Marksman
Marksman
An eagle-eyed sharpshooter who controls the fight from afar.
Abilities
- Arrow Rain20sRain a wave of arrows down over a wide area at range.
- Volley10sFire a 9-arrow cone in front of you.
- Phantom Bolts14s → 10sFor 6s, every hit looses homing bolts at up to two other enemies within 7 blocks of your target for 20% of that hit.
- BarrageUltimate—Ultimate. A pool of up to 5 piercing bolts; each press fires one, and one charge comes back every 7s until the pool is full.
Tier progression
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.
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.
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.
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.
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.