GatheringRangedTwo HandedAim
Fishing Bow
The Bowfisher — patience, aim, one arrow per fish
A shortbow with a line running from the string to the arrow. Draw, hold the fish in the ring, loose — and the fish comes back with the shot.
Charge and draw
Hold right mouse
| Tier | Name | Held for |
|---|---|---|
| 1 | Full Draw | 700 ms |
Bow draw
- Earliest release
- 350 ms
- Damage at earliest
- 27%
- Overheld after
- 500 ms
- Damage when overheld
- 70%
- Ramp curve
- 1.5
Dodge
- Distance
- 5.5 m
- Duration
- 450 ms
- Invulnerable
- 0 ms – 300 ms
- Stamina cost
- 700
Combo graph
- Fishing Bow combos1 steps
Abilities
2Animation set18 clip mappings · from archer
- Aim Animations
- Enter
- Attack_Attack__Aim_the_Target_Start
- Exit
- Attack_Attack__Aim_the_Target_End
- Loop
- Attack_Attack__Aim_the_Target_Loop
- Offset Down Centre
- Idle_Offset_Aim__Idle_Aim_Down_0
- Offset Down Left
- Idle_Offset_Aim__Idle_Aim_Down_L
- Offset Down Right
- Idle_Offset_Aim__Idle_Aim_Down_R
- Offset Mid Centre
- Idle_Offset_Aim__Idle_Aim_0
- Offset Mid Left
- Idle_Offset_Aim__Idle_Aim_L
- Offset Mid Right
- Idle_Offset_Aim__Idle_Aim_R
- Offset Up Centre
- Idle_Offset_Aim__Idle_Aim_Up_0
- Offset Up Left
- Idle_Offset_Aim__Idle_Aim_Up_L
- Offset Up Right
- Idle_Offset_Aim__Idle_Aim_Up_R
- Release
- Attack_Attack__Aim_the_Target_End
- Aim Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block_B_180__Walk_Block_B_180_Loop
- Bwd Left
- Walk_Walk_Block_B_L_45__Walk_Block_B_L_45_Loop
- Bwd Right
- Walk_Walk_Block_B_R_45__Walk_Block_B_R_45_Loop
- Fwd
- Walk_Walk_Block_F_0__Walk_Block_F_0_Loop
- Fwd Left
- Walk_Walk_BLock_F_L_45__Walk_Block_F_L_45_Loop
- Fwd Right
- Walk_Walk_BLock_F_R_45__Walk_Block_F_R_45_Loop
- Idle
- Attack_Attack__Aim_the_Target_Loop
- Left
- Walk_Walk_BLock_F_L_90__Walk_Block_F_L_90_Loop
- Right
- Walk_Walk_BLock_F_R_90__Walk_Block_F_R_90_Loop
- Walk Start
- —
- Walk Stop
- —
- Animation Library
- Combat
- Animation Source
- archer
- Combat Idle
- Idle_Idle_Combat__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat_B_180__Run_Combat_B_180_Loop
- Bwd Left
- Run_Run_Combat_B_L_45__Run_Combat_B_L_45_Loop
- Bwd Right
- Run_Run_Combat_B_R_45__Run_Combat_B_R_45_Loop
- Fwd
- Run_Run_Combat_F_0__Run_Combat_F_0_Loop
- Fwd Left
- Run_Run_Combat_F_L_45__Run_Combat_F_L_45_Loop
- Fwd Right
- Run_Run_Combat_F_R_45__Run_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Run_Run_Combat_F_L_90__Run_Combat_F_L_90_Loop
- Right
- Run_Run_Combat_F_R_90__Run_Combat_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run_Combat_Fast__Run_Combat_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_B_L
- Bwd Right
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_B_R
- Fwd
- Run_Run_Combat_Fast__Run_Combat_Fast_Start
- Left
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_L
- Right
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run_Combat_Fast__Run_Combat_Fast_Stop
- Run Start
- Bwd
- Run_Run_Combat_B_180__Run_Combat_B_180_Start
- Bwd Left
- Run_Run_Combat_B_L_45__Run_Combat_B_L_45_Start
- Bwd Right
- Run_Run_Combat_B_R_45__Run_Combat_B_R_45_Start
- Fwd
- Run_Run_Combat_F_0__Run_Combat_F_0_Start
- Fwd Left
- Run_Run_Combat_F_L_45__Run_Combat_F_L_45_Start
- Fwd Right
- Run_Run_Combat_F_R_45__Run_Combat_F_R_45_Start
- Left
- Run_Run_Combat_F_L_90__Run_Combat_F_L_90_Start
- Right
- Run_Run_Combat_F_R_90__Run_Combat_F_R_90_Start
- Run Stop
- Bwd
- Run_Run_Combat_B_180__Run_Combat_B_180_Stop
- Bwd Left
- Run_Run_Combat_B_L_45__Run_Combat_B_L_45_Stop
- Bwd Right
- Run_Run_Combat_B_R_45__Run_Combat_B_R_45_Stop
- Fwd
- Run_Run_Combat_F_0__Run_Combat_F_0_Stop
- Fwd Left
- Run_Run_Combat_F_L_45__Run_Combat_F_L_45_Stop
- Fwd Right
- Run_Run_Combat_F_R_45__Run_Combat_F_R_45_Stop
- Left
- Run_Run_Combat_F_L_90__Run_Combat_F_L_90_Stop
- Right
- Run_Run_Combat_F_R_90__Run_Combat_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk_Combat_B_180__Walk_Combat_B_180_Loop
- Bwd Left
- Walk_Walk_Combat_B_L_45__Walk_Combat_B_L_45_Loop
- Bwd Right
- Walk_Walk_Combat_B_R_45__Walk_Combat_B_R_45_Loop
- Fwd
- Walk_Walk_Combat_F_0__Walk_Combat_F_0_Loop
- Fwd Left
- Walk_Walk_Combat_F_L_45__Walk_Combat_F_L_45_Loop
- Fwd Right
- Walk_Walk_Combat_F_R_45__Walk_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Walk_Walk_Combat_F_L_90__Walk_Combat_F_L_90_Loop
- Right
- Walk_Walk_Combat_F_R_90__Walk_Combat_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_Combat_B_180__Walk_Combat_B_180_Start
- Bwd Left
- Walk_Walk_Combat_B_L_45__Walk_Combat_B_L_45_Start
- Bwd Right
- Walk_Walk_Combat_B_R_45__Walk_Combat_B_R_45_Start
- Fwd
- Walk_Walk_Combat_F_0__Walk_Combat_F_0_Start
- Fwd Left
- Walk_Walk_Combat_F_L_45__Walk_Combat_F_L_45_Start
- Fwd Right
- Walk_Walk_Combat_F_R_45__Walk_Combat_F_R_45_Start
- Left
- Walk_Walk_Combat_F_L_90__Walk_Combat_F_L_90_Start
- Right
- Walk_Walk_Combat_F_R_90__Walk_Combat_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_Combat_B_180__Walk_Combat_B_180_Stop
- Bwd Left
- Walk_Walk_Combat_B_L_45__Walk_Combat_B_L_45_Stop
- Bwd Right
- Walk_Walk_Combat_B_R_45__Walk_Combat_B_R_45_Stop
- Fwd
- Walk_Walk_Combat_F_0__Walk_Combat_F_0_Stop
- Fwd Left
- Walk_Walk_Combat_F_L_45__Walk_Combat_F_L_45_Stop
- Fwd Right
- Walk_Walk_Combat_F_R_45__Walk_Combat_F_R_45_Stop
- Left
- Walk_Walk_Combat_F_L_90__Walk_Combat_F_L_90_Stop
- Right
- Walk_Walk_Combat_F_R_90__Walk_Combat_F_R_90_Stop
- Combat Turns
- Aim Turn 180 Left
- Turn_Turn_Aim__Turn_Aim_180_L
- Aim Turn 180 Right
- Turn_Turn_Aim__Turn_Aim_180_R
- Aim Turn 90 Left
- Turn_Turn_Aim__Turn_Aim_90_L
- Aim Turn 90 Right
- Turn_Turn_Aim__Turn_Aim_90_R
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Dash
- Distance
- 7.5
- Duration Ms
- 780
- Enabled
- —
- I Frame End Ms
- 520
- I Frame Start Ms
- 0
- Stamina Cost
- 1,200
- Dodge Animations
- Back
- Dodge_Dodge_Combat__Dodge_Combat_B_180
- Back Left
- Dodge_Dodge_Combat__Dodge_Combat_B_L_45
- Back Right
- Dodge_Dodge_Combat__Dodge_Combat_B_R_45
- Forward
- Dodge_Dodge_Combat__Dodge_Combat_F_0
- Forward Left
- Dodge_Dodge_Combat__Dodge_Combat_F_L_45
- Forward Right
- Dodge_Dodge_Combat__Dodge_Combat_F_R_45
- Left
- Dodge_Dodge_Combat__Dodge_Combat_L_90
- Right
- Dodge_Dodge_Combat__Dodge_Combat_R_90
- Dodge To Run Animations
- Back
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
- Back Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
- Back Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
- Forward
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
- Forward Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
- Forward Sprint
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_Fast_F_0
- Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
- Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Large End
- Hit__Hit_Combat_Air_Large_To_Floor_End
- Air Large Loop
- Hit__Hit_Combat_Air_Large_To_Floor_Loop
- Air Large Start
- Hit__Hit_Combat_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Getup Back
- Hit_Get_Up__Get_Up_Combat_B
- Getup Front
- Hit_Get_Up__Get_Up_Combat_F
- Knockdown Death
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
- Knockdown Death Back
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
- Knockdown Death Front
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Launch
- Hit_Hit_Combat_Large_To_Air__Hit_Combat_Large_to_Air
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat_F
- Rise Back
- Hit_Get_Up__Get_Up_Combat_B
- Rise Front
- Hit_Get_Up__Get_Up_Combat_F
- Idle Look
- Offset Down Centre
- Idle_Offset_Idle__Idle_Down_0
- Offset Down Left
- Idle_Offset_Idle__Idle_Down_L
- Offset Down Right
- Idle_Offset_Idle__Idle_Down_R
- Offset Mid Centre
- Idle_Offset_Idle__Idle_0
- Offset Mid Left
- Idle_Offset_Idle__Idle_L
- Offset Mid Right
- Idle_Offset_Idle__Idle_R
- Offset Up Centre
- Idle_Offset_Idle__Idle_Up_0
- Offset Up Left
- Idle_Offset_Idle__Idle_Up_L
- Offset Up Right
- Idle_Offset_Idle__Idle_Up_R
- Idle Look Combat
- Offset Down Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Down_0
- Offset Down Left
- Idle_Offset_Idle_Combat__Idle_Combat_Down_L
- Offset Down Right
- Idle_Offset_Idle_Combat__Idle_Combat_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Combat__Idle_Combat_0
- Offset Mid Left
- Idle_Offset_Idle_Combat__Idle_Combat_L
- Offset Mid Right
- Idle_Offset_Idle_Combat__Idle_Combat_R
- Offset Up Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Up_0
- Offset Up Left
- Idle_Offset_Idle_Combat__Idle_Combat_Up_L
- Offset Up Right
- Idle_Offset_Idle_Combat__Idle_Combat_Up_R
- Idle Transitions
- From Combat
- Idle_Idle_Combat__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Combat_to_Run__Run_Combat_to_Run
- Run To Combat
- Run_Run_to_Run_Combat__Run_to_Run_Combat
- To Combat
- Idle_Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
- Walk To Combat
- Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
- Jump Animations
- Back
- Jump_Jump_Combat_B_180__Jump_Combat_Start_B_180
- Double Back
- Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
- Double Forward
- Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
- Double Left
- Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
- Double Neutral
- Jump_Double_Jump_Combat__Double_Jump_Combat_0
- Double Right
- Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
- End
- Jump_Jump_Combat_0__Jump_Combat_End_0
- Forward
- Jump_Jump_Combat_F_0__Jump_Combat_Start_F_0
- Land To Run
- Jump_Jump_Combat_F_0__Jump_Combat_to_Run_F_0
- Land To Sprint
- Jump_Jump_Combat_F_0__Jump_Combat_to_Run_Fast_F_0
- Left
- Jump_Jump_Combat_L_90__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat_0__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat_R_90__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat_0__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run_B_180__Run_B_180_Loop
- Bwd Left
- Run_Run_B_L_45__Run_B_L_45_Loop
- Bwd Right
- Run_Run_B_R_45__Run_B_R_45_Loop
- Fwd
- Run_Run_F_0__Run_F_0_Loop
- Fwd Left
- Run_Run_F_L_45__Run_F_L_45_Loop
- Fwd Right
- Run_Run_F_R_45__Run_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Run_Run_F_L_90__Run_F_L_90_Loop
- Right
- Run_Run_F_R_90__Run_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run_Fast__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Fast__Run_Start_Fast_B_L
- Bwd Right
- Run_Run_Fast__Run_Start_Fast_B_R
- Fwd
- Run_Run_Fast__Run_Fast_Start
- Left
- Run_Run_Fast__Run_Start_Fast_L
- Right
- Run_Run_Fast__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run_Fast__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run_B_180__Run_B_180_Start
- Bwd Left
- Run_Run_B_L_45__Run_B_L_45_Start
- Bwd Right
- Run_Run_B_R_45__Run_B_R_45_Start
- Fwd
- Run_Run_F_0__Run_F_0_Start
- Fwd Left
- Run_Run_F_L_45__Run_F_L_45_Start
- Fwd Right
- Run_Run_F_R_45__Run_F_R_45_Start
- Left
- Run_Run_F_L_90__Run_F_L_90_Start
- Right
- Run_Run_F_R_90__Run_F_R_90_Start
- Run Stop
- Bwd
- Run_Run_B_180__Run_B_180_Stop
- Bwd Left
- Run_Run_B_L_45__Run_B_L_45_Stop
- Bwd Right
- Run_Run_B_R_45__Run_B_R_45_Stop
- Fwd
- Run_Run_F_0__Run_F_0_Stop
- Fwd Left
- Run_Run_F_L_45__Run_F_L_45_Stop
- Fwd Right
- Run_Run_F_R_45__Run_F_R_45_Stop
- Left
- Run_Run_F_L_90__Run_F_L_90_Stop
- Right
- Run_Run_F_R_90__Run_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk_B_180__Walk_B_180_Loop
- Bwd Left
- Walk_Walk_B_L_45__Walk_B_L_45_Loop
- Bwd Right
- Walk_Walk_B_R_45__Walk_B_R_45_Loop
- Fwd
- Walk_Walk_F_0__Walk_F_0_Loop
- Fwd Left
- Walk_Walk_F_L_45__Walk_F_L_45_Loop
- Fwd Right
- Walk_Walk_F_R_45__Walk_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Walk_Walk_F_L_90__Walk_F_L_90_Loop
- Right
- Walk_Walk_F_R_90__Walk_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_B_180__Walk_B_180_Start
- Bwd Left
- Walk_Walk_B_L_45__Walk_B_L_45_Start
- Bwd Right
- Walk_Walk_B_R_45__Walk_B_R_45_Start
- Fwd
- Walk_Walk_F_0__Walk_F_0_Start
- Fwd Left
- Walk_Walk_F_L_45__Walk_F_L_45_Start
- Fwd Right
- Walk_Walk_F_R_45__Walk_F_R_45_Start
- Left
- Walk_Walk_F_L_90__Walk_F_L_90_Start
- Right
- Walk_Walk_F_R_90__Walk_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_B_180__Walk_B_180_Stop
- Bwd Left
- Walk_Walk_B_L_45__Walk_B_L_45_Stop
- Bwd Right
- Walk_Walk_B_R_45__Walk_B_R_45_Stop
- Fwd
- Walk_Walk_F_0__Walk_F_0_Stop
- Fwd Left
- Walk_Walk_F_L_45__Walk_F_L_45_Stop
- Fwd Right
- Walk_Walk_F_R_45__Walk_F_R_45_Stop
- Left
- Walk_Walk_F_L_90__Walk_F_L_90_Stop
- Right
- Walk_Walk_F_R_90__Walk_F_R_90_Stop
- Roll Animations
- Back
- Roll_Roll_Combat__Roll_Combat_B_180
- Back Left
- Roll_Roll_Combat__Roll_Combat_B_L_45
- Back Right
- Roll_Roll_Combat__Roll_Combat_B_R_45
- Forward
- Roll_Roll_Combat__Roll_Combat_F_0
- Forward Left
- Roll_Roll_Combat__Roll_Combat_F_L_45
- Forward Right
- Roll_Roll_Combat__Roll_Combat_F_R_45
- Left
- Roll_Roll_Combat__Roll_Combat_L_90
- Right
- Roll_Roll_Combat__Roll_Combat_R_90
- Roll To Run Animations
- Back
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
- Back Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
- Back Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
- Forward
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
- Forward Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
- Forward Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
- Forward Sprint
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_Fast_F_0
- Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
- Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90
Referenced by
3Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
- Ability Speed Modifier
- 1
- Ability Unlocks
- —
- Aim Animations
- Enter
- Attack_Attack__Aim_the_Target_Start
- Exit
- Attack_Attack__Aim_the_Target_End
- Loop
- Attack_Attack__Aim_the_Target_Loop
- Offset Down Centre
- Idle_Offset_Aim__Idle_Aim_Down_0
- Offset Down Left
- Idle_Offset_Aim__Idle_Aim_Down_L
- Offset Down Right
- Idle_Offset_Aim__Idle_Aim_Down_R
- Offset Mid Centre
- Idle_Offset_Aim__Idle_Aim_0
- Offset Mid Left
- Idle_Offset_Aim__Idle_Aim_L
- Offset Mid Right
- Idle_Offset_Aim__Idle_Aim_R
- Offset Up Centre
- Idle_Offset_Aim__Idle_Aim_Up_0
- Offset Up Left
- Idle_Offset_Aim__Idle_Aim_Up_L
- Offset Up Right
- Idle_Offset_Aim__Idle_Aim_Up_R
- Release
- Attack_Attack__Aim_the_Target_End
- Aim Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block_B_180__Walk_Block_B_180_Loop
- Bwd Left
- Walk_Walk_Block_B_L_45__Walk_Block_B_L_45_Loop
- Bwd Right
- Walk_Walk_Block_B_R_45__Walk_Block_B_R_45_Loop
- Fwd
- Walk_Walk_Block_F_0__Walk_Block_F_0_Loop
- Fwd Left
- Walk_Walk_BLock_F_L_45__Walk_Block_F_L_45_Loop
- Fwd Right
- Walk_Walk_BLock_F_R_45__Walk_Block_F_R_45_Loop
- Idle
- Attack_Attack__Aim_the_Target_Loop
- Left
- Walk_Walk_BLock_F_L_90__Walk_Block_F_L_90_Loop
- Right
- Walk_Walk_BLock_F_R_90__Walk_Block_F_R_90_Loop
- Walk Start
- —
- Walk Stop
- —
- Animation Library
- Combat
- Animation Source
- archer
- Animations
- —
- Block Animations
- —
- Block Locomotion
- —
- Block Turns
- —
- Civilian Dodge Animations
- —
- Civilian Dodge To Run Animations
- —
- Civilian Hit Reactions
- —
- Civilian Jump Animations
- —
- Civilian Roll Animations
- —
- Civilian Roll To Run Animations
- —
- Combat Idle
- Idle_Idle_Combat__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat_B_180__Run_Combat_B_180_Loop
- Bwd Left
- Run_Run_Combat_B_L_45__Run_Combat_B_L_45_Loop
- Bwd Right
- Run_Run_Combat_B_R_45__Run_Combat_B_R_45_Loop
- Fwd
- Run_Run_Combat_F_0__Run_Combat_F_0_Loop
- Fwd Left
- Run_Run_Combat_F_L_45__Run_Combat_F_L_45_Loop
- Fwd Right
- Run_Run_Combat_F_R_45__Run_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Run_Run_Combat_F_L_90__Run_Combat_F_L_90_Loop
- Right
- Run_Run_Combat_F_R_90__Run_Combat_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run_Combat_Fast__Run_Combat_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_B_L
- Bwd Right
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_B_R
- Fwd
- Run_Run_Combat_Fast__Run_Combat_Fast_Start
- Left
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_L
- Right
- Run_Run_Combat_Fast__Run_Combat_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run_Combat_Fast__Run_Combat_Fast_Stop
- Run Start
- Bwd
- Run_Run_Combat_B_180__Run_Combat_B_180_Start
- Bwd Left
- Run_Run_Combat_B_L_45__Run_Combat_B_L_45_Start
- Bwd Right
- Run_Run_Combat_B_R_45__Run_Combat_B_R_45_Start
- Fwd
- Run_Run_Combat_F_0__Run_Combat_F_0_Start
- Fwd Left
- Run_Run_Combat_F_L_45__Run_Combat_F_L_45_Start
- Fwd Right
- Run_Run_Combat_F_R_45__Run_Combat_F_R_45_Start
- Left
- Run_Run_Combat_F_L_90__Run_Combat_F_L_90_Start
- Right
- Run_Run_Combat_F_R_90__Run_Combat_F_R_90_Start
- Run Stop
- Bwd
- Run_Run_Combat_B_180__Run_Combat_B_180_Stop
- Bwd Left
- Run_Run_Combat_B_L_45__Run_Combat_B_L_45_Stop
- Bwd Right
- Run_Run_Combat_B_R_45__Run_Combat_B_R_45_Stop
- Fwd
- Run_Run_Combat_F_0__Run_Combat_F_0_Stop
- Fwd Left
- Run_Run_Combat_F_L_45__Run_Combat_F_L_45_Stop
- Fwd Right
- Run_Run_Combat_F_R_45__Run_Combat_F_R_45_Stop
- Left
- Run_Run_Combat_F_L_90__Run_Combat_F_L_90_Stop
- Right
- Run_Run_Combat_F_R_90__Run_Combat_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk_Combat_B_180__Walk_Combat_B_180_Loop
- Bwd Left
- Walk_Walk_Combat_B_L_45__Walk_Combat_B_L_45_Loop
- Bwd Right
- Walk_Walk_Combat_B_R_45__Walk_Combat_B_R_45_Loop
- Fwd
- Walk_Walk_Combat_F_0__Walk_Combat_F_0_Loop
- Fwd Left
- Walk_Walk_Combat_F_L_45__Walk_Combat_F_L_45_Loop
- Fwd Right
- Walk_Walk_Combat_F_R_45__Walk_Combat_F_R_45_Loop
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Walk_Walk_Combat_F_L_90__Walk_Combat_F_L_90_Loop
- Right
- Walk_Walk_Combat_F_R_90__Walk_Combat_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_Combat_B_180__Walk_Combat_B_180_Start
- Bwd Left
- Walk_Walk_Combat_B_L_45__Walk_Combat_B_L_45_Start
- Bwd Right
- Walk_Walk_Combat_B_R_45__Walk_Combat_B_R_45_Start
- Fwd
- Walk_Walk_Combat_F_0__Walk_Combat_F_0_Start
- Fwd Left
- Walk_Walk_Combat_F_L_45__Walk_Combat_F_L_45_Start
- Fwd Right
- Walk_Walk_Combat_F_R_45__Walk_Combat_F_R_45_Start
- Left
- Walk_Walk_Combat_F_L_90__Walk_Combat_F_L_90_Start
- Right
- Walk_Walk_Combat_F_R_90__Walk_Combat_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_Combat_B_180__Walk_Combat_B_180_Stop
- Bwd Left
- Walk_Walk_Combat_B_L_45__Walk_Combat_B_L_45_Stop
- Bwd Right
- Walk_Walk_Combat_B_R_45__Walk_Combat_B_R_45_Stop
- Fwd
- Walk_Walk_Combat_F_0__Walk_Combat_F_0_Stop
- Fwd Left
- Walk_Walk_Combat_F_L_45__Walk_Combat_F_L_45_Stop
- Fwd Right
- Walk_Walk_Combat_F_R_45__Walk_Combat_F_R_45_Stop
- Left
- Walk_Walk_Combat_F_L_90__Walk_Combat_F_L_90_Stop
- Right
- Walk_Walk_Combat_F_R_90__Walk_Combat_F_R_90_Stop
- Combat Turns
- Aim Turn 180 Left
- Turn_Turn_Aim__Turn_Aim_180_L
- Aim Turn 180 Right
- Turn_Turn_Aim__Turn_Aim_180_R
- Aim Turn 90 Left
- Turn_Turn_Aim__Turn_Aim_90_L
- Aim Turn 90 Right
- Turn_Turn_Aim__Turn_Aim_90_R
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Crouch Animations
- —
- Crouch Locomotion
- —
- Crouch Turns
- —
- Dash
- Distance
- 7.5
- Duration Ms
- 780
- Enabled
- —
- I Frame End Ms
- 520
- I Frame Start Ms
- 0
- Stamina Cost
- 1,200
- Defense
- Can Guard
- no
- Can Parry
- no
- Guard Speed Multiplier
- —
- Guard Type
- —
- Description
- A shortbow with a line running from the string to the arrow. Draw, hold the fish in the ring, loose — and the fish comes back with the shot.
- Dodge
- Distance
- 5.5
- Duration Ms
- 450
- Enabled
- —
- I Frame End Ms
- 300
- I Frame Start Ms
- 0
- Stamina Cost
- 700
- Dodge Animations
- Back
- Dodge_Dodge_Combat__Dodge_Combat_B_180
- Back Left
- Dodge_Dodge_Combat__Dodge_Combat_B_L_45
- Back Right
- Dodge_Dodge_Combat__Dodge_Combat_B_R_45
- Forward
- Dodge_Dodge_Combat__Dodge_Combat_F_0
- Forward Left
- Dodge_Dodge_Combat__Dodge_Combat_F_L_45
- Forward Right
- Dodge_Dodge_Combat__Dodge_Combat_F_R_45
- Left
- Dodge_Dodge_Combat__Dodge_Combat_L_90
- Right
- Dodge_Dodge_Combat__Dodge_Combat_R_90
- Dodge To Run Animations
- Back
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
- Back Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
- Back Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
- Forward
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
- Forward Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
- Forward Sprint
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_Fast_F_0
- Left
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
- Right
- Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
- Equipment
- Main Hand
- Animation Source
- —
- Required
- yes
- Type
- —
- Weapon Class
- Fishing Bow
- Off Hand
- Animation Source
- —
- Required
- no
- Type
- —
- Weapon Class
- —
- Face Crosshair On Attack
- yes
- Guard Raise Speed
- —
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Large End
- Hit__Hit_Combat_Air_Large_To_Floor_End
- Air Large Loop
- Hit__Hit_Combat_Air_Large_To_Floor_Loop
- Air Large Start
- Hit__Hit_Combat_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Getup Back
- Hit_Get_Up__Get_Up_Combat_B
- Getup Front
- Hit_Get_Up__Get_Up_Combat_F
- Knockdown Death
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
- Knockdown Death Back
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
- Knockdown Death Front
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Launch
- Hit_Hit_Combat_Large_To_Air__Hit_Combat_Large_to_Air
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat_F
- Rise Back
- Hit_Get_Up__Get_Up_Combat_B
- Rise Front
- Hit_Get_Up__Get_Up_Combat_F
- Hitstop Crawl
- —
- Id
- Fishing Bow
- Idle Look
- Offset Down Centre
- Idle_Offset_Idle__Idle_Down_0
- Offset Down Left
- Idle_Offset_Idle__Idle_Down_L
- Offset Down Right
- Idle_Offset_Idle__Idle_Down_R
- Offset Mid Centre
- Idle_Offset_Idle__Idle_0
- Offset Mid Left
- Idle_Offset_Idle__Idle_L
- Offset Mid Right
- Idle_Offset_Idle__Idle_R
- Offset Up Centre
- Idle_Offset_Idle__Idle_Up_0
- Offset Up Left
- Idle_Offset_Idle__Idle_Up_L
- Offset Up Right
- Idle_Offset_Idle__Idle_Up_R
- Idle Look Combat
- Offset Down Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Down_0
- Offset Down Left
- Idle_Offset_Idle_Combat__Idle_Combat_Down_L
- Offset Down Right
- Idle_Offset_Idle_Combat__Idle_Combat_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Combat__Idle_Combat_0
- Offset Mid Left
- Idle_Offset_Idle_Combat__Idle_Combat_L
- Offset Mid Right
- Idle_Offset_Idle_Combat__Idle_Combat_R
- Offset Up Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Up_0
- Offset Up Left
- Idle_Offset_Idle_Combat__Idle_Combat_Up_L
- Offset Up Right
- Idle_Offset_Idle_Combat__Idle_Combat_Up_R
- Idle Look Crouch
- —
- Idle Transitions
- From Combat
- Idle_Idle_Combat__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Combat_to_Run__Run_Combat_to_Run
- Run To Combat
- Run_Run_to_Run_Combat__Run_to_Run_Combat
- To Combat
- Idle_Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
- Walk To Combat
- Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
- Impact Trauma
- —
- Inherits From
- shortbow
- Input
- Draw
- Min Damage Percent
- 27
- Min Ms
- 350
- Overhold Damage Percent
- 70
- Overhold Ms
- 500
- Ramp Curve
- 1.5
- Lmb Charge
- none
- Rmb Charge
- Level
- 1
- Name
- Full Draw
- Threshold Ms
- 700
- Jump Animations
- Back
- Jump_Jump_Combat_B_180__Jump_Combat_Start_B_180
- Double Back
- Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
- Double Forward
- Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
- Double Left
- Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
- Double Neutral
- Jump_Double_Jump_Combat__Double_Jump_Combat_0
- Double Right
- Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
- End
- Jump_Jump_Combat_0__Jump_Combat_End_0
- Forward
- Jump_Jump_Combat_F_0__Jump_Combat_Start_F_0
- Land To Run
- Jump_Jump_Combat_F_0__Jump_Combat_to_Run_F_0
- Land To Sprint
- Jump_Jump_Combat_F_0__Jump_Combat_to_Run_Fast_F_0
- Left
- Jump_Jump_Combat_L_90__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat_0__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat_R_90__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat_0__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run_B_180__Run_B_180_Loop
- Bwd Left
- Run_Run_B_L_45__Run_B_L_45_Loop
- Bwd Right
- Run_Run_B_R_45__Run_B_R_45_Loop
- Fwd
- Run_Run_F_0__Run_F_0_Loop
- Fwd Left
- Run_Run_F_L_45__Run_F_L_45_Loop
- Fwd Right
- Run_Run_F_R_45__Run_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Run_Run_F_L_90__Run_F_L_90_Loop
- Right
- Run_Run_F_R_90__Run_F_R_90_Loop
- Run Fast
- Fwd
- Run_Run_Fast__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Fast__Run_Start_Fast_B_L
- Bwd Right
- Run_Run_Fast__Run_Start_Fast_B_R
- Fwd
- Run_Run_Fast__Run_Fast_Start
- Left
- Run_Run_Fast__Run_Start_Fast_L
- Right
- Run_Run_Fast__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run_Fast__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run_B_180__Run_B_180_Start
- Bwd Left
- Run_Run_B_L_45__Run_B_L_45_Start
- Bwd Right
- Run_Run_B_R_45__Run_B_R_45_Start
- Fwd
- Run_Run_F_0__Run_F_0_Start
- Fwd Left
- Run_Run_F_L_45__Run_F_L_45_Start
- Fwd Right
- Run_Run_F_R_45__Run_F_R_45_Start
- Left
- Run_Run_F_L_90__Run_F_L_90_Start
- Right
- Run_Run_F_R_90__Run_F_R_90_Start
- Run Stop
- Bwd
- Run_Run_B_180__Run_B_180_Stop
- Bwd Left
- Run_Run_B_L_45__Run_B_L_45_Stop
- Bwd Right
- Run_Run_B_R_45__Run_B_R_45_Stop
- Fwd
- Run_Run_F_0__Run_F_0_Stop
- Fwd Left
- Run_Run_F_L_45__Run_F_L_45_Stop
- Fwd Right
- Run_Run_F_R_45__Run_F_R_45_Stop
- Left
- Run_Run_F_L_90__Run_F_L_90_Stop
- Right
- Run_Run_F_R_90__Run_F_R_90_Stop
- Walk
- Bwd
- Walk_Walk_B_180__Walk_B_180_Loop
- Bwd Left
- Walk_Walk_B_L_45__Walk_B_L_45_Loop
- Bwd Right
- Walk_Walk_B_R_45__Walk_B_R_45_Loop
- Fwd
- Walk_Walk_F_0__Walk_F_0_Loop
- Fwd Left
- Walk_Walk_F_L_45__Walk_F_L_45_Loop
- Fwd Right
- Walk_Walk_F_R_45__Walk_F_R_45_Loop
- Idle
- Idle_Idle__Idle
- Left
- Walk_Walk_F_L_90__Walk_F_L_90_Loop
- Right
- Walk_Walk_F_R_90__Walk_F_R_90_Loop
- Walk Start
- Bwd
- Walk_Walk_B_180__Walk_B_180_Start
- Bwd Left
- Walk_Walk_B_L_45__Walk_B_L_45_Start
- Bwd Right
- Walk_Walk_B_R_45__Walk_B_R_45_Start
- Fwd
- Walk_Walk_F_0__Walk_F_0_Start
- Fwd Left
- Walk_Walk_F_L_45__Walk_F_L_45_Start
- Fwd Right
- Walk_Walk_F_R_45__Walk_F_R_45_Start
- Left
- Walk_Walk_F_L_90__Walk_F_L_90_Start
- Right
- Walk_Walk_F_R_90__Walk_F_R_90_Start
- Walk Stop
- Bwd
- Walk_Walk_B_180__Walk_B_180_Stop
- Bwd Left
- Walk_Walk_B_L_45__Walk_B_L_45_Stop
- Bwd Right
- Walk_Walk_B_R_45__Walk_B_R_45_Stop
- Fwd
- Walk_Walk_F_0__Walk_F_0_Stop
- Fwd Left
- Walk_Walk_F_L_45__Walk_F_L_45_Stop
- Fwd Right
- Walk_Walk_F_R_45__Walk_F_R_45_Stop
- Left
- Walk_Walk_F_L_90__Walk_F_L_90_Stop
- Right
- Walk_Walk_F_R_90__Walk_F_R_90_Stop
- Mechanics
- —
- Metadata
- —
- Moveset
- Abilities
- Basic
- combat/abilities/ranged/fishing_bow/basic.yaml
- Attack Pattern
- sequential
- Base Combo File
- combat/combos/fishing_bow.combo.yaml
- Chain Delay Ms
- 0
- Name
- Fishing Bow
- Requirements
- —
- Resource
- Build
- —
- Decay Out Of Combat Per Sec
- 15
- Held Passive
- none
- Max
- 100
- Regen Per Sec
- 0
- Type
- none
- Rmb Behavior
- aim
- Roll Animations
- Back
- Roll_Roll_Combat__Roll_Combat_B_180
- Back Left
- Roll_Roll_Combat__Roll_Combat_B_L_45
- Back Right
- Roll_Roll_Combat__Roll_Combat_B_R_45
- Forward
- Roll_Roll_Combat__Roll_Combat_F_0
- Forward Left
- Roll_Roll_Combat__Roll_Combat_F_L_45
- Forward Right
- Roll_Roll_Combat__Roll_Combat_F_R_45
- Left
- Roll_Roll_Combat__Roll_Combat_L_90
- Right
- Roll_Roll_Combat__Roll_Combat_R_90
- Roll To Run Animations
- Back
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
- Back Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
- Back Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
- Forward
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
- Forward Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
- Forward Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
- Forward Sprint
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_Fast_F_0
- Left
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
- Right
- Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90
- Schema
- Loadout
- Tags
- gathering, ranged, two_handed, aim
- Theme
- The Bowfisher — patience, aim, one arrow per fish
- Version
- 1