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Unrung Alpha

Heroes / Witch Hunter

Ranged · Traps · Hunter's mark

Witch Hunter

A sworn hunter of witches and the walking dead. Silver bolts, iron traps and the vigil bell.

Silver bolts from range, iron jaws and powder kegs underfoot, and a vigil bell that marks the damned.

Life
92 → 404 at level 25
Mana
82 → 250
Armour
8 → 54
Basic attack
Crossbow bolt (ranged)

Talent planner

Spend a level 25 hero's points as the game allows: deeper tiers open with points in their branch, one keystone per branch, and a skill holds more modifiers as the hero grows. The address keeps the build, so the link shares it.

25 of 25 points left

Click a skill to spend a point, right-click to take one back. On a phone, tap a skill and use the buttons beside it. Export build copies the build for the game: open the skill tree there, choose Import build and paste it, and your free points are spent on it.

Marksman 0

Silver in the bolt, a steady hand on the stock

I
II3
III6
IV10

Snares 0

Iron jaws, powder and wire

I
II3
III6
IV10

Vigil 0

The mark, the bell and the cleansing fire

I
II3
III6
IV10

Marksman

Silver in the bolt, a steady hand on the stock.

Tier I

Silver Bolt

Active skill · Tier I · 5 ranks

  • Projectile
  • Physical
  • Pierce
  • 13 m reach

Loose a heavy silver-tipped bolt toward the cursor. It punches through every foe in its path for 94% weapon damage.

5 mana

At rank 5: Loose a heavy silver-tipped bolt toward the cursor. It punches through every foe in its path for 150% weapon damage.

Modifiers

  • Split Bolt. Loose three bolts in a fan, each for 60% of the damage.Extra
  • Barbed Heads. Foes pierced bleed for 100% weapon damage over 4s.Damage
  • Hallowed Silver. Foes pierced are marked for 3s, as Hunter's Mark does.Damage

Steady Aim

Passive · Tier I · 5 ranks

  • Damage

+7% damage.

At rank 5: +35% damage.

Tier II · opens with 3 points in Marksman

Repeating Volley

Active skill · Tier II · 3 points in the branch · 5 ranks

  • Projectile
  • Physical
  • 11 m reach

Crank the repeater and loose 7 bolts in quick succession at foes near the cursor, each for 50% weapon damage.

20 mana · 4 s cooldown

At rank 5: Crank the repeater and loose 7 bolts in quick succession at foes near the cursor, each for 82% weapon damage.

Modifiers

  • Long Burst. 11 bolts instead of 7.Extra
  • Incendiary Bolts. Each bolt bursts into flame where it strikes, burning foes within 1.2m for 35% weapon damage over 3s.Damage
  • Staggering Bolts. Each bolt staggers its foe for 0.3s.Control

Vault

Active skill · Tier II · 3 points in the branch · 5 ranks

  • Movement
  • Physical
  • 7 m reach

Roll low across the ground to the cursor, up to 7m. Comes back in 4.2s.

12 mana · 4.2 s cooldown

At rank 5: Roll low across the ground to the cursor, up to 7m. Comes back in 3.4s. (12 mana · 3.4 s cooldown)

Modifiers

  • Caltrops. Strew caltrops where you started: for 4s foes there are hobbled and take 15% weapon damage every half second.ControlDamage
  • Parting Shot. Mid-roll, loose a bolt at each of the three nearest foes for 80% weapon damage.Damage
  • Quick Hands. +30% attack speed for 3s after you land.Speed

Hunter’s Eye

Passive · Tier II · 3 points in the branch · 3 ranks

  • Crit

+3% critical strike chance.

At rank 3: +9% critical strike chance.

Tier III · opens with 6 points in Marksman

Hellfire Bolt

Active skill · Tier III · 6 points in the branch · 3 ranks

  • Projectile
  • Fire
  • Damage over time
  • 13 m reach

A bolt with a powder charge for a head: it bursts on the first foe it meets, blasting everything within 3m for 190% weapon damage and leaving them burning.

26 mana · 6 s cooldown

At rank 3: A bolt with a powder charge for a head: it bursts on the first foe it meets, blasting everything within 3m for 250% weapon damage and leaving them burning.

Modifiers

  • Cluster Charge. The blast throws four bomblets that burst around it, each for 45% of the damage.Extra
  • Pitch Fire. The blast leaves the ground burning for 4s, 20% weapon damage every half second.Damage
  • Black Powder. Foes in the blast are thrown back and stunned for 1.0s.Control

Tier IV · opens with 10 points in Marksman

Deadeye

Passive · Tier IV · 10 points in the branch · 3 ranks

  • Damage

+10% damage against foes more than 6m away.

At rank 3: +30% damage against foes more than 6m away.

Sharpshooter

Keystone · Tier IV · 10 points in the branch

  • Passive
  • Physical
  • Damage

+35% damage against foes more than 7m away.

Price: You deal 30% less damage to foes within 4m.

Repeater’s Creed

Keystone · Tier IV · 10 points in the branch

  • Passive
  • Physical
  • Haste
  • Speed
  • Extra

+20% attack speed, and every crossbow shot looses a second bolt for 60% of the damage.

Price: Your skills cost 30% more.

Snares

Iron jaws, powder and wire. A support tree, played beside the Witch Hunter's first skill.

Tier I

Bear Trap

Active skill · Tier I · 5 ranks

  • Ground
  • Physical
  • Stun
  • 10 m reach

Throw an iron trap at the cursor. It lies armed for 20s and snaps shut on the first foe to step in: 165% weapon damage, held fast for 1.8s. Up to 3 lie armed at once.

12 mana · 1.5 s cooldown

At rank 5: Throw an iron trap at the cursor. It lies armed for 20s and snaps shut on the first foe to step in: 265% weapon damage, held fast for 2.6s. Up to 3 lie armed at once.

Modifiers

  • Serrated Jaws. A foe caught bleeds for 120% weapon damage over 4s.Damage
  • Brace of Traps. Throw three traps at once, spread round the cursor; the two outer traps bite (and bleed) for 40% of the damage.Extra
  • Alarm Bell. A bell on the trap's chain clangs as it snaps, stunning foes within 4m for 1.0s.Control

Trapper’s Craft

Passive · Tier I · 5 ranks

  • Damage

Your traps, kegs, wires and stakes deal +10% damage.

At rank 5: Your traps, kegs, wires and stakes deal +50% damage.

Tier II · opens with 3 points in Snares

Powder Keg

Active skill · Tier II · 3 points in the branch · 5 ranks

  • Area
  • Fire
  • 11 m reach

Heave a keg of black powder at the cursor. Its fuse burns 1.1s, then it blows apart: 180% weapon damage to everything within 3.5m, flinging foes back.

24 mana · 6 s cooldown

At rank 5: Heave a keg of black powder at the cursor. Its fuse burns 1.1s, then it blows apart: 300% weapon damage to everything within 3.5m, flinging foes back.

Modifiers

  • Nail Keg. Nails packed in the powder fly: foes caught bleed for 80% weapon damage over 4s.Damage
  • Thunder Keg. Foes in the blast are stunned for 1.2s.Control
  • Second Keg. A smaller keg rolls on past the first and blows a moment later for 60% of the damage.Extra

Hunter’s Patience

Passive · Tier II · 3 points in the branch · 3 ranks

  • Damage

Stunned and held foes take +6% damage from you.

At rank 3: Stunned and held foes take +18% damage from you.

Tier III · opens with 6 points in Snares

Tripwire

Active skill · Tier III · 6 points in the branch · 3 ranks

  • Ground
  • Physical
  • Stun
  • 9 m reach

String a wire hung with little bells from your feet toward the cursor (9m) for 12s. Each foe that blunders into it rings the bells and goes down: 110% weapon damage and stunned for 1.5s.

22 mana · 10 s cooldown

At rank 3: String a wire hung with little bells from your feet toward the cursor (9m) for 12s. Each foe that blunders into it rings the bells and goes down: 150% weapon damage and stunned for 1.5s.

Modifiers

  • Razor Wire. Foes that trip bleed for 100% weapon damage over 4s.Damage
  • Long Line. The wire runs 13m and stays 20s, and foes near it are hobbled.DurationAreaControl
  • Tolling Bells. Each trip sets the bells tolling: every foe within 3m of the wire is struck for 35% weapon damage.Damage

Stake Pit

Active skill · Tier III · 6 points in the branch · 3 ranks

  • Ground
  • Physical
  • Slow
  • 11 m reach

Sharpened stakes burst up out of the ground at the cursor, impaling everything within 2.5m for 145% weapon damage. They stand for 4s: foes among them are hobbled and take 19% every half second.

30 mana · 9 s cooldown

At rank 3: Sharpened stakes burst up out of the ground at the cursor, impaling everything within 2.5m for 195% weapon damage. They stand for 4s: foes among them are hobbled and take 27% every half second.

Modifiers

  • Stake Field. The stakes spread 4m wide instead of 2.5m.Area
  • Impaling Stakes. Foes impaled bleed for 80% weapon damage over 4s.Damage
  • Hallowed Stakes. The stakes burn with white fire: while you stand among them you mend 1% of your life every half second.Life

Tier IV · opens with 10 points in Snares

Master Trapper

Passive · Tier IV · 10 points in the branch · 2 ranks

  • Extra

1 more bear trap can lie armed at once, and traps arm the moment they land.

At rank 2: 2 more bear traps can lie armed at once, and traps arm the moment they land.

Killing Ground

Keystone · Tier IV · 10 points in the branch

  • Passive
  • Physical
  • Stun
  • Damage

Your traps, kegs, wires and stakes deal +50% damage.

Price: Your bolts deal 10% less damage.

Scorched Earth

Keystone · Tier IV · 10 points in the branch

  • Passive
  • Fire
  • Damage over time
  • Damage

Everything your traps, kegs, wires and stakes strike burns for 60% weapon damage over 3s.

Price: Your traps, wires and stakes last half as long.

Vigil

The mark, the bell and the cleansing fire.

Tier I

Hunter’s Mark

Active skill · Tier I · 5 ranks

  • Projectile
  • Holy
  • Armour shred
  • Seeking
  • 13 m reach

Flick a silvered dart at the foe nearest the cursor: 108% weapon damage, and it is marked for 8s, taking +15% damage from you.

5 mana · 0.8 s cooldown

At rank 5: Flick a silvered dart at the foe nearest the cursor: 180% weapon damage, and it is marked for 8s, taking +27% damage from you.

Modifiers

  • Hunt’s Call. The dart leaps on to 2 more foes within 6m, marking each.Extra
  • Bounty. A marked foe's death gives you back 4% of your life and 8 mana.LifeMana
  • Hamstring. Marked foes are hobbled while the mark lasts.Control

Silversmith

Passive · Tier I · 5 ranks

  • Armour
  • Life

+6% armour and +3% maximum life.

At rank 5: +30% armour and +15% maximum life.

Tier II · opens with 3 points in Vigil

Vigil Bell

Active skill · Tier II · 3 points in the branch · 5 ranks

  • Nova
  • Holy
  • Stun

Ring the silver hand bell of the vigil. Its toll rolls out to 6m, striking foes for 110% weapon damage and stunning them for 1.1s.

24 mana · 12 s cooldown

At rank 5: Ring the silver hand bell of the vigil. Its toll rolls out to 6m, striking foes for 190% weapon damage and stunning them for 1.8s.

Modifiers

  • Echoing Toll. A second toll follows 0.8s later, reaching 7.5m, for 60% of the damage.ExtraArea
  • Sanctus. The toll mends you for 10% of your maximum life.Life
  • Repelling Peal. The toll throws foes 3m back from you.Control

Vigilance

Passive · Tier II · 3 points in the branch · 3 ranks

  • Mana

+1.2 mana per second.

At rank 3: +3.6 mana per second.

Tier III · opens with 6 points in Vigil

Silver Shell

Active skill · Tier III · 6 points in the branch · 3 ranks

  • Area
  • Holy
  • 12 m reach

Lob a shell packed with blessed silver over the cursor. It bursts in the air in a star of white fire, striking everything within 3.5m for 270% weapon damage.

30 mana · 7 s cooldown

At rank 3: Lob a shell packed with blessed silver over the cursor. It bursts in the air in a star of white fire, striking everything within 3.5m for 370% weapon damage.

Modifiers

  • Shrapnel Star. Eight silver shards fly out of the burst, each striking the first foe it meets for 22% of the damage.Extra
  • Blinding Flash. Foes in the burst are blinded and stunned for 1.2s.Control
  • Silver Brand. Foes struck are marked for 6s, as Hunter's Mark does.Damage

Witchfire

Active skill · Tier III · 6 points in the branch · 3 ranks

  • Cone
  • Fire
  • Damage over time
  • Channelled
  • 5 m reach

Spray blessed lamp oil through a lit match: a cone of white fire washes 6m ahead of you for a second, burning foes for 29% weapon damage five times and leaving them alight.

24 mana · 5 s cooldown

At rank 3: Spray blessed lamp oil through a lit match: a cone of white fire washes 6m ahead of you for a second, burning foes for 39% weapon damage five times and leaving them alight.

Modifiers

  • Long Flame. The fire reaches 8.5m instead of 6.Area
  • Choking Ash. The first gout leaves foes caught in it choking, stunned for 0.7s.Control
  • Purifying Flame. Each foe burnt mends you for 0.15% of your life, every tick.Life

Tier IV · opens with 10 points in Vigil

Inquisitor

Passive · Tier IV · 10 points in the branch · 3 ranks

  • Damage

Marked foes take a further +6% damage from you.

At rank 3: Marked foes take a further +18% damage from you.

Witchbane

Keystone · Tier IV · 10 points in the branch

  • Passive
  • Holy
  • Armour shred
  • Damage

Every hit you land marks its foe, as Hunter's Mark does.

Price: Your marks fade after 3s instead of 8s.

Last Rites

Keystone · Tier IV · 10 points in the branch

  • Passive
  • Holy
  • Damage

A marked foe that dies bursts in white fire, striking every foe within 3.5m for 80% weapon damage and marking them.

Price: Your marks raise the damage foes take by only half as much.

Alpha build 229 · 12 active skills. Numbers change as the game is balanced.

Other heroes: Knight · Mage · Plague Doctor

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