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
Neutral · Level 24
Lunge
Leaps at the target and stabs it with the dagger: ×2 when leaving Lurk or from behind.
Fire · Level 73
Comet
A 1.5 s wind-up, then an explosion over 3 m.
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.
Level 1
ShotBasic attack
Neutral · Damage
Automatic attack.
Ranged, 22 m · Cooldown 2 s · Power 20
Level 1
Backleap
Neutral · Mobility
Jumps 8 m backwards.
Self · 10 Focus · Cooldown 15 s
Level 3
Fire shot
Fire · Damage
Burns the target for 4 s.
Ranged, 22 m · 15 Focus · Cooldown 6 s · Power 14
Level 5
Frost shot
Frost · Damage
Slows by 40% for 3 s.
Ranged, 22 m · 10 Focus · Cooldown 6 s · Power 14
Level 7
Weighted shot
Earth · Damage
Weakens the target for 8 s.
Ranged, 22 m · 15 Focus · Cooldown 8 s · Power 24
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
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
Level 14
Fire volley
Fire · Damage
A volley over 3 m that burns.
Ranged, 22 m · 25 Focus · Cooldown 12 s · Power 20
Level 16
Frost point
Frost · Control
Freezes the target for 2 s.
Ranged, 22 m · 15 Focus · Cooldown 18 s · Power 10
Level 18
Rank piercer
Earth · Damage
Goes through everything over 20 m.
Line, 20 m · 25 Focus · Cooldown 12 s · Power 26
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
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
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
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
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
Level 40
Tailwind
Air · Utility
+30% speed and −15% cooldowns for 6 s.
Self · 30 Focus · Cooldown 40 s
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
Level 50
Winter sting
Frost · Damage
×1.5 on a slowed or frozen target.
Ranged, 30 m · 20 Focus · Cooldown 10 s · Power 60
Level 55
Ram shot
Earth · Damage
Knocks back 6 m.
Ranged, 22 m · 20 Focus · Cooldown 14 s · Power 50
Level 60
Fan
Air · Damage
Up to 5 targets in front.
Cone, 12 m · 25 Focus · Cooldown 12 s · Power 30
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
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
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
Level 91
Shatter
Earth · Damage
Stuns everything it passes through for 1 s.
Line, 15 m · 40 Focus · Cooldown 30 s · Power 200
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