Hunter

// Hello its BrosFist. i think that I discribe all abilities that hunter have, some doesnt have images but i hope that someone helps me to find them and put it in here.

Learning Curve: Average
Hunters are highly trained in the art of ranged weapon combat as demanded by their profession. As most able fighters, hunters have been summoned early on in the fight against the First Shadow.

The hunter usually specializes in a specific ranged weapon type although there are exceptions to this. Although not as tough as warriors, hunters can handle a few blows.
 * Specializes in Ranged Combat
 * Uses Many Specialized Shots
 * Has Passive Range Enhancing Abilities
 * Can't Learn Spells

Abilities
// of course if you want to get ability like Poison shot II you need Poison shot I first(Brosfists obvious tips)

// to get all abilities you need about 80-90 lvl(for human), but xp need for that is colossal soooo think wisely

Side step moves
Increases your dodge chance by 50% for 3 turns

Cooldown 16 turns. No energy cost

Poison shot I
Regular shot that additionally applies a poison on target.

Deals 120% of your damage over 4 turns.

Cooldown 5 turns.

Dirty shot I
Reduces the line of sight of the target by 1 and reduces its chance to hit by a flat 8%.

Lasts 3 turns. Cooldown 6 turns.

Place leg hold trap
Spend 2000 energy to place a trap.

When triggered by enemy (player immune to trap) it (enemy) will recieve damage per turn and lose its energy. Every turn enemy have a 15% chance(30% for big ones) to break free. Targets with movement inpairing lose ther chances to break free.

Damage: 1d3 x ([char level] / 3 ), Cooldown 10 turns. //Does not trigger/dissapear if it missed(Enemy dodged it)//

Careful shots I
Gives an additional 20%(50% in total) chance to recover ammo after using.

Poison shot II
Regular shot that deals an additional 200% damage per turn over 4 turns

Cooldown 5 turns, replaces Poison shot I

Multishot II
Fires up to 5 of your ammo. each deals 70% of damage.

Cooldown 5 turns.

Explosive shot I
Regular shot that also explodes for additional 80% of fire damage in 1 tile radius.

Cooldown 5 turns.

Explosive shot II

Regular shot that also explodes for additional 120% of fire damage in 1 tile radius.

Cooldown 5 turns.

Shocking shot I
Regular damage. Removes target 400 energy per turn for 3 turns

Shocking shot II

Regular dmg. Removes 500 energy for 4 turns.

Flare shot
Shot at tile to reveal all enemies and traps in 3 radius. Cooldown 1 turn. Doesnt deal any damage

Repid reload I
Increases attack speed with ranged weapons by 12 %

Thorough corpse looter
Increases chances and average amount of items drops from enemies by 10%.

Shot and jump I
Fires regular shot and jumps 2 tiles back if possible.

Cooldown 4 turns.

Greater perception I
Increases Perception by 6 permamently.

Greater perception II
Additionally increases Perception by 9(15 in total)

Crossbow affinity I
Increases damage and critical rating with crosbows by 35%

Crossbow affinity II
Increases damage and critical rating with crosbows by 70%

Replaces Crossbow affinity I

Bow affinity I
Increases damage and hit chance with bows by 35%

Bow affinity II
Increases damage and hit chance with bows by 70%

Replaces Bow affinity I

Gun's affinity I
Damage with guns increased by 35%

Gun's affinity II
Damage with guns increased by 70%

Replaces Gun's affinity I

Sling affinity I
Increases speed and damage with sling by 35%

Sling affinity II
Increases speed and damage with sling by 70%

Replaces Sling affinity I

Light of foot
Reduce the energy used when moving by 15%

Creat agility I
Gives 6 Agility permamently.

==== Creat agility II gives total 15 agility ====

Explosive shot II
Regular shot that also explodes for additional 200% of fire damage in 1 tile radius.

Cooldown 5 turns.

Shocking shot III
Regular dmg. Removes 650 energy for 5 turns.

Cooldown 6 turns.

Shoot and jump II
Fire a shot and jumps up to 4 tiles back(i possible)

cooldown 3 turns

replaces Shoot and jump I

Poison shot III
Poison now deals 400% damage over 4 turns

Cooldown 5 turns

Replaces Poison shot II

Prepared shot II
Fires 650% damage with additional crit and hit 70% chance

Uses 180% energy of a regular shot.

Cooldawn 14 turns

Replaces Prepared shot I

Greater perception III
Gives an additional 15 (total 30) points of perceptoion

Greater agility III
Gives an additional 15 (total 30) points of agility

Dirty shot II
Reduces the line of sight of the target by 2 and reduces its chance to hit by a flat 15%.

Lasts 4 turns. Cooldown 6 turns.

Dirty shot III
Reduces the line of sight of the target by 3 and reduces its chance to hit by a flat 25%.

Lasts 5 turns. Cooldown 6 turns.

Multishot I
Fires up to 3 of your ammo at 70% damage each.(Each time you fire you lose up to 3 ammo)

Cooldown 5 turns.

Repid reload II
Increases attack speed by 25% with ranged weapons

replaces Repid reload I

Very light of foot
Reduces energy cost for moving by 30%.

Replaces light of foot.

Piercing shot I
Hits all in the path.

Damage 130%.Cooldown 4 turns.

Piercing shot II
Hits all in the path.

Damage 200%.Cooldown 4 turns.

Replaces Piercing shot I

Create ammunition II
Creates 20 to 40 ammo for your ranged weapon(currently equipped).Tier 2 type.

Uses 4500 energy. Cooldown 216 turns.

Dodge training
Increases dodge chance by 15%(any attack)

Multishot III
Fires up to 8 shots with 70% each.

Cooldown 5 turns

Improved dodge training
Increases chance to dodge any attack by 30%

Replaces dodge training

Prepared shot I
Deals 400% of damage with additional 50% chance to hit and crit !

Uses 200% energy of regular attack

Cooldown 16 turns

Careful shots II
Gives an additional 45%(total 75%) to recover ammo from bodies or missed shots.

Removes Careful shots I

Create ammunition III
Creates 25 to 55 ammo for your weapon (tier 3 complex tipe ammo)