Reanimated Foolish Marksman is a regular crew mob in [Dynamic] The Dark Spire. This Skeleton carries a Bow and wears a Golden Helmet, Golden Chestplate, and Golden Boots.
Its attacks can pull you in or lift you with Levitation, and hitting it may trigger an arrow burst that turns the air around the fight into a very poor place to store your face.
Overview
| Attribute | Details |
|---|---|
| Name | Reanimated Foolish Marksman |
| Dungeon | [Dynamic] The Dark Spire |
| Type | Crew (regular dungeon mob) |
| Base Mob | Skeleton |
| Level | Dynamic |
| Health Multiplier | 1× |
| Damage Multiplier | 1× |
| Weapon | Bow |
| Armor | Golden Helmet, Golden Chestplate, Golden Boots |
| Leash Radius | 30 |
| Follow Distance | 10 |
Difficulty Scaling
Reanimated Foolish Marksman uses dynamic level scaling. Normal uses level sync +5, Hard uses +0, and Mythic uses -5.
Every listed power is active on all three difficulties.
Powers and Abilities
- Attack Gravity: A hit gives the player Levitation I for 5 seconds. Active on all difficulties.
- Attack Vacuum: A successful hit pulls the player toward Reanimated Foolish Marksman. There is no cooldown. Active on all difficulties.
- Arrow Fireworks: Each time a player hits Reanimated Foolish Marksman, there is a 15% chance to trigger this power. For every player who has damaged it, a glowing spectral arrow launches upward from a spot within 4 blocks, then bursts into 30 arrows flying in random directions after 1.5 seconds. Active on all difficulties.
- Knockback Immunity: Reanimated Foolish Marksman cannot be knocked back. Active on all difficulties.
Class Loot
Darkguard Edge, Underworld Hew, Fool’s Measure, Spire Sighting, Furnace Prongs, Ashfield Reaper, Smoldering Stamp, Darkguard Reach, Black-Hearted Rod, Spire Scout, Berserker’s Harness, Ashwalker Striders, Underworld Steps, Darkguard Vigil, Spirewall Plate, Basalt Watch Greaves, Hewn Footing, Lower Stair Guard, Hewn Taper
How to Beat It
Watch for the glowing spectral arrow from Arrow Fireworks. It rises from within 4 blocks and bursts after 1.5 seconds into 30 arrows flying in random directions, so the warning is brief and the burst is messy.
At close range, successful hits can either pull you toward the mob or leave you with Levitation I for 5 seconds. Knockback will not push the marksman away, so that escape plan is dead before the Skeleton is.



