Théran Codex Théran · Play
Hunter

Hunter

38Spells
10MarksmanshipAir
10BeastsEarth
10SurvivalWater

Common spells are accessible regardless of specialization; each specialization adds its own, starting at level 10. The level indicated is the level to which the spell opens.

Each throw draws its damage in a range of ±15% around the base of the spell: it is it that is indicated under each effect. It does not take into account your characteristics, nor your damage, nor the resistances of the target, which move it whole; critical shots are a second draw, over it.

Common spells

LevelSpellAP RangeElementEffect
1 Aimed Shot 3 2–6 Air 26Damage 22–30
1 Call Companion 3 1–2 Neutral summons the companion (a wolf — with its own spellbar and AP)Summon · HP 40% of launcher · 6 AP / 3 MPBite — 2 AP · 14 damageLeap — 2 AP · bond to target + 22Roar — 3 AP · auto r1, 18 + removal 1 MPBite — 2 AP · target: 20Twin Fangs — 3 AP · strike 2×12
1 Rapid Fire 2 1–5 Air 14Damage 12–16
2 Disengage 2 0–0 Neutral down 2 cells + Run +4 this turn
4 Serpent Sting 3 1–5 Water poison 10/turn, 3 turns
6 Multi-Shot 4 2–5 Air area r1 : 22Damage 19–25
9 Immobilizing Trap 3 1–4 Air trap: Rooted (MP=0) 1 turn
13 Camouflage 2 0–0 Neutral -20% damage sustained + Flight +2, 1 turn

Marksmanship

LevelSpellAP RangeElementEffect
10 Kill Shot 5 3–8 Air 48 · +7%/case beyond 4 · ×1,6 si cible <25% HPDamage 41–55
10 Piercing Shot 4 1–3 Air 26 in each cellDamage 22–30
20 Scattering Arrow 3 1–4 Air 15 + push 2 cellsDamage 13–17
20 Hawk Eye 2 0–0 Neutral +2 Range, 2 turns
35 Arcing Shot 4 3–7 Air 30 (without LdV)Damage 26–35
35 Volley 5 2–5 Air area r2 : 14 + rain of arrows 12/turn 2tDamage 12–16
50 Precision Shot 2 0–0 Neutral +20% to your damage, 3 laps
50 Burst Shot 5 2–7 Air 5×11, ignores 20% resistDamage 47–63
65 Explosive Shot 4 2–6 Fire the arrow is planted, detonated at the turn following zone r1 : 34 (Fire, scale Agi)Damage 29–39
80 Concussive Shot 2 2–6 Air 14 + removal 2 MPDamage 12–16

Beasts

LevelSpellAP RangeElementEffect
10 Raised Whip 2 0–0 Neutral companion +30% damage this turn
10 Bestial Bond 2 0–0 Neutral 20% of your damage suffered → companion, 2 laps
20 Cobra Shot 2 1–3 Earth 16 · range 1-3 · max 3/roundDamage 14–18
20 Fatal Shot 4 2–6 Earth 40 ; ×1,8 si cible <20% HPDamage 34–46
35 Mend Companion 2 0–6 Neutral treats the companion of 28
35 Barrage 4 2–5 Earth area r2 : 20Damage 17–23
50 Bestial Fury 3 0–0 Neutral you and the companion: +15% damage, 3 laps
50 Barbed Shot 3 2–6 Earth 12 + bleeding 8/turn 2t; energizing companion (+15% 2t)Damage 10–14
65 Unleashed Pack 4 1–4 Earth invokes 3 temporary fawns (Morse 8/turn each)Summon ×3 · HP 20% of launcher · 6 AP / 3 MPBite — 3 AP · 4 damage
80 Intimidation 2 1–6 Earth the companion leapt and stunned (removal 3 AP + root 1t)

Survival

LevelSpellAP RangeElementEffect
10 Serpentine Spear 3 1–1 Water 30 + poison 6/turn, 2 turns
10 Savage Assault 4 1–1 Water 2×18; +1 turn to your DoTs on targetDamage 36–48
20 Acid Bomb 4 1–3 Water area r1 : 16 + acid 6/turn, 2 turns
20 Harpoon 3 2–4 Air PULLS the target into melee + 12Damage 10–14
35 Python's Embrace 2 1–1 Water 10 + poison 4/turn, 2 turns
35 Viper Feast 4 0–0 Water 18 to all adjacent; +1 turn to your DoTs on targetsDamage 15–21
50 Explosive Trap 4 1–4 Water trap: at trigger, zone r1 — 20 + acid 6/turn, 2 turnsDamage 17–23
50 Coordinated Assault 3 0–0 Neutral you + the companion +20% damage 3t
65 Steel Trap 3 1–4 Earth trap: Rooted 1t + bleeding 8/turn 2t at trigger
80 Eagle's Fury 5 1–1 Earth 4×14 in frontal cone 90°, range 1 (Land, Scale Chance)Damage 48–64