Table of Contents

Gunslinger

The Gunslinger is a ranged damage dealer that dual wield Pistols. Focusing on his high attack speed and relying on his apparitions (clones). Being a flexible character, as you can choose what type of rounds you want to use.

- Gunslingers can use the following Enchantments: Richochet, Hemorage, Life Bloom or Grasping.
- Gunslinger's Attack Speed cap is 6.
- Gunslinger' Base Weapon Damage is 22.
- Gunslinger' Spells scales with Dexterity while Auto-attacks scales with Strength.

Specializations

Specializations can be unlocked after obtaining the three Promotions and Awakening.

Outlaw
Outlaws are specialized in upgrading their ammo to increase damage.

Trickster
Trickster are specialized in confusing and disabling their enemies while dealing damage.

Soul Rune

Gunslinger Soul Rune
Fires an AoE bullet barrage on the location, closing in on the target over 0.6 seconds. Every hit damages and slows.

Forgotten Soul Rune

Guaranteed Effect Flashbang Amplifier Ghost
It now hits for 12 times instead of 8 times, while casting every 250ms instead of every 400ms. Investing points increases the Soul Rune’s damage. The first and the last flurry of shots cause a 1 second stun to enemies hits. Increased the area of effect from a 3×3 circle to a 5×5 circle. The caster may not attack, heal or cast spells, but is invulnerable for the duration.

Soul Runes scales with Runemastery.

Spells

Attack Spells

Spell name Level Cooldown Base Damage Spell Description

Combo Shot
8 2s/2s 49 Fires four shots at once at the target.

Phantom Apparition
50 7s/2s Create a copy of self that aid the caster in battle.

Concussive Shot
100 8s/2s 93 Deal damage to a target while applying a slow.

Disengage
1500 8s/2s 93 Paralyzes the target for 40% for 2 seconds while increasing the speed of the caster.

Phantom Expertise
1500 14s/3s Creates two copies of self that aid the caster in battle.

Phantom Proficiency
1500 90s/4s Creates five copies of self, that shoots for 25% of the attacker's damage.
Obtainable from Cooking Up A Storm quest.

Healing Spells

Spell name Level Cooldown Base Healing Spell Description

Shadows Blessing
8 1s/1s 67 Heals the health. This value is increased by 0.7% of your maximum health.

Shadows Invocation
100 14s/1s 68 Heals the health. This value is increased by 7.5% of your maximum health.

Support Spells

Spell name Type Level Cooldown Spell Description

Splitter Rounds
75 10s/0.1s The attacks trigger a DoT on the target.
Cast once to toggle on, again for off.

One With The Gun
1500 30s/0.1s Increases the damage of the caster by 10% for 15 seconds.

Unload the Chamber
150 7s/0.1s Increase the attack speed of the caster by 30% for 3 seconds or untill the caster moves.
Cast once to toggle on, again for off.

Explosive Rounds
200 10s/0.1s Bullets now explode on impact in a 3×3 AoE.
Cast once to toggle on, again for off.

Piercing Rounds
750 10s/0.1s Increases the caster's gun damage output by 25% (40% if Outlaw specialization).
Cast once to toggle on, again for off.

Clear Shot
1500 90s/0.1s Increases your and your teammates damage by 5% for one minute.

Splitter Rounds
1500 10s/0.1s Stronger version of Splitter Rounds.

Explosive Rounds
1500 10s/0.1s Stronger version of Explosive Rounds.

Piercing Rounds
1500 10s/0.1s Stronger version of Piercing Rounds.

Awakening Spells

After reaching awakening you will get Awakened Spell Points every 10 levels that you can spend on spells to increase their potency and give them special effects.
These spells will be marked with .

Spell name Guaranteed Effect Choose Between Description

Auto Attack
Deals +5% damage against bosses. Damage Impulse Receives +1% damage every time you hit, stacking up to +10%. Lasts for 2 seconds.
Velocity Impulse Receives +1% attack speed every time you hit, stacking up to +10%. Lasts for 2 seconds.
Critical Impulse Receives +2% critical chance every time you hit, stacking up to +20%. Lasts for 2 seconds.

Soul Rune
Area increased to a 5×5 diamond area. Heavy Artillery Marks the targets inside a 3×3 square area. After 2 seconds, bullets will fall from the sky dealing damage to nearby enemies.
Armed and Ready! Can only use on yourself. For 2 seconds, bullets from the sky will hit nearby enemies, dealing damage.
Fan of Bullets Casts a Fan of Bullets dealing +25% damage. A special bullet seeks the target, which receives +50% damage.

Outlaw Ammo
Ammo swapping will now have 2s cooldown. Piercing Rounds Increases Piercing Rounds damage by +1% per point added.
Explosive Rounds Increases Explosive Rounds damage by +2% per point added.
Splitter Rounds Increases Splitter Rounds damage by +2% per point added.

Combo Shot
Now bounces to 2 near targets. Quicker Shoots twice.
Side Effect Deals AoE in wave shape respective to the caster's position against the target.
Accuracy The closer you're from the target, higher the damage.

Concussive Shot
Applies DoT. Faint Now stuns the target for 2 seconds.
Multiple Concussions Bounces to 3 nearby targets.
Flare Shoots once towards the sky. The bullet fall over after 1 second, dealing damage to enemies in a 1×1 square area.

Disengage
Paralyze effectiveness doubled. Knockback Now pushes the enemy 1 SQM away and you 1 SQM away.
Debilitate If the target is debilitated (Paralyzed or Stunned) deals +50% damage.
Shadows Teleportation After 0.5 seconds, teleports 3 SQMs to the opposite direction.

Explosive Rounds
Makes enemies burn. Center of Attraction Has 10% chance to pull enemies hit towards the center.
Arsonist Every enemy hit increases the damage against the main target in 2%, up to 20%.
Pyromaniac Hitting enemies burning slightly paralyzes them for 2 seconds.

One With The Gun
Cooldown reduced by half. No Threats If shooting isolated (2×2 square area), the damage is doubled.
Open-Eyed No longer yields damage boost, instead, gives +2.5% resistance. Resistance is doubled if there's an enemy within a 2×2 square range.
Retaliation While under effect of One With The Gun, your auto attacks have 10% chance to hit again, dealing 10% of the original damage.

Phantom Apparition
Creates an extra clone. Safe Spot Heals 3% of your health.
Helper Clone's hits causes paralyze.
Run The Barrel Right before vanishing, the clone will quickly shot 10 times in a row, dealing damage.

Phantom Expertise
No longer remove older summons. Prepared Increases movement speed in 40% for 7 seconds.
Cheaper by the Dozen If you already have a clone active, it has 25% chance to summon an extra clone.
Dead Eye Right before vanishing, the clone will quickly shot against the target, dealing damage.

Phantom Proficiency
No longer remove older summons. Revenge For 7 seconds, your auto attacks will hit nearby targets.
Life Steal Any damage caused will make you heal 10% of it.
Protection Receives +5% resistance for 7 seconds.

Unload the Chamber
The attack speed buff remains for 2 seconds after walking. Distracted Target If your target hasn't moved for more than 3 seconds, damage increased in +10%.
Holding Ground If you haven't moved for over 10 seconds, attack speed increased in extra +10%.
Stray Bullet Has 10% chance to hit an additional target.

Basic Spells

Spell name Level Cooldown Spell Description

Conjure Food
8 2s/2s Creates a random piece of food.

Find “Name
8 2s/0.1s Searches for the target player.

Glow
8 2s/0.1s Emits a light source around the caster.

Jump “up/down
8 2s/0.1s Can levitate the caster up or down a ledge.

Magic Rope
8 2s/0.1s Ropes the caster up a rope spot.

Sprint
8 2s/0.1s Gives speed to the caster.

Cure Poison
10 6s/1s Cures the Poison effect.

Cure Burning
20 6s/1s Cures the Burning effect.

Cure Electrification
20 6s/1s Cures the Electrified effect.

Artifacts

The Heaven and Hell artifact are awarded after you finish the arena against either Heaven or Hell by talking to the Faith Servant at +2 Depot. This costs 100 AT and 5 million gold for each attempt. If you die, you fail and will have to attempt it again from the beginning. You can do the arena for both artifacts if you so wish. Each artifact has 3 tiers of effects that enhance certain skills, you can choose one effect for each tier. These effects cna be changed at any time inside of a protection zone.
1st tier: Received when the corresponding arena is finished.
2nd tier: 200 Wargate currency.
3rd tier: 5000 Archlight tokens and 200M Gold

Heaven Artifact


Strong Shot
T2
Combo Shot will also scale with Strength.

Protective Apparition
T2
Phantom Apparition grants a 5% maximum health shield for 3 seconds.

Shadow Protection
T2
Shadows Invocation yields a shield for 5% of the caster’s maximum health for 3 seconds.

Phantom Master
T3
Reduces Phantom Expertise cooldown by 2 seconds..

Evasive
T3
Upon a successful Evasion dodge, heal for 3% of your maximum health.

Hell Artifact


Wombo
T1
Combo Shot is casted again after 1 second, triggering Awakening Effects, if any.

Skilled Clones
T3
Clones will deal +5% damage.

Shadow Healing
T2
Shadow Invocation maximum health bonus from 7.5% to 10%.

Phantom Lord
T3
Phantom Expertise summons 1 extra clone.
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Focused Evasion
T3
Increases Evasion duration by 3 seconds.

Builds