Table of Contents

Archer

The Archer is a ranged weapon specialist. He is there to rain fire down on the enemy while the tank holds the aggro of for them. The Archer however also has a series of spells from self heals to combat spells that support his damage. The Archer on Archlight unlike the Paladin on Real Tibia has a stronger damage tray but lower healing tray. The Archer will have a high damage output with decent survivability allowing them to be a very powerful mixed threat from afar.

- Archer can use the following Enchantments: Ricochet, Hemorage, Lifebloom, Lifeleech or Grasping.
- Archers' Attack Speed cap is 7.
- Archers' Base Weapon Damage is 26.
- Archers' Spells scales with Dexterity while Auto-attacks scales with Strength.

Specializations

Specializations can be unlocked after obtaining the three Promotions and Awakening.

Flurry
Flurry is a quick shot Archer, who is capable of releasing countless arrows in a large area in a short amount of time. Essentially he is a more AoE focused version of the Archer.

Longshot
Longshot is a skilled marksman version of the Archer. He excels in keeping distance from his targets while dealing high single target damage.

Soul Rune

Archer Soul Rune
Shoots an arrow at the target, splitting when it hits them into 3 arrows hitting other targets, dealing damage.

Forgotten Soul Rune

Guaranteed Effect Eagle Eye Arrow Sense Arrow In The Knee
Enemies hit by the spells are hit with shrapnel, causing them to bleed for 5 seconds, taking additional damage equal to 10% of the initial damage dealt per second. Investing points increases the Soul Rune’s damage. Turns increased by 2 and spell area increased to a 5×5 circle. It now follows the target, if any. Damage increased by 50%, but area decreased to a 2×2 circle area. Enemies hit are paralyzed for 80% for 1 second.

Soul Runes scales with Runemastery.

Spells

Attack Spells

Spell name Level Cooldown Base Damage Spell Description

Ethereal Shot
20 2s/2s 204 Shoots a powerful projectile out a target.

Exploding Spear
45 2s/2s 249 Shoots the target, dealing damage with an explosion.

Strong Ethereal Shot
90 5s/2s 261 Shoots a powerful projectile out a target. Stronger than Ethereal Shot.

Mega Exploding Spear
323 6s/2s 444 Shoots the target, dealing damage with an explosion. Stronger than Exploding Spear.

Energy Arrow Spray
220 2s/2s 324 Shoots a fan of arrows out from the caster, dealing energy damage.

Flame Arrow Spray
286 2s/2s 394 Shoots a fan of arrows out from the caster, dealing fire damage.

Focused Shot
220 8s/2s 303 Shoots projectiles at the target, dealing damage.

Snaring Shot
300 12s/2s 420 Applies a 50% paralyze on the target dealing damage.

Skyfall
1500 8s/2s 275 Causes arrows to fall around the target in a large area.

Quad Shot
1500 4s/2s 335 Shoots the target with several quick projectiles.

Arrow Volley
1500 10s/2s 125 Summons a eruption of arrows around the caster.

Pinpoint Shot
1500 8s/2s 616 Shoots the target, dealing damage.

Perfect Shot
1500 8s/2s 483 Shoots the target, dealing damage a large amount of physical and energy damage.

High Velocity Shot
1500 4s/2s 495 Shoots the target, dealing damage a large amount of physical damage with a low cooldown.

Healing Spells

Spell name Level Cooldown Base Healing Spell Description

Holy Blessing
35 1s/1s 220 Heals the health. This value is increased by 0.7% of your maximum health.

Archers Grace
250 14s/1s 110 Heals 15% of your maximum health then adds further a regeneration that is increased by 0.7% of your maximum health.

Support Spells

Spell name Level Cooldown Spell Description

Swift
55 2s/0.1s Gives speed to the caster.

Focused Mind
1500 90s/0.1s Increases the damage of the Archer by 50%. Can't be cleansed. Soul Rune's damage doesn't benefit from this spell.
This spell can only be used after completing the Cooking Up A Storm Quest.

Awakening Spells

Spell name Guaranteed Effect Choose Between Description

Auto Attack
Enchantments have +50% more chance to proc (based on their base chance). Multiple Shot Has a 30% chance to double hit.
Splitted Arrow Your auto attack will split to 2 other targets. Your main target will receive 80% damage, the side ones will receive 40% each, Does not work on pvp
Burst Your auto attack has a 25% chance to burst dealing 40% of the original damage dealt to the main target in a 1×1 area.

Soul Rune
Increases +50% of movement speed instead of +20%. Fan of Arrows Shoots arrows against enemies within 4 SQM range. Can only cast on self.
Unload Quiver Shoots 3 extra arrows. With the first 2 dealing 60% of the damage and last one for 100%.
Freezing Arrows Deals damage and freeze enemies hit for 3 seconds with a dot that deals 25% damage cause every 0.5seconds.

Snaring Shot
Investing points will increase damage. Shattered Radius Deals damage in a 3×3 circle area around the target, dealing 40% less damage.
Piercing Echos Bounces to 3 neary enemies within 3 tiles of distance
Restraint Disarms the target for 1.5 seconds

Arrow Volley
Hits 5 times instead of 3. Powerful Volley Casts on both caster and target position.
Powerful Impact The first arrow has 100% chance to push the target 1 sqm away, the remaining have 25% chance.
Proper Volley Casts towards every target within a 3×3 SQM range, dealing -50% damage.

Energy Arrow Spray
Area slightly increased. Chain Reaction After 2 seconds, nearby creatures will form a chain of electrical damage among themselves.
Arrow Surge If an enemy hit dies within 3 seconds, they will explode causing electrical damage. If any other enemy dies because of their explosion, they will explode as well, causing a chain of explosions.
Arrow Manipulation After 0.5 second, the arrows fly towards your target dealing damage. Each arrow deals 20% damage of the original value. 8 SQM range.

Flame Arrow Spray
Area slightly increased. Full Quiver Casts again after 0.5 seconds.
Flame Arrow Rain Throws arrows to the sky hitting enemies within the area instead of hitting empty tiles.
Arrow Manipulation After 0.5 seconds arrows fly towards the target each dealing 20% damage of the original value. 8sqm range, Changes the spell cooldown to 8 seconds

Focused Mind
Increases duration by 2 seconds. Limitless Increase duration by 50%.
Arrow Support Has 50% chance to shoot a weaker arrow against the target dealing 50% of the original damage.
Plan It Out Receives +3.75% resistance for 5 seconds.

Focused Shot
Applies bleed. Breaking Bones Has a chance to explode the target's bones, dealing +30% AoE damage. The chance is based on your critical damage chance.
Blood Splash Deals damage in a wave shape against the target's position.
Explosive Arrow Deals damage in a small area around the target, dealing -50% damage.

High Velocity Shot
Cooldown reduced in half. Velocity Damage increases based on your attack speed.
Angulation Damage increased based on the distance between you and your target. Higher the distance, higher the damage.
Easy Shot Deals +50% damage to targets that hasn't moved for the last 2 seconds.

Mega Exploding Spear
Area of explosion increased and cooldown is now 10 seconds. Explosive Trail On hit, explodes tiles between the player and the target.
Time Bomb After 2 seconds, explodes on the position that the target was upon getting hit, dealing +100% damage.
Bouncing Bombs Bounces to 3 other enemies.

Pinpoint Shot
Marks targets, dealing +10% damage against them. Lasts 5 seconds. Splitter Bounces to 3 other enemies.
Explosive Shot Explodes in a 3×3 circle, dealing damage.
Hunter's Mark The mark lasts for 10 seconds.

Skyfall
Increases attack speed by 5% for 5 seconds. Eagle Shot Arrows thrown in the area will search for a target within the spell range, instead of hitting empty tiles.
Arrow Rain Arrows will follow the caster for 2 seconds, dealing damage to enemies.
Spinning Arrows Arrows will now follow the caster in a circular motion for 3 seconds after dropping off the sky, dealing damage to enemies.

Basic Spells

Spell name Level Cooldown Spell Description

Conjure Food
8 2s/2s Creates a random piece of food.

Find “Name
8 2s/0.1s Searches for the target player.

Glow
8 2s/0.1s Emits a light source around the caster.

Jump “up/down
8 2s/0.1s Can levitate the caster up or down a ledge.

Magic Rope
8 2s/0.1s Ropes the caster up a rope spot.

Sprint
8 2s/0.1s Gives speed to the caster.

Cure Poison
10 6s/1s Cures the Poison effect.

Cure Burning
20 6s/1s Cures the Burning effect.

Cure Electrification
20 6s/1s Cures the Electrified effect.

Artifacts

The Heaven and Hell artifact are awarded after you finish the arena against either Heaven or Hell by talking to the Faith Servant at +2 Depot. This costs 100 AT and 5 million gold for each attempt. If you die, you fail and will have to attempt it again from the beginning. You can do the arena for both artifacts if you so wish. Each artifact has 3 tiers of effects that enhance certain skills, you can choose one effect for each tier. These effects cna be changed at any time inside of a protection zone.
1st tier: Received when the corresponding arena is finished.
2nd tier: 200 Wargate currency.
3rd tier: 5000 Archlight tokens and 200M Gold

Heaven Artifact


Enchanted
T1
Enchantments have +25% more chance to proc (based on their base chance)..

Charm
T2
Archer’s Grace increases the caster’s movement speed by 50% for 5 seconds..

Neutralize
T2
Strong Ethereal Shot disarms the target for 1 second.

Swift
T3
Strong Ethereal Shot it will now be casted again after 1 second.

Breakdown
T3
Skyfall cooldown decreased by 3 seconds.

Hell Artifact


Might
T1
Physical Damage scaling from Strength stat has been increased from 0.33 to 0.35.

Hasty
T2
Archer’s Grace increases overall damage by 5% for 5 seconds.

Piercing Arrow
T2
Strong Ethereal Shot causes an extra hit for 10% of the original damage as true damage.

Collapse
T3
High Velocity Shot deals 25% more damage.

Downfall
T3
Skyfall is casted again after 1 second, triggering Awakening Effects, if any..

Builds