VESTRA CODAThe Codex
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FocusRangedMobileTwo HandedAimEvasion Focus

Shortbow

The Swift Arrow — mobility, timing, distance control

A fast recurve. Snap shots from the hip while you keep moving, or draw and place a heavy arrow exactly where you want it. Loose on the beat — the moment the draw settles is the moment it hits hardest.

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
1Full Draw700 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

Abilities

14

Executions

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

Animation set27 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
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Death Back
Hit_Knock_Down__Knock_Down_Death_B
Knockdown Death Front
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
Launch
Hit_Hit_Large_To_Air__Hit_Large_to_Air
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up_F
Rise Back
Hit_Get_Up__Get_Up_B
Rise Front
Hit_Get_Up__Get_Up_F
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
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
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_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 Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_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

1
Combo 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
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Death Back
Hit_Knock_Down__Knock_Down_Death_B
Knockdown Death Front
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
Launch
Hit_Hit_Large_To_Air__Hit_Large_to_Air
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up_F
Rise Back
Hit_Get_Up__Get_Up_B
Rise Front
Hit_Get_Up__Get_Up_F
Civilian Jump Animations
—
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
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
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
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 fast recurve. Snap shots from the hip while you keep moving, or draw and place a heavy arrow exactly where you want it. Loose on the beat — the moment the draw settles is the moment it hits hardest.
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
shortbow
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
shortbow
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
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_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
Impact Trauma
—
Inherits From
—
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
  1. 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/shortbow/basic.yaml
Attack Pattern
sequential
Base Combo File
combat/combos/shortbow.combo.yaml
Chain Delay Ms
0
Name
Shortbow
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, mobile, two_handed, aim, evasion_focus
Theme
The Swift Arrow — mobility, timing, distance control
Version
1