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Archer
Archer.png
Attributes
⚔ Damage ■ ■ ■ ■
♥ Defence ■ ■ ■ ■
➵ Range ■ ■ ■ ■ ■
✺ Spells ■ ■ ■ ■ ■
Difficulty ★ ★
Weapon Bow
Donor-Exclusive Reskin Hunter
Precision is the key to victory. The archer sits comfortably at range to decimate their enemies with powerful projectiles. Evading and dodging enemies attacks is crucial to the playstyle of this class. Archers dish out huge amounts of damage, but aren’t so adept at defending themselves.
~ Official website

The Archer is one of the five playable classes in Wynncraft and uses a bow as its weapon. With a base defence rating of 60% and the most damaging weapon class in the game, the Archer is notorious for being a glass cannon. With low defense, Archers need to constantly regain health, whether through Life Steal, a Mage's Heal spell or Health Potions.

For in-depth information about play-style tips and tricks please refer to the Archer Guide.

Overview[]

The Archer's main attack fires a single arrow with high velocity and high range. It will deal damage to any mob or player it hits, and other targets in a very small area around the target, so it still deals some area damage.

The Archer's first spell, Arrow Storm, fires a barrage of arrows directly in front of the player, hitting enemies many times. Its upgrades increase the amount of arrows you fire with each cast.

The Archer's second spell, Escape, is the Archer's mobility spell that launches the player backwards, into the air, and slows their fall. At higher levels, it also grants the player and their allies speed and can blind enemies you land on.

The Archer's third spell is Bomb Arrow, which fires an explosive arrow that deals high area damage where it lands. At higher levels it also slows enemies and bounces to hit them again multiple times.

Finally, the Archer's fourth spell is Arrow Shield, a spell that grants the player a protective shield for a few minutes. When the player is attacked while Arrow Shield is active, all enemies nearby get damaged and flung away from the player. Further upgrades include increasing the amount of times it can trigger before disappearing, and adding an additional ranged counterattack to the spell.

Base Resistance[]

All classes in Wynncraft have a different base resistance value that affects how much damage they take. Archer, having a base resistance of 60%, means it will take 1.4 times more damage than a class like Assassin, who has a base resistance of 100%.

Class
Archer

Warrior

Mage

Assassin

Shaman
Base Resistance 60% 120% 80% 100% 50%

Main Attack[]

The Archer's main attack fires an arrow with high velocity and high range. It will deal damage to any mob or player it hits, and other targets in a very small area around the target, so it can still deal some area damage. The Archer's attack also deals knockback inversely scaling with the bow's attack speed. Faster bows will push mobs back less, while slower bows will knock mobs back much further.

Spells[]

The Archer's spells vary from helpful utility spells to high-damage spells devastating in combat both against single enemies and groups. Like other classes, certain Major IDs can change the way some spells work.

Arrow Storm[]

ArrowStorm-I.png

Cast Pattern: (Left - Right - Left)

The Archer's first spell, unlocked immediately at level 1, is Arrow Storm. This spell fires a huge barrage of arrows in front of the player in a short time. Unlike arrows from your main attack, these arrows do not have the capability of dealing area damage and can only hit one target per arrow.

Arrow Storm Grade I (Lv. 1)[]

  • Mana: 6
  • Damage: 30% per arrow, for 10 arrows
    • Elemental Conversions: Fire Damage: 15%

Arrow Storm takes 2 seconds to fire all 10 arrows. Arrow Storm follows the exact same trajectory as the arrows from your main attack or Bomb Arrow, so you do not need to worry about adjusting your aim.

Arrow Storm Grade II (Lv. 16)[]

ArrowStorm-II.png
  • Mana: 6
  • Damage: 20% per arrow, for 20 arrows
    • Elemental Conversions: Fire Damage: 15%, Thunder Damage: 25%
  • + Haste: Double the amount of arrows and the firerate.

Arrow Storm Grade II doubles the amount of arrows shot, for a total of 20 arrows, but it also slightly decreases their damage in exchange. It also doubles the rate of fire of the arrows, shortening the time it takes to fire all arrows from 2 seconds down to 1 second.

Arrow Storm Grade III (Lv. 36)[]

ArrowStorm-III.png
  • Mana: 6
  • Damage: 10% per arrow, for 60 arrows
    • Elemental Conversions: Fire Damage: 15%, Thunder Damage: 25%
  • + Haste: Double the amount of arrows and the firerate.
  • ++ Triple Shot: Triple the amount of arrows you shoot and fire them in an arc.

Arrow Storm Grade III triples the total amount of arrows shot by adding on two additional streams of arrows angled to the sides. It also reduces the damage per arrow again, to account for the increased quantity of them. This allows the Archer to hit a wider range of enemies at long range and greatly increases its damage output if they are close, since all of the arrows will hit.

Escape[]

Escape-I.png

Cast Pattern: (Left - Left - Left)

The Archer's second spell, unlocked at level 11, is Escape. This spell throws the player high up and backwards into the air, while slowing their descent as they fall back down. Like other movement spells, it cancels fall damage. The angle at which you are launched can be changed by looking in different directions. While you fall slowly, you cannot move horizontally, but you can attack and use spells. You can hold the Shift key to fall down faster.

Escape Grade I (Lv. 11)[]

  • Mana: 3

Escape can only be cast if the player is standing on a block or if they are close to one. Hitting a ceiling while being launched by Escape will redirect your momentum horizontally. Swapping off of your weapon before the slow-fall effect is granted will also prevent the spell from halting your momentum, but it will make you vulnerable to fall damage.

Escape Grade II (Lv. 26)[]

Escape-II.png
  • Mana: 3
  • + Speed: Grants speed 3 for 3 minutes to the player and nearby allies upon casting Escape.

Escape Grade II adds a huge mobility boost to the Archer and their allies by giving them a potent speed effect when Escape is cast. Speed III is equivalent to a +60% increase in walking speed, which greatly increases your ability to chase mobs, retreat, and dodge attacks.

Escape Grade III (Lv. 46)[]

Escape-III.png
  • Mana: 3
  • Damage: 100%
    • Elemental Conversions: Air Damage: 50%
  • + Speed: Grants speed 3 to the player and nearby allies upon casting Escape.
  • ++ Surprise Strike: Holding Shift while falling will now damage nearby enemies for 100% damage upon landing and blind them for 1 second.

Escape Grade III adds protection to the spell by adding a blind effect to the spell, so mobs will be temporarily stunned when you land near them. Blind is a similar effect to the stun of the Assassin's Spin Attack, except it forces the mob to lose sight of the player and move in a random direction for a second. Both effects are blocked by mobs with Blindness Crowd Control Immunity.

Bomb Arrow[]

ArrowBomb-I.png

Cast Pattern: (Left - Right - Right)

The Archer's third spell, unlocked at level 21, is Bomb Arrow. This spell launches an explosive arrow that explodes on enemies and blocks and hits all enemies within 3-5 blocks around the impact area. It also deals a good amount of knockback to the enemies hit.

Bomb Arrow Grade I (Lv.21)[]

  • Mana: 8
  • Damage: 250%
    • Elemental Conversions: Earth Damage: 15%, Fire Damage: 15%

Bomb Arrow follows the exact same trajectory as arrows from your main attack or Arrow Storm, so you do not need to worry about adjusting your aim.

Bomb Arrow Grade II (Lv.36)[]

ArrowBomb-II.png
  • Mana: 8
  • Damage: 250%
    • Elemental Conversions: Earth Damage: 25%, Fire Damage: 15%
  • + Leg Breaking: Enemies hit are heavily slowed and cannot jump for 4 seconds.

Bomb Arrow Grade II adds a heavy slow to the spell and also prevents enemies from jumping temporarily after they are hit. This secondary effect does not really apply to mobs without Jumper or JumperRanged AI, but it does hinder players from jumping.

Bomb Arrow Grade III (Lv. 56)[]

ArrowBomb-III.png
  • Mana: 8
  • Damage: 250%
    • Elemental Conversions: Earth Damage: 25%, Fire Damage: 15%
  • + Leg Breaking: Enemies hit are heavily slowed and cannot jump for 4 seconds.
  • ++ Bounce: After impacting, Bomb Arrow will bounce off of enemies and terrain up to 2 more times.

Bomb Arrow Grade III increases the effective area coverage and damage of the spell as the arrow will bounce when it hits a block or a mob, exploding again and dealing damage. The arrow bounces with high elasticity.

Arrow Shield[]

ArrowShield-I.png

Cast Pattern: (Left - Left - Right)

The fourth and final spell for the Archer, unlocked at level 31, is Arrow Shield. This spell creates a shield of arrows around the Archer, which will be activated by any enemy entering close range of the caster. When the shield is triggered, all nearby enemies are knocked away from the player and damaged. Arrow Shield disappears after one minute, if it has not already expended all its charges.

Arrow Shield Grade I (Lv. 31)[]

  • Mana: 8
  • Damage: 150%
    • Elemental Conversions: Air Damage: 30%

Arrow Shield disappears whenever the player takes damage. Since it already protects against melee attacks, these forms of damage include projectiles, spells, and fall damage.

Arrow Shield Grade II (Lv. 46)[]

ArrowShield-II.png
  • Mana: 9
  • Damage: 100%
    • Elemental Conversions: Air Damage: 30%
  • + Charges: Arrow Shield can be triggered up to three times without disappearing.

Arrow Shield Grade II increases the number of charges to 3, so it can knock away enemies three times before disappearing. It still despawns after 1 minute or taking damage.

Arrow Shield Grade III (Lv. 66)[]

ArrowShield-III.png
  • Mana: 10
  • Shield Damage: 100%
    • Elemental Conversions: Air Damage: 30%
  • Rain Damage: 200%
    • Elemental Conversions: Air Damage: 30%
  • + Charges: Arrow Shield can be triggered up to three times without disappearing.
  • ++ Arrow Rain: When you take damage, summon a hail of arrows from the sky that deal 200% damage per arrow that land on enemies nearby.

Arrow Shield Grade III adds a whole new counterattack to the spell that triggers when the player takes damage, separate from Arrow Shield. Arrow Rain sends a huge ring of arrows that travel upwards from the player up to a certain height, which then launch themselves downward and damage any mob they hit in a large area around the player.

Mobs can be hit by multiple arrows from Arrow Rain at once, for heavy damage, and unlike the Mage's Meteor spell, which also falls from the sky, these arrows can be obstructed by blocks.

Trivia[]

  • Archer was the last class to have a player reach level 70, back when that was the highest level achievable.
  • Archers used to be the most fragile class, having a Defense rating of only one point. As of the Silent Expanse Update, this lot has fallen to the Shaman, who boasts a Defense rating of zero.
  • In Wynncraft's early days, the Archer required a stack of arrows in its inventory. Because of this, all classes had to have arrows to keep the inventory space fair.
  • Prior to 1.20.1, archer was one of the three classes that could operate either side of Bob's Tomb and open it up. The others were Mage and Assassin.
  • The Archer is the only class whose spell combinations are reversed.
  • The Archer and Assassin are the only two classes whose Attribute ratings are all four different numbers.
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