← Play Archerogue · Game Guide
Skills Guide
Fourteen skills. You start by picking 1 of 3. Later cards come from mid-boss and final-boss kills, not an XP bar. Cap: 5 skills, each to level 5.
Unless noted, skill damage is a percent of Attack. A critical then applies Crit Dmg (default 150%). Example: 120% of Attack at Attack 100 is 120 before crit.
Orbit Fireballs
Always-on fireballs that circle you. They hit on contact, with a short per-target cooldown so one enemy is not struck constantly.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Fireballs | 1 | 2 | 3 | 4 | 6 |
| Damage | 100% Attack | 120% | 120% | 135% | 155% |
| Fire trail | — | — | 32% Attack | 42% | 42% |
| Special | | | Trails | Stronger trails | Orbit periodically flares wider |
Useful for: crowded melee. Orbit radius stays the same; level 5 is about coverage and pulse size.
Multishot
Chance for a basic volley to include extra arrows. Extra arrows roll crit separately. Level 5 always fires five arrows.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Chance | 25% | 45% | 65% | 85% | 100% |
| Arrows if it triggers | 3 | 3 | 4 | 4 | 5 |
| Spread | Normal | Normal | Normal | Tighter | Tighter |
Useful for: amplifying every basic shot, including Crossbow Turret copies.
Arrow Storm
Timed burst of arrows in all directions. Pierce matches your Pierce stat. From level 3 a second, smaller volley follows.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Cooldown | 5.2s | 4.7s | 4.4s | 3.9s | 3.4s |
| Arrows | 10 | 14 | 18 | 22 | 30 |
| Damage | 55% Attack | 70% | 75% | 90% | 105% |
| 2nd volley | — | — | 8 | 12 | 16 |
Useful for: being surrounded. Lower per-arrow damage, many hits.
Spiral Shot
Chance on a basic attack to launch weaving spirals. Level 3+ splits them into two spinning groups.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Chance | 15% | 22% | 22% | 28% | 35% |
| Spirals | 2 | 2 | 4 | 4 | 6 |
| Damage | 85% Attack | 100% | 100% | 120% | 145% |
| Max hits | 2 | 2 | 2 | 2 | 4 |
Useful for: covering space beside your aim line.
Chain Blade
A blade jumps between new targets and will not revisit an enemy it already hit in that chain. It can strike chests and most event creatures.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Damage | 115% Attack | 132% | 132% | 150% | 155% |
| Chain | 3 | 5 | 5 | 7 | 8 |
| Cooldown | 5.0s | 4.6s | 4.4s | 4.1s | 3.8s |
| Split after first hit | 1 | 1 | 2 | 2 | 3 |
Useful for: packs and mixed elite hunts.
Flame Drill
Every N basic attacks, launch spinning drills that keep hitting as they travel.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Trigger | Every 7 shots | Every 6 | Every 6 | Every 5 | Every 5 |
| Drills | 1 | 1 | 2 | 2 | 3 |
| Damage | 70% Attack | 85% | 85% | 105% | 112% |
| Fire path | — | — | — | — | 65% of drill damage |
Useful for: lanes of enemies in front of you. Pairs with high Atk Speed.
Heaven's Light
Piercing beams. From level 3 they prefer different nearby foes; leftover beams fill random safe angles. Beams last 0.4 seconds.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Damage | 260% Attack | 305% | 315% | 370% | 370% |
| Cooldown | 6.0s | 5.3s | 5.2s | 4.8s | 4.3s |
| Beams | 1 | 1 | 3 | 3 | 5 |
Useful for: lines of enemies and large targets. Example: Attack 100 at Lv1 is 260 before crit.
Homing Blade
Chance on a basic attack to spawn seeking blades. A new volley will not start while homing blades are still alive. Higher levels retarget after kills.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Chance | 16% | 16% | 16% | 20% | 20% |
| Blades | 1 | 2 | 3 | 4 | 6 |
| Damage | 100% Attack | 112% | 112% | 125% | 145% |
| Retargets | 1 hit | 1 | 2 | 2 | 3 |
Useful for: chasing stragglers and elites that leave your aim cone.
Wind Hawk
Hawks that fly with you and shoot on their own. They have no HP. They also add Magnet. At level 5, after each hawk has fired 6 times, they unleash wing blades (165% of the hawk’s shot damage, many pierces).
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Hawks | 1 | 2 | 3 | 4 | 5 |
| Shot damage | 75% Attack | 82% | 88% | 105% | 120% |
| Interval | 1.20s | 1.20s | 1.12s | 0.95s | 0.90s |
| Magnet | — | +5% | +5% | +10% | +12% |
Useful for: extra fire while you kite, plus Gold pickup radius. This is a run skill, not a collectible pet.
Crossbow Turret
Places a turret that copies your basic attack, including Multishot, using your interval and Range.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Place cooldown | 10s | 8s | 7s | 6s | 5s |
| Duration | 4s | 6s | 10s | 12s | 16s |
| Max turrets | 1 | 1 | 2 | 2 | 3 |
Useful for: holding ground while you kite around the bows.
Fire Spirit
Spirits that lead their shots. They prefer mid-bosses, final bosses, and calamity shamans, then chests, then normal enemies. Explosions can leave fire pools (pool damage is 32% of the spirit’s shot, without a new crit).
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Spirits | 1 | 1 | 2 | 2 | 3 |
| Damage | 135% Attack | 155% | 155% | 180% | 185% |
| Interval | 1.50s | 1.42s | 1.38s | 1.12s | 1.05s |
| Fire pool | — | — | 0.7s | 1.0s | 1.2s, wider |
Useful for: focusing elites while you handle the swarm.
Ice Barrier
A frost shield that absorbs hits before HP. While the shield is up, Frost Regen heals HP every 5 seconds. The shield only returns after it breaks and its cooldown finishes. Incoming hits that empty the shield do not spill leftover damage onto HP.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Shield | 150 | 220 | 300 | 400 | 500 |
| Cooldown after break | 10s | 9s | 8s | 7s | 7s |
| Frost Regen / 5s | 20 | 40 | 100 | 160 | 300 |
| On break | — | Slow nearby | Burst + freeze 2s + knockback | Stronger burst | Plus a 3s frost field (enemies inside move at 20% speed) |
Break freeze on mid-bosses, final bosses, and shamans is much shorter (0.4s). Chests are not frozen. Useful for: surviving burst hits and buying space when the shield shatters.
Meteor
Locks onto a nearby enemy, telegraphs, then impacts. Later levels add a shockwave and mini meteors.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Direct damage | 720% Attack | 820% | 840% | 920% | 940% |
| Cooldown | 7.0s | 6.3s | 6.1s | 5.4s | 5.0s |
| Radius | 78 | 92 | 108 | 130 | 160 |
| Extra | | Faster warn | Shockwave | Stronger shock | 5 mini meteors |
Useful for: deleting clumps and hurting bosses. Attack 100 at Lv1 is 720 before crit on a direct hit.
Ice Lance
Piercing lances that slow. Later levels add freeze chance, a frost burst on hit, and kill shards. Freeze on mid-bosses, final bosses, and shamans lasts 20% as long.
| Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
| Damage | 150% Attack | 170% | 175% | 195% | 225% |
| Cooldown | 5.0s | 4.8s | 4.7s | 4.2s | 3.9s |
| Lances | 1 | 1 | 3 | 3 | 3 (giant) |
| Slow | 80% speed, 1.0s | 65% speed, 1.25s | 60% speed, 1.3s | 55% speed, 1.35s | 50% speed, 1.4s |
| Freeze chance | — | — | 45% | 70% | 100% |
Slow values are how fast the target still moves (80% speed is a light slow). Useful for: peeling melee and pinning packs from level 3 onward.
Related: Bosses · Stats