Hunter: Difference between revisions
Rename Wind Sign → Hunter's Mark |
class-wiki: restructure Hunter into Trapper/Marksman/Beast Master branches |
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'''Hunter''' is | [[Category:Second Classes]] | ||
= Hunter = | |||
The '''Hunter''' is the second-class advancement of the [[Archer]], master of traps, the falcon and ranged burst. On Vortex Legends the Hunter is built around a '''three-branch specialization system''': | |||
* '''Trapper''' — zone control and area denial through a deep arsenal of ground traps. | |||
* '''Marksman''' — focused single-target bow damage, built around marking a target. | |||
* '''Beast Master''' — a falcon and a tamed beast companion that fight at the Hunter's side. | |||
The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. Hunters advance into the [[Sniper]] after second class. | |||
---- | |||
== | == Specialization branches == | ||
=== | === Trapper === | ||
The Trapper turns the ground into a minefield of snares, status traps and elemental explosives, excelling at zone control, area denial and shutting down melee and stealth approaches. It is the deepest trap toolkit in the game. | |||
==== Ankle Snare ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Ankle Snare</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td>Ground</td></tr> | <tr><th style="text-align:left">Target</th><td>Ground</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td> | <tr><th style="text-align:left">Max level</th><td>1</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>12</td></tr> | ||
<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. The cornerstone of trap-based crowd control and kiting. | |||
→ '''[[Ankle Snare]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Skid Trap ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Skid Trap</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td>Ground</td></tr> | <tr><th style="text-align:left">Target</th><td>Ground</td></tr> | ||
<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> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>10</td></tr> | ||
<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 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]]''' | |||
<br style="clear:both"/> | |||
= | ==== Shockwave Trap ==== | ||
=== Shockwave Trap === | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Shockwave Trap</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Shockwave Trap</caption> | ||
| Line 56: | Line 56: | ||
<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 every enemy caught in its splash, growing more potent at higher levels. A strong tool against spellcasters. → '''[[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]]''' | |||
<br style="clear:both"/> | |||
=== Sandman === | ==== Sandman ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Sandman</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Sandman</caption> | ||
| Line 68: | Line 70: | ||
<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 lulls enemies in its splash to Sleep; any blow wakes the victim. → '''[[Sandman]]''' | A status trap that lulls enemies in its splash to Sleep; any blow wakes the victim. | ||
→ '''[[Sandman]]''' | |||
<br style="clear:both"/> | |||
< | |||
=== Flasher === | ==== Flasher ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Flasher</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Flasher</caption> | ||
| Line 89: | Line 84: | ||
<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 ambush trap that Blinds the enemy who triggers it and summons a pack of monsters around them for 15 seconds. The summoned creatures give no experience or drops, and up to three Flasher traps can be set at once. | |||
→ '''[[Flasher]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Land Mine ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Land Mine</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Offensive</td></tr> | <tr><th style="text-align:left">Type</th><td>Offensive</td></tr> | ||
<tr><th style="text-align:left">Target</th><td>Ground</td></tr> | <tr><th style="text-align:left">Target</th><td>Ground</td></tr> | ||
<tr><th style="text-align:left">Element</th><td> | <tr><th style="text-align:left">Element</th><td>Earth</td></tr> | ||
<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> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>14 → 30</td></tr> | ||
<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 bursts in a splash when triggered, bypassing the target's evasion and defensive cards to land reliable damage. | |||
→ '''[[Land Mine]]''' | |||
<br style="clear:both"/> | |||
=== Blast Mine === | ==== Blast Mine ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Blast Mine</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Blast Mine</caption> | ||
| Line 115: | Line 114: | ||
<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 erupts for heavy damage across a splash, bypassing evasion 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]]''' | |||
<br style="clear:both"/> | |||
=== Claymore Trap === | ==== Claymore Trap ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Claymore Trap</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Claymore Trap</caption> | ||
| Line 128: | Line 129: | ||
<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 wide splash and ignoring evasion 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]]''' | |||
<br style="clear:both"/> | |||
==== Freezing Trap ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Freezing Trap</caption> | |||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Offensive</td></tr> | |||
<tr><th style="text-align:left">Target</th><td>Ground</td></tr> | |||
<tr><th style="text-align:left">Element</th><td>Water</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>5</td></tr> | |||
<tr><th style="text-align:left">SP cost</th><td>10</td></tr> | |||
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr> | |||
</table> | |||
A Water-element damage trap that bursts in a splash when triggered, dealing reliable damage that bypasses defensive cards. | |||
→ '''[[Freezing Trap]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Spring Trap ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Spring Trap</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td>Trap</td></tr> | <tr><th style="text-align:left">Target</th><td>Trap</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td> | <tr><th style="text-align:left">Max level</th><td>5</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>10</td></tr> | ||
<tr><th style="text-align:left">Range</th><td> | <tr><th style="text-align:left">Range</th><td>4 → 8 cells</td></tr> | ||
</table> | </table> | ||
Sends the falcon to detonate a placed trap from a distance, or to safely clear unwanted traps. | |||
→ '''[[Spring Trap]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Remove Trap ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Remove Trap</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td> | <tr><th style="text-align:left">Target</th><td>Trap</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td>1</td></tr> | <tr><th style="text-align:left">Max level</th><td>1</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>5</td></tr> | ||
<tr><th style="text-align:left">Range</th><td> | <tr><th style="text-align:left">Range</th><td>2 cells</td></tr> | ||
</table> | </table> | ||
Clears a placed trap without triggering it — the safe way to remove an occupied Ankle Snare. | |||
→ '''[[Remove Trap]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Trap Research ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Trap Research</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Passive</td></tr> | <tr><th style="text-align:left">Type</th><td>Passive</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td> | <tr><th style="text-align:left">Max level</th><td>10</td></tr> | ||
</table> | </table> | ||
A passive mastery that | A passive mastery that raises INT and lets the Hunter throw traps from farther away. | ||
→ '''[[Trap Research]]''' | |||
<br style="clear:both"/> | |||
''Continues at [[Sniper]] with the passive [[Master Trapper]], which links traps together into chain reactions.'' | |||
=== Marksman === | |||
The Marksman is the pure single-target shooter, branding a chosen target and pouring focused bow damage into it. It leans heavily on the inherited [[Archer]] attacks for its core rotation. | |||
=== | ==== Hunter's Mark ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Hunter's Mark</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td> | <tr><th style="text-align:left">Target</th><td>Enemy</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td> | <tr><th style="text-align:left">Max level</th><td>5</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>100 → 60</td></tr> | ||
<tr><th style="text-align:left">Range</th><td>9 cells</td></tr> | |||
<tr><th style="text-align:left">Cooldown</th><td>30s</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 does extra ranged damage to the branded target, and the cooldown resets instantly if the marked enemy dies. | |||
→ '''[[Hunter's Mark]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Beast Strafing ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Beast Strafing</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td> | <tr><th style="text-align:left">Type</th><td>Offensive</td></tr> | ||
<tr><th style="text-align:left">Target</th><td>Enemy</td></tr> | |||
<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> | ||
<tr><th style="text-align:left">SP cost</th><td>12 → 16</td></tr> | |||
</table> | </table> | ||
A | 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]]''' | |||
<br style="clear:both"/> | |||
=== Arrow Training === | ==== Arrow Training ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Arrow Training</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Arrow Training</caption> | ||
| Line 190: | Line 229: | ||
<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 increases bow damage while a bow is equipped. → '''[[Arrow Training]]''' | A passive mastery that increases bow damage while a bow is equipped. | ||
→ '''[[Arrow Training]]''' | |||
<br style="clear:both"/> | |||
''Continues at [[Sniper]] with the passive [[Killshot]], which sharpens critical hits against marked targets and improves Double Strafing.'' | |||
=== Beast Master === | |||
=== | The Beast Master fights alongside companions: the falcon that powers Blitz Beat and detection, and a wild beast tamed from the field that can be summoned, commanded and switched between stances. | ||
==== Beast Bane ==== | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Beast Bane</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td> | <tr><th style="text-align:left">Type</th><td>Passive</td></tr> | ||
<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 that sharpens the Hunter's attacks against Brute, Fish, Insect and Doram creatures. | |||
→ '''[[Beast Bane]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Falconry Mastery ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Falconry Mastery</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td> | <tr><th style="text-align:left">Target</th><td>Self</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td> | <tr><th style="text-align:left">Max level</th><td>1</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>10</td></tr> | ||
</table> | </table> | ||
Summons the falcon companion that powers Blitz Beat, Detect and the auto-Blitz on normal attacks. | |||
→ '''[[Falconry Mastery]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Blitz Beat ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Blitz Beat</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td> | <tr><th style="text-align:left">Type</th><td>Offensive</td></tr> | ||
<tr><th style="text-align:left">Target</th><td> | <tr><th style="text-align:left">Target</th><td>Enemy</td></tr> | ||
<tr><th style="text-align:left">Element</th><td>Neutral</td></tr> | |||
<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> | ||
<tr><th style="text-align:left">SP cost</th><td>10</td></tr> | <tr><th style="text-align:left">SP cost</th><td>10 → 22</td></tr> | ||
<tr><th style="text-align:left">Range</th><td> | <tr><th style="text-align:left">Range</th><td>5 cells</td></tr> | ||
</table> | </table> | ||
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]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Steel Crow ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Steel Crow</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td> | <tr><th style="text-align:left">Type</th><td>Passive</td></tr> | ||
<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 | A passive mastery that strengthens every blow of Blitz Beat and makes the falcon's automatic strikes proc more often. | ||
→ '''[[Steel Crow]]''' | |||
<br style="clear:both"/> | |||
=== | ==== Detect ==== | ||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px"> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Detect</caption> | ||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | <tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
<tr><th style="text-align:left">Target</th><td> | <tr><th style="text-align:left">Target</th><td>Ground</td></tr> | ||
<tr><th style="text-align:left">Max level</th><td> | <tr><th style="text-align:left">Max level</th><td>4</td></tr> | ||
<tr><th style="text-align:left">SP cost</th><td> | <tr><th style="text-align:left">SP cost</th><td>8</td></tr> | ||
<tr><th style="text-align:left">Range</th><td>9 cells | <tr><th style="text-align:left">Range</th><td>3 → 9 cells</td></tr> | ||
</table> | </table> | ||
Sends the falcon to reveal hidden and cloaked enemies and uncover concealed traps in an area. | |||
→ '''[[Detect]]''' | |||
<br style="clear:both"/> | |||
The Beast Master can also tame, summon and command a wild beast companion, which fights with its own stats under the Hunter's direction. | |||
The Beast Master | |||
==== Beast Taming ==== | ==== Beast Taming ==== | ||
| Line 272: | Line 317: | ||
<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 weaker the beast, the more likely the attempt succeeds. 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]]''' | |||
<br style="clear:both"/> | |||
==== Beast Call ==== | ==== Beast Call ==== | ||
| Line 285: | Line 332: | ||
<tr><th style="text-align:left">Cooldown</th><td>10s</td></tr> | <tr><th style="text-align:left">Cooldown</th><td>10s</td></tr> | ||
</table> | </table> | ||
Summons a chosen Beast Bond's companion to the Hunter's side. Only one beast may be active at a time. → '''[[Beast Call]]''' | Summons a chosen Beast Bond's companion to the Hunter's side. Only one beast may be active at a time. | ||
→ '''[[Beast Call]]''' | |||
<br style="clear:both"/> | |||
==== Beast Recall ==== | ==== Beast Recall ==== | ||
| Line 299: | Line 348: | ||
<tr><th style="text-align:left">Cooldown</th><td>2s</td></tr> | <tr><th style="text-align:left">Cooldown</th><td>2s</td></tr> | ||
</table> | </table> | ||
Returns the active companion to its bond (kept in the inventory) so it can be re-summoned later. → '''[[Beast Recall]]''' | Returns the active companion to its bond (kept in the inventory) so it can be re-summoned later. | ||
→ '''[[Beast Recall]]''' | |||
<br style="clear:both"/> | |||
==== Beast Bite ==== | ==== Beast Bite ==== | ||
| Line 312: | Line 363: | ||
<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 an enemy for heavy damage, then lock onto that target. → '''[[Beast Bite]]''' | Commands the beast to lunge and bite an enemy for heavy damage, then lock onto that target. | ||
→ '''[[Beast Bite]]''' | |||
<br style="clear:both"/> | |||
==== Beast Orders ==== | ==== Beast Orders ==== | ||
| Line 325: | Line 378: | ||
<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 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]]''' | 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]]''' | |||
<br style="clear:both"/> | |||
''Continues at [[Sniper]] with [[Falcon Assault]], the falcon's explosive finisher.'' | |||
== Other skills == | |||
=== Talkie Box === | |||
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | |||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Talkie Box</caption> | |||
<tr><th style="text-align:left">Job</th><td>Hunter</td></tr> | |||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | |||
<tr><th style="text-align:left">Target</th><td>Ground</td></tr> | |||
<tr><th style="text-align:left">Max level</th><td>1</td></tr> | |||
<tr><th style="text-align:left">SP cost</th><td>1</td></tr> | |||
<tr><th style="text-align:left">Range</th><td>3 cells</td></tr> | |||
</table> | |||
A novelty trap that displays a custom message when a player steps on it. Granted automatically on becoming a Hunter. | |||
→ '''[[Talkie Box]]''' | |||
<br style="clear:both"/> | |||
== Inherited skills == | == Inherited skills == | ||
The Hunter also keeps all [[Archer]] skills. | The Hunter also keeps all [[Archer]] skills, which feed every branch and especially the Marksman bow rotation. | ||
== Advancement == | == Advancement == | ||
| Line 336: | Line 409: | ||
[[Archer]] · [[Sniper]] · [[Second Classes]] · [[Classes]] | [[Archer]] · [[Sniper]] · [[Second Classes]] · [[Classes]] | ||
[[Category:Classes]] | [[Category:Classes]] | ||
Revision as of 12:17, 18 June 2026
Hunter
The Hunter is the second-class advancement of the Archer, master of traps, the falcon and ranged burst. On Vortex Legends the Hunter is built around a three-branch specialization system:
- Trapper — zone control and area denial through a deep arsenal of ground traps.
- Marksman — focused single-target bow damage, built around marking a target.
- Beast Master — a falcon and a tamed beast companion that fight at the Hunter's side.
The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. Hunters advance into the Sniper after second class.
Specialization branches
Trapper
The Trapper turns the ground into a minefield of snares, status traps and elemental explosives, excelling at zone control, area denial and shutting down melee and stealth approaches. It is the deepest trap toolkit in the game.
Ankle Snare
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 1 |
| SP cost | 12 |
| Range | 3 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
Skid Trap
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 5 |
| SP cost | 10 |
| Range | 3 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
Shockwave Trap
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 5 |
| SP cost | 45 |
| Range | 3 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
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 3 |
| SP cost | 12 |
| Range | 3 cells |
A status trap that lulls enemies in its splash to Sleep; any blow wakes the victim.
→ Sandman
Flasher
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 5 |
| SP cost | 12 |
| Range | 3 cells |
An ambush trap that Blinds the enemy who triggers it and summons a pack of monsters around them for 15 seconds. The summoned creatures give no experience or drops, and up to three Flasher traps can be set at once.
→ Flasher
Land Mine
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Ground |
| Element | Earth |
| Max level | 5 |
| SP cost | 14 → 30 |
| Range | 3 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
Blast Mine
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Ground |
| Element | Wind |
| Max level | 5 |
| SP cost | 14 → 30 |
| Range | 3 cells |
A short-lived Wind-element mine that erupts for heavy damage across a splash, bypassing evasion and defensive cards.
→ Blast Mine
Claymore Trap
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Ground |
| Element | Fire |
| Max level | 5 |
| SP cost | 14 → 30 |
| Range | 3 cells |
The Hunter's hardest-hitting Fire-element mine, exploding across a wide splash and ignoring evasion and defensive cards.
→ Claymore Trap
Freezing Trap
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Ground |
| Element | Water |
| Max level | 5 |
| SP cost | 10 |
| Range | 3 cells |
A Water-element damage trap that bursts in a splash when triggered, dealing reliable damage that bypasses defensive cards.
→ Freezing Trap
Spring Trap
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Trap |
| Max level | 5 |
| SP cost | 10 |
| Range | 4 → 8 cells |
Sends the falcon to detonate a placed trap from a distance, or to safely clear unwanted traps.
→ Spring Trap
Remove Trap
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Trap |
| Max level | 1 |
| SP cost | 5 |
| Range | 2 cells |
Clears a placed trap without triggering it — the safe way to remove an occupied Ankle Snare.
→ Remove Trap
Trap Research
| Job | Hunter |
|---|---|
| Type | Passive |
| Max level | 10 |
A passive mastery that raises INT and lets the Hunter throw traps from farther away.
→ Trap Research
Continues at Sniper with the passive Master Trapper, which links traps together into chain reactions.
Marksman
The Marksman is the pure single-target shooter, branding a chosen target and pouring focused bow damage into it. It leans heavily on the inherited Archer attacks for its core rotation.
Hunter's Mark
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Enemy |
| Max level | 5 |
| SP cost | 100 → 60 |
| Range | 9 cells |
| Cooldown | 30s |
| Duration | 20s → 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 Strafing
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Enemy |
| Max level | 10 |
| SP cost | 12 → 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
Arrow Training
| Job | Hunter |
|---|---|
| Type | Passive |
| Max level | 10 |
A passive mastery that increases bow damage while a bow is equipped.
→ Arrow Training
Continues at Sniper with the passive Killshot, which sharpens critical hits against marked targets and improves Double Strafing.
Beast Master
The Beast Master fights alongside companions: the falcon that powers Blitz Beat and detection, and a wild beast tamed from the field that can be summoned, commanded and switched between stances.
Beast Bane
| Job | Hunter |
|---|---|
| Type | Passive |
| Max level | 5 |
A passive mastery that sharpens the Hunter's attacks against Brute, Fish, Insect and Doram creatures.
→ Beast Bane
Falconry Mastery
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 1 |
| SP cost | 10 |
Summons the falcon companion that powers Blitz Beat, Detect and the auto-Blitz on normal attacks.
→ Falconry Mastery
Blitz Beat
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Enemy |
| Element | Neutral |
| Max level | 5 |
| SP cost | 10 → 22 |
| Range | 5 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
Steel Crow
| Job | Hunter |
|---|---|
| Type | Passive |
| Max level | 10 |
A passive mastery that strengthens every blow of Blitz Beat and makes the falcon's automatic strikes proc more often.
→ Steel Crow
Detect
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 4 |
| SP cost | 8 |
| Range | 3 → 9 cells |
Sends the falcon to reveal hidden and cloaked enemies and uncover concealed traps in an area.
→ Detect
The Beast Master can also tame, summon and command a wild beast companion, which fights with its own stats under the Hunter's direction.
Beast Taming
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 1 |
| SP cost | 50 |
| Range | 9 cells |
| Cast time | 1s |
| Cooldown | 3s |
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
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 1 |
| SP cost | 30 |
| Range | 9 cells |
| Cooldown | 10s |
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
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 1 |
| SP cost | 20 |
| Range | 9 cells |
| Cast time | 1s |
| Cooldown | 2s |
Returns the active companion to its bond (kept in the inventory) so it can be re-summoned later.
→ Beast Recall
Beast Bite
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Enemy |
| Max level | 5 |
| SP cost | 40 → 48 |
| Range | 9 cells |
| Cooldown | 1s → 5s |
Commands the beast to lunge and bite an enemy for heavy damage, then lock onto that target.
→ Beast Bite
Beast Orders
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 4 |
| SP cost | 30 |
| Range | 9 cells |
| Cooldown | 5s |
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
Continues at Sniper with Falcon Assault, the falcon's explosive finisher.
Other skills
Talkie Box
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 1 |
| SP cost | 1 |
| Range | 3 cells |
A novelty trap that displays a custom message when a player steps on it. Granted automatically on becoming a Hunter.
→ Talkie Box
Inherited skills
The Hunter also keeps all Archer skills, which feed every branch and especially the Marksman bow rotation.
Advancement
The Hunter advances to the Sniper. See Second Classes.
See also
Archer · Sniper · Second Classes · Classes