Class Guide · Updated for patch 0.30 (Early Access) · September 2026
How to build, level and play an Archer in Monsters and Memories — race and trait picks, stances, specialty arrows and traps, group and solo tactics, a leveling path and gear to chase.
01The Archer at a Glance
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. You shoot while you move, leap out of danger, net and snare anything that closes in, and deliver heavy single-target damage from the back line.
The official class page calls the Archer a “High-Mobility Marksman Tinkerer” and describes it as “physical ranged DPS with no magic.” The class rewards preparation: the arrows, traps and stance you bring into a fight matter as much as the buttons you press in it.
Strengths
Strong ranged physical damage · abilities you can fire while moving · Disengagement and Relocate to escape · interrupts, snares, nets and immobilizing traps · Piercing Shot cuts enemy healing by 50% · Flare reveals invisible enemies and lights the dark · no mana to run out of.
Weaknesses
Leather armor and modest health · struggles to solo tougher mobs · needs arrows, specialty arrowheads and traps kept in stock · specialty arrows and traps rely on Fletching and Tinkering · most shots have a range and positioning to respect.
02Is the Archer Right for You?
You’ll love it if…
You like fighting from range; you enjoy moving and shooting at the same time; you like preparing a loadout of arrows and traps before a fight; you want big single-target damage without managing mana; you like being the one who spots invisible enemies and pins down runners.
You might not if…
You mostly play alone; you’d rather not craft or gather to keep your ammo stocked; you want to heal or tank; you dislike tracking cooldowns and ranges; you want a class that wins every fight by standing still.
The Archer is a solid first class for players who want to deal damage and stay out of the thick of melee. You don’t need to learn mana management, but you do need to learn range, threat and movement: stay far enough back, let the tank hold the mob, and have an escape ready when something turns on you. Archers can find it hard to adventure alone, so plan on grouping.
03Choosing Your Race
Six races can be Archers at Early Access. Your class adds +2 STR, +4 DEX and +2 AGI to your race’s base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:
| Race | STR | STA | DEX | AGI | Starts in | Why pick it |
|---|---|---|---|---|---|---|
| Wood Elf | 16 | 14 | 22 | 22 | Faelindral, Night Harbor | The best DEX + AGI total. Hide is a useful escape, and Faelindral is a friendly forest home. |
| Goblin | 17 | 15 | 23 | 21 | Underdocks | Highest DEX of any Archer. Bribe can reset a bad situation. |
| Human | 18 | 17 | 20 | 18 | Night Harbor, Underdocks | Balanced, sturdy and the easiest start. Tenacity protects you from mez and incapacitate. |
| Halfling | 17 | 17 | 20 | 19 | Faelindral, Night Harbor | Good STA with Sneak and Forage. Budget extra for food. |
| Deep Elf | 16 | 15 | 20 | 20 | Underdocks, Ail’Vorith | Even DEX/AGI and Ultravision for the dark. Evil-aligned, so surface guards are less friendly. |
| Ogre | 22 | 19 | 19 | 16 | Night Harbor, Underdocks | Highest STR and STA, so the toughest Archer. Ogre Smash stuns nearby enemies, but Ogres are Kill-on-Sight in Evershade Weald. |
Spending your 10 bonus points
Archers want Dexterity first, then Agility, Strength and Stamina. Your class bonus already covers DEX well, so bonus points are best used to round out your weaker stats.
- Recommended for most players:+4 DEX / +3 STA / +3 STR. More damage, and enough health to survive the mob that slips past your tank.
- Wood Elves and Deep Elves start low on STA — put 5 there.
- Ogres already have STR and STA to spare; put most of your points into DEX and AGI.
- Don’t spend anything on INT, WIS or CHA. Archers use no magic.
High Elves are listed as a future Archer race on the official site but aren’t playable at Early Access.
04Recommended Traits
You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For an Archer:
| Category | Best pick | Why | Alternatives |
|---|---|---|---|
| Major Combat | Dexterous | +10 DEX passive, your core stat. The active adds 10% more DEX for 12 seconds — pop it for a big Piercing Shot. | Agile (+10 AGI; a +200 AGI active for 15s as a defensive button), Strong (+10 STR) |
| Minor Combat | Deadeye | Archery starts 10 higher and rises 25% faster, and you start with a Trainee’s Longbow, Hip Quiver and 1,000 Trainee’s Arrows. Fewer misses and a full quiver from day one. | Knife Thrower (Throwing), Warrior (Offense), Defender (Defense) |
| Major Non-Combat | Infravision / Ultravision | You can’t shoot what you can’t see, and nights and dungeons are very dark. Deep Elves should take Ultravision. | Fast Metabolism (+25% Endurance, eats food faster) |
| Minor Non-Combat | Tinkerer or Fletcher | Since the rework, most traps are learned from Tinkering schematics and specialty arrows are crafted with Fletching. Either trait gives you a 25-point head start and faster skill-ups in the tradeskill you’ll lean on most. | Survivalist, Medicine (bandages between pulls), any gathering trait for money |
05Getting Started
Your starter quest
Every Archer begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Archer Starter Quest Guide. Individual quest pages: Archer Starter Quest (Night Harbor) · Archer Starter Quest (Faelindral).
Where to buy abilities
- Class abilities are bought from your class vendor in your starting city. Ask a guard for directions if you can’t find it.
- Traps other than Caltrops come from Tinkering schematics rather than the vendor, and need the trap in your bags to use.
- Underdocks starts (Goblins, Deep Elves, and some Humans and Ogres): ask a guard for the Archer trainer, and see our Underdocks and Ail’Vorith pages. Boats connect the Underdocks with Night Harbor.
06Your Toolkit
Archer abilities come in lines: you learn an ability, then buy stronger ranks roughly every ten levels. Levels shown are when the first rank (and each upgrade) becomes available. Most shots need a bow and arrows. You also gain Dual Wield at level 10 and Double Attack at 15 for the times you end up in melee.
| Line | Starts | Progression | What it’s for |
|---|---|---|---|
| Point BlankRework | 1 | I → II 10 → III 20 → IV 30 → V 40 → VI 50 | Instant shot with no minimum range. Lower damage, but your go-to opener and close-range answer. |
| Salvage Arrows | 1 | Salvage Arrows | Search nearby corpses to recover arrows. |
| Barbed ArrowRework | 2 | I → II 12 → III 22 → IV 32 → V 42 → VI 52 | Instant shot plus a bleed. Shares a cooldown with Point Blank and Quick Shot. |
| Disengagement | 3 | Disengagement | Leap away from your target and drop a large amount of threat. |
| StancesRework | 4 | Skirmisher (4) · Marksman (24) | Skirmisher: faster movement, faster casts, shorter Strafing Barrage cooldown. Marksman: bigger Piercing and Splintering Shots and ranged crits. |
| Quick Shot | 5 | I 5 → II 15 → III 25 → IV 35 → V 45 → VI 55 | Your core damage shot. Hits harder from Sniper’s Blind. |
| Net ShotRework | 6 | Net Shot (formerly Pinning Shot) | Interrupts, knocks back and immobilizes for 6 seconds. No minimum range. Needs Net Arrows. |
| Flare | 7 | Flare | A light source that also reveals invisible enemies and detonates your Oil Trap. Needs Pitch-Wrapped Arrows. |
| Snaring Shot | 7 | Snaring Shot | -50% movement speed for 6 seconds. Diminishing returns. |
| Interrupting Shot | 8 | Interrupting Shot | Interrupts a cast and locks the target out of that school of magic for 3 seconds. |
| Strafing BarrageRework | 8 | I → II 21 → III 33 → IV 46 | Four weapon-damage shots, channeled, usable while moving or backing up. |
| Piercing ShotRework | 9 | I → II 19 → III 29 → IV 39 → V 49 → VI 59 (formerly Aimed Shot) | Heavy shot that cuts the target’s incoming healing by 50% for 30 seconds; rolls damage twice below 20% health. |
| Exposing Shot | 11 | Exposing Shot | -5 Defense and +5% physical damage taken for 1 minute. Helps every melee in your group. |
| TrapsRework | 10 | Alarm (10) · Caltrops (12) · Oil (13) · Immobilizing (16) · Poison Gas (44) | Warning, area snare, fire burst with Flare, a 20-second root, and poison damage. |
| Sniper’s Blind | 14 | Sniper’s Blind | Conceals you until you move; Quick Shot deals more damage while concealed. |
| Splintering ShotRework | 18 | I → II 28 → III 38 → IV 48 → V 58 (formerly Multishot) | Hits your target and enemies around it. |
| Flurry of ArrowsRework | 20 | Flurry of Arrows | Resets Barbed Arrow, Point Blank and Quick Shot and adds 20% ranged attack speed for 15 seconds. |
| Relocate | 26 | Relocate | +40% movement speed and near-undetectable for 4 seconds. Reposition or reset. |
| Anticipate | 30 | Anticipate | Dodge every melee attack for 15 seconds. |
| Smoke Bomb Arrow | 34 | Smoke Bomb Arrow | Blinds the target and nearby enemies for 18 seconds. Needs a crafted Smoke Bomb Arrow. |
| Deadeye | 60 | Deadeye | Late-game cooldown that raises all your ranged damage. |
07Abilities to Prioritize, Levels 1–28
You won’t always be able to afford every ability as soon as it unlocks. This is the order that matters most for a new Archer:
| Level | Key abilities | Notes |
|---|---|---|
| 1 | Point Blank, Salvage Arrows | Point Blank has no minimum range, so it works even when a mob reaches you. |
| 2–3 | Barbed Arrow, Disengagement | Bleed every target. Disengagement is your first escape. |
| 4–5 | Skirmisher, Quick Shot | Turn on Skirmisher and leave it on while you level. Quick Shot is your main damage. |
| 6–8 | Net Shot, Flare, Snaring Shot, Interrupting Shot, Strafing Barrage | Your control toolkit arrives. Strafing Barrage lets you shoot while backing away. |
| 9–11 | Piercing Shot, Point Blank II, Alarm Trap, Exposing Shot | Piercing Shot on anything that heals. Exposing Shot on named mobs. |
| 12–16 | Barbed Arrow II, Caltrops, Oil Trap, Sniper’s Blind, Quick Shot II, Immobilizing Trap | Traps make soloing and kiting far safer. |
| 18–20 | Splintering Shot, Piercing Shot II, Flurry of Arrows, Point Blank III | Flurry of Arrows resets your instant shots — save it for burst. |
| 21–28 | Strafing Barrage II, Barbed Arrow III, Marksman, Quick Shot III, Relocate, Splintering Shot II | Swap to Marksman when you can stand still behind a good tank. |
Past level 28, the pattern continues: upgrade Quick Shot and Piercing Shot first, then Barbed Arrow and Point Blank, then Strafing Barrage and Splintering Shot. Anticipate (30) and Smoke Bomb Arrow (34) are the big utility milestones.
08Playing in a Group
In a group you’re the back-line damage and the problem-solver: pile damage on the kill target, stop runners and casters, and keep enemies off your healer.
Before the pull
- Pick your stance: Marksman (from 24) when you’ll be standing still behind a solid tank, Skirmisher when the fight will move around.
- Check your quiver: regular arrows, plus Net Arrows, Pitch-Wrapped Arrows and Smoke Bomb Arrows for your specialty shots.
- Lay an Alarm Trap on the approach you’re not watching, or an Immobilizing Trap where adds usually come from.
- Find high ground if you can. Your High Ground trait adds bow damage when you’re above your target.
During the fight
- Let the tank build aggroGive the tank a few seconds before you open up. Point Blank and Barbed Arrow are good low-threat openers.
- Stack your damageKeep Barbed Arrow bleeding, fire Quick Shot on cooldown, and use Piercing Shot for your heavy hits. Put Exposing Shot on named mobs for the whole group.
- Stop the healers and castersPiercing Shot cuts incoming healing by 50%. Interrupting Shot and Net Shot stop casts.
- Control the runners and addsSnaring Shot or Net Shot on anything fleeing at low health. Piercing Shot rolls its damage twice below 20% health, so finish runners with it.
- Drop threat when it turns on youDisengagement leaps you away and sheds threat. Relocate (26) and Anticipate (30) buy more time. Don’t run toward your healer with a mob on you.
09Soloing and Kiting
Archers are one of the harder classes to solo, but good movement goes a long way.
- Use Skirmisher: the developers call it the Archer’s primary solo stance — faster movement, faster casts and a shorter Strafing Barrage cooldown.
- Kite, don’t trade blows: snare the mob, then fire Strafing Barrage while backing away. Caltrops and an Immobilizing Trap between you and the mob buy extra distance.
- Open big: Sniper’s Blind before your first Quick Shot for extra damage, then follow with Piercing Shot.
- Reset when it goes wrong: Net Shot to pin the mob, Disengagement to leap away, and Relocate to vanish briefly.
- Pick easy targets: mobs that con blue or white, away from others. Social mobs that bring friends are hard to kite.
- Mind your ammo: kiting burns arrows fast. Salvage Arrows after every fight and restock often.
10Leveling Path
A suggested route for an Archer. You’ll level fastest in groups, so aim for dungeons over open-field grinding whenever you can find a party.
| Levels | Where | Why it’s good for Archers |
|---|---|---|
| 1–5 | Night Harbor newbie yards / Evershade Weald outskirts / Underdocks newbie yard | Do your starter quest. Practice opening at range and backing away. |
| 3–11 | Tomb of the Last Wyrmsbane | The best early group dungeon. Plenty of skeleton pulls to practice threat control from range. |
| 4–9 | Evershade Weald scout paths | Wolves and Fellstone orc scouts; named scouts drop early bows and wristguards. |
| 4–6 | Shaded Dunes West Gate shoreline | Non-hostile crocodile hatchlings — safe solo experience while you learn to kite. |
| 8–15 | Ail’Vorith caves (Deep races) | Cultist warrens and patrol grounds. Interrupt the priestesses. |
| 10–15 | Tel Ekir Ashira Outskirts | Rami Suresight drops the Serrated Longbow; ashira alchemists drop the Colorful Leather Vest. |
| 10–16 | Infested Crypt tunnels, deeper Tomb | Spider swarms and ghosts; Splintering Shot and traps shine in crowded rooms. |
| 18–27 | Fallen Pass, Keeper’s Bight | Dense camps for groups. High Watchman Albury in Fallen Pass drops the Longbow of the High Watchman. |
See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.
11Gear to Look For
Your bow matters more than any other item: nearly every Archer ability deals a percentage of weapon damage, so compare damage against delay (a lower delay fires faster). After that, stack Dexterity and Agility, then Strength and Stamina. Wear leather, and don’t neglect AC and HP — you’ll take a hit or two whenever a mob slips past the tank.
Early gear (roughly levels 1–16)
| Item | Slot | Stats | Where |
|---|---|---|---|
| Scout’s Longbow of the Wyrdguard | Primary | STR +2, DEX +2, DMG 17/46 | Archer starter quest, Faelindral |
| Serrated Longbow | Ranged | STR +1, DEX +2, AGI +3, DMG 14/47 | Rami Suresight, Tel Ekir |
| Weald Scout Bracer | Wrist | AC 5, STR +2, DEX +1, AGI +2, HP +10 | Archer starter quest, Faelindral |
| Delicate Ashira Pack Ring | Ring | AC 7, STR +4, DEX +5, AGI +2, HP +15 | The Yowling quest (Mayana), Night Harbor |
| Heartplate Scout Cap | Head | AC 13, STR +5, STA +1, DEX +2 | Eamon Kassir, Night Harbor |
| Moorcalf Hide Boots | Feet | AC 9, STR +3, DEX +3 | Mila Dastan, Night Harbor |
| Chompers’ Hide Tunic | Chest | AC 10, STR +3, STA +3, DEX +3 | Cheikho’s quest, Shaded Dunes |
| Shimmering Shadow Veil | Face | AC 6, STA +1, DEX +2, AGI +4 | A shimmering shadow, Shaded Dunes |
| Colorful Leather Vest | Chest | AC 18, STA +3, DEX +3, AGI +1, CHA +1, HP +10 | An ashira alchemist, Tel Ekir |
| Earthened Gloves | Hands | AC 10, STR +1, STA +2, DEX +2, AGI +2 | Herbalist Qirfa, Tel Ekir |
| Scratched Armguards | Wrist | AC 13, STR +3, STA +3, DEX +2 | Animist Wafi, Tel Ekir |
Upgrades for later
| Item | Slot | Stats | Where |
|---|---|---|---|
| Ember Carapace Belt | Waist | AC 6, STR +2, DEX +3, AGI +1, HP +5 | Ember, Sungreet Strand |
| Longbow of the High Watchman | Ranged | STA +1, DEX +7, AGI +6, DMG 20/45 | High Watchman Albury, Fallen Pass |
| Taskmater’s Leathers | Legs | AC 25, STR +3, STA +1, DEX +4, AGI +4 | Taskmaster Fek’ney, Fallen Pass |
| Ghostly Longbow | Ranged | DEX +8, AGI +6, WIS +5, DMG 23/47 | Ghost Of Selam, Shallow Shoals |
| Dexterous Wristguard | Wrist | AC 18, DEX +8, AGI +4, HP +10 | Witchguard Hellblade, Shallow Shoals |
| Dragon Sinew Bow | Ranged | STA +5, DEX +7, HP +25, DMG 32/42 | Captain Brey, Glass Flats |
| Band of Cinder | Ring | AC 5, STR +7, DEX +8, AGI +4, HP +10 | Guillome The Accursed, Glass Flats |
| Trail Boots | Feet | AC 22, STR +6, STA +2, DEX +6 | Quartermaster Girault, Glass Flats |
| Mawchant Rite Vest | Chest | AC 39, STA +5, DEX +5, AGI +3, CHA +3, HP +10 | Devourhymn Glomenda, Grimtide Sanctum |
Stats from our item database. Item levels aren’t published, so “early” is based on where they drop. Check that an item is usable by Archers before you chase it, and browse the database for more DEX/AGI leather and bows.
12Stances, Arrows and Traps
Stances
- Skirmisher (4): +5% movement speed, 20% shorter Strafing Barrage cooldown and 20% faster cast times on every ability. Your default while leveling and soloing.
- Marksman (24): more damage on Piercing Shot and Splintering Shot, and a chance for your ranged attacks and abilities to land critical hits. Best when you can stand still.
- Both persist until you cancel them, so you only swap when the fight calls for it.
Arrows and specialty arrowheads
- Regular arrows go in your ammo slot; most shots need them. Salvage Arrows recovers arrows from nearby corpses.
- Specialty arrows are crafted with Fletching and kept in your quiver — you don’t need to equip them. Net Shot needs Net Arrows, Flare needs Pitch-Wrapped Arrows, and Smoke Bomb Arrow needs its own crafted arrow.
- Flare does more than light the way: it reveals invisible enemies, is one of only two tools that can negate a Rogue’s Stealth, and detonates your Oil Trap.
Traps
- Caltrops (12) is learned from the vendor; the other traps come from Tinkering schematics.
- Trap abilities need the trap in your bags as a reagent, but only have a 5% chance to consume it, so one trap lasts a long time.
- Alarm Trap warns you when something enters an area (no damage or threat). Oil Trap stays put until you detonate it with Flare. Immobilizing Trap roots the first target for 20 seconds and is now harder to break with damage. Poison Gas Trap deals poison damage in a tight area.
13Common Archer Mistakes
- Opening too hard, too early. Let the tank build threat before your big shots.
- Standing too close. Keep your distance; Point Blank is for emergencies and openers, not a place to live.
- Running out of arrows. Salvage after fights and restock every trip to town.
- Forgetting your stance. Skirmisher while moving, Marksman when standing still.
- Ignoring the healers. Piercing Shot’s 50% healing reduction wins fights against casters that heal.
- Kiting blind. Check the ground behind you before you back up.
- Skipping your tradeskills. Fletching and Tinkering keep your specialty arrows and traps flowing.
14Archer FAQ
Is the Archer good for new players?
Yes, if you enjoy ranged combat and don’t mind grouping. You have no mana to manage; the main lessons are staying at range, managing threat, and keeping your arrows and traps stocked.
What’s the most important Archer stat?
Dexterity, followed by Agility, Strength and Stamina. Your bow’s damage and delay matter even more than stats, because most of your abilities scale with weapon damage.
Can an Archer solo?
It’s hard, but possible with good kiting. Use the Skirmisher stance, snare your target, and fire Strafing Barrage while you back away. Traps and Net Shot give you room to recover.
What’s the best race for an Archer?
Wood Elf for the best combined DEX and AGI, or Goblin for the highest DEX. Humans and Ogres are sturdier options.
What happened to Aimed Shot, Multishot and Pinning Shot?
They were renamed in the rework: Aimed Shot is now Piercing Shot, Multishot is Splintering Shot, and Pinning Shot is Net Shot (with no minimum range and no wall requirement). Distracting Shot, Purging Arrow, Scatter Shot and Illuminating Shot were removed.
Do Archers use mana or cantrips?
No. Archers are a physical class with no magic, so they don’t meditate for mana or get cantrip slots. Your resources are cooldowns, arrows, specialty arrowheads and traps.