Home/Classes/Prowler

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Prowler

Evasive backstabber. Close in and slaughter.

Plays as
Physical damage
Difficulty
Hard
Skills
10
Weapons
Daggers, Prowler's Armguards

At a glance

Changes from
Thief

What it is good and bad at

Strengths

High burst damage, amazing damage negation, small and tight skill kit.

Weaknesses

High SP Cost, vulnerable to unavoidable damage, restricted left hand slot.

How it plays

Invisible Acrobat

The Prowler is a very evasive job, which uses the few tools it has available to create openings and overwhelm the targets with skills.

It has incredible dodging and damage negation methods making it extremely safe under skilled hands.

Gameplay Identity

The Prowler is a job that focuses on creating opportunities to instantly take down its targets or to dance around them avoiding hits, for this reason:

They are extremely deadly while being hard to counter-react, as long as their SP remains, they will overwhelm any target with quick hits.

As Prowlers have very small skill kits, they are straightforward to build. Relying on their special passive skills and Armguards to work in a multitude of ways.

The Thief skill Backstab is the centerpiece of the Prowler's kit. With the boosts from the passives, this skill can activate Combo Ready and receive incredible power boosts, allowing a Prowler to quickly start any combat from any situation in an advantage, ready to follow up in a multitude of ways, usually with Shadowstab .

Another unique tool to the Prowler is the Rope Kunai , a unique weapon that allows a Prowler to pull enemies close by using the Flying Knife skill.

Core Gameplay Loop

A key factor on the Prowler is it's easy access to Perfect Dodge, making attaining even 100% perfect dodge, an easy task for most builds. This may not negate every damage taken, but the almost complete negation of all auto attacks makes them very resistant and virtually unkillable if correctly played.

Most times, a Prowler will use Backstab to close-in on enemies and follow up with Shadowstab for as long as the Combo Ready window allows. This makes building both SP, SP regen and ASPD essential for the Prowler in order to not run out of energy for the barrage of skills.

Rope Kunai can be used to bring enemies that are out of reach, increasing the overall fighting speed. Whirling Kunai is a very strong, short range (but still ranged) damage skill that allows for heavy damage in an area, Even with a long cooldown, it's a reliable and strong tool to fit into rotations.

Macabre is a powerful buff that increases the overall fighting capacity of the Prowler for a duration by consuming HP, being a great risk-rewards mechanic to play around.

The multiple evasive skills of the Prowler can be used to greatly reduce damage for the specific cases where they are needed.

The job change quest

Start
Edmond, Lighthalzen lighthalzen 308,250
Required
  • Thief Job Level 50
  • Finish before Base Level 80. This one has a ceiling.
What you do
  • Agree to test Edmond's prototype armguard and take the device.
  • Hunt Orphan Hunters near the Nomad Village until the armguard has recorded enough.
  • Get back to Edmond before you pass Base Level 80. Past that he cannot finish the upgrade.
What you get
  • The Prowler job
  • The upgraded armguard
  • Rope Kunai

Skills

All 10 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.

ActiveSupportivePassive

Active4

Supportive3

Passive3

In the database Every number for every one of these Damage formulas, SP per level, cooldowns, cast times, weapon requirements and what each skill ignores. (opens the database, another site)

What this job is and how it plays is transcribed from the original server's own wiki. Every skill, with the text the game itself shows, lives in the database. Where the Refuge changed something, it is called out above.