Marksman

Marksman

An eagle-eyed sharpshooter who controls the fight from afar.

Tier progression

MarksmanBase

Available from the start

  • True Bolts

    Pierces defense (+6% of target max HP)

    Max HP true damage
    +6% of target max HP
    Monster cap
    1000 → 4000 (scales with player level)
    Note
    Applies as direct health loss after the hit

    How it works

    Triggers: On every hit

    The ranged counterpart to True Edge, with an extra component scaling off the target's maximum health — which is what makes it bite against large targets rather than falling off.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The max-health portion is capped against monsters, scaling with your level.
    • Applies as direct health loss after the hit resolves.
    • Mutually exclusive with True Edge; True Bolts takes precedence.
  • Swiftness0.04 · 5s · max 8 stacks

    +4% speed (8 stacks, 5s)

    Effect
    +4% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+17.5%

    +18% charge rate

    Effect
    +18% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last — it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy — it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.11, +21.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +22% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.32, +13.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +14% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-10 flat)

    -25% (-10 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -10
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
Elite MarksmanElite

Prestige 3

  • True Bolts

    Pierces defense (+7% of target max HP)

    Max HP true damage
    +7% of target max HP
    Monster cap
    2000 → 8000 (scales with player level)
    Note
    Applies as direct health loss after the hit

    How it works

    Triggers: On every hit

    The ranged counterpart to True Edge, with an extra component scaling off the target's maximum health — which is what makes it bite against large targets rather than falling off.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The max-health portion is capped against monsters, scaling with your level.
    • Applies as direct health loss after the hit resolves.
    • Mutually exclusive with True Edge; True Bolts takes precedence.
  • Swiftness0.04 · 5s · max 8 stacks

    +4% speed (8 stacks, 5s)

    Effect
    +4% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+21.2%

    +21% charge rate

    Effect
    +21% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last — it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy — it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.13, +26.1% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +26% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.39, +16.3% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +16% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-10 flat)

    -25% (-10 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -10
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
Master MarksmanMaster

Prestige 7

  • True Bolts

    Pierces defense (+8% of target max HP)

    Max HP true damage
    +8% of target max HP
    Monster cap
    3000 → 12000 (scales with player level)
    Note
    Applies as direct health loss after the hit

    How it works

    Triggers: On every hit

    The ranged counterpart to True Edge, with an extra component scaling off the target's maximum health — which is what makes it bite against large targets rather than falling off.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The max-health portion is capped against monsters, scaling with your level.
    • Applies as direct health loss after the hit resolves.
    • Mutually exclusive with True Edge; True Bolts takes precedence.
  • Swiftness0.05 · 5s · max 8 stacks

    +5% speed (8 stacks, 5s)

    Effect
    +5% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+25%

    +25% charge rate

    Effect
    +25% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last — it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy — it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.15, +30.8% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +31% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.46, +19.2% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +19% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-10 flat)

    -25% (-10 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -10
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
Legendary MarksmanLegendary

Prestige 12

  • True Bolts

    Pierces defense (+9% of target max HP)

    Max HP true damage
    +9% of target max HP
    Monster cap
    4000 → 16000 (scales with player level)
    Note
    Applies as direct health loss after the hit

    How it works

    Triggers: On every hit

    The ranged counterpart to True Edge, with an extra component scaling off the target's maximum health — which is what makes it bite against large targets rather than falling off.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The max-health portion is capped against monsters, scaling with your level.
    • Applies as direct health loss after the hit resolves.
    • Mutually exclusive with True Edge; True Bolts takes precedence.
  • Swiftness0.06 · 5s · max 8 stacks

    +6% speed (8 stacks, 5s)

    Effect
    +6% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+28.7%

    +29% charge rate

    Effect
    +29% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last — it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy — it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.18, +35.3% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +35% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.53, +22.1% of race base

    +1 per level

    Per level
    +1
    Class multiplier
    +22% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-10 flat)

    -25% (-10 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -10
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
Exalted MarksmanExalted

Prestige 18

  • True Bolts

    Pierces defense (+10% of target max HP)

    Max HP true damage
    +10% of target max HP
    Monster cap
    5000 → 20000 (scales with player level)
    Note
    Applies as direct health loss after the hit

    How it works

    Triggers: On every hit

    The ranged counterpart to True Edge, with an extra component scaling off the target's maximum health — which is what makes it bite against large targets rather than falling off.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The max-health portion is capped against monsters, scaling with your level.
    • Applies as direct health loss after the hit resolves.
    • Mutually exclusive with True Edge; True Bolts takes precedence.
  • Swiftness0.07 · 5s · max 8 stacks

    +7% speed (8 stacks, 5s)

    Effect
    +7% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+32.5%

    +33% charge rate

    Effect
    +33% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last — it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy — it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.2, +40% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +40% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.6, +25% of race base

    +1 per level

    Per level
    +1
    Class multiplier
    +25% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-10 flat)

    -25% (-10 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -10
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths — reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.