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Marksman: Difference between revisions

From Super Fantasy Kingdom Official Wiki
wgg>CadsBot
→Abilities: Coin renamed
wgg>Emilyba
Updated infobox, abilities, upgrades added Relics and stats.
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{{infobox unit
{{infobox unit
| info = ''Flawless aim'' <br> - The Marksman
| kingdom = Dwarven
| recruiting = [[Hermit]], [[Hero]] or [[Portal]]
| recruiting = [[Hermit]], [[Hero]] or [[Portal]]
| costs = Hermit: Free<br/>Hero: {{ItemLink|Ingot|quantity=2}}<br/>Portal: variable
| costs = Hermit: Free<br/>Hero: {{ItemLink|Ingot|quantity=2}}<br/>Portal: variable
| upgradeCosts = {{IconLinkSequence|Ingot|2|6|11}}
| upgradeCosts = {{IconLinkSequence|Ingot|2|6|11}}
| damageType = Physical
| element = None
| movement = Infantry
| attackStyle = Ranged
| attackStyle = Ranged
| role = Damage
| role = Damage
| preferredFood = {{ItemLink|bear}}
| preferredFood = {{ItemLink|bear}}
}}
}}
{{Tamed monster introduction}} The Marksman's attacks do {{ItemLink|Physical Damage}} and have no element. He shoots at the furthest monster in his long range for high damage. Using it's passive unlocked by the {{ItemLink|Witch}} the Marksman boosts {{ItemLink|Electric}} damage for units above who attack with that element, such as his {{ItemLink|Dwarven}} companion the {{ItemLink|Runescribe}}.
The Marksman is a unit which can be placed on the [[Walls]] upgrade slots.
== Unlocking ==
== Unlocking ==
Own 7 [[Beer]].
Own 7 {{ItemLink|Beer}}.
 
== Stats ==
The Marksman gains [[XP]] and will level up when eating at the [[Tavern]].
 
{|style="width:20%" class="wikitable"
!Base stats
|-
|<center>
5 {{Stat|dm}} <br/>
12 {{Stat|hp}}<br/>
0 {{Stat|sh}}<br/>
0% {{Stat|cr}}<br/>
0% {{Stat|pd}}<br/>
0% {{Stat|md}} </center>
|}


==Abilities==
==Abilities==
The second ability can be unlocked at the [[Witch]] for {{ItemLink|Coins|quantity=100}}.
The second ability can be unlocked at the [[Witch]] for {{ItemLink|Coins|quantity=100}}.
{{abilities
{{abilities
|name1=|cd1=2.75 s|ra1=100 m|desc1=Shoot at one target
|name1=Shoot {{ItemLink|Physical Damage|}}|cd1=2.75s|ra1=120m|desc1=Shoots at the furthest target.
|name2=|desc2=+100% dmg to bleeding targets
|name2=Prey on the weak|desc2=+30% {{ItemLink|Electric|}}{{stat|dm|}} for the unit above
}}
}}


== Upgrades ==
== Upgrades ==
{{UpgradesTamedMonsters
{{UpgradesTamedMonsters
|upgrade1=Reduce {{stat|cd|to 2 s}}
|upgrade1='''Shoot''' Decreases {{stat|cd|to 2s}}
|upgrade2=Reduce {{stat|cd|to 1.25 s}}
|upgrade2='''Shoot''' Decreases {{stat|cd|to 1.25s}}
|upgrade3=Reduce {{stat|cd|to 0.5 s}}<br/>+200% dmg to bleeding targets
|upgrade3='''Shoot''' Decreases {{stat|cd|to 0.5s}}<br/> '''Prey on the weak''' Increase effect to 40% {{ItemLink|Electric|}}{{stat|dm|}}
}}
}}


{| class="wikitable"
== Relics ==
|+Stats
!Base stats lvl 1 !! Base stats lvl 2 !! Base stats lvl 3
|-
||[[File:MarksmanStats.png|221×326px]]


|[[File:MarksmanStats_lvl2.png|219×327px]]
The Marksman is required for the following {{ItemLink|relic|Relics}}:
 
* {{ItemLink|Mug of Joy}}
|[[File:MarksmanStats_lvl3.png|219×327px]]
|}


== Levels ==
The Marksman benefits from the following {{ItemLink|relic|Relics}}:
The Miner levels up when eating at the [[Tavern]], increasing some of the stats.
* {{ItemLink|Eagle Eye}}
* {{ItemLink|Frost Arrows}}
* {{ItemLink|Knock Knock}}
* {{ItemLink|Mug of Joy}}
* {{ItemLink|Armor}}
* {{ItemLink|Bow}}
* {{ItemLink|Glasses}}


{{nav units}}
{{nav units}}

Revision as of 16:14, 13 October 2023


Template:Tamed monster introduction The Marksman's attacks do Physical Damage and have no element. He shoots at the furthest monster in his long range for high damage. Using it's passive unlocked by the Witch the Marksman boosts Electric damage for units above who attack with that element, such as his Dwarven companion the Runescribe.

The Marksman is a unit which can be placed on the Walls upgrade slots.

Unlocking

Own 7 Beer.

Stats

The Marksman gains XP and will level up when eating at the Tavern.

Base stats

5
12
0
0%
0%

0%

Abilities

The second ability can be unlocked at the Witch for 100 ×  Coins.

Shoots at the furthest target.
 2.75s
 120m
Prey on the weak
+30% Electric for the unit above

Upgrades

The upgrade can be unlocked directly on the unit.

Upgrade Effect Costs
Shoot Decreases  to 2s 2 ×  Ingot*
Shoot Decreases  to 1.25s 6 ×  Ingot*
Shoot Decreases  to 0.5s
Prey on the weak Increase effect to 40% Electric
11 ×  Ingot*

*Each time an upgrade is bought the costs of all upgrades is increased by 1 ×  Ingot for that cycle.

Relics

The Marksman is required for the following Relics:

The Marksman benefits from the following Relics: