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Hunter

Hunter

40Spells
11MarksmanshipAir
11BeastsEarth
10SurvivalWater

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

Serpent StingSerpentine SpearPython's EmbraceExplosive TrapBarbed ShotSteel Trap

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

Concussive ShotIntimidation

Traps

Set on a cell, a trap is invisible to the opponent and triggers when an enemy walks onto it.

Immobilizing TrapMinefieldExplosive TrapSteel Trap

Summons

Your summons play right after you, and their life is a share of your max HP. A companion has its own spells, listed in the card of the spell that summons it.

Call CompanionUnleashed Pack

Specialization passives

Marksmanship

Lynx Eye: +1 Range.

Beasts

Beast Master: companion stats +30%; +1 Summons.

Survival

Tracker: +15% damage against targets affected by your DoTs. Chain detonations: one of your traps going off sets off your traps within 2 cells.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Aimed Shot 3 2–6 Air
22 to 30 (Air damage)
  • On a critical hit: 33 to 45
  • Cells in range
  • Line of sight required
  • 2 casts per turn
1 Call Companion 3 1–2 Neutral
Summons a creature (40% of your max HP, 6 AP, 3 MP)Hits for 14 damage, 3 times per turn
  • Cells in range
  • No line of sight needed
  • 1 cast per turn
SummonBite — 2 AP · 14 damageLeap — 2 AP · 19 to 25 (Earth damage) · Charges next to the target · Line of 4 cellsRoar — 3 AP · 15 to 21 (Earth damage) · Removes 1 MP · Circle of radius 1 around youBite — 2 AP · 17 to 23 (Earth damage)Twin Fangs — 3 AP · 20 to 28 (Earth damage)
1 Rapid Fire 2 1–5 Air
12 to 16 (Air damage)
  • On a critical hit: 18 to 24
  • Cells in range
  • Line of sight required
2 Disengage 2 0–0 Neutral
+4 Dodge (1 turn)Steps back 2 cells
  • Cooldown: 2 turns
4 Serpent Sting 3 1–5 Water
10 Water damage per turn (3 turns)
  • Cells in range
  • Line of sight required
6 Multi-Shot 4 2–5 Air
19 to 25 (Air damage)Circle of radius 1
  • On a critical hit: 29 to 38
  • Cells in range
  • Line of sight required
9 Immobilizing Trap 3 1–4 Air
Rooted (1 turn)Invisible trap, triggers when crossed
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
13 Camouflage 2 0–0 Neutral
−20% damage taken (1 turn)+2 Dodge (1 turn)
  • Cooldown: 3 turns

Marksmanship

LevelSpellAP RangeElementEffect
10 Kill Shot 5 3–8 Air
41 to 55 (Air damage)+7% damage per cell beyond 4+60% damage on a target below 25% HP
  • On a critical hit: 62 to 83
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
10 Piercing Shot 4 1–3 Air
22 to 30 (Air damage)Line of 3 cells
  • On a critical hit: 33 to 45
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
10 Steady Aim 1 0–0 Neutral
If you have not moved this turn: spends your MP, your next shot gains +1 Range and +30% damage
  • Cooldown: 2 turns
  • 1 cast per turn
20 Scattering Arrow 3 1–4 Air
13 to 17 (Air damage)Pushes back 2 cells
  • On a critical hit: 20 to 26
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
20 Flare 2 1–6 Neutral
Enemies in the area lose their invisibility and their hidden traps are revealed (2 turns)Circle of radius 3
  • Cells in range
  • No line of sight needed
  • Cooldown: 3 turns
35 Arcing Shot 4 3–7 Air
26 to 35 (Air damage)
  • On a critical hit: 39 to 53
  • Cells in range
  • No line of sight needed
  • Cooldown: 1 turn
35 Volley 5 2–5 Air
12 to 16 (Air damage)Leaves a ground zone dealing 12 damage per turn (2 turns)Circle of radius 2
  • On a critical hit: 18 to 24
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
50 Precision Shot 2 0–0 Neutral
Your shots: +7% damage per cell beyond 4 (3 turns)
  • Cooldown: 5 turns
50 Burst Shot 5 2–7 Air
47 to 63 (Air damage)
  • Split over 5 hits
  • On a critical hit: 71 to 95
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
65 Explosive Shot 4 2–6 Fire
29 to 39 (Fire damage)Circle of radius 1
  • On a critical hit: 44 to 59
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
80 Concussive Shot 2 2–6 Air
12 to 16 (Air damage)Removes 2 MP
  • On a critical hit: 18 to 24
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns

Beasts

LevelSpellAP RangeElementEffect
10 Raised Whip 2 0–0 Neutral
+30% damage for your companion (1 turn)
  • Cooldown: 1 turn
10 Command: Guard 2 0–6 Neutral
Order: your companion leaps beside the targeted ally and takes the next melee hit in its place (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
10 Pincer 2 1–6 Neutral
Mark: while the target stands between you and your companion, +25% damage on it (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
20 Cobra Shot 2 1–3 Earth
14 to 18 (Earth damage)
  • On a critical hit: 21 to 27
  • Cells in range
  • Line of sight required
  • 3 casts per turn
20 Fatal Shot 4 2–6 Earth
34 to 46 (Earth damage)+80% damage on a target below 20% HP
  • On a critical hit: 51 to 69
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Mend Companion 2 0–6 Neutral
Heals 28 HP
35 Barrage 4 2–5 Earth
17 to 23 (Earth damage)Circle of radius 2
  • On a critical hit: 26 to 35
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
50 Bestial Fury 3 0–0 Neutral
+15% damage (3 turns)+15% damage for your companion (3 turns)
  • Cooldown: 4 turns
50 Barbed Shot 3 2–6 Earth
10 to 14 (Earth damage)8 Earth damage per turn (2 turns)
  • On a critical hit: 15 to 21
  • Cells in range
  • Line of sight required
65 Unleashed Pack 4 1–4 Earth
Summons a creature (20% of your max HP, 6 AP, 3 MP)Hits for 4 damage, 2 times per turnCircle of radius 1
  • Cells in range
  • Line of sight required
  • Cooldown: 5 turns
Invocation ×3Bite — 3 AP · 4 damage
80 Intimidation 2 1–6 Earth
Removes 3 APRooted (1 turn)
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns

Survival

LevelSpellAP RangeElementEffect
10 Serpentine Spear 3 1–1 Water
20 to 28 (Water damage)6 Water damage per turn (2 turns)
  • On a critical hit: 30 to 42
  • Cells in range
  • Cooldown: 1 turn
10 Savage Assault 4 1–1 Water
36 to 48 (Water damage)
  • Split over 2 hits
  • On a critical hit: 54 to 72
  • Cells in range
  • Cooldown: 1 turn
10 Acid Bomb 4 1–3 Water
14 to 18 (Water damage)Circle of radius 1
  • On a critical hit: 21 to 27
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
20 Harpoon 3 2–4 Air
10 to 14 (Air damage)Pulls 1 cell
  • On a critical hit: 15 to 21
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Python's Embrace 2 2–4 Water
9 to 12 (Water damage)4 Water damage per turn (2 turns)Charges next to the target
  • On a critical hit: 14 to 18
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Minefield 3 1–4 Water
7 to 9 (Water damage)Lays 3 mines: on the targeted cell and its free neighbouring cellsInvisible trap, triggers when crossedCircle of radius 1
  • On a critical hit: 11 to 14
  • At most 3 active traps
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
50 Explosive Trap 4 1–4 Water
17 to 23 (Water damage)6 Water damage per turn (2 turns)Invisible trap, triggers when crossedCircle of radius 1
  • On a critical hit: 26 to 35
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
50 Aspect of the Eagle 3 0–0 Neutral
Your melee spells reach 3 cells (2 turns)
  • Cooldown: 4 turns
65 Steel Trap 3 1–4 Earth
8 Earth damage per turn (2 turns)Rooted (1 turn)Invisible trap, triggers when crossed
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
80 Eagle's Fury 5 1–1 Earth
48 to 64 (Earth damage)Cone of 1 cell
  • Split over 4 hits
  • On a critical hit: 72 to 96
  • Cells in range
  • Cooldown: 3 turns