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	<id>https://www.theamazonbasin.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Althai</id>
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	<updated>2026-04-30T11:39:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.10</generator>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Kokeeno%27s_Domeshield&amp;diff=29328</id>
		<title>Kokeeno&#039;s Domeshield</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Kokeeno%27s_Domeshield&amp;diff=29328"/>
		<updated>2008-01-30T06:06:42Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hellgate unique armor |&lt;br /&gt;
name = Kokeeno&amp;#039;s Domeshield |&lt;br /&gt;
type = Rifleman Helmet |&lt;br /&gt;
armorvalue = 0 |&lt;br /&gt;
shieldvalue = 40 |&lt;br /&gt;
effects = Increases damage by 4% |&lt;br /&gt;
requirements = Equip cost: 4 Accuracy, 8 Stamina &amp;lt;br&amp;gt; Item level 21 &amp;lt;br&amp;gt; (requires character level 15) |&lt;br /&gt;
restrictions = Hunter only |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
http://hellgate.incgamers.com/w/images/d/da/Kokeeno%27s_Domeshield_wiki.JPG&lt;br /&gt;
&lt;br /&gt;
[[Category:Hellgate Unique Helmets]]&lt;br /&gt;
[[Category:Hellgate Unique Armor]]&lt;br /&gt;
[[Category:Hellgate Unique Items]]&lt;br /&gt;
[[Category:Hellgate Items]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Subtle_Converter&amp;diff=29381</id>
		<title>Subtle Converter</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Subtle_Converter&amp;diff=29381"/>
		<updated>2007-11-30T19:38:07Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hellgate unique weapon |&lt;br /&gt;
name = Subtle Converter |&lt;br /&gt;
type = Mind-control Weapon |&lt;br /&gt;
damagetype = Convert field |&lt;br /&gt;
effects = Mind Control Strength 17-18 in a 1.5m radius for 7-7.5 seconds,&amp;lt;br&amp;gt;field lasts for 3 seconds&amp;lt;br /&amp;gt;Energy Consumption: -(6-7?)&amp;lt;br /&amp;gt;Adds 176-190? defense against all special damage effects&amp;lt;br /&amp;gt;All Attributes: +9-10? &amp;lt;br /&amp;gt;+1 to a random summoner skill|&lt;br /&gt;
modslots = 0 |&lt;br /&gt;
modlist =  |&lt;br /&gt;
requirements = Equip cost: 36 Accuracy, 36 Will&amp;lt;br&amp;gt;Item level 32-34 &amp;lt;br&amp;gt;(requires character level 25)|&lt;br /&gt;
restrictions = Cabalist only|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hellgate Unique Mind-control Weapons]]&lt;br /&gt;
[[Category:Hellgate Unique Weapons]]&lt;br /&gt;
[[Category:Hellgate Unique Items]]&lt;br /&gt;
[[Category:Hellgate Items]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=29839</id>
		<title>Cabalist Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=29839"/>
		<updated>2007-11-30T08:23:36Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Focus Items ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Lens&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Lenses provide higher critical attack chances.&lt;br /&gt;
::80 shots/min, 15m range, 8% critical chance&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Prism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Prisms provide extra mod slots.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::4 mods (Relic, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Radiant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Radiants provide an inherent higher elemental attack strengths.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Core&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Cores provide increased cast rates.&lt;br /&gt;
::80 shots/min, 15m range, Increases use rate of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Axis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Axis provide more power efficiency.&lt;br /&gt;
::80 shots/min, 15m range, Decreases power cost of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Locus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Locus provide the most base damage.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Cabalistic&amp;quot; series is the first evoker weapon series. There is also the &amp;quot;Enigmatic&amp;quot; series: Enigmatic Lens, Enigmatic Radiant, etc.; and the &amp;quot;of the Master&amp;quot; series: Locus of the Master, etc. The stats are the same (i.e. all lenses provide a bonus critical chance, all prisms have bonus mod slots, and so on), but the item level is higher, leading to correspondingly higher power ratings and elemental attack strengths.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Blightcaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Toxic Splash damage, 60 shots/min, 20m range&lt;br /&gt;
::7 mods? (Rocket, Fuel, Fuel, Fuel, Battery, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tempest Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Uses a magnetic field generator to shape and discharge a burst of high-voltage electrical orbs that are designed to damage as many targets as possible through a spread of independent projectiles moving in a random, forward path.&lt;br /&gt;
::Electrical Direct damage, 42 shots/min, 20m range&lt;br /&gt;
::3 mods? (Battery, Battery, Battery)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistol ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;HARP Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One-handed version of the Harmonic Resonance Projector.&lt;br /&gt;
::Electrical Beam damage, Constant, 15m range, Immobilizes Enemies (Stop Strength: 25), Shield Overload 400%&lt;br /&gt;
::mods?&lt;br /&gt;
&lt;br /&gt;
(Also comes in Mk 2 and Mk 3 varieties.)&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Plagueblaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Dark devices created by twisted minds. Using their own foulness against the demons is dangerous business, and the Black Death is not a thing to be trifled with. At least not for some...&lt;br /&gt;
::Toxic Splash Damage, 240 shots per minute, 20m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;br /&gt;
::A careful examination of the plagueblaster model shows that it has room for four fuel mods. More mod sockets may only show up on higher level versions, however.&lt;br /&gt;
&lt;br /&gt;
== Mind-control Weapons ==&lt;br /&gt;
&lt;br /&gt;
Mind control weapons only come in non-magical (white) and unique varieties.&lt;br /&gt;
&lt;br /&gt;
:Puppet Master? (Forget what the one-hand versions are called.)&lt;br /&gt;
:Mind control weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control direct, Constant, 25m range&lt;br /&gt;
::0 mods?&lt;br /&gt;
::Unique versions: [[Cat&amp;#039;s Paw]], [[The Grandmaster]]&lt;br /&gt;
&lt;br /&gt;
:Id Pulsar&lt;br /&gt;
:Mind control weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control field&lt;br /&gt;
::0 mods?&lt;br /&gt;
::Unique versions: [[Kalika&amp;#039;s Catharsis]], [[Subtle Converter]]&lt;br /&gt;
&lt;br /&gt;
== Rebounding Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rebounding Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The unnatural ricochets of this chaotic, rapid-fire weapon makes it devastating when used indoors.&lt;br /&gt;
::Physical Direct &amp;amp; Splash, 150 shots/min, 30m range&lt;br /&gt;
::5 mods? (Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Streaming Field Guns ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Eruptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Fire Field damage, Constant Field, 23m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;br /&gt;
&lt;br /&gt;
== Wasp Hives ==&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24812</id>
		<title>Cabalist Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24812"/>
		<updated>2007-11-30T08:22:36Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Mind-control Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Focus Items ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Lens&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Lenses provide higher critical attack chances.&lt;br /&gt;
::80 shots/min, 15m range, 8% critical chance&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Prism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Prisms provide extra mod slots.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::4 mods (Relic, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Radiant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Radiants provide an inherent higher elemental attack strengths.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Core&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Cores provide increased cast rates.&lt;br /&gt;
::80 shots/min, 15m range, Increases use rate of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Axis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Axis provide more power efficiency.&lt;br /&gt;
::80 shots/min, 15m range, Decreases power cost of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Locus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Locus provide the most base damage.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Cabalistic&amp;quot; series is the first evoker weapon series. There is also the &amp;quot;Enigmatic&amp;quot; series: Enigmatic Lens, Enigmatic Radiant, etc.; and the &amp;quot;of the Master&amp;quot; series: Locus of the Master, etc. The stats are the same (i.e. all lenses provide a bonus critical chance, all prisms have bonus mod slots, and so on), but the item level is higher, leading to correspondingly higher power ratings and elemental attack strengths.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Blightcaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Toxic Splash damage, 60 shots/min, 20m range&lt;br /&gt;
::7 mods? (Rocket, Fuel, Fuel, Fuel, Battery, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tempest Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Uses a magnetic field generator to shape and discharge a burst of high-voltage electrical orbs that are designed to damage as many targets as possible through a spread of independent projectiles moving in a random, forward path.&lt;br /&gt;
::Electrical Direct damage, 42 shots/min, 20m range&lt;br /&gt;
::3 mods? (Battery, Battery, Battery)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistol ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;HARP Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One-handed version of the Harmonic Resonance Projector.&lt;br /&gt;
::Electrical Beam damage, Constant, 15m range, Immobilizes Enemies (Stop Strength: 25), Shield Overload 400%&lt;br /&gt;
::mods?&lt;br /&gt;
&lt;br /&gt;
(Also comes in Mk 2 and Mk 3 varieties.)&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Plagueblaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Dark devices created by twisted minds. Using their own foulness against the demons is dangerous business, and the Black Death is not a thing to be trifled with. At least not for some...&lt;br /&gt;
::Toxic Splash Damage, 240 shots per minute, 20m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;br /&gt;
::A careful examination of the plagueblaster model shows that it has room for four fuel mods. More mod sockets may only show up on higher level versions, however.&lt;br /&gt;
&lt;br /&gt;
== Mind-control Weapons ==&lt;br /&gt;
&lt;br /&gt;
Mind control weapons only come in non-magical (white) and unique varieties.&lt;br /&gt;
&lt;br /&gt;
:Puppet Master? (Forget what the one-hand versions are called.)&lt;br /&gt;
:Mind control weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control direct, Constant, 25m range&lt;br /&gt;
::0 mods?&lt;br /&gt;
::Unique versions: [[Cat&amp;#039;s Paw]], [[The Grandmaster]]&lt;br /&gt;
&lt;br /&gt;
:Id Pulsar&lt;br /&gt;
:Mind control weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control field&lt;br /&gt;
::0 mods?&lt;br /&gt;
::Unique versions: [[Kalika&amp;#039;s Catharsis]], [[Subtle Converter]]&lt;br /&gt;
&lt;br /&gt;
== Rebounding Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rebounding Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The unnatural ricochets of this chaotic, rapid-fire weapon makes it devastating when used indoors.&lt;br /&gt;
::Physical Direct &amp;amp; Splash, 150 shots/min, 30m range&lt;br /&gt;
::5 mods? (Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Streaming Field Guns ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Eruptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Fire Field damage, Constant Field, 23m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24811</id>
		<title>Cabalist Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24811"/>
		<updated>2007-11-30T08:18:18Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Machine Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Focus Items ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Lens&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Lenses provide higher critical attack chances.&lt;br /&gt;
::80 shots/min, 15m range, 8% critical chance&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Prism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Prisms provide extra mod slots.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::4 mods (Relic, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Radiant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Radiants provide an inherent higher elemental attack strengths.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Core&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Cores provide increased cast rates.&lt;br /&gt;
::80 shots/min, 15m range, Increases use rate of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Axis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Axis provide more power efficiency.&lt;br /&gt;
::80 shots/min, 15m range, Decreases power cost of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Locus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Locus provide the most base damage.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Cabalistic&amp;quot; series is the first evoker weapon series. There is also the &amp;quot;Enigmatic&amp;quot; series: Enigmatic Lens, Enigmatic Radiant, etc.; and the &amp;quot;of the Master&amp;quot; series: Locus of the Master, etc. The stats are the same (i.e. all lenses provide a bonus critical chance, all prisms have bonus mod slots, and so on), but the item level is higher, leading to correspondingly higher power ratings and elemental attack strengths.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Blightcaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Toxic Splash damage, 60 shots/min, 20m range&lt;br /&gt;
::7 mods? (Rocket, Fuel, Fuel, Fuel, Battery, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tempest Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Uses a magnetic field generator to shape and discharge a burst of high-voltage electrical orbs that are designed to damage as many targets as possible through a spread of independent projectiles moving in a random, forward path.&lt;br /&gt;
::Electrical Direct damage, 42 shots/min, 20m range&lt;br /&gt;
::3 mods? (Battery, Battery, Battery)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistol ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;HARP Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One-handed version of the Harmonic Resonance Projector.&lt;br /&gt;
::Electrical Beam damage, Constant, 15m range, Immobilizes Enemies (Stop Strength: 25), Shield Overload 400%&lt;br /&gt;
::mods?&lt;br /&gt;
&lt;br /&gt;
(Also comes in Mk 2 and Mk 3 varieties.)&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Plagueblaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Dark devices created by twisted minds. Using their own foulness against the demons is dangerous business, and the Black Death is not a thing to be trifled with. At least not for some...&lt;br /&gt;
::Toxic Splash Damage, 240 shots per minute, 20m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;br /&gt;
::A careful examination of the plagueblaster model shows that it has room for four fuel mods. More mod sockets may only show up on higher level versions, however.&lt;br /&gt;
&lt;br /&gt;
== Mind-control Weapons ==&lt;br /&gt;
&lt;br /&gt;
Not sure at the moment if there are non-unique versions.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grandmaster (Unique)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Puppet Master weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control direct, Constant, 25m range&lt;br /&gt;
::0 mods?&lt;br /&gt;
&lt;br /&gt;
== Rebounding Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rebounding Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The unnatural ricochets of this chaotic, rapid-fire weapon makes it devastating when used indoors.&lt;br /&gt;
::Physical Direct &amp;amp; Splash, 150 shots/min, 30m range&lt;br /&gt;
::5 mods? (Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Streaming Field Guns ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Eruptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Fire Field damage, Constant Field, 23m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24810</id>
		<title>Cabalist Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24810"/>
		<updated>2007-11-30T08:16:57Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Laser Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Focus Items ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Lens&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Lenses provide higher critical attack chances.&lt;br /&gt;
::80 shots/min, 15m range, 8% critical chance&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Prism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Prisms provide extra mod slots.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::4 mods (Relic, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Radiant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Radiants provide an inherent higher elemental attack strengths.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Core&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Cores provide increased cast rates.&lt;br /&gt;
::80 shots/min, 15m range, Increases use rate of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Axis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Axis provide more power efficiency.&lt;br /&gt;
::80 shots/min, 15m range, Decreases power cost of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Locus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Locus provide the most base damage.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Cabalistic&amp;quot; series is the first evoker weapon series. There is also the &amp;quot;Enigmatic&amp;quot; series: Enigmatic Lens, Enigmatic Radiant, etc.; and the &amp;quot;of the Master&amp;quot; series: Locus of the Master, etc. The stats are the same (i.e. all lenses provide a bonus critical chance, all prisms have bonus mod slots, and so on), but the item level is higher, leading to correspondingly higher power ratings and elemental attack strengths.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Blightcaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Toxic Splash damage, 60 shots/min, 20m range&lt;br /&gt;
::7 mods? (Rocket, Fuel, Fuel, Fuel, Battery, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tempest Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Uses a magnetic field generator to shape and discharge a burst of high-voltage electrical orbs that are designed to damage as many targets as possible through a spread of independent projectiles moving in a random, forward path.&lt;br /&gt;
::Electrical Direct damage, 42 shots/min, 20m range&lt;br /&gt;
::3 mods? (Battery, Battery, Battery)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistol ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;HARP Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One-handed version of the Harmonic Resonance Projector.&lt;br /&gt;
::Electrical Beam damage, Constant, 15m range, Immobilizes Enemies (Stop Strength: 25), Shield Overload 400%&lt;br /&gt;
::mods?&lt;br /&gt;
&lt;br /&gt;
(Also comes in Mk 2 and Mk 3 varieties.)&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Plagueblaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Dark devices created by twisted minds. Using their own foulness against the demons is dangerous business, and the Black Death is not a thing to be trifled with. At least not for some...&lt;br /&gt;
::Toxic Splash Damage, 240 shots per minute, 20m range&lt;br /&gt;
::1 mod? (Fuel)&lt;br /&gt;
&lt;br /&gt;
== Mind-control Weapons ==&lt;br /&gt;
&lt;br /&gt;
Not sure at the moment if there are non-unique versions.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grandmaster (Unique)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Puppet Master weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control direct, Constant, 25m range&lt;br /&gt;
::0 mods?&lt;br /&gt;
&lt;br /&gt;
== Rebounding Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rebounding Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The unnatural ricochets of this chaotic, rapid-fire weapon makes it devastating when used indoors.&lt;br /&gt;
::Physical Direct &amp;amp; Splash, 150 shots/min, 30m range&lt;br /&gt;
::5 mods? (Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Streaming Field Guns ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Eruptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Fire Field damage, Constant Field, 23m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24809</id>
		<title>Cabalist Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Cabalist_Weapons&amp;diff=24809"/>
		<updated>2007-11-30T08:16:07Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Focus Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Focus Items ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Lens&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Lenses provide higher critical attack chances.&lt;br /&gt;
::80 shots/min, 15m range, 8% critical chance&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Prism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Prisms provide extra mod slots.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::4 mods (Relic, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Radiant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Radiants provide an inherent higher elemental attack strengths.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Core&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Cores provide increased cast rates.&lt;br /&gt;
::80 shots/min, 15m range, Increases use rate of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Axis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Axis provide more power efficiency.&lt;br /&gt;
::80 shots/min, 15m range, Decreases power cost of Evocation skills by 10%&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cabalistic Locus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Locus provide the most base damage.&lt;br /&gt;
::80 shots/min, 15m range&lt;br /&gt;
::2 mods (Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Cabalistic&amp;quot; series is the first evoker weapon series. There is also the &amp;quot;Enigmatic&amp;quot; series: Enigmatic Lens, Enigmatic Radiant, etc.; and the &amp;quot;of the Master&amp;quot; series: Locus of the Master, etc. The stats are the same (i.e. all lenses provide a bonus critical chance, all prisms have bonus mod slots, and so on), but the item level is higher, leading to correspondingly higher power ratings and elemental attack strengths.&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Blightcaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Toxic Splash damage, 60 shots/min, 20m range&lt;br /&gt;
::7 mods? (Rocket, Fuel, Fuel, Fuel, Battery, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tempest Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Uses a magnetic field generator to shape and discharge a burst of high-voltage electrical orbs that are designed to damage as many targets as possible through a spread of independent projectiles moving in a random, forward path.&lt;br /&gt;
::Electrical Direct damage, 42 shots/min, 20m range&lt;br /&gt;
::3 mods? (Battery, Battery, Battery)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistol ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;HARP Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One-handed version of the Harmonic Resonance Projector.&lt;br /&gt;
::Electrical Beam damage, Constant, 15m range, Immobilizes Enemies (Stop Strength: 25), Shield Overload 400%&lt;br /&gt;
::mods?&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Plagueblaster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Dark devices created by twisted minds. Using their own foulness against the demons is dangerous business, and the Black Death is not a thing to be trifled with. At least not for some...&lt;br /&gt;
::Toxic Splash Damage, 240 shots per minute, 20m range&lt;br /&gt;
::1 mod? (Fuel)&lt;br /&gt;
&lt;br /&gt;
== Mind-control Weapons ==&lt;br /&gt;
&lt;br /&gt;
Not sure at the moment if there are non-unique versions.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grandmaster (Unique)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Puppet Master weapons confuse targeted demons, causing them to attack other demons.&lt;br /&gt;
::Mind-control direct, Constant, 25m range&lt;br /&gt;
::0 mods?&lt;br /&gt;
&lt;br /&gt;
== Rebounding Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rebounding Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The unnatural ricochets of this chaotic, rapid-fire weapon makes it devastating when used indoors.&lt;br /&gt;
::Physical Direct &amp;amp; Splash, 150 shots/min, 30m range&lt;br /&gt;
::5 mods? (Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Streaming Field Guns ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Eruptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Description&lt;br /&gt;
::Fire Field damage, Constant Field, 23m range&lt;br /&gt;
::2 mods? (Fuel, Fuel)&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=29363</id>
		<title>The Party-friendly Marksman</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=29363"/>
		<updated>2007-11-18T05:10:24Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Utility / Prerequisite Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guide format stolen wholesale from Filorux&amp;#039; rainmaker guide. This guide is only based on playing the marksman up to level 22, so is subject to change after we get hands-on experience with the higher level skills.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
Some might consider marksman to be the solo player&amp;#039;s character. While it&amp;#039;s true that sniping from a distance with a sniper rifle isn&amp;#039;t the best party support role, the well-equipped marksman has a lot to add to cooperative demonslaying, and this build is designed to maximize that.&lt;br /&gt;
&lt;br /&gt;
==Skill Choices==&lt;br /&gt;
=== Key skills ===&lt;br /&gt;
&lt;br /&gt;
* Beacon 5-10/10&lt;br /&gt;
** Paint a single target for increased damage.&lt;br /&gt;
&lt;br /&gt;
* Elemental Beacon 3-10/10&lt;br /&gt;
** Paint a single target for increased vulnerability to elemental effects.&lt;br /&gt;
&lt;br /&gt;
* Multi Beacon 5-10/10&lt;br /&gt;
** Simultaneously paint several targets for increased damage.&lt;br /&gt;
&lt;br /&gt;
These skills are your bread and butter. Count on spending around 20 points here, perhaps more for the truly dedicated. Multi Beacon should be spammed against groups to constantly increase damage for the whole group. Every boss, and rare/epic/named monster should be under the effects of beacon from the moment you see him, and additional beacons should be spent on the nastier of the usual monster types, such as bruisers.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
&lt;br /&gt;
* Phase Grenade 1+/10&lt;br /&gt;
** Your goal is to be group oriented, and what&amp;#039;s more group oriented than a grenade which makes all monsters in an AoE take 50% extra damage? More points are good here if you want increased phase duration.&lt;br /&gt;
&lt;br /&gt;
* Flashcrasher grenade 1+/10&lt;br /&gt;
** If escape is your individual panic button, this is your group panic button. If your allies are getting overwhelmed, throw in a flashcrasher grenade for some breathing room.&lt;br /&gt;
&lt;br /&gt;
=== Utility / Prerequisite Skills ===&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5 minimum&lt;br /&gt;
** For emergencies. More points here give you more time to heal and reposition/get out of harms way, or movement speed with improved escape.&lt;br /&gt;
&lt;br /&gt;
* Sniper stance 1/10&lt;br /&gt;
** Sniper stance is such a one-point wonder that it would be crazy not to put a point here. On the other hand, more points do relatively little, and you shouldn&amp;#039;t be spending enough time in sniper stance to justify them.&lt;br /&gt;
&lt;br /&gt;
* Tactical stance 1/10 (starting point)&lt;br /&gt;
** Crits are good. Then again, with max reflected shot and dead eye, you should be getting plenty of crits without resorting to a stance which removes your most valuable asset: mobility. Additionally, you don&amp;#039;t have the points to get elemental visions, and overshield is almost useless at present. However, if you really want to get crits, you could stick a few extra points here.&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire / Multishot?&lt;br /&gt;
** This depends a lot on weapon choice. If you&amp;#039;re going with a rocket launcher or sniper rifle, rapid fire is not useful. If you&amp;#039;re going with pistols or an automatic rifle of some kind, it can be very useful. Also, at present it is very effective with beam weapons as you get multiple streams with perfect accuracy. Multishot can also be quite powerful as it doubles damage while active, and also greatly increases your odds of getting a crit effect. On the other hand, it takes a lot of points to get more than a few seconds of multishot given the number of points in prereqs.&lt;br /&gt;
&lt;br /&gt;
*It&amp;#039;s worth pointing out that rapid fire and sniper stance alter not just firing speed but skill use rate as well, so if you use multishot (for example) while rapid firing, you can use it almost twice as often. On the other hand, using it in sniper stance will give it very slow cooldown. There&amp;#039;s a good chance that this is a bug and will get fixed, but I imagine there are a lot of higher priority bugs at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Passives ===&lt;br /&gt;
&lt;br /&gt;
* Dead Eye 7/7&lt;br /&gt;
** While seven points here are not necessary for the build, it&amp;#039;s a passive damage boosts - who&amp;#039;s to object?&lt;br /&gt;
&lt;br /&gt;
* Hollow Points 1/7&lt;br /&gt;
** It&amp;#039;s a passive damage boost, but probably not as effective as Dead Eye. Between weapon properties, mod sockets, and accuracy, you&amp;#039;re probably already doing so much bonus critical damage that more points here aren&amp;#039;t that useful.&lt;br /&gt;
&lt;br /&gt;
* Reflected Shot 7/7&lt;br /&gt;
** This skill is way too good not to max.&lt;br /&gt;
&lt;br /&gt;
* Homing Shot */7&lt;br /&gt;
** I hear tell that this doesn&amp;#039;t interfere with reflected shot. If so, it may be worth putting some points here to take advantage of max crit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any skill not mentioned is skippable, but can still be taken with leftover points if desired.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build is very powerful from very early on. Your first key skill is beacon, which is available at level 5. You have the energy to use it a lot, so cast it on anything that doesn&amp;#039;t go down instantly (of course, most things will). Try to find a group early on if you can, since they will also benefit from your beacons. Playing solo should not be a problem however, due to the ease of the early levels.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Since the build is based off of skills which benefit any weapon, use whatever weapon types you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
This build has a lot of flexibility: which stance do you go for, or do you grab rapid shot instead? Do you go for special damage effects and elemental beacon, or focus more on pure damage output? Do you spend a lot of points in grenades and air strikes, or concentrate more on passives to increase your main weapon damage? All of these add room for individual customization.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
back to [[Marksman#Guides|Marksman Guides]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=24424</id>
		<title>The Party-friendly Marksman</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=24424"/>
		<updated>2007-11-18T05:08:37Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Utility / Prerequisite Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guide format stolen wholesale from Filorux&amp;#039; rainmaker guide. This guide is only based on playing the marksman up to level 22, so is subject to change after we get hands-on experience with the higher level skills.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
Some might consider marksman to be the solo player&amp;#039;s character. While it&amp;#039;s true that sniping from a distance with a sniper rifle isn&amp;#039;t the best party support role, the well-equipped marksman has a lot to add to cooperative demonslaying, and this build is designed to maximize that.&lt;br /&gt;
&lt;br /&gt;
==Skill Choices==&lt;br /&gt;
=== Key skills ===&lt;br /&gt;
&lt;br /&gt;
* Beacon 5-10/10&lt;br /&gt;
** Paint a single target for increased damage.&lt;br /&gt;
&lt;br /&gt;
* Elemental Beacon 3-10/10&lt;br /&gt;
** Paint a single target for increased vulnerability to elemental effects.&lt;br /&gt;
&lt;br /&gt;
* Multi Beacon 5-10/10&lt;br /&gt;
** Simultaneously paint several targets for increased damage.&lt;br /&gt;
&lt;br /&gt;
These skills are your bread and butter. Count on spending around 20 points here, perhaps more for the truly dedicated. Multi Beacon should be spammed against groups to constantly increase damage for the whole group. Every boss, and rare/epic/named monster should be under the effects of beacon from the moment you see him, and additional beacons should be spent on the nastier of the usual monster types, such as bruisers.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
&lt;br /&gt;
* Phase Grenade 1+/10&lt;br /&gt;
** Your goal is to be group oriented, and what&amp;#039;s more group oriented than a grenade which makes all monsters in an AoE take 50% extra damage? More points are good here if you want increased phase duration.&lt;br /&gt;
&lt;br /&gt;
* Flashcrasher grenade 1+/10&lt;br /&gt;
** If escape is your individual panic button, this is your group panic button. If your allies are getting overwhelmed, throw in a flashcrasher grenade for some breathing room.&lt;br /&gt;
&lt;br /&gt;
=== Utility / Prerequisite Skills ===&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5 minimum&lt;br /&gt;
** For emergencies. More points here give you more time to heal and reposition/get out of harms way, or movement speed with improved escape.&lt;br /&gt;
&lt;br /&gt;
* Sniper stance 1/10&lt;br /&gt;
** Sniper stance is such a one-point wonder that it would be crazy not to put a point here. On the other hand, more points do relatively little, and you shouldn&amp;#039;t be spending enough time in sniper stance to justify them.&lt;br /&gt;
&lt;br /&gt;
* Tactical stance 1/10 (starting point)&lt;br /&gt;
** Crits are good. Then again, with max reflected shot and dead eye, you should be getting plenty of crits without resorting to a stance which removes your most valuable asset: mobility. Additionally, you don&amp;#039;t have the points to get elemental visions, and overshield is almost useless at present. However, if you really want to get crits, you could stick a few extra points here.&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire / Multishot?&lt;br /&gt;
** This depends a lot on weapon choice. If you&amp;#039;re going with a rocket launcher or sniper rifle, rapid fire is not useful. If you&amp;#039;re going with pistols or an automatic rifle of some kind, it can be very useful. Also, at present it is very effective with beam weapons as you get multiple streams with perfect accuracy. Multishot can also be quite powerful as it doubles damage while active, and also greatly increases your odds of getting a crit effect. On the other hand, it takes a lot of points to get more than a few seconds of multishot given the number of points in prereqs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**It&amp;#039;s worth pointing out that rapid fire and sniper stance alter not just firing speed but skill use rate as well, so if you use multishot (for example) while rapid firing, you can use it almost twice as often. There&amp;#039;s a good chance that this is a bug and will get fixed, but I imagine there are a lot of higher priority bugs at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Passives ===&lt;br /&gt;
&lt;br /&gt;
* Dead Eye 7/7&lt;br /&gt;
** While seven points here are not necessary for the build, it&amp;#039;s a passive damage boosts - who&amp;#039;s to object?&lt;br /&gt;
&lt;br /&gt;
* Hollow Points 1/7&lt;br /&gt;
** It&amp;#039;s a passive damage boost, but probably not as effective as Dead Eye. Between weapon properties, mod sockets, and accuracy, you&amp;#039;re probably already doing so much bonus critical damage that more points here aren&amp;#039;t that useful.&lt;br /&gt;
&lt;br /&gt;
* Reflected Shot 7/7&lt;br /&gt;
** This skill is way too good not to max.&lt;br /&gt;
&lt;br /&gt;
* Homing Shot */7&lt;br /&gt;
** I hear tell that this doesn&amp;#039;t interfere with reflected shot. If so, it may be worth putting some points here to take advantage of max crit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any skill not mentioned is skippable, but can still be taken with leftover points if desired.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build is very powerful from very early on. Your first key skill is beacon, which is available at level 5. You have the energy to use it a lot, so cast it on anything that doesn&amp;#039;t go down instantly (of course, most things will). Try to find a group early on if you can, since they will also benefit from your beacons. Playing solo should not be a problem however, due to the ease of the early levels.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Since the build is based off of skills which benefit any weapon, use whatever weapon types you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
This build has a lot of flexibility: which stance do you go for, or do you grab rapid shot instead? Do you go for special damage effects and elemental beacon, or focus more on pure damage output? Do you spend a lot of points in grenades and air strikes, or concentrate more on passives to increase your main weapon damage? All of these add room for individual customization.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
back to [[Marksman#Guides|Marksman Guides]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=23912</id>
		<title>The Party-friendly Marksman</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=23912"/>
		<updated>2007-11-06T04:22:15Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Skill Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guide format stolen wholesale from Filorux&amp;#039; rainmaker guide. This guide is only based on playing the marksman up to level 22, so is subject to change after we get hands-on experience with the higher level skills.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
Some might consider marksman to be the solo player&amp;#039;s character. While it&amp;#039;s true that sniping from a distance with a sniper rifle isn&amp;#039;t the best party support role, the well-equipped marksman has a lot to add to cooperative demonslaying, and this build is designed to maximize that.&lt;br /&gt;
&lt;br /&gt;
==Skill Choices==&lt;br /&gt;
=== Key skills ===&lt;br /&gt;
&lt;br /&gt;
* Beacon 5-10/10&lt;br /&gt;
** Paint a single target for increased damage.&lt;br /&gt;
&lt;br /&gt;
* Elemental Beacon 3-10/10&lt;br /&gt;
** Paint a single target for increased vulnerability to elemental effects.&lt;br /&gt;
&lt;br /&gt;
* Multi Beacon 5-10/10&lt;br /&gt;
** Simultaneously paint several targets for increased damage.&lt;br /&gt;
&lt;br /&gt;
These skills are your bread and butter. Count on spending around 20 points here, perhaps more for the truly dedicated. Multi Beacon should be spammed against groups to constantly increase damage for the whole group. Every boss, and rare/epic/named monster should be under the effects of beacon from the moment you see him, and additional beacons should be spent on the nastier of the usual monster types, such as bruisers.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
&lt;br /&gt;
* Phase Grenade 1+/10&lt;br /&gt;
** Your goal is to be group oriented, and what&amp;#039;s more group oriented than a grenade which makes all monsters in an AoE take 50% extra damage? More points are good here if you want increased phase duration.&lt;br /&gt;
&lt;br /&gt;
* Flashcrasher grenade 1+/10&lt;br /&gt;
** If escape is your individual panic button, this is your group panic button. If your allies are getting overwhelmed, throw in a flashcrasher grenade for some breathing room.&lt;br /&gt;
&lt;br /&gt;
=== Utility / Prerequisite Skills ===&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5 minimum&lt;br /&gt;
** For emergencies. More points here give you more time to heal and reposition/get out of harms way, or movement speed with improved escape.&lt;br /&gt;
&lt;br /&gt;
* Sniper stance 1/10&lt;br /&gt;
** Sniper stance is such a one-point wonder that it would be crazy not to put a point here. On the other hand, more points do relatively little, and you shouldn&amp;#039;t be spending enough time in sniper stance to justify them.&lt;br /&gt;
&lt;br /&gt;
* Tactical stance 1/10 (starting point)&lt;br /&gt;
** Crits are good. Then again, with max reflected shot and dead eye, you should be getting plenty of crits without resorting to a stance which removes your most valuable asset: mobility. Additionally, you don&amp;#039;t have the points to get elemental visions, and overshield is almost useless at present. However, if you really want to get crits, you could stick a few extra points here.&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire / Multishot?&lt;br /&gt;
** This depends a lot on weapon choice. If you&amp;#039;re going with a rocket launcher, sniper rifle, or beam weapons, rapid fire is not useful. If you&amp;#039;re going with (non-beam) pistols or an automatic rifle of some kind, it can be very useful. And as for multishot... I have no idea.&lt;br /&gt;
&lt;br /&gt;
=== Passives ===&lt;br /&gt;
&lt;br /&gt;
* Dead Eye 7/7&lt;br /&gt;
** While seven points here are not necessary for the build, it&amp;#039;s a passive damage boosts - who&amp;#039;s to object?&lt;br /&gt;
&lt;br /&gt;
* Hollow Points 1/7&lt;br /&gt;
** It&amp;#039;s a passive damage boost, but probably not as effective as Dead Eye. Between weapon properties, mod sockets, and accuracy, you&amp;#039;re probably already doing so much bonus critical damage that more points here aren&amp;#039;t that useful.&lt;br /&gt;
&lt;br /&gt;
* Reflected Shot 7/7&lt;br /&gt;
** This skill is way too good not to max.&lt;br /&gt;
&lt;br /&gt;
* Homing Shot */7&lt;br /&gt;
** I hear tell that this doesn&amp;#039;t interfere with reflected shot. If so, it may be worth putting some points here to take advantage of max crit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any skill not mentioned is skippable, but can still be taken with leftover points if desired.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build is very powerful from very early on. Your first key skill is beacon, which is available at level 5. You have the energy to use it a lot, so cast it on anything that doesn&amp;#039;t go down instantly (of course, most things will). Try to find a group early on if you can, since they will also benefit from your beacons. Playing solo should not be a problem however, due to the ease of the early levels.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Since the build is based off of skills which benefit any weapon, use whatever weapon types you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
This build has a lot of flexibility: which stance do you go for, or do you grab rapid shot instead? Do you go for special damage effects and elemental beacon, or focus more on pure damage output? Do you spend a lot of points in grenades and air strikes, or concentrate more on passives to increase your main weapon damage? All of these add room for individual customization.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
back to [[Marksman builds]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=23707</id>
		<title>The Party-friendly Marksman</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=23707"/>
		<updated>2007-11-06T04:15:52Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Passives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guide format stolen wholesale from Filorux&amp;#039; rainmaker guide. This guide is only based on playing the marksman up to level 22, so is subject to change after we get hands-on experience with the higher level skills.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
Some might consider marksman to be the solo player&amp;#039;s character. While it&amp;#039;s true that sniping from a distance with a sniper rifle isn&amp;#039;t the best party support role, the well-equipped marksman has a lot to add to cooperative demonslaying, and this build is designed to maximize that.&lt;br /&gt;
&lt;br /&gt;
==Skill Choices==&lt;br /&gt;
=== Key skills ===&lt;br /&gt;
&lt;br /&gt;
* Beacon 5-10/10&lt;br /&gt;
** Paint a single target for increased damage.&lt;br /&gt;
&lt;br /&gt;
* Elemental Beacon 3-10/10&lt;br /&gt;
** Paint a single target for increased vulnerability to elemental effects.&lt;br /&gt;
&lt;br /&gt;
* Multi Beacon 5-10/10&lt;br /&gt;
** Simultaneously paint several targets for increased damage.&lt;br /&gt;
&lt;br /&gt;
These skills are your bread and butter. Count on spending around 20 points here, perhaps more for the truly dedicated. Multi Beacon should be spammed against groups to constantly increase damage for the whole group. Every boss, and rare/epic/named monster should be under the effects of beacon from the moment you see him, and additional beacons should be spent on the nastier of the usual monster types, such as bruisers.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
&lt;br /&gt;
* Phase Grenade 1+/10&lt;br /&gt;
** Your goal is to be group oriented, and what&amp;#039;s more group oriented than a grenade which makes all monsters in an AoE take 50% extra damage? More points are good here if you want increased phase duration.&lt;br /&gt;
&lt;br /&gt;
* Flashcrasher grenade 1+/10&lt;br /&gt;
** If escape is your individual panic button, this is your group panic button. If your allies are getting overwhelmed, throw in a flashcrasher grenade for some breathing room.&lt;br /&gt;
&lt;br /&gt;
=== Utility / Prerequisite Skills ===&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5 minimum&lt;br /&gt;
** For emergencies. More points here give you more time to heal and reposition/get out of harms way.&lt;br /&gt;
&lt;br /&gt;
* Sniper stance 1/10 minimum&lt;br /&gt;
** Sniper stance is such a one-point wonder that it would be crazy not to put a point here.&lt;br /&gt;
&lt;br /&gt;
* Tactical stance ?&lt;br /&gt;
** This is your big choice. If your only consideration is damage over time, even a level 1 sniper stance is better than level 10 tactical stance. On the other hand, sniper stance means increased vulnerability, while tac stance does not, and may even offer increased security if they fix overshield. Regardless, tactical stance requires many points to be a serious competitor with sniper stance, so you&amp;#039;re probably going to want to spend a lot of points here and skimp on passives and beacons, and skip the rapid fire tree altogether, or else skip tactical stance entirely and put more points into passives, beacon, and/or the rapid fire tree.&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire / Multishot?&lt;br /&gt;
** This depends a lot on weapon choice. If you&amp;#039;re going with a rocket launcher, sniper rifle, or beam weapons, rapid fire is not useful. If you&amp;#039;re going with (non-beam) pistols or an automatic rifle of some kind, it can be very useful. And as for multishot... I have no idea.&lt;br /&gt;
&lt;br /&gt;
=== Passives ===&lt;br /&gt;
&lt;br /&gt;
* Dead Eye 7/7&lt;br /&gt;
** While seven points here are not necessary for the build, it&amp;#039;s a passive damage boosts - who&amp;#039;s to object?&lt;br /&gt;
&lt;br /&gt;
* Hollow Points 1+/7&lt;br /&gt;
** It&amp;#039;s a passive damage boost, but probably not as effective as Dead Eye. Between weapon properties, mod sockets, and accuracy, you&amp;#039;re probably already doing so much bonus critical damage that more points here aren&amp;#039;t that useful.&lt;br /&gt;
&lt;br /&gt;
* Reflected Shot 7/7&lt;br /&gt;
** This skill is way too good not to max.&lt;br /&gt;
&lt;br /&gt;
* Homing Shot */7&lt;br /&gt;
** I hear tell that this doesn&amp;#039;t interfere with reflected shot. If so, it may be worth putting some points here to take advantage of max crit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any skill not mentioned is skippable, but can still be taken with leftover points if desired.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build is very powerful from very early on. Your first key skill is beacon, which is available at level 5. You have the energy to use it a lot, so cast it on anything that doesn&amp;#039;t go down instantly (of course, most things will). Try to find a group early on if you can, since they will also benefit from your beacons. Playing solo should not be a problem however, due to the ease of the early levels.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Since the build is based off of skills which benefit any weapon, use whatever weapon types you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
This build has a lot of flexibility: which stance do you go for, or do you grab rapid shot instead? Do you go for special damage effects and elemental beacon, or focus more on pure damage output? Do you spend a lot of points in grenades and air strikes, or concentrate more on passives to increase your main weapon damage? All of these add room for individual customization.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
back to [[Marksman builds]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23698</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23698"/>
		<updated>2007-10-30T04:38:50Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain [[marksman]] build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Group Builds ==&lt;br /&gt;
&lt;br /&gt;
These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.&lt;br /&gt;
&lt;br /&gt;
=== Group Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Party-friendly Marksman]] by Althai&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=23706</id>
		<title>The Party-friendly Marksman</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=The_Party-friendly_Marksman&amp;diff=23706"/>
		<updated>2007-10-29T21:48:40Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guide format stolen wholesale from Filorux&amp;#039; rainmaker guide. This guide is only based on playing the marksman up to level 22, so is subject to change after we get hands-on experience with the higher level skills.&lt;br /&gt;
&lt;br /&gt;
== The Spark ==&lt;br /&gt;
Some might consider marksman to be the solo player&amp;#039;s character. While it&amp;#039;s true that sniping from a distance with a sniper rifle isn&amp;#039;t the best party support role, the well-equipped marksman has a lot to add to cooperative demonslaying, and this build is designed to maximize that.&lt;br /&gt;
&lt;br /&gt;
==Skill Choices==&lt;br /&gt;
=== Key skills ===&lt;br /&gt;
&lt;br /&gt;
* Beacon 5-10/10&lt;br /&gt;
** Paint a single target for increased damage.&lt;br /&gt;
&lt;br /&gt;
* Elemental Beacon 3-10/10&lt;br /&gt;
** Paint a single target for increased vulnerability to elemental effects.&lt;br /&gt;
&lt;br /&gt;
* Multi Beacon 5-10/10&lt;br /&gt;
** Simultaneously paint several targets for increased damage.&lt;br /&gt;
&lt;br /&gt;
These skills are your bread and butter. Count on spending around 20 points here, perhaps more for the truly dedicated. Multi Beacon should be spammed against groups to constantly increase damage for the whole group. Every boss, and rare/epic/named monster should be under the effects of beacon from the moment you see him, and additional beacons should be spent on the nastier of the usual monster types, such as bruisers.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
&lt;br /&gt;
* Phase Grenade 1+/10&lt;br /&gt;
** Your goal is to be group oriented, and what&amp;#039;s more group oriented than a grenade which makes all monsters in an AoE take 50% extra damage? More points are good here if you want increased phase duration.&lt;br /&gt;
&lt;br /&gt;
* Flashcrasher grenade 1+/10&lt;br /&gt;
** If escape is your individual panic button, this is your group panic button. If your allies are getting overwhelmed, throw in a flashcrasher grenade for some breathing room.&lt;br /&gt;
&lt;br /&gt;
=== Utility / Prerequisite Skills ===&lt;br /&gt;
&lt;br /&gt;
* Escape 1/5 minimum&lt;br /&gt;
** For emergencies. More points here give you more time to heal and reposition/get out of harms way.&lt;br /&gt;
&lt;br /&gt;
* Sniper stance 1/10 minimum&lt;br /&gt;
** Sniper stance is such a one-point wonder that it would be crazy not to put a point here.&lt;br /&gt;
&lt;br /&gt;
* Tactical stance ?&lt;br /&gt;
** This is your big choice. If your only consideration is damage over time, even a level 1 sniper stance is better than level 10 tactical stance. On the other hand, sniper stance means increased vulnerability, while tac stance does not, and may even offer increased security if they fix overshield. Regardless, tactical stance requires many points to be a serious competitor with sniper stance, so you&amp;#039;re probably going to want to spend a lot of points here and skimp on passives and beacons, and skip the rapid fire tree altogether, or else skip tactical stance entirely and put more points into passives, beacon, and/or the rapid fire tree.&lt;br /&gt;
&lt;br /&gt;
* Rapid Fire / Multishot?&lt;br /&gt;
** This depends a lot on weapon choice. If you&amp;#039;re going with a rocket launcher, sniper rifle, or beam weapons, rapid fire is not useful. If you&amp;#039;re going with (non-beam) pistols or an automatic rifle of some kind, it can be very useful. And as for multishot... I have no idea.&lt;br /&gt;
&lt;br /&gt;
=== Passives ===&lt;br /&gt;
&lt;br /&gt;
* Dead Eye 7/7&lt;br /&gt;
** While seven points here are not necessary for the build, it&amp;#039;s a passive damage boosts - who&amp;#039;s to object?&lt;br /&gt;
&lt;br /&gt;
* Hollow Points 1+/7&lt;br /&gt;
** It&amp;#039;s a passive damage boost, but probably not as effective as Dead Eye. Between weapon properties, mod sockets, and accuracy, you&amp;#039;re probably already doing so much bonus critical damage that more points here aren&amp;#039;t that useful.&lt;br /&gt;
&lt;br /&gt;
* Ricochet, Reflected Shot, and Homing Shot&lt;br /&gt;
** More info is needed about how these abilities interact.&lt;br /&gt;
&lt;br /&gt;
Any skill not mentioned is skippable, but can still be taken with leftover points if desired.&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
This build is very powerful from very early on. Your first key skill is beacon, which is available at level 5. You have the energy to use it a lot, so cast it on anything that doesn&amp;#039;t go down instantly (of course, most things will). Try to find a group early on if you can, since they will also benefit from your beacons. Playing solo should not be a problem however, due to the ease of the early levels.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Since the build is based off of skills which benefit any weapon, use whatever weapon types you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
This build has a lot of flexibility: which stance do you go for, or do you grab rapid shot instead? Do you go for special damage effects and elemental beacon, or focus more on pure damage output? Do you spend a lot of points in grenades and air strikes, or concentrate more on passives to increase your main weapon damage? All of these add room for individual customization.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
back to [[Marksman builds]]&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23675</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23675"/>
		<updated>2007-10-29T21:03:04Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Group Build Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Group Builds ==&lt;br /&gt;
&lt;br /&gt;
These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.&lt;br /&gt;
&lt;br /&gt;
=== Group Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Party-friendly Marksman]] by Althai&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23663</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23663"/>
		<updated>2007-10-29T21:02:28Z</updated>

		<summary type="html">&lt;p&gt;Althai: /* Group Build Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Group Build Guides ==&lt;br /&gt;
&lt;br /&gt;
These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.&lt;br /&gt;
&lt;br /&gt;
[[The Party-friendly Marksman]] by Althai&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23662</id>
		<title>Marksman builds</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_builds&amp;diff=23662"/>
		<updated>2007-10-29T21:02:12Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes certain build types at a high level (e.g. &amp;quot;crit build&amp;quot;), and will link to guides for certain builds.&lt;br /&gt;
&lt;br /&gt;
== Crit Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit builds try to raise the chance for a critical hit in order to deal more damage and trigger passive abilities. &lt;br /&gt;
&lt;br /&gt;
These builds max Dead Eye to increase crit chance, and often max Hollow Points as well to increase damage when you crit. Most builds then focus on one of the three crit passives (Ricochet, Reflected Shot or Homing Shot). You often see Tactical Stance used to increase the chance for crits even further.&lt;br /&gt;
&lt;br /&gt;
=== Crit Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Homer]] by Filorux (coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Builds ==&lt;br /&gt;
&lt;br /&gt;
Elemental builds try to raise special effect attack strengths such as Phasing, Shocking, etc... to put the hurt on mobs.  &lt;br /&gt;
&lt;br /&gt;
These builds will have some kind of investment in Elemental Visions for self-buffing and/or Elemental Beacon to debuff mobs for the whole group.  Expect to see some points put into Grenades and/or Tactical Strikes as well.  &lt;br /&gt;
&lt;br /&gt;
=== Elemental Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crit / Elemental Hybrid Builds ==&lt;br /&gt;
&lt;br /&gt;
Crit / Elemental Hybrid builds will take some skills from the Crit Monkeys and some from the Elemental Masters to offer up new and exciting ways to deliver the package.&lt;br /&gt;
&lt;br /&gt;
Whether they are softening up targets with Phase Attacks to achieve world record crit damage, or using crit-boosted skills to dish out an elemental barrage, they should have something to bring to the table.&lt;br /&gt;
&lt;br /&gt;
=== Crit / Elemental Hybrid Build Guides ===&lt;br /&gt;
&lt;br /&gt;
[[The Rainmaker]] by Filorux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Builds ==&lt;br /&gt;
&lt;br /&gt;
Sniper Builds will focus on Sniper Stance, Master Sniper, and most likely Dead-Eye and Hollowed Points to thin the Hordes of Hell from long range.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Build Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This space for rent.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Group Build Guides ===&lt;br /&gt;
&lt;br /&gt;
These builds focus on beacon and multibeacon to increase group damage potential, and perhaps granades to further aid in a group setting.&lt;br /&gt;
&lt;br /&gt;
[[The Party-friendly Marksman]] by Althai&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Category:Hellgate_Quests&amp;diff=23527</id>
		<title>Category:Hellgate Quests</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Category:Hellgate_Quests&amp;diff=23527"/>
		<updated>2007-10-21T20:57:32Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Hellgate Quests|Quests]] advance the main plot and guide you through the overall storyline of the game. They tell the story of the world, change the path of your character, alter the landscape and can even affect [[:Category:Hellgate NPC|NPC&amp;#039;s]] based on your choices. You will recognize a NPC with a Quest by a purple &amp;#039;&amp;#039;&amp;#039;!&amp;#039;&amp;#039;&amp;#039; or a &amp;#039;&amp;#039;&amp;#039;?&amp;#039;&amp;#039;&amp;#039; above their heads, as opposed to the yellow icons you see from [[:Category:Hellgate Missions|mission]]-givers.&lt;br /&gt;
&lt;br /&gt;
--this is true, right?--&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Category:Hellgate_Quests&amp;diff=23498</id>
		<title>Category:Hellgate Quests</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Category:Hellgate_Quests&amp;diff=23498"/>
		<updated>2007-10-21T20:56:41Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Hellgate Quests|Quests]] advance the main plot and guide you through the overall storyline of the game. They tell the story of the world, change the path of your character, alter the landscape and can even affect [[:Category:Hellgate NPC|NPC&amp;#039;s]] based on your choices. You will recognize a NPC with a Quest by a purple &amp;#039;&amp;#039;&amp;#039;!&amp;#039;&amp;#039;&amp;#039; or a &amp;#039;&amp;#039;&amp;#039;?&amp;#039;&amp;#039;&amp;#039; above their heads, as opposed to the yellow icons you see from [[:Category:Hellgate Missions|mission]]-givers.&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Category:Hellgate_Quests&amp;diff=23497</id>
		<title>Category:Hellgate Quests</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Category:Hellgate_Quests&amp;diff=23497"/>
		<updated>2007-10-21T20:54:48Z</updated>

		<summary type="html">&lt;p&gt;Althai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Hellgate Quests|Quests]] advance the main plot and guide you through the overall storyline of the game. They tell the story of the world, change the path of your character, alter the landscape and can even affect [[:Category:Hellgate NPC|NPC&amp;#039;s]] based on your choices. You will recognize a NPC with a Quest by a purple &amp;#039;&amp;#039;&amp;#039;!&amp;#039;&amp;#039;&amp;#039; or a &amp;#039;&amp;#039;&amp;#039;?&amp;#039;&amp;#039;&amp;#039; above their heads, as opposed to the yellow icons you see from [[:Category:Hellgate Missions|mission]]-givers.&lt;br /&gt;
&lt;br /&gt;
--this is true, right?--&lt;/div&gt;</summary>
		<author><name>Althai</name></author>
	</entry>
</feed>