousPassive: Dexterity increased by 5% | Active: Increase Dexterity by 50% for 15 seconds
Minor Combat Trait
DeadeyeYour Archery skill starts at 5. Your Archery skill increases 25% faster. You start with a Trainee's Longbow, a Trainee's Hip Quiver, and 1000 Trainee's Arrows.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
MedicineBind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages

Survivalist

Not every arrow finds its mark before the enemy closes distance. The Survivalist builds for the inevitable moment when things go wrong -- extra Stamina to absorb hits, Fortitude to endure, and Defender training to mitigate incoming blows. This Archer survives what kills the glass cannons.
Stat Allocation (10 pts)
DEX +4STA +4STR +2
Major Combat Trait
FortitudePassive: Stamina increased by 5% | Active: Become resilient, increasing Stamina by 50% for 15 seconds
Minor Combat Trait
DefenderYour Defense skill starts at 5. Your Defense skill increases 25% faster.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
MedicineBind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages

Trapper

Where others see open ground, the Trapper sees kill zones. Agility keeps them mobile between trap placements, throwing knives harass targets into prepared positions, and wilderness survival instincts keep them alive where others would starve. The battlefield is their workshop.
Stat Allocation (10 pts)
DEX +4STR +2STA +2AGI +2
Major Combat Trait
AgilePassive: Agility increased by 5% | Active: Increase Agility by 50% for 15 seconds
Minor Combat Trait
Knife ThrowerYour Throwing skill starts at 5. Your Throwing skill increases 25% faster. You start with 1000 Trainee's Throwing Daggers.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
SurvivalistSurvival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
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Skill List
Filters

Multi-select per dropdown; Any skips that filter. Grouped by learned level.

Skill class
Category
Level
Level 1
Quick Shot
Level 1
MightDamage
Mana:

Shoot a quick shot at your target for 100% (L1) to 150% (L60) Weapon Damage, and an additional 1 (L1) to 80 (L60) Physical Damage.

Throw
Level 1
MartialDamage
Mana: Innate

Throw a weapon at your target. Requires a throwing weapon.

Level 2
Deadeye
Level 2
MartialBuff
Mana: 0

When activated, gives your ranged attacks a 20% chance on hit to increase Ranged Attack Speed by 15% for 30 seconds.

Level 3
Disengagement
Level 3
AcrobaticsUtility
Mana: Innate

Launch yourself backwards and reduce your threat against enemy by 3.

Level 4
Dispelling Shot
Level 4
MightDamage
Mana: Innate

Fire off a quick Dispelling Shot at your target for 1 (L1) to 30 (L60) Melee Damage, with up to 115% (L1) to 130% (L60) Damage Variance, and dispelling one magical effect. Requires Bow and arrow.

Level 5
Illuminating Shot
Level 5
MartialUtility
Mana: Innate

Instantly fire off an Illuminating Shot at your target, causing them to illuminate for 2 minutes.

Level 6
Pinning Shot
Level 6
MartialCrowd Control
Mana:

Instantly fire a Pinning Shot at your target, knocking them back and rooting them for 6 seconds.

Level 7
Scatter Shot
Level 7
MartialCrowd Control
Mana:

Fire off a quick Scatter Shot at your target, disorienting them for 4 seconds. Disables Auto Attack.

Level 8
Exposing Shot
Level 8
MartialDebuff
Mana:

Shoot an arrow at your target, exposing their vulnerability, which lowers their Defense skill by 5 and making them take 5% more Physical Damage from all sources.

Level 9
Flurry of Arrows
Level 9
MightBuff
Mana: Innate

Prepare yourself to unleash a flurry of arrows, instantly resetting the cooldown of your Quick Shot ability, and increasing your Ranged Damage by 50% for 12 seconds. This ability resets the cooldown of Quick Shot a second time when it ends.

Level 10
Aimed Shot
Level 10
MightDamage
Mana: Innate

Fire an Aimed Shot at your target, dealing 100%(L1) to 150%(L60) Physical Damage, and reduce incoming healing effects by 50% for 30 seconds. Additionally, if your target is below 20% health, this ability rolls its damage twice.

Level 11
Immobilizing Trap
Level 11
UnknownCrowd Control
Mana: Innate

Lay a trap at your feet. Enemies who step on the trap will be rooted in place for 1 minute. Damage may break the effect.

Level 12
Caltrops
Level 12
UnknownDebuff
Mana: Innate

Place caltrops in an area around you. Enemies who stand in the caltrops have their speed reduced by 30%.

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