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Pixel Lineage Archer Build

Archer skill mechanics, Guard and pet interactions, and one level-11 Human Archer example on Haunted Harvest Normal.

Archer uses a bow, defense-penetrating shots, paired arrows, and a weakening skill. Skill effects, current HP, equipment, and available Energy define the options in a fight. The level-11 setup below is one Human Archer example from Haunted Harvest Normal, with its results and limits kept separate from the class mechanics.

The level-11 setup

Field Normal example
Race and class Human Archer
Level 11
Weapon +2 Thundering Hunting Bow
Displayed attack bonus +6 ATK
Dexterity 11
Vitality 7
Defense 2
Pet Pumpkin Jack

These allocations describe that character. They do not establish an optimal stat ratio, minimum requirement, or recommended allocation for every Archer.

An attack bonus and forge level are separate fields. A bow displaying +5 ATK does not establish a +5 enhancement level. In this equipment example, the bow began at forge +0 and later reached +2.

Early Archer skills

Skill Availability Mechanic
Power Shot Starting skill A heavy arrow that penetrates 30% of the target’s defense.
Twin Shot Level 3 Two arrows fired together.
Crippling Arrow Level 7 Can weaken the target for two turns.
Keen Eye Passive Basic arrows ignore a small amount of enemy defense.

Power Shot costs one Energy. The Normal example did not display a timed input for this skill; that observation does not establish the prompts for every action or later version. Its 30% penetration belongs to Power Shot. Keen Eye’s preview does not assign that percentage to basic arrows.

Twin Shot’s two arrows do not by themselves establish a damage multiplier. Crippling Arrow’s preview does not supply a numeric weakening chance.

Guard and pet interaction

Standard Guard costs zero Energy and reduces incoming damage by 70% for the defensive round. An equipped pet can attack during that turn. Guard does not restore HP, and remaining damage can still be dangerous.

Pumpkin Jack missed its first two attacks in the Normal boss example. Pet participation therefore does not guarantee a hit, a fixed damage amount, or a fixed turn count.

Normal Pumpkin King example

The level-11 Human Archer entered at 193/215 HP with the equipment and stats above:

Hero turn Action Result
1 Guard Pumpkin Jack missed.
2 Guard Pumpkin Jack missed.
3 Power Shot An 86-damage critical ended the 86-HP body phase; the pet dealt 27 to the headless phase.
4 Guard The pet dealt 24.
5 Guard The pet landed the finishing hit.

The headless phase had 60 HP in this Normal encounter. The Archer finished at 179/215 HP, with zero potions used during the boss. Critical results and pet performance are specific to this fight; the sequence is not a universal rotation.

Expedition resource conditions

An earlier Normal main-route attempt with this progressing Archer ended on floor 4, after multiple-enemy damage and depleted potion recovery. That result is separate from the later Haunted Harvest boss clear.

Healing potions restore 30% of maximum HP, consume a turn, and have a three-use limit per expedition. The shop has a health top-up option before departure. Inbox Life gifts are usable when available, with a displayed maximum of 3/3 Lives. These resources affect an expedition independently of the bow’s attack attribute.

Equipment upgrade example

The bow’s +1 offer required 50 Gold and one Fine Whetstone at 95% success. Its +2 offer required 100 Gold and one Fine Whetstone at 90% success. Both attempts succeeded, and the +2 bow displayed +6 ATK.

Those values describe this item and its two early upgrades. Other item quotes, higher target levels, and failed attempts cannot be inferred from the example.

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