Marksman Skills in King Arthur: Knight's Tale, are the different active and passive abilities for the Marksman class. Active Skills are these actions or abilities that are used in combat, each skill is either used as an offensive tactic to damage and inflict negative status ailments against hostile characters or it can also be used to support yourself and your allies such as recovering their HP or providing buffs and different effects. While Passive Skills grant permanent buffs and effects to the hero's stats and overall performance. Skills require AP (Action Points) for it to be executed and each skill requires Skill Points for it to be unlocked. This page covers a list of all the Marksman Skills shown in King Arthur: Knight's Tale.
Marksman Build Guide
How To Build A Marksman - In this King Arthur: Knight’s Tale Marksman Class Guide, we are going to show you how to build your Marksman from the ground up in terms of the active and passive skills you should acquire, the Heroes you need to create a reliable party, and the gear you have to equip.
If you are looking for a Marksman who specializes in inflicting multiple Status Effects while dealing massive damage from a distance, then this King Arthur: Knight’s Tale Marksman Class Guide is for you!
Can I Respec my Skill Points?
There are two ways that can be done in order to respec a hero's skill points. First, is by spending gold at the Training Ground in Camelot. Just choose the hero you want to respec his/her skill points. And second, there is a consumable tome item called the Tome of Regret that resets the hero's skill points once it is consumed.
Skills Guide for King Arthur: Knight's Tale
Skills in King Arthur: Knight's Tale are divided into two types, Active Skills and Passive Skills. Active Skills are used during Encounters that normally require a certain number of AP (Action Points) in order to execute it, while Passive Skills further boost the effects of an Active Skill, unlock permanent effects to the Hero's stats, and more. Active Skills are identified in square shapes, while Passive Skills are presented as large circles. Most Active Skills and some Passive Skills can even increase its effectiveness by unlocking its Masteries.
Each Hero starts off with a set of Tier 1 Skills and upon spending a certain amount of SP (Skill Points) will unlock more skills that can be learned under Tier 2 and Tier 3. All Skills in King Arthur: Knights Tale require 2 SP in order to learn them, regardless if it is an Active or Passive Skill, however, if a Hero has certain Traits like the Talented trait, they are able to learn new active skills by just spending 1 SP. Each Hero gains 2 SP (Skill Points) for every increase of the Hero's Character Level.
King Arthur: Knight's Tale Marksman Skills
Ranged attack that deals 100% Weapon Damage.
Ranged Attack that deals 100% Weapon Damage and Poisons the damaged Unit for 2 Turn(s). Poison: Suffers 10% Damage at the start of their Turn, and deals -20% Damage.
Ranged Attack that deals 70% Weapon Damage and causes Burning on the damaged Unit for 2 Turn(s). Burning: Suffers 40% Damage at the start of their Turn.
Ranged Attack with X Armour Piercing that consumes all remaining AP. Deals 25% Weapon Damage per AP spent. The amount of Armour Piercing increases by 1 every 2 Levels.
Quick movement in a straight line. The Hero becomes immune to Opportunity Attacks while Dashing.
Deals 70% Weapon Damage in an Area of 3x3 Tiles.
Deals 75% Weapon Damage to every Unit in a straight line.
Rain of Arrow
Deals 100% Weapon Damage in 3x3 Area, ignoring Block.
Causes 20% Vulnerability against Ranged Attacks to the Target for 1 turn.
Deals 100% Weapon Damage and cause Silence for 1 Turn.
Deals 150% Weapon Damage and causes Slow for 1 Turn. Slow: Movement costs 100% more AP.
Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within3x3 Tiles Range and leaving a cloud that lasts for 2 Turns.
3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit.
Deals 100% Weapon Damage and 50% Weapon Damage to 2 Enemy Units closest to them within 2 Tiles Range.
The Hero detects Enemy Traps from a number of Tiles Range equal to the Hero's Perception. The Hero gains 1 Movement AP each Turn. +1 Perception.
The Hero receives -X Damage from Ranged Attacks. The amount of Damage Reduction increases by 1 every 4 Levels.
The Hero gains 1 AP when killing a Unit.
+20% Overwatch Damage.
Decreases the AP cost of Skills causing Poison by 1.
+15% Weapon Damage for the First Attack on each Turn, if no AP was spent in that Turn. The Bonus Damage is retained when spending Movement AP.
+50% to Burning Damage.
+1 Tiles Range for all Skills used from Cover.
+1 Tiles Range for all Attacks.
Dodge the first incoming Melee Attack each Turn.
AP Cost of all Skills is reduced by 1 while one Enemy is present in the Encounter.
+20% Weapon Damage against Units with less than 25% Vitality.
Regain 2 HP for each hit. The amount of HP regained increases by 1 every 4 Levels.
The Hero can also wear Medium Armour Sigils.
Enemies prioritize attacking any other Unit if the Hero is farther than 6 Tiles away.
Potion effects on the Hero are increased by 50%.