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Hunter: Difference between revisions

From Vortex Legends
Remove Aegis field from skill infoboxes; one field per row
class-wiki: descriptive job-page blurbs (no formulas)
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
A trap that knocks the first enemy to trigger it away from where the caster stood, up to 10 cells at max level. Deals no damage. → '''[[Skid Trap]]'''
A trap that sends the first enemy to trigger it sliding away across the floor. It deals no damage, serving purely to reposition foes and break up an approach. → '''[[Skid Trap]]'''


=== Land Mine ===
=== Land Mine ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
An Earth-element damage trap that explodes in a splash, ignoring Flee and defensive cards. Damage = SkillLv × (DEX + 75 + JobLevel) × (1 + INT ÷ 80). → '''[[Land Mine]]'''
An Earth-element damage trap that bursts in a splash when triggered, bypassing the target's evasion and defensive cards to land reliable damage. → '''[[Land Mine]]'''


=== Ankle Snare ===
=== Ankle Snare ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
The Hunter's signature snare, rooting the first enemy to step on it in place for up to 20 seconds. → '''[[Ankle Snare]]'''
The Hunter's signature snare, rooting the first enemy to step on it in place. The cornerstone of trap-based crowd control and kiting. → '''[[Ankle Snare]]'''


=== Shockwave Trap ===
=== Shockwave Trap ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
A trap that drains the SP of all enemies in a 5x5 splash, with the drain growing at higher levels. → '''[[Shockwave Trap]]'''
A trap that drains the SP of every enemy caught in its splash, growing more potent at higher levels. A strong tool against spellcasters. → '''[[Shockwave Trap]]'''


=== Sandman ===
=== Sandman ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
A status trap that inflicts Sleep on enemies in its splash; any hit wakes the victim. → '''[[Sandman]]'''
A status trap that lulls enemies in its splash to Sleep; any blow wakes the victim. → '''[[Sandman]]'''


=== Trap Research ===
=== Trap Research ===
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<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
</table>
</table>
A passive mastery granting +1 INT per level and extended trap throw range. → '''[[Trap Research]]'''
A passive mastery that raises INT and lets the Hunter throw traps from farther away. → '''[[Trap Research]]'''


=== Flasher ===
=== Flasher ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
A Water-element trap that both damages and Freezes enemies in a 3x3 splash. Damage = SkillLv × (DEX + 75 + JobLevel) × (1 + INT ÷ 80). → '''[[Freezing Trap]]'''
A Water-element trap that both damages and Freezes enemies caught in its splash, locking them down while it harms them. → '''[[Freezing Trap]]'''


=== Blast Mine ===
=== Blast Mine ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
A short-lived Wind-element mine that bursts for heavy damage in a 5x5 splash, ignoring Flee and defensive cards. → '''[[Blast Mine]]'''
A short-lived Wind-element mine that erupts for heavy damage across a splash, bypassing evasion and defensive cards. → '''[[Blast Mine]]'''


=== Claymore Trap ===
=== Claymore Trap ===
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<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr>
</table>
</table>
The Hunter's hardest-hitting Fire-element mine, exploding across a 5x5 splash and ignoring Flee and defensive cards. → '''[[Claymore Trap]]'''
The Hunter's hardest-hitting Fire-element mine, exploding across a wide splash and ignoring evasion and defensive cards. → '''[[Claymore Trap]]'''


=== Remove Trap ===
=== Remove Trap ===
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<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
</table>
</table>
A passive mastery adding +2 ATK per level (up to +10) against Brute, Fish, Insect and Doram targets. → '''[[Beast Bane]]'''
A passive mastery that sharpens the Hunter's attacks against Brute, Fish, Insect and Doram creatures. → '''[[Beast Bane]]'''


=== Falconry Mastery ===
=== Falconry Mastery ===
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<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
</table>
</table>
A passive mastery that adds +6 per level to each Blitz Beat beat and raises the auto-Blitz proc chance. → '''[[Steel Crow]]'''
A passive mastery that strengthens every blow of Blitz Beat and makes the falcon's automatic strikes proc more often. → '''[[Steel Crow]]'''


=== Arrow Training ===
=== Arrow Training ===
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<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
</table>
</table>
A passive mastery granting +1% bow damage per level (up to +10%) while a bow is equipped. → '''[[Arrow Training]]'''
A passive mastery that increases bow damage while a bow is equipped. → '''[[Arrow Training]]'''


=== Blitz Beat ===
=== Blitz Beat ===
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<tr><th style="text-align:left">Range</th><td>5 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>5 cells</td></tr>
</table>
</table>
The falcon's signature splash attack, hitting once per skill level. Damage per beat = 100 + 6 × Steel Crow Lv + AGI + DEX ÷ 4. Also fires automatically from normal bow attacks. → '''[[Blitz Beat]]'''
The falcon's signature splash attack, pecking the target in a rapid flurry. It also fires off automatically from the Hunter's normal bow attacks, adding free damage on top of every shot. → '''[[Blitz Beat]]'''


=== Detect ===
=== Detect ===
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<tr><th style="text-align:left">SP cost</th><td>12 → 16</td></tr>
<tr><th style="text-align:left">SP cost</th><td>12 → 16</td></tr>
</table>
</table>
A two-hit combo follow-up to Double Strafing dealing (180 + 10 × SkillLv)% ATK, but only to Brute, Insect, Fish and Doram creatures. → '''[[Beast Strafing]]'''
A two-hit combo follow-up to Double Strafing that strikes for heavy damage, but only against Brute, Insect, Fish and Doram creatures. → '''[[Beast Strafing]]'''


=== Marksman (Wind Sign) ===
=== Marksman (Wind Sign) ===
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<tr><th style="text-align:left">Duration</th><td>20s → 60s</td></tr>
<tr><th style="text-align:left">Duration</th><td>20s → 60s</td></tr>
</table>
</table>
Brands one enemy with a private mark only the Hunter and target can see; it lingers through Hide and Cloak. The marking Hunter deals +5% ranged physical damage to the marked target, and the cooldown resets instantly if the marked enemy dies. → '''[[Hunter's Mark]]'''
Brands one enemy with a private mark only the Hunter and target can see; it lingers through Hide and Cloak. The marking Hunter does extra ranged damage to the branded target, and the cooldown resets instantly if the marked enemy dies. → '''[[Hunter's Mark]]'''


=== Beast Master ===
=== Beast Master ===
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<tr><th style="text-align:left">Cooldown</th><td>3s</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>3s</td></tr>
</table>
</table>
Opens a capture cursor to tame a wild beast; the lower its HP, the higher the success rate. Success grants a Beast Bond used to summon the companion. → '''[[Beast Taming]]'''
Opens a capture cursor to tame a wild beast; the weaker the beast, the more likely the attempt succeeds. Success grants a Beast Bond used to summon the companion. → '''[[Beast Taming]]'''


==== Beast Call ====
==== Beast Call ====
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<tr><th style="text-align:left">Cooldown</th><td>1s → 5s</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>1s → 5s</td></tr>
</table>
</table>
Commands the beast to lunge and bite, dealing (100 + 100 × SkillLv)% of the beast's ATK (200%–600%), then lock onto the target. → '''[[Beast Bite]]'''
Commands the beast to lunge and bite an enemy for heavy damage, then lock onto that target. → '''[[Beast Bite]]'''


==== Beast Orders ====
==== Beast Orders ====
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<tr><th style="text-align:left">Cooldown</th><td>5s</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>5s</td></tr>
</table>
</table>
Sets the companion's behaviour by level: 1 Passive, 2 Defensive, 3 Offensive, 4 Release (frees the beast and consumes its bond). → '''[[Beast Orders]]'''
Sets how the companion behaves, switching it between passive, defensive and offensive stances, or releasing it to free the beast and consume its bond. → '''[[Beast Orders]]'''


== Inherited skills ==
== Inherited skills ==

Revision as of 17:08, 16 June 2026

Hunter is a second class of the Archer line, master of traps, the falcon and ranged burst. Hunters control the battlefield with a deep arsenal of ground traps — snares, status mines and elemental explosives — while their falcon companion adds automatic and on-demand damage. They blend area denial, crowd control and hard-hitting bow attacks into one of the most versatile damage-dealing classes. On VortexRo the Hunter also gains two custom branches: the Marksman line (Hunter's Mark) and the Beast Master line (a tameable beast companion).

Skills

Skid Trap

Skid Trap
JobHunter
TypeActive
TargetGround
Max level5
SP cost10
Range3 cells

A trap that sends the first enemy to trigger it sliding away across the floor. It deals no damage, serving purely to reposition foes and break up an approach. → Skid Trap

Land Mine

Land Mine
JobHunter
TypeOffensive
TargetGround
ElementEarth
Max level5
SP cost14 → 30
Range3 cells

An Earth-element damage trap that bursts in a splash when triggered, bypassing the target's evasion and defensive cards to land reliable damage. → Land Mine

Ankle Snare

Ankle Snare
JobHunter
TypeActive
TargetGround
Max level1
SP cost12
Range3 cells

The Hunter's signature snare, rooting the first enemy to step on it in place. The cornerstone of trap-based crowd control and kiting. → Ankle Snare

Shockwave Trap

Shockwave Trap
JobHunter
TypeActive
TargetGround
Max level5
SP cost45
Range3 cells

A trap that drains the SP of every enemy caught in its splash, growing more potent at higher levels. A strong tool against spellcasters. → Shockwave Trap

Sandman

Sandman
JobHunter
TypeActive
TargetGround
Max level3
SP cost12
Range3 cells

A status trap that lulls enemies in its splash to Sleep; any blow wakes the victim. → Sandman

Trap Research

Trap Research
JobHunter
TypePassive
Max level10

A passive mastery that raises INT and lets the Hunter throw traps from farther away. → Trap Research

Flasher

Flasher
JobHunter
TypeActive
TargetGround
Max level5
SP cost12
Range3 cells

A status trap that Blinds enemies in its splash, slashing their accuracy and evasion. → Flasher

Freezing Trap

Freezing Trap
JobHunter
TypeOffensive
TargetGround
ElementWater
Max level5
SP cost10
Range3 cells

A Water-element trap that both damages and Freezes enemies caught in its splash, locking them down while it harms them. → Freezing Trap

Blast Mine

Blast Mine
JobHunter
TypeOffensive
TargetGround
ElementWind
Max level5
SP cost14 → 30
Range3 cells

A short-lived Wind-element mine that erupts for heavy damage across a splash, bypassing evasion and defensive cards. → Blast Mine

Claymore Trap

Claymore Trap
JobHunter
TypeOffensive
TargetGround
ElementFire
Max level5
SP cost14 → 30
Range3 cells

The Hunter's hardest-hitting Fire-element mine, exploding across a wide splash and ignoring evasion and defensive cards. → Claymore Trap

Remove Trap

Remove Trap
JobHunter
TypeActive
TargetTrap
Max level1
SP cost5
Range2 cells

Clears a placed trap without triggering it — the safe way to remove an occupied Ankle Snare. → Remove Trap

Talkie Box

Talkie Box
JobHunter
TypeActive
TargetGround
Max level1
SP cost1
Range3 cells

A novelty trap that displays a custom message when a player steps on it. → Talkie Box

Beast Bane

Beast Bane
JobHunter
TypePassive
Max level5

A passive mastery that sharpens the Hunter's attacks against Brute, Fish, Insect and Doram creatures. → Beast Bane

Falconry Mastery

Falconry Mastery
JobHunter
TypeActive
TargetSelf
Max level1
SP cost10

Summons the falcon companion that powers Blitz Beat, Detect and the auto-Blitz on normal attacks. → Falconry Mastery

Steel Crow

Steel Crow
JobHunter
TypePassive
Max level10

A passive mastery that strengthens every blow of Blitz Beat and makes the falcon's automatic strikes proc more often. → Steel Crow

Arrow Training

Arrow Training
JobHunter
TypePassive
Max level10

A passive mastery that increases bow damage while a bow is equipped. → Arrow Training

Blitz Beat

Blitz Beat
JobHunter
TypeOffensive
TargetEnemy
ElementNeutral
Max level5
SP cost10 → 22
Range5 cells

The falcon's signature splash attack, pecking the target in a rapid flurry. It also fires off automatically from the Hunter's normal bow attacks, adding free damage on top of every shot. → Blitz Beat

Detect

Detect
JobHunter
TypeActive
TargetGround
Max level4
SP cost8
Range3 → 9 cells

Sends the falcon to reveal hidden and cloaked enemies and uncover concealed traps in an area. → Detect

Spring Trap

Spring Trap
JobHunter
TypeActive
TargetTrap
Max level5
SP cost10
Range4 → 8 cells

Sends the falcon to detonate a placed trap from a distance, or to safely clear unwanted traps. → Spring Trap

Beast Strafing

Beast Strafing
JobHunter
TypeOffensive
TargetEnemy
Max level10
SP cost12 → 16

A two-hit combo follow-up to Double Strafing that strikes for heavy damage, but only against Brute, Insect, Fish and Doram creatures. → Beast Strafing

Marksman (Wind Sign)

The Marksman branch is a custom VortexRo line built around marking and burst.

Hunter's Mark

Hunter's Mark
JobHunter
TypeActive
TargetEnemy
Max level5
SP cost100 → 60
Range9 cells
Cooldown30s
Duration20s → 60s

Brands one enemy with a private mark only the Hunter and target can see; it lingers through Hide and Cloak. The marking Hunter does extra ranged damage to the branded target, and the cooldown resets instantly if the marked enemy dies. → Hunter's Mark

Beast Master

The Beast Master branch is a custom VortexRo line that lets the Hunter tame, summon and command a beast companion. The companion fights with its own stats; the Hunter directs it.

Beast Taming

Beast Taming
JobHunter
TypeActive
TargetSelf
Max level1
SP cost50
Range9 cells
Cast time1s
Cooldown3s

Opens a capture cursor to tame a wild beast; the weaker the beast, the more likely the attempt succeeds. Success grants a Beast Bond used to summon the companion. → Beast Taming

Beast Call

Beast Call
JobHunter
TypeActive
TargetSelf
Max level1
SP cost30
Range9 cells
Cooldown10s

Summons a chosen Beast Bond's companion to the Hunter's side. Only one beast may be active at a time. → Beast Call

Beast Recall

Beast Recall
JobHunter
TypeActive
TargetSelf
Max level1
SP cost20
Range9 cells
Cast time1s
Cooldown2s

Returns the active companion to its bond (kept in the inventory) so it can be re-summoned later. → Beast Recall

Beast Bite

Beast Bite
JobHunter
TypeOffensive
TargetEnemy
Max level5
SP cost40 → 48
Range9 cells
Cooldown1s → 5s

Commands the beast to lunge and bite an enemy for heavy damage, then lock onto that target. → Beast Bite

Beast Orders

Beast Orders
JobHunter
TypeActive
TargetSelf
Max level4
SP cost30
Range9 cells
Cooldown5s

Sets how the companion behaves, switching it between passive, defensive and offensive stances, or releasing it to free the beast and consume its bond. → Beast Orders

Inherited skills

The Hunter also keeps all Archer skills.

Advancement

The Hunter advances to the Sniper. See Second Classes.