Archer

Overview
Archers are experts at long-range combat with Bows and Arrows. Their range gives them several advantages, which includes: Drawbacks of the Archer class include:
 * The ability to change the element of their weapon quickly by changing their arrow type. This makes Archers able to exploit elemental advantages easily.
 * Accuracy and damage is increased by the same stat (DEX), allowing all attacks to connect and deal a lot of damage.
 * Range enables archers to defeat stationary or slow-moving opponents that are stronger than they are without being hit.
 * Low VIT limits their ability to survive when they are caught up in melee situations.
 * Require Arrows for every attack with a Bow. Running out of arrows in a firefight can make an Archer useless.

Job Changing
Once you are Job Level 10, head to the Archer Guild (pay_arche 145, 164) in the Archer Village north of Payon and talk to the Archer Guildsman (payon_in02 64, 71). He changes your job to Archer and rewards you with a Composite Bow [3].

Builds
Starting Build
 * STR: 1
 * AGI: 9
 * VIT: 1
 * INT: 9
 * DEX: 9
 * LUK: 1

Stats

 * STR: The only normal reason to up STR on an Archer is to extend the Weight Limit, allowing for more Potions and Arrows to be carried. Archers should leave this at 1, but they may find it useful/other uses for it once they become a second class.
 * AGI: Archers aspiring to be PvM Bards or Dancers, or who will become Hunters will find AGI to nearly as/more important than DEX. AGI increases ASPD, allowing the Archer to attack more often (and before the enemy can close into melee range) and deal more damage over-time. It also enables Archers to Flee an adversary and more easily evade their attacks.
 * VIT is reasonable for players who wish to PvP or take part in the War of Emperium, as it increases max HP and resistance to the common stun status. Pure PvM builds do not often invest in VIT.
 * INT: Most notably for the Archer class INT increases max SP and SP recovery. It is useful for Archers planning on using many active skills, though most builds do not have much room for a large amount of INT. Exceptions are support Bards and Dancers whose skills scale with the user's INT and Hunters built around Blitz Beat or damage traps such as Land Mine.
 * DEX: As an Archer, the most important stat will be DEX. It increases ASPD a little, reduces cast time, increases accuracy, and it improves bow, falcon and trap damage. When planning their equipment and stat builds Archers should keep in mind that both ATK and falcon damage receive an increasing bonus every 10 DEX.
 * LUK is useful if the Archer intends to change into a Hunter. LUK increases the trigger rate of their automatic Blitz Beat by 0.3% per point. LUK also raises the rate of criticals, which always deal maximum damage, ignore defense and never miss. To a lesser degree, you also gain ATK, Perfect Dodge and status resistance from LUK.

Skill Build
Build for High Damage Optional This build is designed to kill monsters quickly at the expense of long range in your early levels. Additionally, you can choose to remove a point from Owl's Eye and spend it on Arrow Shower if you opt to go job 50. For Hunters it is recommended to always have at least one point in Arrow Shower because it can be used to move already placed traps around.
 * Double Strafe 1 (Lvl 2)
 * Owl's Eye 10 (Lvl 12) (Max)
 * Vulture's Eye 5 (Lvl 17)
 * Double Strafe 10 (Lvl 26) (Max)
 * Vulture's Eye 10 (Lvl 31) (Max)
 * Improve Concentration 10 (Lvl 41) (Max)
 * Arrow Shower 9 (Lvl 50)

Build for Sniping Optional This build is good for attacking stationary or slow-moving enemies. Again, you may forgo adding points into Owl's Eye until your last job levels, and you may choose to raise Arrow Shower to its maximum level.
 * Double Strafe 1 (Lvl 2)
 * Owl's Eye 3 (Lvl 5)
 * Vulture's Eye 10 (Lvl 15) (Max)
 * Owl's Eye 10 (Lvl 22) (Max)
 * Double Strafe 10 (Lvl 31) (Max)
 * Improve Concentration 10 (Lvl 41) (Max)
 * Arrow Shower 9 (Lvl 50)

From Scratch
If as a Novice you begun with a lot of DEX, switch to a bow as soon as possible. Initially the startup fee will be high because you will have to buy arrows, but this fee decreases overtime. Any kind of upgrade that increases ATK or DEX is good for an archer. Keep an eye out for slotted ribbons, mantles, boots, and mufflers, which are all very common and very inexpensive on the market. Your best bet is to buy the strongest NPC bow that you can, otherwise, start off by hunting mandragoras and collecting stems, which are common drops that sell for a comparatively large amount of zeny to other players. Later, you can move on to hunting floras for maneater blossoms, which again sell for large amounts of zeny and drop quite frequently from an immobile monster. At around level 35 you can start fighting Greatest Generals, yet another immobile monster that unlike Mandragoras and Floras is weak to crystal arrows.

With Budget
Buy Wise Goggles or any Wise headgear. The +80 SP helps with Double Strafe, Arrow Shower, and Improve Concentration. Use upgraded composite bows as soon as you become an archer. At level 18 Archers are able to wield Cross Bows. If you obtain a Cross Bow [3], you have the choice to overupgrade and add cards. Then, switch to Arbalests or Gakkungs as soon as possible (level 33 or whenever funds are available). If you have a decent amount of money, you might be able to find Gakkungs and Arbalest bows with 2 slots on the market.

For armor and other accessories, look for Tights [1], Apple of Archer, Bow Thimbles, and Clever or Nimble Clips. Any gear that increases DEX tends to fit Archers well. However, if you're planning on a build with high ASPD, you may want to look for AGI boosting gear as well.