Ranged: the heaviest single-target damage

Marksman

  • The Mage with weapons: bow or crossbow. Your shots take the shapes of the Mage’s spells, bolt, volley, line and rain, and their tips carry the element.
  • The heaviest single-target damage, from 22 to 35 m, and as much health as the Mage.
  • You can finish in melee: hidden by Lurk, you leap in and stab with the dagger (Lunge), roll without being hit (Evasion), then get out (Backleap).

Class overhaul in progress: these spells and numbers may still change.

Health and resistances

Health
×0.85
Damage
×1.10
Cooldowns
×0.90
Melee resistance
−10%
Ranged resistance
+10%

Health, damage and cooldowns are measured against the Warrior, at ×1.00. A resistance removes its share of the hits taken in melee or at range; when it is negative, the class takes more.

Gauge

Focus: 100. It comes back at 10 per second in combat and refills out of combat; every melee hit you take removes 10.

Weapons and armour

Bow or crossbow, and a dagger; cloth and leather armour.

Class effects

  • Good range: +10% damage on a target more than 15 m away.

In a group

Strengths
Single-target damage, range, mobility; can finish in melee
Weaknesses
Low health; loses Focus when hit in melee
Brings
Kills the priority target; Bullseye gives the whole group +10% damage on it; freezes and slows whatever rushes the Mage.
Needs
Someone to keep creatures off them (Colossus); a healer.

Signature spells

Three Marksman spells

  1. Neutral · Level 24

    Lunge

    Leaps at the target and stabs it with the dagger: ×2 when leaving Lurk or from behind.

  2. Fire · Level 73

    Comet

    A 1.5 s wind-up, then an explosion over 3 m.

  3. Air · Level 100

    Storm shot

    A 2 s wind-up; ×1.5 if the target has no one else within 6 m.

Spellbook

All 25 spells

Each spell is learned at its level, then rises to rank 2 and rank 3. The power shown is rank 1’s, before stats and armour; the cost comes out of the class gauge.

  1. Level 1

    ShotBasic attack

    Neutral · Damage

    Automatic attack.

    Ranged, 22 m · Cooldown 2 s · Power 20

  2. Level 1

    Backleap

    Neutral · Mobility

    Jumps 8 m backwards.

    Self · 10 Focus · Cooldown 15 s

  3. Level 3

    Fire shot

    Fire · Damage

    Burns the target for 4 s.

    Ranged, 22 m · 15 Focus · Cooldown 6 s · Power 14

  4. Level 5

    Frost shot

    Frost · Damage

    Slows by 40% for 3 s.

    Ranged, 22 m · 10 Focus · Cooldown 6 s · Power 14

  5. Level 7

    Weighted shot

    Earth · Damage

    Weakens the target for 8 s.

    Ranged, 22 m · 15 Focus · Cooldown 8 s · Power 24

  6. Level 9

    Evasion

    Air · Mobility

    6 s: your rolls cost no energy, and nothing hits you while you roll.

    Self · 10 Focus · Cooldown 20 s

  7. Level 12

    Lurk

    Neutral · Utility

    Hides you: invisible to creatures for up to 15 s, 30% slower. The first blow on leaving deals +50%. Not within 3 s of taking a hit.

    Self · 10 Focus · Cooldown 20 s

  8. Level 14

    Fire volley

    Fire · Damage

    A volley over 3 m that burns.

    Ranged, 22 m · 25 Focus · Cooldown 12 s · Power 20

  9. Level 16

    Frost point

    Frost · Control

    Freezes the target for 2 s.

    Ranged, 22 m · 15 Focus · Cooldown 18 s · Power 10

  10. Level 18

    Rank piercer

    Earth · Damage

    Goes through everything over 20 m.

    Line, 20 m · 25 Focus · Cooldown 12 s · Power 26

  11. Level 20

    Gale

    Air · Control

    Pushes whatever is in front back by 5 m, to open the distance again.

    Cone, 5 m · 15 Focus · Cooldown 12 s · Power 14

  12. Level 24

    Lunge

    Neutral · Damage

    Leaps at the target and stabs it with the dagger: ×2 when leaving Lurk or from behind.

    Ranged, 8 m · 15 Focus · Cooldown 8 s · Power 35

  13. Level 28

    Firebrand

    Fire · Damage

    Sticks in and explodes 3 s later over 3 m.

    Ranged, 22 m · 20 Focus · Cooldown 10 s · Power 45

  14. Level 32

    Frost shards

    Frost · Control

    Slows whatever is in front by 55% for 3 s.

    Cone, 6 m · 20 Focus · Cooldown 12 s · Power 20

  15. Level 36

    Butt stroke

    Earth · Control

    In melee: stuns for 1.5 s and knocks back 3 m.

    Melee, 2.6 m · 15 Focus · Cooldown 15 s · Power 16

  16. Level 40

    Tailwind

    Air · Utility

    +30% speed and −15% cooldowns for 6 s.

    Self · 30 Focus · Cooldown 40 s

  17. Level 45

    Burning pitch

    Fire · Damage

    A 4 m area for 6 s that scorches.

    Ground, 22 m · 25 Focus · Cooldown 20 s · Power 60

  18. Level 50

    Winter sting

    Frost · Damage

    ×1.5 on a slowed or frozen target.

    Ranged, 30 m · 20 Focus · Cooldown 10 s · Power 60

  19. Level 55

    Ram shot

    Earth · Damage

    Knocks back 6 m.

    Ranged, 22 m · 20 Focus · Cooldown 14 s · Power 50

  20. Level 60

    Fan

    Air · Damage

    Up to 5 targets in front.

    Cone, 12 m · 25 Focus · Cooldown 12 s · Power 30

  21. Level 66

    Bullseye

    Neutral · Utility

    Marks a target for 12 s: it takes +10% damage from everyone.

    Ranged, 30 m · 10 Focus · Cooldown 20 s

  22. Level 73

    Comet

    Fire · Damage

    A 1.5 s wind-up, then an explosion over 3 m.

    Ranged, 30 m · 30 Focus · Cooldown 20 s · Power 110

  23. Level 82

    Hail

    Frost · Damage

    An 8 m area for 6 s: slows, then freezes after 3 hits.

    Ground, 25 m · 40 Focus · Cooldown 35 s · Power 90

  24. Level 91

    Shatter

    Earth · Damage

    Stuns everything it passes through for 1 s.

    Line, 15 m · 40 Focus · Cooldown 30 s · Power 200

  25. Level 100

    Storm shot

    Air · Damage

    A 2 s wind-up; ×1.5 if the target has no one else within 6 m.

    Ranged, 35 m · 45 Focus · Cooldown 20 s · Power 100