Class

Archer

Ranged hunter with the longest reach, sharp criticals and light armor. Wears leather and cloth; fights with bows and quivers. Attack reach 9.0 m. Other classes: Warrior, Mage and Rogue.

Archer – portrait

Base stats

before gear
StatLevel 1Level 10Level 20Level 30Level 40Level 50
Health120210310410510610
Damage111520253035
Armour6810131518
Critical8% 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 talents

The 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.

CoreOpen from level 2, no locks.
Archery×5+1% damage. A rank.
Sharp Eyes×5+0.5% critical chance. A rank.
Quick Hands×5+1% attack speed. A rank.
Endurance×5+2% health. A rank.
Leather Craft×5+3% armour. A rank.
Light Feet×5+1% evasion. A rank.
Trail Rations×5Elixirs and herbs last 10% longer. A rank.
MarksmanRings open at 5 / 12 / 22 / 30 / 40 points in the branch; one path talent a tier, one keystone; the apex awakens the path's ultimate.
Eye of the HawkApex · ring 5 · 3 points · level 50Awakens Hawk's Wrath: It lasts 12 s.
Sniper's CreedKeystone · ring 4 · 3 points+3% critical chance and +8% critical damage, but -8% health.
RicochetMechanic · ring 1 · 2 pointsA critical Power Shot also strikes the nearest other enemy within 6 m for 50% of its damage.
Hunter's MoonMechanic · ring 3 · 2 points+5% critical chance while it is dark where you are.
Killing SpreeMechanic · ring 5 · 2 pointsEvery kill adds 2 Concentration.
Perfect FocusMechanic · ring 6 · 2 pointsEvery Concentration stack gives +4% critical damage.
Dragon HunterMechanic · ring 6 · 2 points+12% damage to dragons.
Steady HandsRing 1 · ×3Power Shot deals 10 points more. A rank.
Lethal AimRing 1 · ×3+3% critical damage. A rank.
Deep FocusRing 2 · ×2Concentration holds one more stack. A rank.
Long DrawRing 2 · ×3+2% skill power. A rank.
Keen SightRing 3 · ×3+1% damage. A rank.
Deadly CalmRing 4 · ×3+3% critical damage. A rank.
Steady GazeRing 6 · ×3+0.5% critical chance. A rank.
Fletcher's CraftRing 6 · ×3+2% skill power. A rank.
TrapperRings open at 5 / 12 / 22 / 30 / 40 points in the branch; one path talent a tier, one keystone; the apex awakens the path's ultimate.
Killing FieldsApex · ring 5 · 3 points · level 50Awakens Minefield: 8 traps, and each also slows by 40% for 3 s.
Cruel SnaresKeystone · ring 4 · 3 points+25% damage over time and +15% effect duration, but -10% damage.
TripwireMechanic · ring 1 · 2 pointsA sprung trap slows every enemy within 4 m by 40% for 3 s.
Snare FocusMechanic · ring 3 · 2 pointsA sprung trap adds 3 Concentration.
Pinned PreyMechanic · ring 5 · 2 points+8% damage to stunned, rooted or slowed enemies.
Beast LoreMechanic · ring 6 · 2 points+12% damage to beasts.
Hunter's PatienceMechanic · ring 6 · 2 pointsStunning, rooting or slowing an enemy takes 1 s off your skill cooldowns (once a second).
Cruel BarbsRing 1 · ×3+6% damage over time. A rank.
Wide SpreadRing 1 · ×3Spread Shot deals 5 points more an arrow. A rank.
Trap CraftRing 2 · ×3Snare Trap deals 10 points more. A rank.
Lingering SnaresRing 2 · ×3+3% effect duration. A rank.
Raining DeathRing 3 · ×3Rain of Arrows deals 10 points more. A rank.
Bleeding EdgeRing 4 · ×3+6% damage over time. A rank.
Wicked SpikesRing 6 · ×3+6% damage over time. A rank.
Practiced HandsRing 6 · ×3+2% skill power. A rank.
RangerRings open at 5 / 12 / 22 / 30 / 40 points in the branch; one path talent a tier, one keystone; the apex awakens the path's ultimate.
Eye of the StormApex · ring 5 · 3 points · level 50Awakens Galeforce: +25% evasion, and it lasts 13 s.
Wind DancerKeystone · ring 4 · 3 points+8% evasion, +10% movement speed and +15% damage, but -15% armour.
Steady StrideMechanic · ring 1 · 2 pointsMoving loses a Concentration stack every 1 s instead of every 0.5 s.
Survival InstinctMechanic · ring 3 · 2 pointsFalling below 30% health heals 20% of your health (once every 60 s).
Wild HarvestMechanic · ring 5 · 2 points25% chance of one more item from every gathering node.
Hunter's ReflexesMechanic · ring 6 · 2 pointsEvery dodged blow gives +30% attack speed for 4 s.
Wild WardMechanic · ring 6 · 2 pointsYou and your party within 12 m take 4% less damage.
Swift StrideRing 1 · ×3+2% movement speed. A rank.
HardyRing 1 · ×3+2% health. A rank.
Dodge TrainingRing 2 · ×3+1% evasion. A rank.
Quick DrawRing 2 · ×3+1% attack speed. A rank.
Second BreathRing 3 · ×3+3% healing received. A rank.
Quick ReleaseRing 4 · ×3+3% attack speed. A rank.
Arrow StormRing 6 · ×3Rain of Arrows deals 20 points more. A rank.
Hunter's EdgeRing 6 · ×3+2% damage. A rank.

Path talents

2 points each, from levels 5 / 10 / 15 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100

Marksman

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.

Starter kit

granted at the start
wlog