VESTRA CODAThe Codex
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FocusRangedHeavyTwo HandedAimPrecision

Longbow

The Long Shot — patience, weight, reach

A tall stave of yew that asks for patience. Every arrow costs a moment you might not have — and arrives with enough force that it rarely matters twice.

Resource: Focus

Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Focus
  • -50% projectile spread
  • +10% increased headshot multiplier

The held passive scales with how full the bar is.

Charge and draw

Hold right mouse
TierNameHeld for
1Nocked900 ms
2Drawn1.6 s
3Full Draw2.4 s
Bow draw
Earliest release
500 ms
Damage at earliest
27%
Overheld after
—
Damage when overheld
—%
Ramp curve
1.5

Dodge

Distance
4.5 m
Duration
520 ms
Invulnerable
0 ms – 260 ms
Stamina cost
900

Combo graph

Abilities

10

Executions

Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:

Animation set18 clip mappings · from archer
Aim Animations
Draw Loop 1
Attack_Skill_Attack__Skill_04_Charge_LV1_Loop
Draw Loop 2
Attack_Skill_Attack__Skill_04_Charge_LV2_Loop
Draw Loop 3
Attack_Skill_Attack__Skill_04_Charge_LV3_Loop
Draw Start
Attack_Skill_Attack__Skill_04_Charge_LV1_Start
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

11
Full catalogue record56 fields · straight from the content catalogue
Ability Speed Modifier
1.2
Ability Unlocks
—
Aim Animations
Draw Loop 1
Attack_Skill_Attack__Skill_04_Charge_LV1_Loop
Draw Loop 2
Attack_Skill_Attack__Skill_04_Charge_LV2_Loop
Draw Loop 3
Attack_Skill_Attack__Skill_04_Charge_LV3_Loop
Draw Start
Attack_Skill_Attack__Skill_04_Charge_LV1_Start
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 tall stave of yew that asks for patience. Every arrow costs a moment you might not have — and arrives with enough force that it rarely matters twice.
Dodge
Distance
4.5
Duration Ms
520
Enabled
—
I Frame End Ms
260
I Frame Start Ms
0
Stamina Cost
900
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
longbow
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
longbow
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
500
Overhold Damage Percent
—
Overhold Ms
—
Ramp Curve
1.5
Lmb Charge
none
Rmb Charge
  1. Level
    1
    Name
    Nocked
    Threshold Ms
    900
  2. Level
    2
    Name
    Drawn
    Threshold Ms
    1,600
  3. Level
    3
    Name
    Full Draw
    Threshold Ms
    2,400
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/longbow/basic.yaml
Attack Pattern
sequential
Base Combo File
combat/combos/longbow.combo.yaml
Chain Delay Ms
90
Name
Longbow
Requirements
—
Resource
Build
—
Decay Out Of Combat Per Sec
15
Held Passive
  1. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    -50
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    projectile_spread
  2. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    10
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    increased_headshot_multiplier
Max
100
Regen Per Sec
0
Type
focus
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
ranged, heavy, two_handed, aim, precision
Theme
The Long Shot — patience, weight, reach
Version
1