The path of the Archer is probably one of the more difficult in MapleStory. Bows are faster than crossbows, but they also do less damage. At their second job, archers have two options, Hunter or Crossbowman, and will proceed on to Ranger and Sniper respectively. The general perception of archers is somewhat biased however, so do not expect to be picked first in a training party. If you decide to level an archer, you will be rewarded with fancy skills, many bossing opportunities, and very stable damage at Fourth Job.
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An archer's primary and secondary statistics are Dexterity (DEX) and Strength (STR), respectively. Luck and Int, are worthless to archers, so to be one it is ideal to keep them as low as possible.
Like every class, beginning Archers start out on Maple Island, in front of the Training Camp. There are a number of quests to do that serve to orient first time players to the game. Be warned, however, that once the Training Camp is left, it cannot be returned to. After leaving the starting area, players are given free roam on the island. The strongest monster is Orange Mushroom, which can be hazardous. Fortunately, beginners don’t lose EXP when they die. To do some quests, try traveling to Amherst, where simple quests can be fulfilled to get items. Some must-do quests include:
In addition, it is advisable not to use potions on Maple Island, as there is no penalty for dying. If health is needed, try finding a safe place to sit down and wait a few seconds to recover. Stay on Maple Island until level 10, as it provides a comfortable and relatively secure training environment. If that’s not up to personal preference, Maple Island can be left at any time by Shanks in Southperry, with 150 mesos (if you choose to stay, you can receive a fee waver from Lucas when you complete Mai's training). Keep in mind that once on Victoria Island, it is impossible to return (Except in ChinaMS), so any quests will remain permanently unfinished.
The first step to being an Archer is already complete! Now that the prospective archer is on Victoria Island, or Vic for short, it’s time to head to the Job Instructor. For Archers, that’s Athena Pierce, in Henesys. The best way to get to Henesys is via the taxi. In Lith Harbor, the taxi is run by a man in a booth, near the ship.
After advancing to archer, the max HP and MP will nearly double. Also, it’s finally time to equip a bow! The potion shop of any town sells arrows at 1 meso each, or they can be found from monsters for free. Vicious, the Henesys item maker can also make them for free with Processed Wood and Stiff Feathers. Unfortunately, a level 10 archer doesn’t have enough dex to do decent damage with a bow. It’s advisable for starters to continue using melee weapons until at least level 15. These can be found from monsters or bought from the Weapon stores in each town. The best melee weapons are from Perion, at the top of the world map. Buy a 2-handed Axe or a wooden sword for 3k meso (each k = 1000 meso). Both STR and dex raise an archer’s damage, so don’t be afraid to pump it a little, though it’s not advisable to raise it above 30 (for now). Dex is better for bows and STR is better for melee weapons. STR affects the minimum damage range of a bow, but only very slightly, and at low levels almost unnoticeably. To use bows, a certain amount of strength is required. This STR requirement is equal to the level requirement plus five. For example, the level 25 bow will require 30 STR. Once the STR requirement for the current weapon is met, put the rest of the Ability Points (AP) into Dex. Below level 30, an archer can switch back and forth between bows and crossbows at will, which is a good idea, as it allows them to pick a preference.
If unsure, see the Builds page to see what skills to do. The most important skill at first is Eye of the Amazon, as it increases the range of arrows.
Upon reaching level 30, return to Henesys. Talk to Athena Pierce, and she’ll send you off to the Second Job Instructor, who is located outside of Henesys on the path to Sleepywood. She will send you to an ant tunnel type setting, where weakened Evil eyes and strengthened Zombie Mushrooms roam. It’s advisable to bring a number of potions, as this can take a while depending on luck. Three Arrow Blows or Double Shots per monster should do the trick. There are a fixed number of monsters on this map, so bring a melee weapon in case they respawn in an inconvenient location. The goal is to collect 30 Dark Marbles. If the test taker leaves the arena, either by changing channels or talking to the Instructor, all marbles are lost and the test must be restarted. Once these marbles are collected (a fairly simple task), talk to the Job instructor again. She will give you a medal and return you to the normal world. Take the medal to Athena, and be sure to know the second job to choose. She will ask whether the successful Archer wants to become a Hunter, who specializes in Bows, or a Crossbowman, whose name is self-explanatory. Choose the appropriate job, and be prepared to get another big boost in power. Go ahead and have some fun by putting the first point into Arrow Bomb or Iron Arrow.
The third job advancement is one of the most important in the game, but for different reasons. For the first and second job advancements, choices are made as to which weapons the character will specialize in. This is the first time that the advancement provides no choices. On the other hand, the Third Job advancement is the first major boost in power. The skills are far more powerful than any previous job, and the test harder. This advancement is made at level 70 in El Nath. After leveling to 70, go to El Nath, and find the building on the main map called "El Nath: Chief's Residence". Talk to Rene, who is holding a bow behind her back. She will send the prospective Ranger or Sniper to Victoria Island to talk to Athena Pierce, the always helpful Archer leader. She will send the ranger- or sniper-to-be to find a secret map called "the Path of Glittering Crystal" located in another dimension to fight her evil clone. To get there, find the Door of Dimension in Sleepy Dungeon, map five. (Note: This is NOT the portal in the Ant Tunnel Park. That is for warriors.) After being warped in, proceed down the path until arriving at "The Other Dimension". Here, Athena Pierce's dark clone is located. She will summon Tauromaci, so be careful. She uses a one arrow Strafe attack which can be fairly dangerous, however she possesses no moves that can kill an Archer in one hit, so pay attention and be diligent and the fight will be easy. When defeated, Athena will drop a Black Charm. Take this to the REAL Athena Pierce to receive the Necklace of Strength. Now, return to El Nath with the Necklace. Give it to Rene upon arrival, and she will send the almost-Ranger or -Sniper on to the second part of the test. To do this, a complete Dark Crystal is needed. These can be refined by Pi of Ludibrium. Now, walk up to Sharp Cliff II, and find a door hidden on the right side of the map, near the top. Go through it to enter the Holy Grounds at the Snowfield. Walk down to the bottom and talk to the Crystal NPC. It will ask a series of questions. If any are missed, it will take the Dark Crystal and the quiz will have to be restarted. After the fifth question, a Necklace of Wisdom will be awarded. Take this back to Rene (Note: Return to Town scrolls cannot be used in the Holy Grounds map.) The third job advancement is now complete! Enjoy the powers of the Ranger, for hunters, and Snipers, for Crossbowmen. Remember to spend your 5 AP and 1 SP.
This table is not an end-all-be-all guide for where to train, and depending on how you build your archer, some of these places may not be good for you to level at all. For example, Fire Boars or Jr. Kitties at level 46 is much more effective for someone who has Bomb or Iron Arrow early but doesn't work for someone who is getting Final Attack at that time. Final Attack archers can take on golems earlier than archers who don't have FA, and so forth.
| Level | Recommended Monsters |
| 1 - 4 | Green Snails, Blue Snails |
| 5 - 9 | Red Snails, Shrooms |
| 10 - 16 | Slimes, Orange Mushrooms |
| 17 - 20 | Early DS archers: Pig Beach (pigs and ribboned pigs) |
| Slimes | |
| 21 - 25 | Green Mushrooms, Horny Mushrooms, pigs and ribboned pigs, Wooden Masks and Ghost Stumps found at excavation site near Perion. |
| 26 - 30 | Horny Mushrooms, Green Mushrooms, Zombie Mushrooms,
Crows, Wild Boars are also option, as well as Rocky Masks, which can be found at excavation site near Perion. Consider doing some Kerning Party Quests, as they give some pretty nice exp. Only be careful; archers have a high max damage but also a really low lowest, which makes them unpopular. |
| 31 - 35 | Wild Boars, Rocky Masks, Jr. Sentinels, Crows, Cico, Cicle |
| 36 - 40 | Wild Boars, Evil Eyes, Fire Boars, Jr. Kitties are recommended if you are having a hard time you could train at teddies, Brown Teddy, Pink Teddy, Cloud Fox, Masked Fish,
Sakura Cellion, found in Amoria (Purple Plains) and drops high amount of mesos (200-300). |
| 40 - 45 | Fire Boars, Jr. Kitties, Retz, Scuba Pepe, Black Sheep, Platoon Chronos When at level 43 with a Maple Soul Searcher, it is recommended to train at Platoon Chronos (Nice EXP and Drop) it is also recommended to do Ludibrium Party Quest. |
| 45 - 50 | Fire Boars, Jr. Kitties, Cold Eyes, Zombie Lupins, Stone Golems, Tick Tock, Barnard Gray, Robo, Master Robo, Lunar Pixies, Star Pixies, Lupins, Copper Drakes |
| 51-55 | Stone Golems, Dark Stone Golems, Extra A, Extra B, Extra C, Drakes, Jr. Yetis, Wraiths,
Lunar Pixies, Luster Pixies, Fly Eyes, Senior Kitties, Hogul, Three-Tailed Fox, Hogul, Paper Lantern Ghost |
| 55-80 | Stone Golems, Dark Stone Golems, Drakes, Senior Kitties, Lunar Pixies, Luster Pixies, Coolie Zombie, Minor Zombie, Kappa, Almost anywhere in Mu Lung. |
| 80-100 | Death Teddies, Goby, Squid, Kentaurus,Bains, Lethal Squid, Vikings, Dreamy Ghosts |
Notes:
After level 55, you should be able to figure out which training spots are good and which are bad. You can truly go nearly anywhere now, especially now that you are able to enter the level 50-only area in Ossyria. Coolie Zombies are generally the best leveling spot from level 55 until level 80 or so, so give them a try.
This is a relatively simple trick that is hard to master, but it is easy with a good keyboard. There are 3 kinds of jump shots, forward jump shots, back jump shots, and stationary jump shots. While in practice, there is little to no reason to do a jump shot, it is necessary when fighting some bosses as you avoid getting hit entirely. For example, jump shooting against a Yeti will prevent earthquake damage and back jump shooting against Jr. Balrog will take you outside of his range of fire.
Stationary jump shots are the easiest. Just hit shoot and jump at the same time. Some keyboards won't allow you to do this unfortunately, but the majority of keyboards will allow you to do it if the buttons are on different rows and columns. For example, if your attack button is on S and your jump button is on D.
Forward jump shots are the next easiest. While walking forward, do a jump shot.
Back jump shots are the hardest, and most people cannot do them consistently. Basically, while walking forward, jump, hit back, and shoot at the same time. Again, some keyboards simply don't allow this as they only allow one button to be hit at once. Additionally, this is not possible to do with snowshoes because you have to do this while you are "sliding". Go to El Nath to practice, slide forward, jump back and shoot all at once to see the effect. Snowshoes, prevent back shooting from working because snowshoes stop ALL sliding, note that even when you are not in El nath you still slide VERY minimally making back shooting possible and snowshoes prevent back shooting because snowshoes prevent ALL sliding.
This is a classic example of speed vs. power. While Hunters have a higher damage/minute output in early levels, Crossbowmen catch up quickly in 2nd job. This is unfortunate as it gives a bad example of the strength of Crossbows in the first 30 levels; where the damage difference is minuscule and the speed difference is massive.
In second job however, Crossbows and Bows get the skill "booster" that levels the playing field in terms of speed. While hunters are still faster than Crossbows, it is less noticeable with booster on. (With no booster, the speed difference is 10%, with booster on the speed difference is only 6%). The damage difference does just the opposite, the higher level you are, the bigger the difference is between the classes. Crossbows just get stronger and stronger than Hunters. However, It is worth noting, bow's speeds got lowered and match the same as a crossbow's speed in patch 0.60
Frankly, both the speed difference and strength difference is minuscule compared to the different skills in 2nd job. Hunters get Arrow Bomb, a weaker attack that can cause up to 6 enemies to get stunned. Crossbows get Iron Arrow, a stronger attack that does not "home" on enemies but can go through walls.
The most visible difference between these Second Job classes is simply the Arrow Bomb vs. Iron Arrow debate. The skills are similar; they both hit up to 6 enemies and both cost up to 28 mana.
Arrow Bomb explodes in either direction from the target it strikes, which means groups of enemies must be close to the initial target to get hit by the area of effect (each target affected also has a chance to be stunned). Arrow bomb has the ability to shoot upward or downward at a slight angle (like a normal attack) and is useful when attacking from a safe spot.
Iron Arrow can only hit targets in a straight line and in one direction (as a bonus, the projectile can pass through walls). Iron Arrow is better at hitting multiple monsters, but cannot be used to safely snipe enemies from above or below.
Arrow Bomb has reduced impact damage. The monster that is actually struck with the arrow takes a maximum of 50% (previously 40%) and is not affected by the splash damage, however the other targets are only affected by the splash damage (with a maximum of 30% bonus damage). A critical strike from Arrow Bomb gives double splash damage (maximum of 260% splash damage; that is, 160% bonus damage), rather than the normal, 100% fixed bonus.
When maxed, Arrow Bomb deals (50% + (130% x 5)) for a maximum of 700% damage (a critical strike will be (150% + (260% x 5)) for a maximum of 1450% damage).
Note: the bonus 100% to Arrow Bomb's initial damage during a critical has not been verified, but is assumed to work like a normal attack. If this bonus is excluded, an Arrow Bomb critical maxes at 1350% total damage. If the initial target of Arrow Bomb also takes the splash damage bonus, then a regular shot can achieve 830% damage, and a critical can reach 1610-1710%.
When maxed, Arrow Bomb has a 60% chance to stun each enemy (the calculation to see if a target is stunned is applied to each individual target rather than the entire group as a whole). Admittedly, it doesn't seem like a "flat" 60% chance, weaker enemies tend to get stunned more often than the stronger enemies, and bosses never get stunned.
Iron Arrow gets -9% (previously -18%) damage per target after the first. A maxed out Iron Arrow will hit the first target for 180% and the 6th target for 135%. Iron Arrow has critical strikes that give a bonus 100% damage to the first target, but receives the same -9% (previously 18%) damage reduction per target.
Iron Arrow, when maxed, deals (180% + 171% + 162% + 153% + 144% + 135%) for a maximum of 945% damage (a critical strike will be (280% + 271% + 262% + 253% + 244% + 235%) for a maximum of 1545% total damage).
Iron Arrow is more powerful in terms of total output damage, but Arrow Bomb allows the Hunter to attack from safe locations. Both have the ability for crowd control, because Arrow Bomb can stun, and Iron Arrow has knockback.
| Number of targets | Maximum damage | Critical strike damage |
|---|---|---|
| 1 | 50% | 150% |
| 2 | 180% | 410% |
| 3 | 310% | 670% |
| 4 | 440% | 930% |
| 5 | 570% | 1190% |
| 6 | 700% | 1450% |
| Number of targets | Maximum damage | Critical strike damage |
|---|---|---|
| 1 | 180% | 280% |
| 2 | 351% | 551% |
| 3 | 513% | 813% |
| 4 | 666% | 1066% |
| 5 | 810% | 1310% |
| 6 | 945% | 1545% |
In 3rd job, the tables are reversed. Crossbows get Ice Shot, which freezes foes for up to 3 seconds as long as they aren't ice-resistant; however, it does not receive critical attacks. Hunters get Fire Shot, which is stronger and does receive criticals. In essence, however, the difference between these two bowmen can be summed up like this: Hunters are speedy, and Crossbows are powerful.
20 Dex on a Crossbow = 21 Dex on a Bow. Similarly, 20 Weapon Attack on an Crossbow= 21 Weapon Attack on a Bow. This basically means that if you are a hunter with 42 dex, you will do the same damage per shot as a Crossbow with 40 Dex. Or if you are a hunter with 210 dex, you will do the same damage per shot as a Crossbowman with 200 dex. Bows have a Dex * 3.4 multiplier, whereas Crossbows have a Dex * 3.6 multiplier. Everything else stays exactly the same. For that same reason, the same amount of Weapon Attack has a higher net impact on a Bow in terms of unit output, while Dexterity has a higher net impact on a Crossbow in terms of unit output. Similarly, due to weapon requirements, Bow users will overall have 5 more Strength and 5 less Dexterity than Crossbow users, and Crossbow users will overall have 5 more Dexterity and 5 less Strength. Weapon Attack's impact overtime generates an increasing proportional rate to statistics such as Dexterity and Strength. Diminishing returns currently do not seem apparent.
Equipment bonuses are ignored.
This looks if you use the basic attack, the first number being without critical and the number in the brackets being with critical. Used the Attack ladder below for the damage per minute.
It must be clearly understood that Arrow Bomb and Iron Arrow are not buddy skills, and similarly, Ice Shot and Fire Shot are not buddy skills. The Ranger's damage dealing skill is Fire Shot while the Sniper's is Iron Arrow. The Ranger's disabling skill is Arrow Bomb while the Sniper's is Ice Shot.
Comparing Ice Shot with Arrow Bomb, their damage is relatively similar. Ice Shot has a flat damage rate of 140%. Arrow Bomb has a rating of 130%, but subsequent mobs that get hit gets slightly higher damage. Arrow Bomb can also hit critical, making the average damage of Arrow Bomb 170%. Yet, due to the damage difference between Ranger and Sniper, these two skills do about the same damage. Ice Shot guarantees a freeze but Arrow Bomb only has a 60% chance. Yet, Ice Shot cannot be used on Ice type monsters.
Now, for Fire Shot against Iron Arrow. Fire Shot does 150%, with critical the average is 190%. Iron Arrow does 180%, with critical that is 220%. However, Iron Arrow damage reduces as it hits more targets. In any case, Iron Arrow deals more damage as the Sniper inherently deals more damage. However, unlike Ice Shot, the elemental advantage of Fire must be considered. Ice Shot is only meant for freezing; its damage is a bonus. Fire Shot only has one purpose, which is to damage. Therefore, Rangers can catch up on the lack of damage by attacking Ice type monsters.
One last point about these 4 skills is that when you first reach level 70, the Sniper can immediately learn Ice Shot for 100% damage and 1 second freeze. His Iron Arrow is already at level 30. This means that the Sniper can immediately take advantage of his Ice Shot and take out huge numbers of monsters. The Ranger, on the other hand, has to take 10 levels to max out Fire Shot.
In the 1st job advance period, Hunter's edge on speed is superior to Crossbow's edge on damage. You're not spamming skills, and more speed and less damage vs. more damage and less speed generally comes to an almost equal damage over time, so the versatility of higher speed can be better (especially considering the level 25, 35, and 90 Bows have a FAST speed rating) but as weapon defense gets higher the Hunter's speed edge can lose out to the the higher damage per shot of the Crossbow. However, if you're spamming skills, then Bows are not better than Crossbows (though, not worse off either), and it becomes solely a choice.
| Rating | Corresponding Shots/minute |
| 0 (Normal (Cross)bow) | 74 shots per minute |
| 1 (Normal (Cross)bow with booster) | 84 shots per minute |
| 2 (Fast Bow) | 80 shots per minute |
| 3 (Fast Bow with booster) | 88 shots per minute |
| Final Attack for Crossbow | 200 shots per minute |
| Final Attack for Bow | 160 shots per minute |
A common misconception is that bows and crossbows fire at different speeds even though they are both rated normal. This is probably because crossbows have a slight delay before they fire, making them slower in practicality but the same speed when standing still and firing. The delay for bows comes after the shot, like most attacks. Also, all archer attack skills are the same speed with the same weapon. That is to say, Strafe and Double Shot are the same speed.