Hunting

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Icon Round Marksmanship.png

The school of Hunting is used by archers to enhance their attacks with bows and crossbows, allowing them to hit multiple targets at once and aim at vital spots, inflicting critical wounds and debilitating strikes.

Hunting is a crucial school for hunters who want to silently kill their targets from afar, as well as for city guards during sieges. Additionally, proficient Hunting users mastered ways to craft and shoot different types of arrows, made with special materials and soaked with poisons, in order to inflict the maximum amount of damage to their victims.

The power of most abilities belonging to this school depends on the Dexterity and Perception of the archer.

Abilities

Physical Ability
Icon AcidTrap.png
School: Hunting
Ability Type: Target (Terrain)
Pre-Cast Time: 0.2
Can be Critical: No
Friendly Fire: Yes
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Melee, Trap

You place an acid could trap on the ground, which activates after a short delay.
Upon activation, the trap begins to release potent acidic fumes that continuously damage and corrode anyone within its radius, until it runs out.
Activation Delay: 2
Trap Area Radius:
6
Damage Acid Per Second:
50 to 75 * (1 + %PhysicalPower)
Stacks Corrosion Per Second:
5 to 7.5 * (1 + %PhysicalPower) (reduced by: Fortitude)
Duration Trap:
8
IconsUI 1.png 20 Icon TT Mana transparent.png 150
Physical Ability
Icon DrawBack.png
School: Hunting
Ability Type: Directional
Pre-Cast Time: 0
Can be Critical: Irrelevant
Friendly Fire: Irrelevant
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Mobility, Status Removal

You quickly dash backwards, freeing yourself from any snaring effect.
Spell Charges: 0.8 to 1.2 * (1 + %PhysicalPower)
Distance Dash:
2 to 3 * (1 + %PhysicalPower)
IconsUI 1.png 10 to 8 Icon TT Mana transparent.png 100
Physical Ability
Icon ExplosiveTrap.png
School: Hunting
Ability Type: Target (Terrain)
Pre-Cast Time: 0.2
Can be Critical: No
Friendly Fire: Yes
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Melee, Trap

You place a ticking explosive trap on the ground, which acts as a proximity bomb, and explodes as soon as one or more enemies get too close, or when its duration expires.
The explosion knocks back and deals crush and fire damage to anyone within its radius. The damage depends on the victim's distance from the trap when it explodes.
Activation Delay: 1.5
Trap Area Radius:
6
Trap Trigger Distance:
2
Damage Crush:
150 to 225 * (1 + %PhysicalPower)
Damage Fire:
150 to 225 * (1 + %PhysicalPower)
Stacks Warm:
10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude)
Knock Back Distance:
6
Duration Trap:
30
Effects Falloff:
50%
IconsUI 1.png 10 Icon TT Mana transparent.png 150
Physical Ability
Ultimate
Icon HunterMark.png
School: Hunting
Ability Type: Target (Enemy)
Pre-Cast Time: 0.2
Can be Critical: Irrelevant
Friendly Fire: Irrelevant
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Linked Effects, Ranged

You mark your prey, creating a link between the two of you.
While the link is active, your prey cannot hide or turn invisible in any way, and its evasion is nullified against any attack coming from you.
The cooldown of this ability resets if the creature you marked dies.
Link Max Distance: 30
Link Max Duration:
20 to 30
IconsUI 1.png 30 Icon TT Mana transparent.png 300
Physical Ability
Icon NetTrap.png
School: Hunting
Ability Type: Target (Terrain)
Pre-Cast Time: 0.2
Can be Critical: Irrelevant
Friendly Fire: No
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Ranged, Trap

You throw a net to trap every opponent within a specific area of your choice.
Area Radius: 2.5
Duration Trapped:
1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude)
IconsUI 1.png 9 Icon TT Mana transparent.png 135
Physical Ability
Icon PoisonCloudTrap.png
School: Hunting
Ability Type: Target (Terrain)
Pre-Cast Time: 0.2
Can be Critical: No
Friendly Fire: Yes
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Melee, Trap

You place a poision could trap on the ground, which activates after a short delay.
Upon activation, the trap begins to release thick noxious fumes that continuously damage and poison anyone within its radius, until it runs out
Activation Delay: 2
Trap Area Radius:
6
Damage Poison Per Second:
50 to 75 * (1 + %PhysicalPower)
Stacks Poison Per Second:
5 to 7.5 * (1 + %PhysicalPower) (reduced by: Fortitude)
Duration Trap:
8
IconsUI 1.png 20 Icon TT Mana transparent.png 150
Physical Ability
Icon SnareTrap.png
School: Hunting
Ability Type: Target (Terrain)
Pre-Cast Time: 0.2
Can be Critical: No
Friendly Fire: Irrelevant
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Melee, Trap

You place a snare trap on the ground, which triggers as soon as an enemy steps on it.
The victim takes severe crush damage, is snared in place and starts bleeding profusely.
Activation Delay: 1.5
Trap Trigger Distance:
1
Damage Crush:
200 to 300 * (1 + %PhysicalPower)
Duration Trapped:
1 to 1.5 * (1 + %PhysicalPower) (reduced by: Fortitude)
Stacks Bleeding:
10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude)
Duration Trap:
30
IconsUI 1.png 10 Icon TT Mana transparent.png 150
Physical Ability
Icon SpikeTrap.png
School: Hunting
Ability Type: Target (Terrain)
Pre-Cast Time: 0.2
Can be Critical: No
Friendly Fire: Yes
Armor Restrictions: Light / Medium
Weapon Restrictions: -
Tags: Melee, Trap

You place a ticking spike trap on the ground, which acts as a proximity bomb, and explodes as soon as one or more enemies get too close, or when its duration expires.
The explosion fires hundreds of metallic spikes which hit anyone in range, inflicting pierce damage and making them bleed.
The damage and the bleed intensities depend on the victim's distance from the trap when it explodes.
Activation Delay: 1.5
Trap Area Radius:
6
Trap Trigger Distance:
2
Damage Pierce:
200 to 300 * (1 + %PhysicalPower)
Duration Trap:
30
Stacks Bleeding:
10 to 15 * (1 + %PhysicalPower) (reduced by: Fortitude)
Effects Falloff:
50%
IconsUI 1.png 10 Icon TT Mana transparent.png 150