← 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.

Lv1Lv2Lv3Lv4Lv5
Fireballs12346
Damage100% Attack120%120%135%155%
Fire trail32% Attack42%42%
SpecialTrailsStronger trailsOrbit 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.

Lv1Lv2Lv3Lv4Lv5
Chance25%45%65%85%100%
Arrows if it triggers33445
SpreadNormalNormalNormalTighterTighter

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.

Lv1Lv2Lv3Lv4Lv5
Cooldown5.2s4.7s4.4s3.9s3.4s
Arrows1014182230
Damage55% Attack70%75%90%105%
2nd volley81216

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.

Lv1Lv2Lv3Lv4Lv5
Chance15%22%22%28%35%
Spirals22446
Damage85% Attack100%100%120%145%
Max hits22224

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.

Lv1Lv2Lv3Lv4Lv5
Damage115% Attack132%132%150%155%
Chain35578
Cooldown5.0s4.6s4.4s4.1s3.8s
Split after first hit11223

Useful for: packs and mixed elite hunts.

Flame Drill

Every N basic attacks, launch spinning drills that keep hitting as they travel.

Lv1Lv2Lv3Lv4Lv5
TriggerEvery 7 shotsEvery 6Every 6Every 5Every 5
Drills11223
Damage70% Attack85%85%105%112%
Fire path65% 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.

Lv1Lv2Lv3Lv4Lv5
Damage260% Attack305%315%370%370%
Cooldown6.0s5.3s5.2s4.8s4.3s
Beams11335

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.

Lv1Lv2Lv3Lv4Lv5
Chance16%16%16%20%20%
Blades12346
Damage100% Attack112%112%125%145%
Retargets1 hit1223

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).

Lv1Lv2Lv3Lv4Lv5
Hawks12345
Shot damage75% Attack82%88%105%120%
Interval1.20s1.20s1.12s0.95s0.90s
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.

Lv1Lv2Lv3Lv4Lv5
Place cooldown10s8s7s6s5s
Duration4s6s10s12s16s
Max turrets11223

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).

Lv1Lv2Lv3Lv4Lv5
Spirits11223
Damage135% Attack155%155%180%185%
Interval1.50s1.42s1.38s1.12s1.05s
Fire pool0.7s1.0s1.2s, 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.

Lv1Lv2Lv3Lv4Lv5
Shield150220300400500
Cooldown after break10s9s8s7s7s
Frost Regen / 5s2040100160300
On breakSlow nearbyBurst + freeze 2s + knockbackStronger burstPlus 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.

Lv1Lv2Lv3Lv4Lv5
Direct damage720% Attack820%840%920%940%
Cooldown7.0s6.3s6.1s5.4s5.0s
Radius7892108130160
ExtraFaster warnShockwaveStronger shock5 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.

Lv1Lv2Lv3Lv4Lv5
Damage150% Attack170%175%195%225%
Cooldown5.0s4.8s4.7s4.2s3.9s
Lances11333 (giant)
Slow80% speed, 1.0s65% speed, 1.25s60% speed, 1.3s55% speed, 1.35s50% speed, 1.4s
Freeze chance45%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.