Class
Archer
Base stats
before gear| Stat | Level 1 | Level 10 | Level 20 | Level 30 | Level 40 | Level 50 |
|---|---|---|---|---|---|---|
| Health | 120 | 210 | 310 | 410 | 510 | 610 |
| Damage | 11 | 15 | 20 | 25 | 30 | 35 |
| Armour | 6 | 8 | 10 | 13 | 15 | 18 |
| Critical | 8% chance, 150% damage | |||||
Gear adds on top: every level's equipment is worth about 3% more than the last – see the rules guide.
Skills
a loadout of five · ranks up to 10- Power Shot level 1 · rank 2 from 2, rank 10 from 27
A drawn shot for 210% damage. From level 10 it spends your Concentration: +6% damage for each stack. 210% damage · 6 s cooldown · 9 m reach
★5: Heartseeker - Goes through: the next enemy behind the target (5 m) takes 40%. - Spread Shot level 4 · rank 2 from 5, rank 10 from 30
Fans arrows out at up to three enemies in a 60° cone, one arrow each for 110% damage. 110% damage × 3 targets · 10 s cooldown · 9 m reach
★5: Scattershot - Five arrows in a 90° cone. - Snare Trap level 8 · rank 2 from 9, rank 10 from 34
Sets a trap at your feet for 20 s: the first enemy to come within 2.2 m springs it, is rooted for 3 s and takes 100% damage. 100% damage · 15 s cooldown · 2.2 m trigger · lies 20 s · roots for 3 s
★5: Spring Snare - Catches two enemies. - Evasive Roll level 13 · rank 2 from 14, rank 10 from 39
Rolls 5 m away from the target; for 1 s nothing can hit you. 12 s cooldown · 5 m back · dodge for 1 s
★5: Swift Roll - Two charges. - Concussive Shot level 21 · rank 2 from 22, rank 10 from 47
160% damage that cuts the target's cast short and slows it by 50% for 4 s. 160% damage · interrupts a cast · 12 s cooldown · 9 m reach · slows 50% for 4 s
★5: Crippling Shot - A 70% slow, and the target takes 5% more damage while it lasts. - Rain of Arrows level 30 · rank 2 from 31, rank 10 from 56
After 0.8 s arrows rain on the target's ground: 240% damage to everything within 3.5 m. 240% damage · 13 s cooldown · 3.5 m radius · 9 m reach · 0.8 s delay
★5: Arrowstorm - Two more volleys, a second apart, 12% each. - Aimed Shot level 41 · rank 2 from 42, rank 10 from 67
Aim for 1 s standing still, then loose an arrow for 600% damage. It spends your Concentration: +6% damage for each stack. 600% damage · 1.0 s aim · 14 s cooldown · 10 m reach
★5: True Draw - A shorter aim: 0.7 s instead of 1 s. - Hunter's Mark level 51 · rank 2 from 52, rank 10 from 77
Marks an enemy for 12 s: it takes 10% more damage from everyone. When a marked enemy dies, the mark recharges 5 s sooner. 15 s cooldown · 10 m reach · +damage taken 10% for 12 s
★5: Hunter's Prey - The mark leaps to the nearest enemy when its carrier dies. - Barrage level 61 · rank 2 from 62, rank 10 from 87
Channel for 2 s standing still: eight arrows over the enemies in a 45° arc ahead, 50% damage each - a lone target takes them all. A step breaks the channel. 50% damage × 8 shots · 2.0 s channel · 45° arc · 16 s cooldown · 9 m reach
★5: Storm Barrage - Twelve arrows of 35% in a 60° arc. - Repelling Shot level 71 · rank 2 from 72, rank 10 from 97
A point-blank shot at an enemy within 4 m: 150% damage, it is thrown 4 m back and slowed by 40% for 3 s (a boss is not thrown). 150% damage · throws back 4 m · 14 s cooldown · 4 m reach · slows 40% for 3 s
★5: Gale Shot - Throws back every enemy within 3 m in a 60° arc. - Lancing Arrow level 81 · rank 2 from 82, rank 10 from 100
An arrow that flies straight through: 260% damage to every enemy on a 12 m line towards the target. 260% damage · 1.2 m wide · 12 s cooldown · 12 m reach
★5: Spear of Light - Twice as wide; the first enemy takes 30% more. - Starshot level 91 · rank 2 from 92, rank 10 from 100
A falling star for 380% damage; it bursts for 200% on every other enemy within 3 m, and stuns them all for 1 s. 380% damage · 200% to others within 3 m · 20 s cooldown · 10 m reach · stuns for 1 s
★5: Shooting Star - Bursts within 4 m and stuns for 2 s.
Numbers at rank 1, before talents. Ranks 2 to 10 are trained for gold in the Skills window: each rank adds 5% to damage and effects and cuts the cooldown by about 2.67%. A hero fights with a loadout of five skills on keys 2–6 (slot 1 holds the attack). Every skill shares a 1 s global cooldown. All numbers on the skills page.
Ultimates
level 50 · key 7- Hawk's Wrath Marksman · 120 s cooldown
For 10 s every shot and blow of yours is a critical hit, and Power Shot and Aimed Shot recharge twice as fast. Awakened by Eye of the Hawk, the apex of Marksman: It lasts 12 s. - Minefield Trapper · 500% damage · 90 s cooldown · 2.2 m trigger · lies 30 s · roots for 2 s
Sows 5 traps in a 4 m ring round you for 30 s: each springs on the first enemy within 2.2 m for 500% damage and roots it for 2 s. Awakened by Killing Fields, the apex of Trapper: 8 traps, and each also slows by 40% for 3 s. - Galeforce Ranger · 120 s cooldown
For 10 s you move 40% faster and shoot 25% faster, need half the usual standing still, and every shot looses a second arrow at another enemy in reach for 100% damage. Awakened by Eye of the Storm, the apex of Ranger: +25% evasion, and it lasts 13 s.
One ultimate at a time sits in the loadout's golden slot (key 7, the star on a phone's ring); each path's apex in the talent tree awakens its own.
Talent tree
core and branch talentsThe Talent Tree (T): a point every level from level 2, one for each of the 19 boss quests and one for each of the 7 trials (a raid boss's fall, a world event won, Moonhorn in the Moonwell Glade, gear at +7, a level-3 horse, 12 zones walked, 100 gatherings) - 125 at level 100. A core of seven talents and three branches, one for each path; a branch's rings open with 5 / 12 / 22 / 30 / 40 points spent lower in it. Core and minor talents cost 1 point a rank, the path talents 2 (from their level, one a tier - the paths' talents of one level exclude each other), the notables - each a mechanic - 2, keystones 3 (one at a time), and each branch's apex 3 from level 50 - it awakens that path's ultimate. Plan the points and press Apply; Reset returns every point - free below level 20, then 50 gold a level.
Path talents
2 points each, from levels 5 / 10 / 15 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100Marksman
Critical hits and heavier shots.
- Deadeye level 5 – +5% critical chance.
- Piercing Shot level 10 – Power Shot deals 280% instead of 210%.
- Headshot level 15 – Critical hits deal 200% instead of 150%.
- Focus level 20 – Every third basic attack is a guaranteed critical hit.
- Steady Aim level 30 – Power Shot has +15% critical chance.
- Kill Shot level 40 – Power Shot deals 250% instead of 210% (320% with Piercing Shot).
- Lethal Precision level 50 – +5% critical chance and +20% critical damage.
- Eagle Eye level 60 – Power Shot and Aimed Shot have +10% critical chance.
- Deadly Rain level 70 – Rain of Arrows deals 280% instead of 240%.
- Sniper level 80 – Power Shot deals 235% instead of 210% (25 points more on top of Piercing Shot and Kill Shot).
- Mark for Death level 90 – +25% damage against enemies below 25% health.
- True Shot level 100 – +20% critical damage.
Trapper
Slowing arrows and crueller traps.
- Barbed Arrows level 5 – Spread Shot slows its targets by 30% for 3 s.
- Bear Trap level 10 – Snare Trap roots for 5 s instead of 3 s and deals 160% instead of 100%.
- Double Trap level 15 – Snare Trap recharges in 8 s and lies for 30 s.
- Volley level 20 – Spread Shot hits up to five enemies.
- Spiked Snare level 30 – Snare Trap leaves its victim bleeding for 80% damage over 4 s.
- Hail of Arrows level 40 – Spread Shot deals 160% instead of 110% per arrow.
- Snare Master level 50 – Snare Trap deals 250% instead of 100% (310% with Bear Trap) and recharges in 11 s (4 s with Double Trap).
- Caltrops level 60 – Rain of Arrows slows everything it strikes by 40% for 3 s.
- Barbed Rain level 70 – Rain of Arrows leaves everything it strikes bleeding for 30% over 4 s.
- Kill Zone level 80 – Stunned, rooted or slowed enemies take 20% more damage from you.
- Volley Master level 90 – Spread Shot strikes two more enemies and deals 130% instead of 110% per arrow (180% with Hail of Arrows).
- Master Trapper level 100 – Snare Trap roots for 6 s instead of 3 s (8 s with Bear Trap) and Rain of Arrows deals 265% instead of 240% (305% with Deadly Rain).
Ranger
Speed, health, evasion.
- Fleet level 5 – +10% movement speed.
- Vigor level 10 – +15% health.
- Tumble level 15 – Evasive Roll recharges in 8 s and the dodge lasts 1.5 s.
- Wind Walk level 20 – After Evasive Roll you attack 30% faster for 4 s.
- Rolling Guard level 30 – Evasive Roll shields you for 20% of your health for 5 s.
- Hunter's Stride level 40 – +10% movement speed and +10% health.
- Tenacity level 50 – Below 30% health you take 25% less damage, and +5% critical chance.
- Swift Volley level 60 – Rain of Arrows recharges 25% faster.
- Survivalist level 70 – +8% health; Concussive Shot recharges in 8 s and slows 70% instead of 50%.
- Hunter's Rhythm level 80 – Every hit you land adds 1.5% attack speed for 5 s, up to 12%.
- Fade level 90 – Evasive Roll's dodge lasts 2 s instead of 1 s (2.5 s with Tumble).
- Windrunner level 100 – +10% movement speed and +10% health.