MnM Classes

Human Archer

DPSRanged DPS

Human Archers bring raw versatility to the bow, thriving in situations that demand quick adaptation. Their well-rounded stats mean no glaring weakness at range -- enough Dexterity for accuracy, enough Stamina to survive mistakes, and enough base attributes to support the Archer's trap and utility skills. They can switch between sniping high-value targets, kiting aggressive mobs, and setting trap lines without committing too heavily to any one approach. This flexibility makes them valuable in groups that need a ranged DPS who can adjust to shifting encounter dynamics on the fly. Where specialized archers excel in one scenario, the Human Archer performs respectably in all of them, making them a dependable pick for any group composition.

Human Archer
Human

Versatile and ambitious, Humans are the most adaptable race in Eth-ur. They lack the specialized strengths of other races but compensate with a well-rounded stat distribution and access to nearly every class. Their determination and adaptability make them suited for any path they choose.

Archer

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.

Armor
Leather
Weapons
Bows, Ranged weapons, Most melee weaponry
Solo Viability
Difficult
Total Skills
13
Attributes
1Primary stat2Secondary stat3Tertiary stat|Solid bar = base   Faded bar = max
STR
18 / 252

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

STA
17 / 253

Increases health and reduces the chance to be dazed in combat

DEX
20 / 271

Increases hit rate and on-hit weapon effect frequency

AGI
18 / 25

Provides damage mitigation

INT
16 / 25

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

WIS
16 / 25

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

CHA
17 / 27

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

Skill Statistics

By Classification

Damage
4 (30.8%)
Crowd Control
3 (23.1%)
Buff
2 (15.4%)
Utility
2 (15.4%)
Debuff
2 (15.4%)

By School

Martial
6 (46.2%)
Might
4 (30.8%)
Unknown
2 (15.4%)
Acrobatics
1 (7.7%)
Available Traits

Major Combat15

Agile
Agility increased by 5% | Increase Agility by 50% for 15 seconds
Brawn
Strength increased by 5% | Increase Strength by 50% for 15 seconds
Charismatic
Charisma increased by 5% | Increase Charisma by 50% for 15 seconds
Cold Resistant
Base Cold Resistance +10; total Cold Resistance +15% | Removes all harmful Cold effects and greatly increases resistance to them for 15 seconds
Corruption Resistant
Base Corruption Resistance +10; total Corruption Resistance +15% | Removes all harmful Corruption effects and greatly increases resistance to them for 15 seconds
Dexterous
Dexterity increased by 5% | Increase Dexterity by 50% for 15 seconds
Disease Resistant
Base Disease Resistance +10; total Disease Resistance +15% | Removes all harmful Disease effects and greatly increases resistance to them for 15 seconds
Electricity Resistant
Base Electricity Resistance +10; total Electricity Resistance +15% | Removes all harmful Electricity effects and greatly increases resistance to them for 15 seconds
Fire Resistant
Base Fire Resistance +10; total Fire Resistance +15% | Removes all harmful Fire effects and greatly increases resistance to them for 15 seconds
Fortitude
Stamina increased by 5% | Become resilient, increasing Stamina by 50% for 15 seconds
Holy Resistant
Base Holy Resistance +10; total Holy Resistance +15% | Removes all harmful Holy effects and greatly increases resistance to them for 15 seconds
Intelligent
Intelligence increased by 5% | Increase Intelligence by 50% for 15 seconds
Magic Resistant
Base Magic Resistance +10; total Magic Resistance +15% | Removes all harmful Magic effects and greatly increases resistance to them for 15 seconds
Poison Resistant
Base Poison Resistance +10; total Poison Resistance +15% | Removes all harmful Poison effects and greatly increases resistance to them for 15 seconds
Wise
Wisdom increased by 5% | Increase Wisdom by 50% for 15 seconds

Minor Combat6

Cutthroat
Your Piercing skill starts at 5. Your Piercing skill increases 25% faster. You start with a Trainee's Dirk instead of your default starter weapon.
Deadeye
Your 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.
Defender
Your Defense skill starts at 5. Your Defense skill increases 25% faster.
Knife Thrower
Your Throwing skill starts at 5. Your Throwing skill increases 25% faster. You start with 1000 Trainee's Throwing Daggers.
Swordsman
Your Slashing skill starts at 5. Your Slashing skill increases 25% faster. You start with a Trainee's Scimitar instead of your default starter weapon.
Warrior
Your Offense skill starts at 5. Your Offense skill increases 25% faster.

Major Non-Combat4

Fast Metabolism
Endurance increased by 25%, but food is consumed 25% faster
Iron Lungs
Underwater air capacity increased by 200%, but Endurance decreased by 25%
Master Artisan
Carpentry, Blacksmithing, Jewelcrafting, Leatherworking, Pottery, and Tailoring skills increase 5% faster
Slow Metabolism
Food is consumed 25% slower, but Endurance decreased by 25%

Minor Non-Combat25

Alchemist
Alchemy starts at 25, increases 5% faster, and you start with a Trainee’s Mortar and Pestle
Blacksmith
Blacksmithing starts at 25, increases 5% faster, and you start with a Trainee’s Smithing Hammer
Brewmaster
Brewing starts at 25 and increases 5% faster
Carpenter
Carpentry starts at 25, increases 5% faster, and you start with a Trainee’s Construction Hammer
Chef
Cooking starts at 25, increases 5% faster, and you start with a Trainee’s Cleaver
Disenchanter
Disenchanting starts at 25, increases 5% faster, and you start with a Trainee’s Disenchanting Cube
Enchanter
Enchanting starts at 25, increases 5% faster, and you start with a Trainee’s Tome of Enchantment
Fisherman
Fishing starts at 25, increases 25% faster, and you start with a Trainee’s Fishing Pole and 20 Trainee’s Grubs
Fletcher
Fletching starts at 25, increases 5% faster, and you start with a Trainee’s Fletching Kit
Herbalist
Herbalism starts at 25, increases 5% faster, and you start with a Trainee’s Sickle and Trainee’s Herb Pouch
Jewelcrafter
Jewelcrafting starts at 25, increases 5% faster, and you start with a Trainee’s Jewelcrafting Kit
Leatherworker
Leatherworking starts at 25, increases 5% faster, and you start with a Trainee’s Leatherworking Kit
Lumberjack
Lumberjacking starts at 25, increases 5% faster, and you start with a Trainee’s Lumberjack Axe and Trainee’s Lumberjack Pouch
Medicine
Bind 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
Merchant
Commerce starts at 25 and increases 25% faster
Miner
Mining starts at 25, increases 5% faster, and you start with a Trainee’s Mining Pick and Trainee’s Mining Pouch
Smelter
Smelting starts at 25 and increases 5% faster
Stonecutter
Stonecutting starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Stonemason
Masonry starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Survivalist
Survival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
Swimmer
Swimming starts at 25 and increases 25% faster
Tailor
Tailoring starts at 25, increases 5% faster, and you start with a Trainee’s Tailoring Kit
Tavern Regular
Alcohol Tolerance starts at 25 and increases 25% faster
Tinkerer
Tinkering starts at 25, increases 5% faster, and you start with a Trainee’s Tinkering Toolkit
Woodworker
Woodworking starts at 25 and increases 5% faster
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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