Blackarrow
The Blackarrow is a scout and marksman class in Mistfall Hunter built to dictate the pace of a fight from long range. Through speed, precision, and mastery of specialized arrowheads, it can remove high-value targets before those targets ever reach melee distance.
Two bow archetypes are available to the class. The Archer path centers on fully drawn shots, sustained ranged damage, piercing projectiles, and explosive arrow interactions. The Hunter path applies ailments, traps, damage-over-time effects, and other debuffs that restrict enemy movement and set up favorable engagements.
Class Info
| Role | Ranged Scout / Marksman |
| Combat Style | Long-range pressure, precision shots, status effects, traps, scouting, and controlled disengagement |
| Weapons | Bow |
| Damage Type | Physical / True Damage |
| Key Mechanics | Charged shots, arrow switching, piercing projectiles, debuffs, traps, stealth, enemy detection |
| Difficulty | Advanced |
| Faction / Origin | Blackarrow scout and sniper associated with Brandrgarde Fortress |
Overview
Blackarrow is a ranged physical-damage class organized around positioning, aim, and ammunition selection. It rewards players who keep their distance, use terrain, anticipate enemy movement, and choose the right arrow or skill for each situation.
Role
The class serves as a ranged damage dealer, scout, and battlefield controller. In group play it can reveal hidden threats, pressure priority targets, apply disruptive debuffs, and punish enemies that try to reach the backline. In solo play it leans on range, mobility, traps, and careful positioning to avoid direct melee confrontation.
Combat Style
Blackarrow combat is about creating and preserving distance. Charged shots supply damage and reach, ammunition is swapped to fit the target, and traps or crowd-control effects are combined with movement to deny approaching enemies. Fully drawn shots matter most to Archer builds, while Hunter builds get the most from sustained debuffs and from herding enemies through dangerous zones.
Weapons
The class is built around the Bow, which supports two complementary ammunition families:
- Archer’s Arrows — Direct-damage ammunition focused on piercing, knockback, chain damage, sustained pressure, and burst combinations.
- Hunter’s Arrows — Utility ammunition focused on exposure, damage over time, exhaustion, traps, and movement punishment.
Strengths
- Excellent long-range pressure.
- Multiple ammunition choices for different encounters.
- Strong scouting and enemy-detection tools.
- Access to knockback, freezing, stealth, traps, and debuffs.
- Effective at punishing slow or poorly positioned enemies.
- Strong sustained damage when allowed to maintain distance.
Weaknesses
- Lower durability than frontline classes.
- Requires accurate third-person aiming.
- Vulnerable when enemies close the distance.
- Missed shots can waste important pressure windows.
- Charged attacks can limit mobility.
- Performs best when terrain and spacing favor ranged combat.
Recommended Playstyle
Hold a safe firing lane and avoid fighting in cramped spaces whenever possible. Use Archer’s Arrows to pressure exposed targets and Hunter’s Arrows to restrict movement or drag out engagements. When enemies rush, create distance with defensive skills such as Scattershot, Frostblight Bomb, Shadow Step, or Impact Grenade. Use Predator’s Senses before committing to dangerous areas or when searching for nearby enemy players.
Skills
Archer’s Arrows
Direct damage, piercing shots, knockback, chain attacks, and ranged burst — 5 arrows.
Steel Arrow
Archer’s Arrow
Fine steel arrows deal Physical Damage on hit and can pierce one unit.
Brandrgarde Master Smith Vronn has apprentices forge arrowheads for Blackarrow scouts from scraps. The task keeps getting passed down the line until it lands on Plass, the youngest. Vronn turns a blind eye to Plass’s mediocre forging talent.
Concussive Arrow
Archer’s Arrow
Storm-imbued rune arrowheads burst into air waves on impact, dealing Physical Damage to enemies in range and inflicting Stagger. When fired at full draw, the wave additionally knocks affected enemies back.
Brandrgarde Master Smith Vronn has apprentices forge arrowheads for Blackarrow scouts from scraps. The task keeps getting passed down the line until it lands on Plass, the youngest. Vronn turns a blind eye to Plass’s mediocre forging talent.
Lightning Arrow
Archer’s Arrow
Lightning-wrapped arrows deal Physical Damage on hit and create a lightning chain that jumps between nearby enemies. Each enemy can be struck by the chain only once, and every successive jump deals reduced damage. Hitting terrain near enemies also produces a weaker chain.
Brandrgarde Master Smith Vronn has apprentices forge arrowheads for Blackarrow scouts from scraps. The task keeps getting passed down the line until it lands on Plass, the youngest. Vronn turns a blind eye to Plass’s mediocre forging talent.
Bloodfly Arrow
Archer’s Arrow
Arrowheads coated with mysterious corrupted blood draw blood flies. The arrow deals Physical Damage on hit, while the flies linger on the target dealing continuous Physical Damage, a portion of which converts to True Damage. If the arrow hits terrain near enemies, the flies seek the nearest target at a reduced Damage Multiplier.
Brandrgarde Master Smith Vronn has apprentices forge arrowheads for Blackarrow scouts from scraps. The task keeps getting passed down the line until it lands on Plass, the youngest. Vronn turns a blind eye to Plass’s mediocre forging talent.
Splatter Arrow
Archer’s Arrow
A blood-coated shaft splatters on impact, dealing Physical Damage to nearby enemies. Drawing the bow longer increases the splatter area, although the splash deals less damage than a direct hit. Splatter Arrow has no cooldown, consumes no Energy, and can trigger all talent effects of a Normal Arrow.
Brandrgarde Master Smith Vronn has apprentices forge arrowheads for Blackarrow scouts from scraps. The task keeps getting passed down the line until it lands on Plass, the youngest. Vronn turns a blind eye to Plass’s mediocre forging talent.
Hunter’s Arrows
Exposure, movement punishment, exhaustion, traps, and damage-over-time pressure — 5 arrows.
Soundwave Arrow
Hunter’s Arrow
Specially structured arrows emit sound waves from the ring around the shaft after impact, making enemies within the area Exposed for a period of time.
Everyone knows Blackarrow scouts have exceptional eyesight, but few realize they also excel at locating sounds. The greatest advantage comes when you are hidden while the enemies are visible.
Barbed Arrow
Hunter’s Arrow
Barbed metal arrows deal Physical Damage on hit. Enemy players who use Dodge shortly after being struck take additional Physical Damage. The effect can trigger only a limited number of times — fewer in solo mode, where each activation deals more damage. Monsters struck by the arrow continuously take Physical Damage. Hitting terrain creates a Barbed Trap that applies the same debuff to enemies who touch it.
Apprentice Plass, aware of his lack of talent as well as his master’s disapproval, began to tinker with inventions, which his master dismissed as “frivolous tricks,” like the Barbed Arrows.
Paralysis Arrow
Hunter’s Arrow
Arrowheads covered with medicinal plants release a small cloud of medicinal mist after hitting terrain or a character. Enemies inside the mist become Exhausted for a period of time.
Plass and Vronn have different weapon-crafting philosophies. Plass uses a variety of materials and techniques, including herbs only familiar to priests for Paralysis Arrows.
Spore Arrow
Hunter’s Arrow
Arrowheads coated with mushroom spores plant a mushroom after hitting terrain. After growing for a short time, the mushroom becomes a Construct trap. When touched by an enemy or struck by an ally, the trap causes enemies in range to continuously take Physical Damage for a period. Enemy attacks can destroy the trap, and it disappears automatically after remaining active for too long. Hitting an enemy directly deals Physical Damage but does not plant a mushroom.
In Thunder Ridge, spores accidentally brought from the Abyss have grown into a mushroom garden. Initially believed to be a new delicacy, the mushrooms proved otherwise after the first harvest. Now, Brandrgarde priests forbid bringing back any unidentified seeds from the Abyss.
Featherlight Arrow
Hunter’s Arrow
Made from a special lightweight material and fitted with broad stabilizing fletching, this arrow travels at very high speed and is unaffected by Gravity. Featherlight Arrow has no cooldown, consumes no Energy, and can trigger all talent effects of a Normal Arrow.
A strange tree grows in Thunder Ridge, with tall yet lightweight branches that sway and dance even in the slightest breeze, earning it the name “Swaying Wood.” Arrows crafted from it are light, fly fast, and maintain a steady trajectory.
Bow Skills
Volley pressure, crowd control, stealth, detection, and defensive repositioning — 7 skills.
Scattershot
Weapon Skill
Loads seven arrows onto the bow and fires them forward simultaneously, dealing Physical Damage to enemies hit and knocking them back. Its base cooldown is shorter in trio mode.
But some moves with poor accuracy and damage can be lifesaving.
Rapid Arrows
Weapon Skill
Enters Volley mode for a limited duration. Holding the attack button rapidly fires up to five arrows dealing Physical Damage. Shooting during Volley does not reduce Movement Speed, and using Dodge ends Volley mode.
Rapid firing with a bow isn’t hard to learn, but it takes a lot of practice and mastery to make it effective. Deathclaw Hunter Eric, the last Blackarrow to shoot 10 arrows in succession, was a favored successor of the Brandrgarde commander before the accident.
Frostblight Bomb
Weapon Skill
Hold to aim and throw a Frostblight Bomb. After hitting terrain or a character, it detonates following a short delay and Freezes enemies within range for a period of time. Its base cooldown is shorter in trio mode.
The fruits of the Frostblight burst open upon ripening, spraying icy pulp that leaves seeds on birds and beasts. Plass replicated this in the Frostblight Bomb, his last work before expulsion.
Sky Piercer
Weapon Skill
A fully drawn bow fires a powerful arrow in a straight line toward the crosshairs, dealing Physical Damage on hit. The projectile can pierce five units.
Charging for a long time releases a mighty piercing strike. While the destructive power is significant, the lack of mobility is also quite noticeable.
Shadow Step
Weapon Skill
Enters Stealth. When Stealth ends, Charge Speed briefly increases, and the skill can be used again within a short time to re-enter Stealth, up to three activations. Collision with other units is ignored while in Stealth. Its base cooldown is shorter in trio mode.
Drawing from forest scouts’ technique of using shadows for concealment, Blackarrows’ quick, successive strikes from concealment make them lethal predators in the wild.
Impact Grenade
Weapon Skill
Hold to aim and throw an Impact Grenade that can stick to characters or the environment. It detonates automatically after a delay, or early when the skill is used again. The explosion deals Physical Damage to enemies in range and knocks back every unit in the area; knockback distance increases the closer a target is to the grenade. Its base cooldown is shorter in trio mode.
Weapons in Brandrgarde are forged by Vronn, while bombs and traps come from artificers. Interestingly, the most remarkable artificer was once a most unsuccessful blacksmith.
Predator’s Senses
Weapon Skill
Uses a secret herbal mixture to heighten the Blackarrow’s sense of smell, periodically detecting nearby enemies for a limited duration. When an enemy player is within range, a temporary scent trail points toward the nearest target; the closer the enemy, the more blood-red the trail becomes. This skill has a limited number of uses per match.
Long-term use of secret potions has permanently granted some Blackarrows a keen sense of smell, which comes with its own problems — they find the smell of livestock unbearable, and their comrades’ odor even worse.