The Archer is the mobile ranged marksman of Monsters and Memories — a leather-wearing bow specialist who fights with physical skill, crafted specialty arrows and tinkered traps rather than magic. Reworked before Early Access, the Archer shoots while moving, switches between Skirmisher and Marksman stances, leaps out of danger, and pins down anything that closes in, all while delivering heavy single-target damage from the back line.
Updated for Early Access · September 2026
- Strong ranged physical damage with no mana to run out of
- Strafing Barrage and instant shots let you fire while moving
- Disengagement and Relocate to escape melee
- Interrupts, snares, Net Shot and immobilizing traps
- Piercing Shot cuts enemy healing by 50%, and Flare reveals invisible enemies
- Leather armor and modest health
- Struggles to solo tougher mobs
- Arrows, specialty arrowheads and traps must be kept in stock
- Specialty arrows and traps rely on Fletching and Tinkering
- Most shots have ranges and positioning to respect
Archer gameplay is about staying at the right distance. Open with instant shots like Point Blank and Barbed Arrow, keep firing on the move with Strafing Barrage, and use Net Shot, snares and traps to hold anything that tries to close the gap. Switch between Skirmisher and Marksman stances to suit the fight, and save Piercing Shot for targets that heal. Before a trip, prepare your loadout: specialty arrows and traps, crafted through Fletching and Tinkering, make a big difference.
For players who like fighting from range and planning ahead. If you enjoy preparing a loadout, kiting and repositioning, and delivering big single-target damage without managing mana, the Archer fits. Expect to spend some time crafting and gathering to keep your quiver stocked.
Deep Elf, Goblin, Halfling, Human, Ogre, Wood Elf
Races playable at Early Access. See the class guide for starting stats and our picks.