[Apr 25th 2018] New classes have been added to the skill simulator!

[Final Build V7.29 Rank 9 Update] Muskekt-in-a-box : A Musketeer build

Created by DoNotAnimals on Jul 27th 2017 (Last Updated: Dec 14th 2017).
This is a public build.
3
Muskekt-in-a-box : A Musketeer build .

Table of Contents:
(1) - Introduction
(2) - Build Paths and general strategy
(3) - Stat Distribution and Attributes
(4) - Key Equipment and card choices
(5) - Progress
(6) - Useful stuff




Gameplay Video (Solo against lv330 crystal mines mission bosses)
https://www.youtube.com/watch?v=IN8SR9Yyyas&feature=youtu.be

Newer Gameplay:
https://www.youtube.com/watch?v=mbOpZ-XcpDI&feature=youtu.be

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(1) Introduction
Hey people, some of you guys might know me for my other archer build invovling wugushi. After combat update, I just can't stop playing my main, which was previously a quarrel shooter 3 > musketeer. However, that build gave me plenty of issues, and not the kind of musketeer I would see out to be.

Are you yearning to be a pure musket user, real musketeers don't use bows, mind you! Throw that bow aside, it's time to put your hands on a fancy 2 handed gun of your choice. This is not an earth-tower build. That requires too specific of classes to survive beyond 5F. Also not for PVP, as any archers doing the imbalanced pvp now will most probably have their life ended by revenge-7-fold or blocked by missile hole.

This build is what I have finalized , and one of the first archers I've played in this game.

[Rank 9 Update]
With falconer heavy nerfs incoming, while you can get free resets now, I'd suggest dropping falconer for appraiser. Although overestimate will not work with muskets, blindside will do really well in giving your skills the much need critical power.

Skills wise, we do not yet have the slow movement sniper's serenity, nor the removal of buttstroke and bayonet thrusting, so at this point we still need to rely on buttstroke into covering fire/snipe. Penetration shot got a huge buff, so it's time to get more points in those. Covering fire remains really good so I'll keep it at maxed.

When the musketeer changes come in, I'll update accordingly. Enjoy!
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Feel free to AMA in the comments. If it's something I can help you with, I will gladly answer you.

This is the leveling guide I use for all my characters, never needed to grind.
https://www.reddit.com/r/treeofsavior/comments/45xa7j/leveling_guide_for_ktos/

Pros of this build:
+ HUGE burst on single target/ small group of monsters.
+ Some aoe with Sapper3 build path.

Cons:
- Expensive build
- SP Thirsty build.
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(2) Build Path:
Archer 2 > Sapper 3 > Appraiser > Musketeer 3

or

Archer 2 > Sapper 3 > Rogue > Musketeer 3

or

Archer 2 > Sapper 3 > Scout > Musketeer 3

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General Strategy and tips
Throw that god darn bow away, you're here to use 2 hand guns and you're gonna stick to it, understand!? You got no time to sit there with kneeling shot and auto attack with your musket. It looks cool, but the majority of your damage is going to come from your musketeer skills. The general combo when you reached circle 2 musketeer is :

Butt Stroke > Circling (If > 2 monsters) > Covering Fire x2 > Headshot > Snipe.

Snipe will do more damage on a bleeding enemy, which headshot provides.

Followed by your other musketeer skills before moving to sapper skills. Additionally, you could drop broom trap and collar bomb first before doing butt stroke. There is no point to using circling just for broom trap as it will hit all the mobs during its revolutions, no matter how many mobs are in the radius.

-In mousemode, Snipe can be easily aimmed. If you are a keyboard only player like me, double tapping snipe will aim the crosshair directly at the mob you are locked on to, but it can miss sometimes.

- When attempting to snipe flying mobs, aim at their feet because that's where their hit box is.

-You have superb synergy with linkers. With linker link count nerfed, snipe only takes 1 hit off the count and it does that sweet sweet damage to all the linked targets.

-Based on personal experience, the r7 archers, musketeers and cannoneers are too involved in their own circle of skills to worry about other archer skills. Therefore, I highly recommend fire-and-forget classbuilds for any builds going for musketeer. If you do not believe me, how many archers have you seen at r8 still using that stupid 5s casting multishot? Stick to your trusty musket, focus on using your musketeer skills first, worry about other skills after the musketeer skills go on cooldown.

-What are fire and forget skills?
Basically any skill that you can deploy on the ground/on monsters and not do anything more to it for it to take effect. A good example is sapper3's broom trap or wugushi's throw gu pot. You lay it down and it does damage on its own, no interference from the caster required. That means more time for you to use your musketeer's slow animation skills.

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(3) Stat Distribution and Attributes:
No CON is required as of yet, hp growth is sufficient to clear all content (aside from Earthtower and such).
Go full str. I have some con and dex because I was testing some stat changes. Nothing too fancy.

Get these, tops.
Archer Attributes
- Swift Step: Critical Rate

Sapper Attributes
- Claymore : Splash
- Claymore: Flying-type Compatibility
- Detonate Traps: Flying-type Compatibility

- Broom Trap: Revolutions Count
Max this attributes. Makes the merry-go-round spin faster, thus hitting monsters more.

- Broom Trap: Firepower Boost
This is one heck of an attribute, increases critical chance of broom trap by 50%? It's made sappers so strong in the combat update.
Here it is in play, in the 290 dungeon.


- Spike Shooter: Firepower Boost
Same as above, really strong attribute to have, spike shooter is a little tough to aim though, so good luck with that.

Falconer Attributes
Don't worry about falconer attributes. Circle 1 falconer do not need any attributes.

Musketeer Attributes
The cream of the crop, the most important attributes you'll need as a musketeer.
-Use Rifles
* Can equip [Rifle] type weapons
(Duh)

- Gun: Accuracy
* Increases accuracy by 5% per attribute level when you attack an enemy with a gun
We're going full STR so this doesn't really affect us, but why not, it's cheap.

- Rifle Mastery: Hunting
* Increases the chance to instantly kill a small-type enemy with a [Rifle] by 0.25% per attribute level
* May not apply if the enemy is of a higher level than the character's level
This is more of a gimmick but It has some use. It is rather costly so I'll avoid adding.

- Butt Stroke: Additional Damage
* [Butt Stroke] makes an enemy vulnerable to gun attacks for 10 seconds and receives 30% additional damage
* Increases SP consumption by 10%
This is what makes musketeers so strong. Use this first on any mobs you want to oblierate and watch them burn. Extra costly. Save up for circle 2 musketeer.

- Head Shot: Reload
* [Head Shot] is casted twice, but with reduced damage
* Increases SP consumption by 10%
Secretly adds another overheat charge to headshot, at the cost of reduced damage. If you're the one who misses headshot pretty often, this is good.

- Snipe: Ricochet Shooting
[Snipe] deals damage to one other enemy nearby its initial target.
* Increases SP consumption by 50%
Add this. Seriously. It allows your snipe to become like an extra long range oblique shot, decimating two enemies at once.


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(4) Key Equipment and Cards
With card changes coming, I'll only recommend 3x glass moles maximum. Will update when the actual changes arrive.


Armor
- Cafrisun Armor

The Cafrisun set provides you with an extra line of bonus Earth Property damage that no other armor set in the game currently offers. It drops from Cafrisun at Srautas Gorge a little right from the teleporter. It has a 100% chance to drop any of the 4 parts, so if you are feeling grindy, just stick around and get the whole set, or buy it off the auction house.

- Eastern Leather Armor
The Eastern Leather armor is a fantastic choice for most archers now. Its stats add up, giving 37 DEX, 14 Crit Rate, 15 Crit Attack and 1 Movement Speed. It can be obtained from any monsters in Nacron Prison Hunting Grounds, accessible from Gytis Settlement Area ( north of Klaipedia)

Weapons
You can use whatever bow you want since you're aimming for the rifles at the end anyway.
Recommended muskets, not in order of preference.
- Pajoritas Musket
Before the combat update, this musket was totally garbage. They boosted the damage of it now, and it is a pretty good weapon to have until later. You can get it from randomly dropped cubes in Sjarejo Chamber, the level 230 Hunting Grounds.

- Fire Musket
Crafted from Fire Musket Recipe, which can be found from Blue Lapasape Mage in cranto coast, with a DPK of roughly 350. Blue Colimen Flowers are from from Blue Colimen in Cranto Coast and Blue Spion Leather can be found from all the Spions in Nahash Forest.

- Vienie Musket
Dropped from lv200 dungeon cube. I won't recommend making this though, unless you have no other choice.

- (Purine) Migantis Musket
If you have a Purine Migantis, or even a normal one, you can use it to 315, before going for Emengard Musket. That 42 STR is a huge advantage over the other muskets. It drops from random monsters in cubes from the level 300 hunting grounds, Balaam Camp Site.

- (Purine) Pevordimas Musket
This is the alterative if you do not want to make an Emengard Musket. It boosts a great 50 STR and 35 Crit rate. It's mightly rare and costly though. The none Purine version could also be an alternative if you are awaiting the crafting of your Emengard Musket. It drops from random monsters in cubes in the lv 320 hunting grounds, Micmas Temple.

-Emengard Musket
This practonium made beast of a musket is hella difficult to craft as well as powerful. It gives 33 STR, 35 DEX , 15 crit rate and 99 block penetration. However comparing to the other 2-practonium weapons, this is actually the easist to craft. It took me a total of 5 days to gather everything I need to craft this weapon, after getting 2 Practonium of course.


Card Choices:
RED GROUP
- 3x Glass Mole
These 3 combined give you additional 30% damage after consuming SP potions. And that is a lot of damage considering how SP draining musketeers are.

BLUE GROUP
- 3x Nuaele
Magic Defense is hard to come by. This will aid you a little. Although Nuaele is a demon lord, her card is the cheapest among the rest.

- 3x Demon Lord Zaura
Physical Defense is always welcome. This would be really hard to get though.

PURPLE GROUP
- 3x Glazing Golem
3 of Glazing Golem cards can give you a 30% chance of casting lv1 pain barrier on yourself. Considering how long some skills are, like covering fire. This is a great boon. Card can be obtained from Royal Maulsoleum Saalus cubes. Reroll if need be.

-3x Yeti
Each Yeti card gives 1800 hp. 3 of it will give you 5400 additional hp. Is it great? Hell yes!

GREEN GROUP
-3x Linkroller
30 Additional SPR. More sp recovery, more SP pool for your draining skills. Personally I use this.

-3x Netherbovine
30 Additional STR. More damage is always nice.

-3x Ellaganos
30 Additional DEX. More crit attack, why not.

I'd drop those cards that give 2 different stats, I don't think it's worth it.

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27/07/2017: Musketeer C2 (Level 330)

Current Stats:
STR: 359
CON: 20
DEX: 20

Current Gear
Armor
-Eastern Leather Top
-Eastern Leather Pants
-Vienti Albinosas Leather Gloves
- Roxona Leather Boots

Weapons


Accessories
-Sissel Bracelet
-Sissel Bracelet
-Max Petamion
-5KG Dumbbell
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(6) Useful stuff
Hunting Grounds drop list:
https://docs.google.com/spreadsheets/d/1fP4G1JjL2pj6wMfpL_3o9pFWYIKpr3QnYgQ-XTfK21k/pubhtml#
Copy Build
Rank 1
circle 1
Archer
5 / 5
Swift Step
Archer31
Swift Step: Critical Rate
Type: Active
* Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active
* Increases SP consumption by 50%

Archer 2nd Circle required
Swift Step: Include Party Members
Type: Active
* Applies the effects of [Swift Step] to party members
* Effects only apply to party members when the attribute is ON

Archer 1st Circle required
Swift Step

Temporarily increases movement speed and evasion while moving.

Level 5:
Moving Shot Movement Speed: +9%
Evasion: +50
Duration: 300 seconds
SP: 19

Type: Melee / Buff
Cooldown: 36s
0 / 5
2
Multi Shot
Archer11 Mark
Multi Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Multi Shot: Critical
Type: Active
* Increases critical chance of [Multi Shot] by 5% per attribute level
* Increases SP consumption by 10%

Archer 1st Circle required
Multi Shot

[Missile: Bow]
Quickly fires a number of arrows at a targeted area.

Level 1:
Attack: 54% x 10
SP: 9

Type: Missile / Attack
Cooldown: 14s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 5
2
Full Draw
Archer12 Overwhelming Archer9
Full Draw: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Full Draw: Increased Knockback
Type: Active
* Increases knockback power of [Full Draw] by 50
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw: Decreased Defense
Type: Active
* Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level.
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw

[Missile: Bow]
Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain.

Level 1:
Attack: 312%
[Skew] Duration: 6 seconds
SP: 12

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
5
Oblique Shot
Archer13 Archer6
Oblique Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Oblique Shot: Slow
Type: Active
* Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec
* Increases SP consumption by 10%

Archer 1st Circle required
Oblique Shot

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires an arrow that bounces off of the target to hit an adjacent enemy.

Level 5:
Attack: 211%
Bounced Arrow Attack: 158%
SP: 15

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket
Rank 2
circle 2
Archer
10 / 10
Swift Step
Archer8 Archer31
Swift Step: Critical Rate
Type: Active
* Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active
* Increases SP consumption by 50%

Archer 2nd Circle required
Swift Step: Include Party Members
Type: Active
* Applies the effects of [Swift Step] to party members
* Effects only apply to party members when the attribute is ON

Archer 1st Circle required
Swift Step

Temporarily increases movement speed and evasion while moving.

Level 10:
Moving Shot Movement Speed: +14%
Evasion: +100
Duration: 300 seconds
SP: 28

Type: Melee / Buff
Cooldown: 36s
1 / 10
2
Multi Shot
Archer11 Mark
Multi Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Multi Shot: Critical
Type: Active
* Increases critical chance of [Multi Shot] by 5% per attribute level
* Increases SP consumption by 10%

Archer 1st Circle required
Multi Shot

[Missile: Bow]
Quickly fires a number of arrows at a targeted area.

Level 1:
Attack: 54% x 10
SP: 9

Type: Missile / Attack
Cooldown: 14s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
3 / 10
2
Full Draw
Archer12 Overwhelming Archer9
Full Draw: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Full Draw: Increased Knockback
Type: Active
* Increases knockback power of [Full Draw] by 50
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw: Decreased Defense
Type: Active
* Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level.
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw

[Missile: Bow]
Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain.

Level 3:
Attack: 346%
[Skew] Duration: 8 seconds
SP: 16

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
5
Oblique Shot
Archer13 Archer6
Oblique Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Oblique Shot: Slow
Type: Active
* Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec
* Increases SP consumption by 10%

Archer 1st Circle required
Oblique Shot

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires an arrow that bounces off of the target to hit an adjacent enemy.

Level 10:
Attack: 258%
Bounced Arrow Attack: 206%
SP: 21

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket
5 / 5
Kneeling Shot
Archer14 Focusing Cannoneer14
Kneeling Shot: Enhance
Type: Passive
* Enhances the physical damage increase of [Kneeling Shot] by 1% per attribute level

Lv3 Kneeling Shot required
Kneeling Shot: Critical Rate
Type: Active
* Increases critical rate during [Kneeling Shot] by 40 per attribute level
* Increases SP consumption by 30%

Archer 2nd Circle required
Kneeling Shot: Precise Attack
Type: Active
* Increases critical rate of some Cannoneer skills by 1% per attribute level when in the [Kneeling Shot] state
* Applies to the following skills: Cannon Blast, Cannon Shot, Shootdown, Siege Burst, Cannon Barrage

Cannoneer 2nd Circle Required
Kneeling Shot

Kneel down to improve your concentration. Increases your attack, attack speed and range. Casting Kneeling Shot or jumping will cancel the kneeling state.

Level 5:
Physical Damage: +31
Range: +22.5
Attack Speed: +150
SP: 16

Type: Melee / Buff
Cooldown: 0s
1 / 5
5
Heavy Shot
Archer26
Heavy Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Heavy Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 2nd Circle required
Heavy Shot

[Missile: Bow]
Demonstrate your strength by firing a shot that pushes enemies away.

Level 1:
Attack: 225%
SP: 13

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 3
circle 1
Sapper
5 / 5
2
Stake Stockades
Sapper29
Stake Stockades: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Stake Stockades

[Physical] - [Pierce]
Lay a defensive trap that damages any enemies that walk into it.

Level 5:
Attack: 203% x 3
SP: 57

Type: Melee / Attack
Cooldown: 35s
0 / 5
Conceal
Conceal

Hides traps to conceal them from the enemy. The duration time may decrease depending on objects.

Level 1:
Conceal Duration: 1 minutes
SP: 32

Type: Melee / Attack
Cooldown: 20s
0 / 5
Claymore
Sapper12 Sapper2 Sapper30
Claymore: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Claymore: Splash
Type: Active
* Increases no. of targets of [Claymore] by 1 per attribute level
* Increases SP consumption by 10%

Sapper 1st Circle required
Claymore: Flying-type Compatibility
Type: Active
* Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore]
* Increases SP consumption by 10%

Sapper 1st Circle required
Claymore: Firepower Boost
Type: Active
* Increases the damage of [Claymore] by 1.5 times
* Consumes Trap Kit x10

Sapper 2nd Circle required
Claymore

[Physical] - [Pierce]
Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill.

Level 1:
Attack 600%
Targets 5
Consumes Trap Kit x#{SpendItemCount}#
SP: 44

Type: Melee / Attack
Cooldown: 32s
0 / 5
Punji Stake
Sapper13 Sapper3
Punji Stake: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Punji Stake: Knockdown Damage
Type: Active
* When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage
* Increases SP consumption by 30%

Sapper 1st Circle required
Punji Stake: Improved Efficiency
Type: Active
* Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1
* Increases SP consumption by 10%

Sapper 2nd Circle required
Punji Stake: Implacable
Type: Active
* [Punji Stake] is not canceled when being cast even after being attacked by an enemy
* Increases SP consumption by 20%

Sapper 2nd Circle required
Punji Stake

[Physical] - [Pierce]
Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away.

Level 1:
Attack 842%
Casting 3 sec
Duration 35 sec
Consumes Trap Kit x#{SpendItemCount}#
SP: 46

Type: Melee / Attack
Cooldown: 39s
1 / 5
Detonate Traps
Sapper14 Sapper31
Detonate Traps: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Detonate Traps: Flying-type Compatibility
Type: Active
* Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps]
* Increases SP consumption by 10%

Sapper 1st Circle required
Detonate Traps

[Physical] - [Strike]
Detonates nearby traps and magic circles to deal damage to enemies.

Level 1:
Attack: 506%
Bomb Explosion Count: 4
SP: 49

Type: Melee / Attack
Cooldown: 20s
Rank 4
circle 2
Sapper
5 / 10
2
Stake Stockades
Sapper29
Stake Stockades: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Stake Stockades

[Physical] - [Pierce]
Lay a defensive trap that damages any enemies that walk into it.

Level 5:
Attack: 203% x 3
SP: 57

Type: Melee / Attack
Cooldown: 35s
0 / 10
Conceal
Conceal

Hides traps to conceal them from the enemy. The duration time may decrease depending on objects.

Level 1:
Conceal Duration: 1 minutes
SP: 32

Type: Melee / Attack
Cooldown: 20s
0 / 10
Claymore
Sapper12 Sapper2 Sapper30 Sapper33
Claymore: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Claymore: Splash
Type: Active
* Increases no. of targets of [Claymore] by 1 per attribute level
* Increases SP consumption by 10%

Sapper 1st Circle required
Claymore: Flying-type Compatibility
Type: Active
* Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore]
* Increases SP consumption by 10%

Sapper 1st Circle required
Claymore: Firepower Boost
Type: Active
* Increases the damage of [Claymore] by 1.5 times
* Consumes Trap Kit x10

Sapper 2nd Circle required
Claymore

[Physical] - [Pierce]
Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill.

Level 1:
Attack 600%
Targets 5
Consumes Trap Kit x#{SpendItemCount}#
SP: 44

Type: Melee / Attack
Cooldown: 32s
1 / 10
Punji Stake
Sapper13 Sapper3 Sapper32 Sapper36
Punji Stake: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Punji Stake: Knockdown Damage
Type: Active
* When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage
* Increases SP consumption by 30%

Sapper 1st Circle required
Punji Stake: Improved Efficiency
Type: Active
* Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1
* Increases SP consumption by 10%

Sapper 2nd Circle required
Punji Stake: Implacable
Type: Active
* [Punji Stake] is not canceled when being cast even after being attacked by an enemy
* Increases SP consumption by 20%

Sapper 2nd Circle required
Punji Stake

[Physical] - [Pierce]
Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away.

Level 1:
Attack 842%
Casting 3 sec
Duration 35 sec
Consumes Trap Kit x#{SpendItemCount}#
SP: 46

Type: Melee / Attack
Cooldown: 39s
1 / 10
Detonate Traps
Sapper14 Sapper31
Detonate Traps: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Detonate Traps: Flying-type Compatibility
Type: Active
* Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps]
* Increases SP consumption by 10%

Sapper 1st Circle required
Detonate Traps

[Physical] - [Strike]
Detonates nearby traps and magic circles to deal damage to enemies.

Level 1:
Attack: 506%
Bomb Explosion Count: 4
SP: 49

Type: Melee / Attack
Cooldown: 20s
5 / 5
Broom Trap
Sapper11 Sapper1
Broom Trap: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Broom Trap] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 2nd Circle required
Broom Trap: Revolutions Count
Type: Active
* Decreases time of first rotation by 0.3 seconds and increases number of rotations for [Broom Trap] by 0.8 per attribute level
* Increases SP consumption by 10%

Sapper 2nd Circle required
Broom Trap: Firepower Boost
Type: Active
* Increases the critical chance of [Broom Trap] by 50%
* Consumes Trap Kit x4

Sapper 3rd Circle required
Broom Trap

[Physical] - [Strike]
Set up a rotating trap that inflicts damage to enemies within a radius.

Level 5:
Attack 222% x no. of hits
Trap duration 15 sec
Consumes Trap Kit x#{SpendItemCount}#
SP: 78

Type: Melee / Attack
Cooldown: 40s
5 / 5
Collar Bomb
Sapper27
Collar Bomb: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Collar Bomb] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 2nd Circle required
Collar Bomb

[Physical] - [Strike]
Attach a bomb to an enemy. The enemy explodes when it comes in contact with other enemies.

Level 5:
Attack: 175%
Installs 5
SP: 79

Type: Melee / Attack
Cooldown: 30s
Rank 5
circle 3
Sapper
7 / 15
2
Stake Stockades
Sapper29
Stake Stockades: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Stake Stockades

[Physical] - [Pierce]
Lay a defensive trap that damages any enemies that walk into it.

Level 7:
Attack: 222% x 3
SP: 66

Type: Melee / Attack
Cooldown: 35s
0 / 15
Conceal
Conceal

Hides traps to conceal them from the enemy. The duration time may decrease depending on objects.

Level 1:
Conceal Duration: 1 minutes
SP: 32

Type: Melee / Attack
Cooldown: 20s
11 / 15
Claymore
Sapper12 Sapper2 Sapper30 Sapper33
Claymore: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Claymore: Splash
Type: Active
* Increases no. of targets of [Claymore] by 1 per attribute level
* Increases SP consumption by 10%

Sapper 1st Circle required
Claymore: Flying-type Compatibility
Type: Active
* Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore]
* Increases SP consumption by 10%

Sapper 1st Circle required
Claymore: Firepower Boost
Type: Active
* Increases the damage of [Claymore] by 1.5 times
* Consumes Trap Kit x10

Sapper 2nd Circle required
Claymore

[Physical] - [Pierce]
Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill.

Level 11:
Attack 930%
Targets 5
Consumes Trap Kit x#{SpendItemCount}#
SP: 92

Type: Melee / Attack
Cooldown: 32s
1 / 15
Punji Stake
Sapper13 Sapper3 Sapper32 Sapper36
Punji Stake: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Punji Stake: Knockdown Damage
Type: Active
* When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage
* Increases SP consumption by 30%

Sapper 1st Circle required
Punji Stake: Improved Efficiency
Type: Active
* Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1
* Increases SP consumption by 10%

Sapper 2nd Circle required
Punji Stake: Implacable
Type: Active
* [Punji Stake] is not canceled when being cast even after being attacked by an enemy
* Increases SP consumption by 20%

Sapper 2nd Circle required
Punji Stake

[Physical] - [Pierce]
Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away.

Level 1:
Attack 842%
Casting 3 sec
Duration 35 sec
Consumes Trap Kit x#{SpendItemCount}#
SP: 46

Type: Melee / Attack
Cooldown: 39s
1 / 15
Detonate Traps
Sapper14 Sapper31
Detonate Traps: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 1st Circle required
Detonate Traps: Flying-type Compatibility
Type: Active
* Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps]
* Increases SP consumption by 10%

Sapper 1st Circle required
Detonate Traps

[Physical] - [Strike]
Detonates nearby traps and magic circles to deal damage to enemies.

Level 1:
Attack: 506%
Bomb Explosion Count: 4
SP: 49

Type: Melee / Attack
Cooldown: 20s
10 / 10
Broom Trap
Sapper11 Sapper1 Sapper34
Broom Trap: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Broom Trap] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 2nd Circle required
Broom Trap: Revolutions Count
Type: Active
* Decreases time of first rotation by 0.3 seconds and increases number of rotations for [Broom Trap] by 0.8 per attribute level
* Increases SP consumption by 10%

Sapper 2nd Circle required
Broom Trap: Firepower Boost
Type: Active
* Increases the critical chance of [Broom Trap] by 50%
* Consumes Trap Kit x4

Sapper 3rd Circle required
Broom Trap

[Physical] - [Strike]
Set up a rotating trap that inflicts damage to enemies within a radius.

Level 10:
Attack 283% x no. of hits
Trap duration 15 sec
Consumes Trap Kit x#{SpendItemCount}#
SP: 108

Type: Melee / Attack
Cooldown: 40s
5 / 10
Collar Bomb
Sapper27
Collar Bomb: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Collar Bomb] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 2nd Circle required
Collar Bomb

[Physical] - [Strike]
Attach a bomb to an enemy. The enemy explodes when it comes in contact with other enemies.

Level 5:
Attack: 175%
Installs 5
SP: 79

Type: Melee / Attack
Cooldown: 30s
0 / 5
Spike Shooter
Sapper26 Sapper35
Spike Shooter: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Spike Shooter] by 0.5% per attribute level
* +10% added damage at maximum level

Sapper 3rd Circle required
Spike Shooter: Firepower Boost
Type: Active
* Increases the critical chance of [Spike Shooter] by 50%
* Consumes Trap Kit x10

Sapper 3rd Circle required
Spike Shooter

[Physical] - [Pierce]
Set up a trap that shoots arrows when an enemy touches the wire.

Level 1:
Attack 208%
No. of arrows 2
Installation range 70
Consumes Trap Kit x#{SpendItemCount}#
SP: 56

Type: Melee / Attack
Cooldown: 100s
Rank 6
circle 1
Appraiser
5 / 5
Identify
Identify

Set up a shop to identify unidentified items. The higher the skill level, the higher the chances of applying additional stats to the item.

Level 5:
Increased chances of additional item stats
SP: 0

Type: Melee / Attack
Cooldown: 60s
0 / 3
Overestimate
Appraiser1
Overestimate: Duration
Type: Active
* Increases [Overestimate] buff duration by 1 second per attribute level
* Increases SP consumption by 10%

Requires Appraiser Circle 1
Overestimate

Increases the enhancement of your shield and sub-weapon, as well as that of nearby allies, according to the skill level.

Level 1:
Enhancement: + 1
Duration: 40 seconds
SP: 80

Type: Melee / Buff
Cooldown: 50s
0 / 5
Forgery
Forgery

Creates a forgery of the accessory your character is wearing. Only party members can use the forgery and receive its effects. The Appraiser will not receive the effects of the accessory when the forgery is used.

Level 1:
Forgery Duration: 60 seconds
Buff Duration: 180 seconds
SP: 90

Type: Melee / Buff
Cooldown: 300s
5 / 5
Devaluation
Appraiser2
Devaluation: Increased Chance
Type: Active
* Chance of inflicting the [Devaluation] debuff increased by 1% per attribute level

Requires Appraiser Circle 1
Devaluation

Provides a chance to turn all enemy equipment enhancement and transcendence values to 0. When the enemy is a monster, reduces physical and magic attack and defense. This amount is reduced in half if the enemy is a boss monster.

Level 5:
Chance of Devaluation: 50%
Targets: 10
Monster Physical/Magic Attack Decrease: 15%
Monster Physical/Magic Defense Decrease: 15%
Monster Duration: 120 seconds
Character Duration: 20 seconds
SP: 96

Type: Melee / Buff
Cooldown: 20s
5 / 5
3
Blindside
Appraiser3 Appraiser4
Blindside: Critical Attack
Type: Active
* Increases critical attack on enemies affected by [Blindside] debuff by 5% per attribute level
* Increases SP consumption by 10%

Requires Appraiser Circle 1
Blindside: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Blindside] by 0.5% per attribute level
* +10% added damage at maximum level

Requires Appraiser Circle 1
Blindside

[Missile: Bow]
Use a magnifying glass to find the enemy's blind side and attack. The attack will apply as critical attack. Foes around the attacked enemy will have higher chances of being hit by critical attacks.
(The effects of Blindside and the character's critical rate apply separately.)

Level 5:
Attack: 1209%
Increases Minimum Critical Chance
Duration: 20 seconds
SP: 104

Type: Missile / Attack
Cooldown: 40s
Rank 7
circle 1
Musketeer
0 / 5
2
Covering Fire
Musketeer2
Covering Fire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Covering Fire] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Covering Fire

[Missile: Gun]
Attack multiple enemies by firing at a targeted area.

Level 1:
Attack: 214% x 11
SP: 110

Type: Missile / Attack
Cooldown: 15s
Required Stance: Musket
0 / 5
2
Headshot
Musketeer3 Musketeer9
Headshot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Headshot] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Headshot: Stun
Type: Active
* Enemies hit by [Headshot] have a 2.5% chance per attribute level to become afflicted with [Stun] for 3 seconds
* Increases SP consumption by 10%

Musketeer 1st Circle required
Headshot

[Missile: Gun]
Aim accurately at the head of an enemy to attack. The attacked enemy will have its INT and SPR temporarily reduced and be afflicted with Bleeding for 10 seconds.

Level 1:
Attack: 1700%
Reduces 5 INT and SPR
SP: 102

Type: Missile / Attack
Cooldown: 20s
Required Stance: Musket
0 / 5
Penetration Shot
Musketeer5
Penetration Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Penetration Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Penetration Shot: Rapid Fire
Type: Active
* Reduces casting time of [Penetration Shot]
* Attribute does not apply when Kneeling Shot is active
* Increases SP consumption by 10%

Musketeer 2nd Circle Required
Penetration Shot: Kneeling Penetrate
Type: Active
* [Penetration Shot] can be used while in the state of [Kneeling Shot]
* Increases SP consumption by 30%

Musketeer 2nd Circle Required
Penetration Shot: Wild Shot
Type: Active
* Causes [Penetration Shot] to inflict 2 hits
* Increases SP consumption by 50%

Musketeer 3rd Circle Required
Penetration Shot

[Missile: Gun]
Fire continuously in a straight line in front of you until the maximum range of fire. The attacked enemies might be pushed back.

Level 1:
Attack: 605% x 5
SP: 112

Type: Missile / Attack
Cooldown: 19s
Required Stance: Musket
0 / 5
Grooving Muzzle
Grooving Muzzle

Enhances your musket's steel wire to increase its accuracy and penetration. While active, Grooving Muzzle provides a chance to make basic attacks critically hit and to change them into consecutive hits.

Level 1:
Accuracy +100
Ignore 15% of enemy defense
30% chance of 3 consecutive hits
100% chance of critical attack on the 3 consecutive hits
Duration: 10 sec
SP: 120

Type: Melee / Buff
Cooldown: 35s
Required Stance: Musket
Rank 8
circle 2
Musketeer
0 / 10
2
Covering Fire
Musketeer2
Covering Fire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Covering Fire] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Covering Fire

[Missile: Gun]
Attack multiple enemies by firing at a targeted area.

Level 1:
Attack: 214% x 11
SP: 110

Type: Missile / Attack
Cooldown: 15s
Required Stance: Musket
0 / 10
2
Headshot
Musketeer3 Musketeer9
Headshot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Headshot] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Headshot: Stun
Type: Active
* Enemies hit by [Headshot] have a 2.5% chance per attribute level to become afflicted with [Stun] for 3 seconds
* Increases SP consumption by 10%

Musketeer 1st Circle required
Headshot

[Missile: Gun]
Aim accurately at the head of an enemy to attack. The attacked enemy will have its INT and SPR temporarily reduced and be afflicted with Bleeding for 10 seconds.

Level 1:
Attack: 1700%
Reduces 5 INT and SPR
SP: 102

Type: Missile / Attack
Cooldown: 20s
Required Stance: Musket
0 / 10
Penetration Shot
Musketeer5 Musketeer16 Musketeer17
Penetration Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Penetration Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Penetration Shot: Rapid Fire
Type: Active
* Reduces casting time of [Penetration Shot]
* Attribute does not apply when Kneeling Shot is active
* Increases SP consumption by 10%

Musketeer 2nd Circle Required
Penetration Shot: Kneeling Penetrate
Type: Active
* [Penetration Shot] can be used while in the state of [Kneeling Shot]
* Increases SP consumption by 30%

Musketeer 2nd Circle Required
Penetration Shot: Wild Shot
Type: Active
* Causes [Penetration Shot] to inflict 2 hits
* Increases SP consumption by 50%

Musketeer 3rd Circle Required
Penetration Shot

[Missile: Gun]
Fire continuously in a straight line in front of you until the maximum range of fire. The attacked enemies might be pushed back.

Level 1:
Attack: 605% x 5
SP: 112

Type: Missile / Attack
Cooldown: 19s
Required Stance: Musket
0 / 10
Grooving Muzzle
Grooving Muzzle

Enhances your musket's steel wire to increase its accuracy and penetration. While active, Grooving Muzzle provides a chance to make basic attacks critically hit and to change them into consecutive hits.

Level 1:
Accuracy +100
Ignore 15% of enemy defense
30% chance of 3 consecutive hits
100% chance of critical attack on the 3 consecutive hits
Duration: 10 sec
SP: 120

Type: Melee / Buff
Cooldown: 35s
Required Stance: Musket
0 / 5
2
Volleyfire
Musketeer11
Volleyfire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Volleyfire] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 2nd Circle Required
Volleyfire

[Missile: Gun]
Repeatedly fires at the enemy.

Level 1:
Attack: 334% x4
Number of targets: 8
SP: 182

Type: Missile / Attack
Cooldown: 20s
Required Stance: Musket
0 / 5
2
Birdfall
Birdfall: Fire Master
Type: Active
* Avoids damage reduction of Birdfall with land enemies as well
* Does not apply to the Stun effect
* Increases SP consumption by 30%

Musketeer 3rd Circle Required
Birdfall

[Missile: Gun]
Aim your shot against flying type enemies. The flying target gets additional damage and stunned but the attack is weaker against ground type enemies.

Level 1:
Attack 1205%
Knocks down targets using Hanging Shot or Levitation
Stuns and deals additional damage to Flying type enemies
SP: 170

Type: Missile / Attack
Cooldown: 21s
Required Stance: Musket
0 / 5
Snipe
Musketeer4 Musketeer10
Snipe: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Snipe] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 2nd Circle Required
Snipe: Stun
Type: Active
* Enemies hit by [Snipe] have a 3.5% chance per attribute level to become afflicted with [Stun] for 3 seconds
* Increases SP consumption by 10%

Musketeer 2nd Circle Required
Snipe: Ricochet Shooting
Type: Active
[Snipe] deals damage to one other enemy nearby its initial target.
* Increases SP consumption by 50%

Musketeer 3rd Circle Required
Snipe: One Perfect Shot
Type: Active
* Increases [Snipe] to 100% accuracy when used against an enemy
* Increase SP consumption by 50%

Musketeer 3rd Circle Required
Snipe

[Missile: Gun]
Aim and fire at a far away enemy. The usual range of fire is increased and heavily damages a single enemy. Attacking a bleeding enemy will deal additional damage.

Level 1:
Attack 2833%

SP: 120

Type: Missile / Attack
Cooldown: 25s
Required Stance: Musket
Rank 9
circle 3
Musketeer
15 / 15
2
Covering Fire
Musketeer2
Covering Fire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Covering Fire] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Covering Fire

[Missile: Gun]
Attack multiple enemies by firing at a targeted area.

Level 15:
Attack: 377% x 11
SP: 300

Type: Missile / Attack
Cooldown: 15s
Required Stance: Musket
5 / 15
2
Headshot
Musketeer3 Musketeer9
Headshot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Headshot] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Headshot: Stun
Type: Active
* Enemies hit by [Headshot] have a 2.5% chance per attribute level to become afflicted with [Stun] for 3 seconds
* Increases SP consumption by 10%

Musketeer 1st Circle required
Headshot

[Missile: Gun]
Aim accurately at the head of an enemy to attack. The attacked enemy will have its INT and SPR temporarily reduced and be afflicted with Bleeding for 10 seconds.

Level 5:
Attack: 2074%
Reduces 25 INT and SPR
SP: 151

Type: Missile / Attack
Cooldown: 20s
Required Stance: Musket
15 / 15
Penetration Shot
Musketeer5 Musketeer16 Musketeer17 Musketeer25
Penetration Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Penetration Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 1st Circle required
Penetration Shot: Rapid Fire
Type: Active
* Reduces casting time of [Penetration Shot]
* Attribute does not apply when Kneeling Shot is active
* Increases SP consumption by 10%

Musketeer 2nd Circle Required
Penetration Shot: Kneeling Penetrate
Type: Active
* [Penetration Shot] can be used while in the state of [Kneeling Shot]
* Increases SP consumption by 30%

Musketeer 2nd Circle Required
Penetration Shot: Wild Shot
Type: Active
* Causes [Penetration Shot] to inflict 2 hits
* Increases SP consumption by 50%

Musketeer 3rd Circle Required
Penetration Shot

[Missile: Gun]
Fire continuously in a straight line in front of you until the maximum range of fire. The attacked enemies might be pushed back.

Level 15:
Attack: 1071% x 5
SP: 311

Type: Missile / Attack
Cooldown: 19s
Required Stance: Musket
0 / 15
Grooving Muzzle
Grooving Muzzle

Enhances your musket's steel wire to increase its accuracy and penetration. While active, Grooving Muzzle provides a chance to make basic attacks critically hit and to change them into consecutive hits.

Level 1:
Accuracy +100
Ignore 15% of enemy defense
30% chance of 3 consecutive hits
100% chance of critical attack on the 3 consecutive hits
Duration: 10 sec
SP: 120

Type: Melee / Buff
Cooldown: 35s
Required Stance: Musket
1 / 10
2
Volleyfire
Musketeer11
Volleyfire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Volleyfire] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 2nd Circle Required
Volleyfire

[Missile: Gun]
Repeatedly fires at the enemy.

Level 1:
Attack: 334% x4
Number of targets: 8
SP: 182

Type: Missile / Attack
Cooldown: 20s
Required Stance: Musket
1 / 10
2
Birdfall
Musketeer26
Birdfall: Fire Master
Type: Active
* Avoids damage reduction of Birdfall with land enemies as well
* Does not apply to the Stun effect
* Increases SP consumption by 30%

Musketeer 3rd Circle Required
Birdfall

[Missile: Gun]
Aim your shot against flying type enemies. The flying target gets additional damage and stunned but the attack is weaker against ground type enemies.

Level 1:
Attack 1205%
Knocks down targets using Hanging Shot or Levitation
Stuns and deals additional damage to Flying type enemies
SP: 170

Type: Missile / Attack
Cooldown: 21s
Required Stance: Musket
1 / 10
Snipe
Musketeer4 Musketeer10 Musketeer12 Musketeer21
Snipe: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Snipe] by 0.5% per attribute level
* +10% added damage at maximum level

Musketeer 2nd Circle Required
Snipe: Stun
Type: Active
* Enemies hit by [Snipe] have a 3.5% chance per attribute level to become afflicted with [Stun] for 3 seconds
* Increases SP consumption by 10%

Musketeer 2nd Circle Required
Snipe: Ricochet Shooting
Type: Active
[Snipe] deals damage to one other enemy nearby its initial target.
* Increases SP consumption by 50%

Musketeer 3rd Circle Required
Snipe: One Perfect Shot
Type: Active
* Increases [Snipe] to 100% accuracy when used against an enemy
* Increase SP consumption by 50%

Musketeer 3rd Circle Required
Snipe

[Missile: Gun]
Aim and fire at a far away enemy. The usual range of fire is increased and heavily damages a single enemy. Attacking a bleeding enemy will deal additional damage.

Level 1:
Attack 2833%

SP: 120

Type: Missile / Attack
Cooldown: 25s
Required Stance: Musket
5 / 5
Sniper's Serenity
Musketeer22 Musketeer23
Sniper's Serenity: Exploit Weakness
Type: Active
* [Sniper's Serenity] attacks ignore enemy's block
* Only applies to gun skills
* Increases SP consumption by 500%

Musketeer 3rd Circle Required
Sniper's Serenity: Armor Break
Type: Active
* While [Sniper's Serenity] is active, attacks will apply [Armor Break] on enemies
* Only applies to [Gun] skills
* Increases SP consumption by 10%

Musketeer 3rd Circle Required
Sniper's Serenity

[Missile: Gun]
Increase your minimum attack gradually. The longer you charge, the more your attack increases. Your movement speed is decreased and you cannot shoot while moving. The duration of the buff decreases by 1 second when hit by an enemy. Full charge time cannot be lower than 0.4 sec.

Level 5:
Full Charge Time: 2 sec
Duration: 30 sec
Equals maximum attack power when fully charged
Critical damage +50% when fully charged
Movement speed fixed to 10
SP: 160

Type: Missile / Buff
Cooldown: 0s
Required Stance: Musket
0 / 1
Prime and Load
Musketeer29
Prime and Load: Rapid Reload
Type: Active
* Reduces cooldown of [Prime and Load] by 1 sec per attribute level

Musketeer 3rd Circle Required
Prime and Load

Resets the cooldown of certain Musketeer attack skills. The cooldown of Prime and Load increases in proportion to the skills reset. Cooldown reduction effects cannot be applied to Prime and Load.

Level 1:
Additional cooldown per skill
Covering Fire +5 sec
Penetration Shot +5 sec
Volleyfire +5 sec
Headshot +10 sec
Birdfall +10 sec
Snipe +10 sec
SP: 370

Type: Missile / Buff
Cooldown: 25s
Required Stance: Musket
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Comments (21)

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Dec 31st 2017 01:13:02
Hi,
I read your guide and it's pretty awesome, but there's a problem. where can I get the emengard musket? After they reworked the entire dungeon system I got completly lost. Does the Archmage dungeon still exist? where can I find him?
Reply
Dec 21st 2017 05:22:54
How about instead of Appraisser, Rogue 1 to combo with Werewolf cards? And other ofensive cards?
Reply
Dec 26th 2017 12:55:30
@bruno.coelho Actually, i did that, and it works good.
Reply
Dec 19th 2017 18:33:29
Hello there.
A Fletcher is recommended here? i mean, these can leave bleeding (and other good skills), which would make the Snipe Hit more, isn't?
Or i'm just wrong?
Reply
Dec 19th 2017 18:37:36
@TheTruth And another thing.
http://www.tosbase.com/tools/skill-simulator/build/4479854nnk/
Can i combine this other guide build with everything on this guide except the build? because i want some PvP/Boss build. I want to be kinda balance; i'm still kinda noob and idk if it's totally posible to be PvPer/PvEer at the same time.
Reply
Feb 9th 2018 23:15:10
@TheTruth for pvp you just need to put in 1 rank of scout, if you must....... put scout instead of sapper 3
Reply
Dec 18th 2017 06:11:33
Hi friend, why not going Quarrel shooter instead of zapper?
Reply
Dec 18th 2017 14:42:53
@Yuuichi J Aizawa

Musket skills have relatively short cooldown, the qs3 musketeers I've seen always rather use running shot than their musketeer skills.
Reply
Dec 16th 2017 01:59:28
Headshot 5 and snipe 1? o..o
Reply
Dec 18th 2017 14:43:07
@RohanKainne It's sufficient for damage.
Reply
Nov 15th 2017 14:59:55
@DoNotAnimals I think I should really go with Full STR by your advice since I just got this character to 330 not long ago.

Thanks for the reply.

Reply
Nov 13th 2017 07:13:38
Does DEX effect this build if I have around 400 + (kneeing shot) cri rate or full str is better? I'm planning to rank reset from AR2-QS3-Fal1-Musk2 to this build (240str 100dex).
Reply
Nov 15th 2017 05:41:12
@Ozye Personally only add dex if my crit is assured, like having appraiser's buffs or rogue's sneak hit. The problem with the current stat pool is really depending on how geared you are. If you have a really strong musket for example, you can go Transcendence Stage 10 on it and go full dex, you'll still do a hella ton of damage.

So in conclusion:
Q: Are you really well geared? (Emengard Musket/Solmiki Musket) ?
IF yes: Go for DEX

IF not: Stick with STR.
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Oct 23rd 2017 22:46:00
Is this build really expensive? Because i'm starting to play and i don't know if it would be possible to play this build as a first character? Thanks :)
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Oct 29th 2017 04:57:08
@Rydki It is pretty expensive. Musketeers don't shine until they get a decent weapon and unfortunately, that applies to almost all classes on the archer tree too.
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Oct 2nd 2017 08:33:11
This build is Pure str? Or dex 20 con 20 then all in Str??
Also does oblique shot work with rifles yet?
Thanks
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Oct 5th 2017 11:45:33
@nnightelf Yes! Oblique works with rifles now. Full str is enough. If I get another free stat reset I'll dump all into Str too.
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Oct 6th 2017 06:23:32
@DoNotAnimals Nicee. I see tyvm :D
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Aug 10th 2017 14:40:39
just not sure why add oblique shot when it cant be used with rifles
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Aug 11th 2017 15:48:01
@Billet-doux It will be. In the upcoming few patches.
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Dec 30th 2017 06:44:42
@DoNotAnimals Which do you recommend? Musketter or BM?
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