Dunlending Archer
A patient stalker who dresses in wolf-pelts and moves through the Misty Mountain foothills like a ghost, marking prey from concealment before unleashing a precisely aimed shaft that the victim never hears coming.
- Archetype
- Ranged
Cultures
Active ability — Marked Prey
- Cooldown (s)
- 30
- Duration (s)
- 8
Root (granted at the start)
- passive — Marked Prey grants +5% ranged damage and marks a target for relentless pursuit. (Damage +0.05 (Ranged))
Tier 1 · Wolf-Pelt Stalker · from level 1
- Pack-Marked Stalker: keystone — Your mark draws the whole pack to the kill. Marked Prey radius +3. (Damage +0.05 (Ranged))
- Pack-Marked Stalker: passive — You wait for the perfect moment to strike. +6% ranged damage. (Damage +0.06 (Ranged))
- Pack-Marked Stalker: passive — You move without sound through the Dunlending hills. +10% stealth bonus. (StealthBonus +0.1)
- Pack-Marked Stalker: passive — You track prey for days without rest. +5 health. (Health +5)
- Pack-Marked Stalker: passive — Dunlending fletching traditions fill your quiver. +10% ammo. (Ammo +0.1)
- Wolfskin Skulker: keystone — The mark persists through the chaos of battle. Marked Prey duration +4s. (Damage +0.05 (Ranged))
- Wolfskin Skulker: passive — You nock and draw in a single fluid motion. +5% ranged damage. (Damage +0.05 (Ranged))
- Wolfskin Skulker: passive — The wolf pelt keeps you warm and unseen. +6 health. (Health +6)
- Wolfskin Skulker: passive — You read the land like a book. +5% party spotting range. (PartySpottingRange +0.05)
- Wolfskin Skulker: passive — Your hunters follow the pack leader without question. -4% troop wages. (TroopWages -0.04)
Tier 2 · Shadow-Marksman · from level 10
- Throat-Shot Hunter: keystone — The whole pack descends without warning. Marked Prey charge cost -20. (Damage +0.08 (Ranged))
- Throat-Shot Hunter: passive — You aim for the gaps in every enemy's armour. +10% armour penetration. (ArmorPenetration +0.1)
- Throat-Shot Hunter: passive — Your hunters surround and harass the enemy. +4% troop damage. (TroopDamage +0.04)
- Throat-Shot Hunter: passive — The wild has taught you to survive anything. +6 health. (Health +6)
- Throat-Shot Hunter: passive — Your clan supplies enough arrows for a siege. +13% ammo. (Ammo +0.13)
- Ghost of the Hills: keystone — The mark is set deep and does not fade. Marked Prey duration +2s. (Damage +0.08 (Ranged))
- Ghost of the Hills: passive — You attack from concealment for maximum effect. +13% stealth bonus. (StealthBonus +0.13)
- Ghost of the Hills: passive — Hard life in the hills makes you nigh-unkillable. +10% resistance to melee. (Resistance +0.1 (Melee))
- Ghost of the Hills: passive — Your scouts move without trace. +8% party spotting range. (PartySpottingRange +0.08)
- Ghost of the Hills: passive — No wound stops the hunter. +7 health. (Health +7)
Tier 3 · Grey Huntsman of the Hills · from level 20
- Apex Wolfskin: keystone — The mark of the Wolfskin leaves no survivors. Marked Prey radius +5. (Damage +0.12 (Ranged))
- Apex Wolfskin: passive — Every shaft is lethal. +14% ranged damage. (Damage +0.14 (Ranged))
- Apex Wolfskin: passive — The hunt never ends for you. +9 health. (Health +9)
- Apex Wolfskin: passive — Every hunter in Dunland answers your call. +4 party size. (PartySize +4)
- Apex Wolfskin: passive — Your name is whispered in enemy camps. +12% battle renown gain. (RenownGain +0.12)
- Master of the Great Pack: keystone — The prey can never escape your mark. Marked Prey charge cost -30. (Damage +0.12 (Ranged))
- Master of the Great Pack: passive — Your hunters are relentless and coordinated. +6% troop damage. (TroopDamage +0.06)
- Master of the Great Pack: passive — Your hunters leave no trace and arrive without warning. +8% party movement speed. (PartyMovementSpeed +0.08)
- Master of the Great Pack: passive — Every trophy adds to your fearsome legend. +14% battle renown gain. (RenownGain +0.14)
- Master of the Great Pack: passive — Every wolfskin hunter in Dunland rides with you. +6 party size. (PartySize +6)
Point rules
- One point per character level, up to 30 (plus the root). One keystone per tier until a tier 3 group is complete.