The Archer class is a class within Dungeons that focuses heavily on Bows and non-melee damage. This class depends heavily on ❁ Strength, ☣ Crit Chance and ☠ Crit Damage, like the Berserk class: as a result, both classes play very similarly.
It is worthy to note that it is much more recommended to play Berserk until one obtains a powerful bow like the
Juju Shortbow, or
Terminator: it is also not recommended to play this if one doesn't have a decent money-making method, as setups can get very expensive on later floors, especially in Master Mode.
Recommended Weapons
These are heavily recommended items/weapons to use when playing as the Archer class. The best of these often have requirements such as a high
Combat, Slayer, or
Catacombs level. Archer setups are very expensive by nature, and thus the best items will often cost and be worth tens, if not hundreds of millions of coins.
An important note is that most regular Bows that have a drawing time and do not fire instantly, which will be referred to as Longbows, will be almost entirely irrelevant.
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Early Game | (when dungeonised) |
The | ||
| Early Game | The | |||
| Mid-Game | Spider Slayer VII(when dungeonised) |
The | ||
| Mid-Game | Enderman Slayer V(when dungeonised) |
The | ||
| Late Game | Enderman Slayer VII(when dungeonised) |
The This is also the most expensive bow in the game, and is crafted with an exceedingly rare |
Recommended Armor Sets
These armor pieces/sets provide bonuses to bow damage and are the standard for anyone who wants to play as an Archer.
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Early Game | ||||
| Early Game | ||||
| Early Game | Floor IV completion | The | ||
| Mid-Game | Floor V completion | |||
| Mid-Game | Floor VII completion | While a set of | ||
| Late Game | While you may unlock this much earlier into your playthrough, the | |||
| Late Game | Golden Heads Diamond Heads |
Boss Collections | Golden and Diamond Heads should always be substituted for the helmet you currently use if you have them. Granting 2x stats while on their respective floors, these will always be useful inside of the Catacombs. |
Recommended Utility Items
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Universal | Ender Pearl VIII
|
The At Enderman Slayer VI, you unlock the recipe for the | ||
| Universal | The | |||
| Recommended | Gunpowder IX
|
The | ||
| Recommended | Enderman Slayer VI
|
The | ||
| Late Game | Floor VI completion | The A similar strategy is used in | ||
| Floor IV completion |
Recommended Pets
Having a good Archer pet can greatly improve your progression as an Archer. These are some recommended ones.
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Recommended | Legendary Skeleton Pet | Bone III
|
The | |
| Required | The | |||
| Required | The |
Recommended Modifiers
Enchantments
Given that dealing significant ❁ Damage with bows is regularly much harder than dealing large amounts of ❁ Damage with a melee weapon, the Enchantments that an Archer puts on their weapons is extremely important.
| Enchantment | Notes |
|---|---|
| Bows | |
| Power | Power is a vital and required Enchantment for all Archers, as it directly boosts your bow's damage. It grants up to +65% ❁ Damage on your bows: additionally, since Power VI is so cheap, there is no reason not to apply it. |
| Snipe | Snipe is useful for when you are trying to hit enemies from far away, since it grants increased damage depending on the distance between you and the target. It is useful when the enemy you are trying to hit is very far away or has a large hitbox. |
| Piercing | Piercing is great for clearing, allowing arrows to pass through mobs and deal additional damage to a lesser degree. It pairs well with the Bouncy Arrows passive. |
| Infinite Quiver | Infinite Quiver is useful for saving arrows: Infinite Quiver X is surprisingly cheap, and the enchantment will be vital as Archers often use a lot of arrows. |
| Overload | Overload is, similarly to Power, absolutely vital and required for all Archers: it grants base ☣ Crit Chance and ☠ Crit Damage, essential stats for all Archers. Additionally, depending on your ☣ Crit Chance, it has a chance for you to deal a Mega Critical Hit: when paired with a |
| Dragon Tracer | Dragon Tracer is relatively niche inside of Dungeons, only being used in Master Mode Floor VII during The Wither King's phase. However, it still proves to be useful. The same can be said for Dragon Hunter. |
| Armor | |
| Rejuvenate | Aside from the obvious picks that are requied for every armor piece, being Protection and Growth, Rejuvenate grants lots of ❣ Health Regen. Not only is it great for survivability, it is also buffed by ♨ Vitality. |
| Ferocious Mana | These two Enchantments, though mutually exclusive, will be useful for ⫽ Ferocity and ❁ Strength respectively as they grant these stats based off of Mana used near the player: Mages will be more prevalent in higher floors, especially Master Mode, so this will be useful. |
| Strong Mana | |
A good Ultimate Enchantment is also vital for efficient Archer progression.
| Enchantment | Notes |
|---|---|
| Bows | |
| Soul Eater | Soul Eater is a recommended Ultimate Enchantment that is excellent for clearing rooms, as its bonus of adding the damage of the last mob killed and applying it onto your next hit: with high enough ❁ Damage, ❁ Strength, and ☠ Crit Damage, you could clear rooms very efficiently. |
| Duplex | Duplex is a recommended Ultimate Enchantment that is excellent for DPS, allowing your bow to shoot an extra arrow dealing a percentage of the first arrow's damage and dealing increased damage over time. It is not very efficient for clearing, but is recommended to use during boss fights: as a result, it is better to have two bows, one for clearing and one for DPS. This contributes to the Archer class being very expensive. |
| Armor | |
| Legion | Legion is the best Ultimate Enchantment for Armor, granting increased Combat Stats and ✯ Magic Find per player near you, which is vital for stats like ❁ Strength, ☠ Crit Damage, and ☣ Crit Chance. |
Reforges
Bows
| Status | Slot | Name | Notes |
|---|---|---|---|
| Early-Game | Rapid | The Rapid reforge grants the most ❁ Damage out of any basic Reforge for Bows. It is great for early game. | |
| Early-Game | Unreal | The Unreal reforge grants the most ☣ Crit Chance out of any basic Reforge for Bows at the cost of ❁ Strength, and is a great alternative to Rapid. | |
| Mid-Late Game | The Precise reforge has the same reforge stats as Unreal, as well as granting increased ❁ Damage when hitting the head of an enemy, making it excellent for ❁ Damage. If you can get consistent headshots on enemies, this reforge is worth using. | ||
| Mid-Late Game | The Spiritual reforge is essentially a better version of Rapig, with the added bonus of occasionally spawning a Decoy on kill. This is widely considered the best reforge for an Archer. When at 100% ☣ Crit Chance, one should use this reforge instead of Hasty, for example. | ||
| Late-Game | Hasty | The Hasty reforge is commonly used by players who are not able to reach 100% ☣ Crit Chance: until one reaches a sufficient amount of ☣ Crit Chance to use a |
Armor
| Status | Slot | Name | Notes |
|---|---|---|---|
| Early Game | Fierce | Fierce is a great early-game armor reforge for Berserks purely for its ❁ Strength and ☣ Crit Chance, as well as having the highest ☠ Crit Damage of any basic reforge. | |
| Early-Mid Game | Essentially a slightly worse Ancient, Renowned grants very decent stats all around, as well as increasing all of your Combat stats by +1%. This is generally not worth it as | ||
| Mid-Game | Ancient grants exceptional base stats on your armor, as well as granting +1 ☠ Crit Damage per Catacombs level, meaning that with this reforge you become exponentially more powerful. This is one of the best reforges on armor and you will find almost everyone using this. |
Accessory Powers
A proper Accessory Power and high Magical Power is important to ensure optimum survivability and damage capabilities. Tuning Points should be tuned towards ⚔ Bonus Attack Speed, although you can spend them on ☣ Crit Chance until you can reach 100% ☣ Crit Chance with a
Terminator.
| Status | Slot | Name | Notes |
|---|---|---|---|
| Early-Game | Fortuitous | The Fortuitous Power is good for getting that extra bit of ☣ Crit Chance that you might lack, and should get you through the early game until you obtain a better Power. | |
| Early-Game | Bloody |
The Bloody Power grants decent ☠ Crit Damage and has the added bonus of granting 10 ⚔ Bonus Attack Speed, which are both stats that are very important for Archers. It is relatively cheap and easy to obtain as well. | |
| Early-Game | Silky |
The Silky Power grants more ☠ Crit Damage than the Bloody Power, although it sacrifices ⚔ Bonus Attack Speed. It is much cheaper and easier to obtain than the | |
| Early-Game | Itchy |
The Itchy Power grants significantly more ⚔ Bonus Attack Speed than the aforementioned Bloody and Silky Powers, though it lacks ☠ Crit Damage. You should aim to balance your ❁ Strength and ☠ Crit Damage as evenly as possible, so it is good to mix and match to see which builds work for you. | |
| Mid-Game | Forceful |
The Forceful Power grants significant ❁ Strength and ☠ Crit Damage, as well as a miniscule amount of ⫽ Ferocity. It is good for DPS, though lacks ⚔ Bonus Attack Speed. |
Attributes
A number of Attributes should be maxed out as soon as possible, as they greatly benefit playing as an Archer.
| Slot | Name | Notes |
|---|---|---|
| Grants +1-10 ❁ Strength, maxing out at +50 ❁ Strength with all Elemental Shards maxed out. Buffed by the Echo of Elemental attribute, increasing the effect of these attributes by +20%. | ||
| Increases ranged damage by +25%. | ||
| Increases your ❁ Strength and ☠ Crit Damage by +1%. Buffed by the Almighty attribute, which buffs the aforementioned attributes by +50%. | ||
| Grants +10 ⚔ Bonus Attack Speed, which is exceptionally useful for Archers; you can obtain | ||
| When maxed out, grants complete immunity to all sources of Knockback. Can substitute a |
References
| Tutorials | ||
|---|---|---|
| General Guides | ||
| Skill Guides | ||
| Progression | ||
| Combat Guides | ||
| Dungeon Guides |
| |
| Economy Guides | ||
| Farming | ||