Hunter

* Hunter
* Arbalist
* Amazon

## Stats

12

17

The **Hunter** is one of four classes in Card Quest.

The Hunter is a class based mostly on ranged attacks, and as such is not very durable (only the Wizard has less Health), but he makes up for it by being able to frequently avoid melee attacks entirely by being out of range, as well as not caring about the Damage on Contact mechanic at all due to all of his attacks being ranged. However, he has several unique mechanics that require strategy and planning.

His Arrows mechanic means that most attacks (and some defenses) take ammunition, and if you run out, you won't be able to use any more. So he has to use cards like Recover Arrows or Strategic Retreat to recover ammunition to keep attacking.

Also, for many Hunter weapons (typically normal drawn bows, as opposed to crossbows) a Chain can actually be negative. For example, the Simple Bow's default Shot card loses 4 Damage in a chain. It also gets slightly cheaper and draws a card, but frequently cards can have negative effects only, so you may have to strategically break your chains to get the most out of your cards.

## Resources

* **Health** () - `*Starts at **12***. ***Permanent value.***` Certain cards, status effects, and enemy attacks can cause you to lose , and when it reaches 0, you lose.
* **Energy** () - `*Starts at **17***. *Gain **5**  per turn.*` Used to mulligan, draw cards and play cards.
* **Arrows** () - *`Hunter Exclusive. Starts at **6**.`* Used to play "Shot" cards. Certain cards can cause you to regain .
* **Fey Magic** () - *`Hunter Exclusive. Starts at **0**, but you can have up to **9**. Lose **2**  per turn.`* Generated by, and used to play Faeric cards. Gaining  can cause you to enter the Faery Realm. Not displayed unless you have an effect that generates or costs .

> When you gain your fourth , you make all visible enemies  and you gain  *Faery Realm*, reducing  costs of Faeric cards by **2** and causes your attacks to deal **+2** .
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> While you have  *Faery Realm*, if you lose  until you have three or less, you lose all , you lose  *Faery Realm* and all enemies lose .
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* **Toxicity** () - *`Hunter Exclusive. Starts at 0, but you can have up to **9**. Lose **1**`*  *`per battle. **Permanent value**.`* Generated by using "Decoctions" and "Concoctions". Gaining  can cause you to become  *Intoxicated*. Not displayed unless you have an effect that generates .

> When you gain your sixth , you lose **1**  and you gain  *Intoxicated*, increasing  costs of all cards by **1**. While you have  *Intoxicated*, gaining  will cause you to lose that much . Also, starting a battle  *Intoxicated* causes you to lose **1** , plus **1** more  for each  you have beyond the sixth.
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> When you lose your sixth , you lose  *Intoxicated*.
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## Subclasses

* **Arbalist** - Gains +2 Energy and +1 max Arrows. Unlocked by completing the Mountains with the following loadout:
	+ Sharpshooting School
	+ Dwarven Crossbow, Hand Crossbows, Arcane Crossbow
	+ Any secondary
	+ Archer Mail
	+ Any trinket
	+ Any bag item
* **Changeling** - Starts each battle with two protective stranglevines and 1 Fey Magic. Unlocked by completing the Forest with the following loadout:
	+ Fey School
	+ Fairy Bow
	+ Fairy Quiver
	+ Forest Coat
	+ Any Trinket
	+ Fairy Companion
* **Amazon** - Arrow Volley costs -1 Energy and draws an extra card. Additionally, your first 3 attacks cost -1 Energy. Unlocked by completing any dungeon with the following loadout:
	+ Ranger School
	+ Short Bow
	+ Any secondary
	+ Mountaineer's Coat, Brigand Coat
	+ Any trinket
	+ Any bag item

## Equipment

### Styles

**Strategic Retreat** affords more opportunities to recover  Arrows, while **Arrow Volley** can deal with swathes of weak foes without using your Arrow effects.

 **Sharpshooting School** | Reach Hunter Level 4

This Style mostly has "Shot" cards for their defensive options, so smart  Arrow management is a must. Defensive "Shot" cards *don't* use your Arrow effects. **Planned Escape** can be used both defensively and offensively, depending on your situation.

 Fey School

### Primary

 Composite Bow
 Short Bow
 Hand Crossbows
 Dwarven Crossbow
 Singing Bow

### Secondary

 Military Quiver
 Ghost Quiver
 Dwarven Quiver
 Hunting Quiver
 Arcane Quiver

### Armor

(Deep Gardens)
***On Use***: **CHAINBREAKER**. Gain a  Life Fruit *(Item. Recover **1***  *and **2*** *).*
 **Brigand Coat** | Enchanted Forest
(The Bog)
***On Use***: **CHAINBREAKER**. Gain **1** .
 **Archer Mail** | City of the Undead
(Infested Town)
***On Use***: **CHAINBREAKER**. Gain **2** .
 **Mountaineer's Coat** | Dwarven Mountains
(Goblin Village)
***On Use***: Used *defensively*.  **2** *(block 2 incoming damage)*.
*A sturdy leather coat. Not as good as armor, but not as heavy either.*