Hunter: Difference between revisions
Remove Aegis field from skill infoboxes; one field per row |
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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 | 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 | 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 | 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 | 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 | 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 | 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 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 | 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 | 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 | 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 | 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 | 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, | 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 | 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 | 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 | 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 | 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 | 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
| 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
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
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
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
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
Flasher
| Job | Hunter |
|---|---|
| Type | Active |
| Target | Ground |
| Max level | 5 |
| SP cost | 12 |
| Range | 3 cells |
A status trap that Blinds enemies in its splash, slashing their accuracy and evasion. → Flasher
Freezing Trap
| Job | Hunter |
|---|---|
| Type | Offensive |
| Target | Ground |
| Element | Water |
| Max level | 5 |
| SP cost | 10 |
| Range | 3 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
| 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
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
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. → Talkie Box
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
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
Arrow Training
| Job | Hunter |
|---|---|
| Type | Passive |
| Max level | 10 |
A passive mastery that increases bow damage while a bow is equipped. → Arrow Training
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
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
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
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
Marksman (Wind Sign)
The Marksman branch is a custom VortexRo line built around marking and burst.
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 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
| 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
Inherited skills
The Hunter also keeps all Archer skills.
Advancement
The Hunter advances to the Sniper. See Second Classes.