

In the late 15 th century DR, spelljammers and astral ships regularly delivered supplies to the githyanki inhabitants of Stardock. The elves of Evermeet maintained a small fleet of them, while the derivatives of these strange and mighty vessels could be seen flying openly over the southern nations of Nimbral and Halruaa.

Many of these vessels (and vessels like them) still existed on Faerûn in the mid-14 th century DR. There were also myths from the same era about "chariots in the air" and "monstrous flying birds and insects" that led some scholars to postulate that these too were spelljamming craft. For example, early historical accounts from the Second Age of Calimshan described three beholder colony ships crashing into the Alimir Mountains in Tarsakh of −2381 DR. Spelljamming technology had existed for a very long time. Whenever approaching an object at least 10 spatial tons, or 1,000 cubic yards (760 cubic meters) in volume, spelljammers immediately decelerated to much slower speeds, which were usually determined by the ship's size, the quality of the helm, and the pilot's magical capabilities. These high speeds, also called "spelljamming speeds", could not be maintained in the vicinity of a gravity plane or inside an atmosphere. This meant that a trip from Toril to Selûne could be completed in just over an hour, the Sun could be reached in two days, and the crystal shell of Realmspace was 64 days away. When traveling through the emptiness of wildspace or the flow of the phlogiston, away from large objects, spelljammers could reach a top speed of 100,000,000 miles per day (6,800,000 kilometers per hour). One spatial ton was equivalent to a volume of 100 cubic yards (76 cubic meters). The size of spelljammers was typically measured as their "tonnage", which reflected the volume occupied by a ship in spatial tons and was different from the typical tonnage of seafaring ships. One such element that was present in a variety of spelljammers were fan-shaped sails, whose purpose was to harness the flow of the phlogiston, or, if within a planet's atmosphere, the wind. As the game progresses, it is up to the player to create their own build by purchasing and upgrading their gear and stats that will fit their desired play-style.Spelljammers varied enormously in design, but many contained common elements.

Shadow Walker - Reduces enemy aggro range.Critical Hit Chance against marked enemies is increased by 100%. Hunter's Mark - Marks all enemies within 40 meters for the caster and their allies for 20 seconds.If you have a good eye when it comes to scouting and killing enemies from afar, then the Hunter is your best choice. With the Hunter archetype, players are able to deal devastating damage to enemies from afar. The Hunter is a starting class that focuses on long-range DPS and is equipped with starting gear that excels best at long-range combat. These classes start off with the same base stats but stand out on its own by providing each archetype with a unique set of starting gear which consists of weapons, armor, weapon mods, and traits. Classes are recognized as archetypes that are selected by a player at the beginning of the game. Hunter is identified as a starting long-range DPS class. Hunter is a class in Remnant: From the Ashes.
