Subclass of Ranger · Level 10
Marksman
A long-range specialist with a bow range of 7 tiles.
Abilities
Barbed Shot
Level 10 · 18 mana · 12s cooldown. An 80% shot followed by 8 seconds of bleeding. Four ticks: 2 + floor(Distance / 10).
Steady Shot
Level 20 · 8 mana · 3s cooldown. Automatically replaces Precise Shot for Marksman at level 20. A precise ranged attack for 187.5% weapon power, 25% stronger than Precise Shot. Reverts below level 20 and returns when the level is regained. Shares cooldown with Precise Shot. 8 mana / 3 second cooldown.
Aimed Shot
Level 20 · 30 mana · 15s cooldown. Instantly fire a freely aimed piercing arrow up to 8 tiles in any direction, with a 1.5-tile-wide hit area. Usable while moving. Hits every enemy in its path: the first takes full spell damage (180% weapon power), all later enemies take 70% of that damage. Walls stop the arrow.
Conjure Burst Arrows
Level 20 · 40 mana · 0s cooldown. Create 50 Burst Arrows. 3 x 3 physical explosion at 80% shot power per target. Works with bow attacks and direct bow spell hits. 40 mana; no cooldown.
Rain of Arrows
Level 30 · 40 mana · 20s cooldown. Rain arrows over a fixed 5 x 5 area for 3 seconds. Enemies still inside take six physical hits, one every 0.5 seconds, for 364.5% total weapon power. Consumes 3 arrows. Special arrow damage/pierce applies; extra splash does not. 40 mana / 20 second cooldown.
Barbed Volley
Level 40 · 25 mana · 12s cooldown. Upgrade Barbed Shot: strike a 3 x 3 area around your target for 105% weapon power and apply its bleeding wound. Uses one arrow.
The Perfect Shot
Level 50 · 60 mana · 45s cooldown. Charge for 1.5 seconds while moving, then fire at your locked target. Sight and range are checked when released. Deals 300% weapon power at 1 tile, +50 percentage points per extra tile, up to 600% at 7 tiles. One target; special ammunition effects do not trigger. Interrupted or obstructed shots still consume their cost and cooldown.
Base class
RangerEquipment
| Burst Arrow | - | 20 |
| Silkstring Longbow | weapon | 30 |