
Wildstalker
A hunter with a longbow. Kites foes at range with volleys, traps and a keen eye for weak spots.
Identity
Kiting: traps that root, Roll to reposition, and area denial with Volley and Rain of Arrows. Keep the enemy at the end of your bow.
Stats
| Role | Ranged damage |
|---|---|
| Weapon | Bow (or heavy crossbow) (Hunting Bow, Heavy Crossbow) |
| Power type | Attack Power |
| Health | 110 (+11 per level, 429 at 30) |
| Mana | 100 (+2 per level; regen 6/s, x3 out of combat) |
| Attack Power | 10 (+2 per level, 68 at 30) |
| Armor | 15 (+3 per level, 102 at 30) |
| Critical hit | 10% chance, +50% damage |
| Move speed | 4.5 m/s |
| Skill movement lock | 0.5 s by default (see the table) |
Skills
Skills unlock by level; you choose which go on the 8-slot action bar. Mana cost and cooldown are base values (talents change some). Movement lock: in the 3D game a skill stops you for its animation (so nothing slides); movement and escape skills don't stop you, and some end a running lock.
| Level | Skill | Mana | Cooldown | Target / range | Movement lock | Effect |
|---|---|---|---|---|---|---|
| 1 | Charged Shot | 5 | — | Enemy 7 m | 0.5 s | A fast arrow. Your main ranged attack.14 + 1× AP damage |
| 1 | RollOff global cooldownBreaks a movement lock | 10 | 8 s | Self | none | Roll 3 tiles in the direction you're moving (backward if standing still). Off the global cooldown. |
| 3 | Venom Arrow | 12 | 6 s | Enemy 7 m | 0.5 s | Poisons the target: damage every second for 5 s. The sting interrupts a spell being cast.4 + 0.3× AP damage; 5 ticks of 5 + 0.3× AP |
| 6 | Snare Trap | 15 | 15 s | Self | 0.4 s | Set a trap at your feet. The first enemy to step in is rooted for 3 s.radius 1.2 m; root 3 s |
| 10 | Multishot | 12 | 6 s | Enemy 7 m | 0.5 s | Arrows at the target and up to 2 more enemies near it.10 + 0.7× AP damage |
| 14 | Hunter's MarkOff global cooldown | 8 | 15 s | Enemy 9 m | none | Your attacks deal 20% more damage to the target for 15 s. Off the global cooldown.lasts 15 s |
| 18 | Explosive Trap | 18 | 18 s | Self | 0.4 s | A trap that explodes when an enemy steps in, burning everything within 2.5 tiles.18 + 1× AP damage; 4 ticks of 4 + 0.2× AP; radius 1.2 m |
| 22 | Volley | 22 | 16 s | Ground (aimed) 8 m | 0.5 s | Rain arrows on a spot for 3 s, hitting every enemy in it each second.8 + 0.5× AP damage per hit; radius 3 m |
| 26 | CamouflageOff global cooldownBreaks a movement lock | 10 | 30 s | Self | none | Blend in for 6 s: monsters lose track of you. Your next shot deals double damage.lasts 6 s |
| 30 | Rain of ArrowsUltimate | 35 | 60 s | Ground (aimed) 10 m | 0.5 s | Ultimate. A storm of arrows on a wide area for 2 s; everything hit is slowed by 50%.16 + 0.9× AP damage per hit; radius 4 m; slow 50% |
Skill tree
One point per level from level 2 (29 at level 30). Nodes open at their tier's level and take 1-3 points; a tier needs no points in the tiers below it, so builds can mix branches. This tree has 30 ranks in all, so you can't fill every branch. Free reset in town.
Marksman
+3% damage per rank.
Charged Shot, Venom Arrow and Multishot range +1 per rank.
Hunter's Mark +5% damage per rank.
+2% critical hit per rank.
Charged Shot also hits the nearest enemy within 3 tiles of the target.
Trapper
Trap cooldowns -2 s per rank.
Snare Trap roots 0.5 s longer per rank.
Explosive Trap radius +0.5 per rank.
Poisons and burns deal 20% more per rank.
You can have two traps of each kind out at once.
Survival
Roll cooldown -1 s per rank.
+5% maximum health per rank.
Camouflage cooldown -5 s per rank.
Volley and Rain of Arrows radius +0.5 per rank.
Rain of Arrows cooldown -20 s.
Armour tiers
Gear shows its tier on the armour itself: recoloured materials and added pieces, from Common to Legendary (no glow).
