Mastery reward · Ranged Master's Regalia
Glowing ranger armor with luminous quiver and projectile trail effects. Projectiles leave visible trails matching equipped weapon's tier. Armor and cape override: visible only in non-combat areas (cities, safe zones). Mount override: visible anywhere.
- Kind
- Armor Override
- Activation
- Spell
- Applies to
- Armor, Cape, Mount
How to gain experience
1| Activity | What it is |
|---|---|
| Deal Ranged Damage | XP granted for damage dealt with ranged weapons |
Unlocks by level
26| Level | Unlock | Kind | Effect |
|---|---|---|---|
| 5 | Skill Tree Point 1 | Skill Point | — |
| 10 | Skill Tree Point 2 | Skill Point | — |
| 12 | Steady Hands I | Passive | -20% aim spread |
| 15 | Skill Tree Point 3 | Skill Point | — |
| 20 | Skill Tree Point 4 | Skill Point | — |
| 25 | Skill Tree Point 5 | Skill Point | — |
| 30 | Skill Tree Point 6 | Skill Point | — |
| 35 | Skill Tree Point 7 | Skill Point | — |
| 38 | Keen Eye I | Passive | Arrows fly 5% faster (same damage) |
| 40 | Skill Tree Point 8 | Skill Point | — |
| 45 | Skill Tree Point 9 | Skill Point | — |
| 48 | Steady Hands II | Passive | -40% aim spread (total) |
| 50 | Skill Tree Point 10 | Skill Point | — |
| 55 | Skill Tree Point 11 | Skill Point | — |
| 60 | Skill Tree Point 12 | Skill Point | — |
| 64 | Keen Eye II | Passive | Arrows fly 10% faster (total) |
| 65 | Skill Tree Point 13 | Skill Point | — |
| 70 | Skill Tree Point 14 | Skill Point | — |
| 75 | Skill Tree Point 15 | Skill Point | — |
| 80 | Skill Tree Point 16 | Skill Point | — |
| 82 | Steady Hands III | Passive | -70% aim spread (total) |
| 85 | Skill Tree Point 17 | Skill Point | — |
| 88 | Keen Eye III | Passive | Arrows fly 15% faster (total) |
| 90 | Skill Tree Point 18 | Skill Point | — |
| 95 | Skill Tree Point 19 | Skill Point | — |
| 100 | Skill Tree Point 20 | Skill Point | — |
Equipment progression
| Level | Material | Notes |
|---|---|---|
| 1 | Leather | Sling — power from the ammo. Chunks scatter, Lumps single-target. |
| 1 | Pine | Pine shortbow 1, longbow 4 |
| 5 | Birch | Birch shortbow 5, longbow 8 |
| 10 | Oak | Oak shortbow 10, longbow 13 |
| 15 | Maple | Maple shortbow 15, longbow 18 |
| 20 | Teak | Teak shortbow 20, longbow 23 |
| 30 | Yew | Yew shortbow 30, longbow 33 |
| 40 | Mahogany | Mahogany shortbow 40, longbow 43 |
| 45 | Elderwood | Elderwood shortbow 45, longbow 48 |
| 50 | Spiritwood | Spiritwood shortbow 50, longbow 53 |
| 60 | Redwood | Redwood shortbow 60, longbow 63 |
| 1 | Copper | Copper crossbow (forged limbs + stock at the fletching bench) |
| 5 | Bronze | Bronze crossbow (forged limbs + stock at the fletching bench) |
| 10 | Iron | Iron crossbow (forged limbs + stock at the fletching bench) |
| 20 | Steel | Steel crossbow (forged limbs + stock at the fletching bench) |
| 30 | Cobalt | Cobalt crossbow (forged limbs + stock at the fletching bench) |
| 45 | Astralite | Astralite crossbow (forged limbs + stock at the fletching bench) |
| 45 | Draconic | Draconic crossbow (forged limbs + stock at the fletching bench) |
| 60 | Aetherium | Aetherium crossbow (forged limbs + stock at the fletching bench) |
| 60 | Voidstone | Voidstone crossbow (forged limbs + stock at the fletching bench) |
Passive tree
115 nodes- Points
- 1 point every 5 levels
- Points at max level
- 20
- Nodes
- 92
Three full trees, each with 30 nodes. Only 20 points available, creating meaningful build choices at every level.
Pre-gateway: Each tree has a free starting node + 3 branches (2×3 + 1×4 = 10 nodes). A player can fill all 3 branches of one tree for 10 points without committing to a gateway.
Gateways are optional but powerful. Taking one locks out the other two. Post-gateway content is stronger per-point but requires the gateway investment.
Players who skip gateways can spread 20 points across pre-gateway branches of all 3 trees (30 pre-gateway nodes available, 20 points), gaining broad flexibility at the cost of depth.
Players who take a gateway spend 1 point + ~9-10 pre-gateway + ~8-10 post-gateway to specialize deeply.
Gateway nodes are build-defining commitments with significant trade-offs. They sit after the pre-gateway section (10 nodes) and connect to the starting node. Taking a Gateway locks out the other Gateways.
Pre-gateway content is accessible without any commitment. A player can spend all 20 points pre-gateway without ever taking a gateway. Gateways and post-gateway nodes are stronger per-point given the tradeoff.
Similar to PoE Keystones — powerful but restrictive.
Marksmanship
Raw damage output — hit harder, pierce deeper, finish wounded targets
Marksmanship is for players who want pure ranged damage. No gimmicks, no conditions — just bigger numbers. Gateway locks out whetstone tip effects for maximum direct damage.
Skirmisher
Mobility, evasion, dodge-weave-shoot — movement IS your damage
Skirmisher rewards constant repositioning and fluid play. Dodge bonuses, combo mastery, and sustained pressure. Gateway grants free dodge-shots but locks out slow/heavy abilities.
Affliction
Ailments, whetstone tips, cripple, debuffs — death by a thousand cuts
Affliction turns your arrows into delivery systems for pain. Whetstone tip synergy, cripple stacking, and group utility. Gateway reduces direct damage but guarantees tip application.
Capstone (shared)
Shared by all three paths — reached from any keystone.
Recipes
13| Level | Recipe | Makes | Station | XP |
|---|---|---|---|---|
| 1 | String Balsa Fishing Bow (Copper) | In the bag | 0 | |
| 5 | String Birch Fishing Bow (Bronze) | In the bag | 0 | |
| 10 | String Oak Fishing Bow (Iron) | In the bag | 0 | |
| 15 | String Maple Fishing Bow (Iron) | In the bag | 0 | |
| 20 | String Teak Fishing Bow (Steel) | In the bag | 0 | |
| 30 | String Yew Fishing Bow (Cobalt) | In the bag | 0 | |
| 40 | String Mahogany Fishing Bow (Cobalt) | In the bag | 0 | |
| 45 | String Elderwood Fishing Bow (Astralite) | In the bag | 0 | |
| 45 | String Elderwood Fishing Bow (Draconic) | In the bag | 0 | |
| 50 | String Spiritwood Fishing Bow (Astralite) | In the bag | 0 | |
| 50 | String Spiritwood Fishing Bow (Draconic) | In the bag | 0 | |
| 60 | String Redwood Fishing Bow (Aetherium) | In the bag | 0 | |
| 60 | String Redwood Fishing Bow (Voidstone) | In the bag | 0 |
Everything that names this skill
193
Aetherium Arrow- Aetherium Bolt
- Aetherium Crossbow
- Aetherium Tied Arrow
Apprentice Quiver
Astralite Arrow- Astralite Bolt
- Astralite Crossbow
- Astralite Tied Arrow
- Balanced Fletching Oil
Balsa Fishing Bow
Balsa Longbow
Balsa Shortbow- Barbed Fletching Oil
Birch Fishing Bow
Birch Longbow
Birch Shortbow- Blast Coating
- Blast Coating+
- Bleed Coating
- Bleed Coating+
Bone Arrow- Bonepiercer
Bronze Arrow- Bronze Bolt
- Bronze Crossbow
- Bronze Tied Arrow
- Burn Coating
- Burn Coating+
- Celestrite-tipped Bolt
- Chromatic Dragonhide Body
- Chromatic Dragonhide Chaps
- Chromatic Dragonhide Coif
- Clay Bullet
- Close Range Coating
Cobalt Arrow- Cobalt Bolt
- Cobalt Crossbow
- Cobalt Tied Arrow
Copper Arrow- Copper Bolt
- Copper Crossbow
- Copper Tied Arrow
Crude Arrow
Crude Shortbow- Deadeye Body
- Deadeye Chaps
- Deadeye Coif
- Diamond-tipped Bolt
Draconic Arrow- Draconic Bolt
- Draconic Crossbow
- Draconic Tied Arrow
- Dragonstone-tipped Bolt
- Drake Hide Body
- Drake Hide Chaps
- Drake Hide Coif
- Duskhunter Body
- Duskhunter Chaps
- Duskhunter Coif
Elderwood Fishing Bow
Elderwood Longbow
Elderwood Shortbow
Enhanced Expert Quiver
Enhanced Master Quiver- Exhaust Coating
Expert Quiver- Explosive Arrow Slate
- Explosive Bullet
- Extreme Ranged Potion (4)
- Frostbite Coating
- Frostbite Coating+
- Frostbite Repeater
- Galeworn Body
- Galeworn Chaps
- Galeworn Coif
- Goblin Chief Helm
- Goblin Chief Mail
- Goblin Mail
Gold Celestrite Ring
Gold Ruby Ring- Hail of Arrows Slate
- Hard Leather Body
- Hard Leather Chaps
- Hard Leather Coif
- Hawkeye Oil
- Hunter's Feast
Iron Arrow- Iron Bolt
- Iron Bullet
- Iron Crossbow
- Iron Tied Arrow
- Ironbark Crossbow
- Jade-tipped Bolt
Journeyman Quiver- Keen Fletching Oil
- Lead Bullet
- Light Leather Body
- Light Leather Chaps
- Light Leather Coif
- Longshot Oil
Mahogany Fishing Bow
Mahogany Longbow
Mahogany Shortbow
Maple Fishing Bow
Maple Longbow
Maple Shortbow
Marksman's Band
Marksman's Signet- Master Fletching Oil
Master Quiver
Novice Quiver
Oak Fishing Bow
Oak Longbow
Oak Shortbow- Obsidian Dragonhide Body
- Obsidian Dragonhide Chaps
- Obsidian Dragonhide Coif
- Onyx-tipped Bolt
- Opal-tipped Bolt
- Paralysis Coating
- Paralysis Coating+
Perfect Balance Voidslate
Phoenix Longbow
Phoenix Shortbow- Poison Coating
- Poison Coating+
- Power Coating
- Power Coating+
- Ranged Potion (4)
Ranger's Guard- Ranger's Leather Body
- Ranger's Leather Chaps
- Ranger's Leather Coif
Redwood Fishing Bow
Redwood Longbow
Redwood Shortbow- Ruby-tipped Bolt
- Sapphire-tipped Bolt
- Serpent Hide Body
- Serpent Hide Chaps
- Serpent Hide Coif
- Siegebreaker
- Sleep Coating
- Sleep Coating+
- Sling
Sovereign's Band
Sovereign's Signet
Spiritwood Fishing Bow
Spiritwood Longbow
Spiritwood Shortbow
Steel Arrow- Steel Bolt
- Steel Crossbow
- Steel Tied Arrow
- Stone Bullet
- Storm Volley Slate
Stormcaller Longbow
Stormcaller Shortbow- Studded Leather Body
- Studded Leather Chaps
- Studded Leather Coif
- Sunfire Arbalest
- Super Ranged Potion (4)
Teak Fishing Bow
Teak Longbow
Teak Shortbow- Topaz-tipped Bolt
Venomfang Longbow
Venomfang Shortbow
Voidstone Arrow- Voidstone Bolt
- Voidstone Crossbow
- Voidstone Tied Arrow
Warped Elderbow
Warped Elderbow
Whisperwind Longbow
Whisperwind Shortbow- Wyrm Hide Body
- Wyrm Hide Chaps
- Wyrm Hide Coif
- Wyvern Roast
Yew Fishing Bow
Yew Longbow
Yew Shortbow
Full catalogue record18 fields · straight from the content catalogue
- Category
- combat
- Combat Unlocks
- —
- Description
- Ranged weapon mastery — bows, crossbows, and slings
- Equipment Progression
- Description
- Sling — power from the ammo. Chunks scatter, Lumps single-target.
- Level
- 1
- Material
- leather
- Unlocks
- none
- Description
- Pine shortbow 1, longbow 4
- Level
- 1
- Material
- pine
- Unlocks
- none
- Description
- Birch shortbow 5, longbow 8
- Level
- 5
- Material
- birch
- Unlocks
- none
- Description
- Oak shortbow 10, longbow 13
- Level
- 10
- Material
- oak
- Unlocks
- none
- Description
- Maple shortbow 15, longbow 18
- Level
- 15
- Material
- maple
- Unlocks
- none
- Description
- Teak shortbow 20, longbow 23
- Level
- 20
- Material
- teak
- Unlocks
- none
- Description
- Yew shortbow 30, longbow 33
- Level
- 30
- Material
- yew
- Unlocks
- none
- Description
- Mahogany shortbow 40, longbow 43
- Level
- 40
- Material
- mahogany
- Unlocks
- none
- Description
- Elderwood shortbow 45, longbow 48
- Level
- 45
- Material
- elderwood
- Unlocks
- none
- Description
- Spiritwood shortbow 50, longbow 53
- Level
- 50
- Material
- spiritwood
- Unlocks
- none
- Description
- Redwood shortbow 60, longbow 63
- Level
- 60
- Material
- redwood
- Unlocks
- none
- Description
- Copper crossbow (forged limbs + stock at the fletching bench)
- Level
- 1
- Material
- copper
- Unlocks
- none
- Description
- Bronze crossbow (forged limbs + stock at the fletching bench)
- Level
- 5
- Material
- bronze
- Unlocks
- none
- Description
- Iron crossbow (forged limbs + stock at the fletching bench)
- Level
- 10
- Material
- iron
- Unlocks
- none
- Description
- Steel crossbow (forged limbs + stock at the fletching bench)
- Level
- 20
- Material
- steel
- Unlocks
- none
- Description
- Cobalt crossbow (forged limbs + stock at the fletching bench)
- Level
- 30
- Material
- cobalt
- Unlocks
- none
- Description
- Astralite crossbow (forged limbs + stock at the fletching bench)
- Level
- 45
- Material
- astralite
- Unlocks
- none
- Description
- Draconic crossbow (forged limbs + stock at the fletching bench)
- Level
- 45
- Material
- draconic
- Unlocks
- none
- Description
- Aetherium crossbow (forged limbs + stock at the fletching bench)
- Level
- 60
- Material
- aetherium
- Unlocks
- none
- Description
- Voidstone crossbow (forged limbs + stock at the fletching bench)
- Level
- 60
- Material
- voidstone
- Unlocks
- none
- Extends
- _base_skill
- Id
- ranged
- Levels
- Max
- 100
- Start
- 0
- Xp Curve
- scaled_exponential
- Xp To Max
- 25,000,000
- Mastery Reward
- Activation
- spell
- Applies To
- armor, cape, mount
- Description
- Glowing ranger armor with luminous quiver and projectile trail effects. Projectiles leave visible trails matching equipped weapon's tier. Armor and cape override: visible only in non-combat areas (cities, safe zones). Mount override: visible anywhere.
- Name
- Ranged Master's Regalia
- Type
- armor_override
- Visibility
- Armor
- non_combat_areas_only
- Cape
- non_combat_areas_only
- Mount
- anywhere
- Name
- Ranged
- Resources
- none
- Scaling
- —
- Schema
- RangedSkill
- Skill Tree
- Design Philosophy
- Three full trees, each with 30 nodes. Only 20 points available, creating meaningful build choices at every level. Pre-gateway: Each tree has a free starting node + 3 branches (2×3 + 1×4 = 10 nodes). A player can fill all 3 branches of one tree for 10 points without committing to a gateway. Gateways are optional but powerful. Taking one locks out the other two. Post-gateway content is stronger per-point but requires the gateway investment. Players who skip gateways can spread 20 points across pre-gateway branches of all 3 trees (30 pre-gateway nodes available, 20 points), gaining broad flexibility at the cost of depth. Players who take a gateway spend 1 point + ~9-10 pre-gateway + ~8-10 post-gateway to specialize deeply.
- Gateway Design
- Gateway nodes are build-defining commitments with significant trade-offs. They sit after the pre-gateway section (10 nodes) and connect to the starting node. Taking a Gateway locks out the other Gateways. Pre-gateway content is accessible without any commitment. A player can spend all 20 points pre-gateway without ever taking a gateway. Gateways and post-gateway nodes are stronger per-point given the tradeoff. Similar to PoE Keystones — powerful but restrictive.
- Has Tree
- yes
- Points Per Levels
- 5
- Total Nodes
- 92
- Total Points At Max
- 20
- Tree Id
- ranged_tree
- Trees
- Color
- #8B0000
- Description
- Marksmanship is for players who want pure ranged damage. No gimmicks, no conditions — just bigger numbers. Gateway locks out whetstone tip effects for maximum direct damage.
- Id
- marksmanship
- Name
- Marksmanship
- Theme
- Raw damage output — hit harder, pierce deeper, finish wounded targets
- Color
- #D4A017
- Description
- Skirmisher rewards constant repositioning and fluid play. Dodge bonuses, combo mastery, and sustained pressure. Gateway grants free dodge-shots but locks out slow/heavy abilities.
- Id
- skirmisher
- Name
- Skirmisher
- Theme
- Mobility, evasion, dodge-weave-shoot — movement IS your damage
- Color
- #2E8B57
- Description
- Affliction turns your arrows into delivery systems for pain. Whetstone tip synergy, cripple stacking, and group utility. Gateway reduces direct damage but guarantees tip application.
- Id
- affliction
- Name
- Affliction
- Theme
- Ailments, whetstone tips, cripple, debuffs — death by a thousand cuts
- Skill Tree Nodes
- Affliction
- Branch A
- Description
- +5% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 5
- Id
- Toxic Potency I
- Name
- Toxic Potency I
- Requires
- Venomist's Training
- Type
- minor
- Description
- +3% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 3
- Id
- Toxic Enhancement
- Name
- Toxic Enhancement
- Requires
- Toxic Potency I
- Type
- minor
- Description
- +5% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 5
- Id
- Toxic Potency II
- Name
- Toxic Potency II
- Requires
- Toxic Potency I
- Type
- minor
- Description
- +8% increased ailment damage. Ailments tick 1 extra time.
- Effects
- Type
- increased_ailment_damage
- Value
- 8
- Type
- flat_ailment_ticks
- Value
- 1
- Id
- Virulence
- Name
- Virulence
- Requires
- Toxic Potency II
- Type
- minor_keystone
- Branch B
- Description
- +3% increased damage to ailment-affected targets
- Effects
- Condition
- vs_ailment_affected
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Exploit Weakness I
- Name
- Exploit Weakness I
- Requires
- Venomist's Training
- Type
- minor
- Description
- +2% increased damage to ailment-affected
- Effects
- Condition
- vs_ailment_affected
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Cruel Exploitation
- Name
- Cruel Exploitation
- Requires
- Exploit Weakness I
- Type
- minor
- Description
- +3% increased damage to ailment-affected targets
- Effects
- Condition
- vs_ailment_affected
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Exploit Weakness II
- Name
- Exploit Weakness II
- Requires
- Exploit Weakness I
- Type
- minor
- Description
- +20% increased damage to slowed/debuffed targets. +10% crit chance vs ailment-affected.
- Effects
- Condition
- vs_debuffed
- Type
- increased_ranged_damage
- Value
- 4
- Condition
- vs_ailment_affected
- Type
- increased_crit_chance
- Value
- 10
- Id
- Predator's Instinct
- Name
- Predator's Instinct
- Requires
- Exploit Weakness II
- Type
- minor_keystone
- Branch C
- Description
- Tipped shots: 10% chance to apply double stack
- Effects
- Type
- flat_double_stack_chance
- Value
- 10
- Id
- Deep Wounds I
- Name
- Deep Wounds I
- Requires
- Venomist's Training
- Type
- minor
- Description
- 5% chance to apply double stack
- Effects
- Type
- flat_double_stack_chance
- Value
- 5
- Id
- Deeper Cuts
- Name
- Deeper Cuts
- Requires
- Deep Wounds I
- Type
- minor
- Description
- Additional 10% double stack chance (total 20%)
- Effects
- Type
- flat_double_stack_chance
- Value
- 10
- Id
- Deep Wounds II
- Name
- Deep Wounds II
- Requires
- Deep Wounds I
- Type
- minor
- Description
- Ailment duration +10% increased
- Effects
- Type
- increased_ailment_duration
- Value
- 10
- Id
- Lingering Pain
- Name
- Lingering Pain
- Requires
- Deep Wounds II
- Type
- minor
- Description
- Targets with 3+ ailment stacks: +5% increased damage from you. Ailment duration +10%.
- Effects
- Condition
- at_ailment_stacks
- Stack Threshold
- 3
- Type
- increased_ranged_damage
- Value
- 5
- Type
- increased_ailment_duration
- Value
- 10
- Id
- Festering
- Name
- Festering
- Requires
- Lingering Pain
- Type
- minor_keystone
- Gateway
- Description
- A perfect release applies a stack of Cripple (slows the target; stacks to 5). Whetstone tips apply a second stack of their ailment to crippled targets. -10% less direct hit damage.
- Effects
- Type
- flat_cripple_chance_on_perfect_release
- Value
- 100
- Type
- enable_double_tip_on_crippled
- Value
- yes
- Type
- less_ranged_damage
- Value
- 10
- Exclusive With
- Dead Eye, Way of the Wind
- Id
- Crippling Precision
- Name
- Crippling Precision
- Requires Any
- Virulence, Predator's Instinct, Festering
- Type
- gateway
- Post 1
- Description
- Cripple duration +15% increased
- Effects
- Type
- increased_cripple_duration
- Value
- 15
- Id
- Deep Cripple I
- Name
- Deep Cripple I
- Requires
- Crippling Precision
- Type
- minor
- Description
- +3% increased damage per Cripple stack on target
- Effects
- Condition
- per_cripple_stack
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Deep Cripple II
- Name
- Deep Cripple II
- Requires
- Deep Cripple I
- Type
- minor
- Description
- Cripple also reduces target's damage dealt by 2% per stack
- Effects
- Type
- flat_weakness_potency
- Value
- 2
- Id
- Numbing Cripple
- Name
- Numbing Cripple
- Requires
- Deep Cripple I
- Type
- minor
- Description
- Cripple duration +15% increased
- Effects
- Type
- increased_cripple_duration
- Value
- 15
- Id
- Lasting Cripple
- Name
- Lasting Cripple
- Requires
- Numbing Cripple
- Type
- minor
- Description
- Cripple reduces damage dealt by 1%/stack. Cripple duration +10%.
- Effects
- Type
- flat_weakness_potency
- Value
- 1
- Type
- increased_cripple_duration
- Value
- 10
- Id
- Numbing Strike
- Name
- Numbing Strike
- Requires
- Lasting Cripple
- Type
- notable
- Description
- At 3+ stacks: target's damage dealt -5%. +3% increased damage to crippled.
- Effects
- Stack Threshold
- 3
- Type
- flat_weakness_potency
- Value
- 5
- Condition
- vs_crippled
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Hamstring
- Name
- Hamstring
- Requires
- Deep Cripple II
- Type
- notable
- Description
- At 5 Cripple stacks the target is Pinned (rooted 1.5s, 15s cooldown per target). Pinned targets take +5% more damage from your ranged attacks.
- Effects
- Type
- enable_pin_at_max_cripple
- Value
- yes
- Type
- flat_pin_duration
- Value
- 1.5
- Type
- flat_pin_cooldown
- Value
- 15
- Condition
- vs_pinned
- Type
- more_ranged_damage
- Value
- 5
- Id
- Pinning Shot
- Name
- Pinning Shot
- Requires
- Hamstring
- Type
- keystone
- Post 2
- Description
- +5% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 5
- Id
- Concentrated Venom I
- Name
- Concentrated Venom I
- Requires
- Crippling Precision
- Type
- minor
- Description
- +5% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 5
- Id
- Concentrated Venom II
- Name
- Concentrated Venom II
- Requires
- Concentrated Venom I
- Type
- minor
- Description
- Ailments tick 1 extra time
- Effects
- Type
- flat_ailment_ticks
- Value
- 1
- Id
- Accelerated Decay
- Name
- Accelerated Decay
- Requires
- Concentrated Venom I
- Type
- minor
- Description
- +8% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 8
- Id
- Deep Poison
- Name
- Deep Poison
- Requires
- Accelerated Decay
- Type
- minor
- Description
- +5% ailment damage. Ailments tick 1 extra time.
- Effects
- Type
- increased_ailment_damage
- Value
- 5
- Type
- flat_ailment_ticks
- Value
- 1
- Id
- Toxic Persistence
- Name
- Toxic Persistence
- Requires
- Deep Poison
- Type
- notable
- Description
- Whetstone tip effect duration +50% increased
- Effects
- Type
- increased_whetstone_duration
- Value
- 50
- Id
- Enduring Venom
- Name
- Enduring Venom
- Requires
- Concentrated Venom II
- Type
- notable
- Description
- Whetstone tip effect duration +100% more. +10% increased ailment damage.
- Effects
- Type
- more_whetstone_duration
- Value
- 100
- Type
- increased_ailment_damage
- Value
- 10
- Id
- Ruinous Affliction
- Name
- Ruinous Affliction
- Requires
- Enduring Venom
- Type
- keystone
- Post 3
- Description
- Ailment-affected targets: -2% defense (all types)
- Effects
- Condition
- vs_ailment_affected
- Type
- pen_physical
- Value
- 2
- Id
- Weakening Shots I
- Name
- Weakening Shots I
- Requires
- Crippling Precision
- Type
- minor
- Description
- Targets with 3+ ailment stacks: -3% damage dealt
- Effects
- Stack Threshold
- 3
- Type
- flat_weakness_potency
- Value
- 3
- Id
- Weakening Shots II
- Name
- Weakening Shots II
- Requires
- Weakening Shots I
- Type
- minor
- Description
- -2% additional defense reduction
- Effects
- Condition
- vs_ailment_affected
- Type
- pen_physical
- Value
- 2
- Id
- Deeper Weakness
- Name
- Deeper Weakness
- Requires
- Weakening Shots I
- Type
- minor
- Description
- Killing an afflicted target spreads its ailments to the nearest enemy within 6m (50% of the remaining duration)
- Effects
- Type
- flat_ailment_spread_on_kill_targets
- Value
- 1
- Type
- flat_ailment_spread_on_kill_range
- Value
- 6
- Type
- flat_ailment_spread_on_kill_duration_percent
- Value
- 50
- Id
- Carrion Feeder
- Name
- Carrion Feeder
- Requires
- Deeper Weakness
- Type
- minor
- Description
- +3% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 3
- Id
- Festering Wounds
- Name
- Festering Wounds
- Requires
- Carrion Feeder
- Type
- minor
- Description
- +2% armor penetration against afflicted targets. Ailments spread on kill to 1 more enemy (+30% duration, +4m).
- Effects
- Condition
- vs_ailment_affected
- Type
- pen_physical
- Value
- 2
- Type
- flat_ailment_spread_on_kill_targets
- Value
- 1
- Type
- flat_ailment_spread_on_kill_range
- Value
- 4
- Type
- flat_ailment_spread_on_kill_duration_percent
- Value
- 30
- Id
- Spreading Weakness
- Name
- Spreading Weakness
- Requires
- Festering Wounds
- Type
- notable
- Description
- Your ailments deal 15% of each tick to enemies within 5m of the afflicted target
- Effects
- Type
- flat_ailment_aoe_percent
- Value
- 15
- Type
- flat_ailment_aoe_range
- Value
- 5
- Id
- Contagion
- Name
- Contagion
- Requires
- Weakening Shots II
- Type
- notable
- Description
- Ailment splash increased to 30%. When the primary target reaches 3 Cripple stacks, enemies within splash range gain 1 stack.
- Effects
- Type
- flat_ailment_aoe_percent
- Value
- 15
- Type
- enable_cripple_spread
- Value
- yes
- Type
- flat_cripple_spread_threshold
- Value
- 3
- Id
- Plague Carrier
- Name
- Plague Carrier
- Requires
- Contagion
- Type
- keystone
- Starting Node
- Cost
- 0
- Description
- +5% increased ailment damage
- Effects
- Type
- increased_ailment_damage
- Value
- 5
- Id
- Venomist's Training
- Name
- Venomist's Training
- Type
- root
- Capstone
- Auto Allocate
- yes
- Description
- Auto-unlocks when any keystone is allocated. +2% increased ranged damage.
- Effects
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Keen Instinct
- Name
- Keen Instinct
- Requires Any
- Overwhelming Shots, Culling Strike, Sniper's Dominion, Ghost Step, Perfect Chains, Perpetual Motion, Pinning Shot, Ruinous Affliction, Plague Carrier
- Type
- auto
- Description
- +2% increased ranged damage. Ranged abilities cost 3% less stamina.
- Effects
- Type
- increased_ranged_damage
- Value
- 2
- Type
- increased_ranged_stamina_efficiency
- Value
- 3
- Id
- Ranger's Mastery
- Name
- Ranger's Mastery
- Requires
- Keen Instinct
- Type
- minor
- Description
- +3% increased ranged damage. Ranged abilities cost 5% less stamina.
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Type
- increased_ranged_stamina_efficiency
- Value
- 5
- Id
- Ranger's Discipline
- Name
- Ranger's Discipline
- Requires
- Ranger's Mastery
- Type
- minor_capstone
- Description
- After not attacking for 2s, your next ability deals +8% more damage.
- Effects
- Condition
- after_pause
- Pause Duration
- 2
- Type
- more_ranged_damage
- Value
- 8
- Id
- Apex Predator
- Name
- Apex Predator
- Requires
- Ranger's Discipline
- Type
- capstone
- Marksmanship
- Branch A
- Description
- +3% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Steady Aim I
- Name
- Steady Aim I
- Requires
- Marksman's Training
- Type
- minor
- Description
- +2% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Focused Aim
- Name
- Focused Aim
- Requires
- Steady Aim I
- Type
- minor
- Description
- +3% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Steady Aim II
- Name
- Steady Aim II
- Requires
- Steady Aim I
- Type
- minor
- Description
- +5% increased ranged damage. +2 flat ranged attack.
- Effects
- Type
- increased_ranged_damage
- Value
- 5
- Type
- flat_ranged_damage
- Value
- 2
- Id
- Sharp Impact
- Name
- Sharp Impact
- Requires
- Steady Aim II
- Type
- minor_keystone
- Branch B
- Description
- +10% increased crit chance
- Effects
- Type
- increased_crit_chance
- Value
- 10
- Id
- Keen Strikes I
- Name
- Keen Strikes I
- Requires
- Marksman's Training
- Type
- minor
- Description
- +10% increased crit multiplier
- Effects
- Type
- increased_crit_multiplier
- Value
- 10
- Id
- Sharp Eye
- Name
- Sharp Eye
- Requires
- Keen Strikes I
- Type
- minor
- Description
- +20% increased crit multiplier
- Effects
- Type
- increased_crit_multiplier
- Value
- 20
- Id
- Keen Strikes II
- Name
- Keen Strikes II
- Requires
- Keen Strikes I
- Type
- minor
- Description
- +10% increased crit chance. +20% increased crit multiplier.
- Effects
- Type
- increased_crit_chance
- Value
- 10
- Type
- increased_crit_multiplier
- Value
- 20
- Id
- Vital Shots
- Name
- Vital Shots
- Requires
- Keen Strikes II
- Type
- minor_keystone
- Branch C
- Description
- +3% armor penetration
- Effects
- Type
- pen_physical
- Value
- 3
- Id
- Piercing I
- Name
- Piercing I
- Requires
- Marksman's Training
- Type
- minor
- Description
- +2% armor penetration
- Effects
- Type
- pen_physical
- Value
- 2
- Id
- Armor Seeker
- Name
- Armor Seeker
- Requires
- Piercing I
- Type
- minor
- Description
- +3% armor penetration
- Effects
- Type
- pen_physical
- Value
- 3
- Id
- Piercing II
- Name
- Piercing II
- Requires
- Piercing I
- Type
- minor
- Description
- +3% increased damage to targets with >20 ranged defense
- Effects
- Condition
- vs_armored
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Armor Expertise
- Name
- Armor Expertise
- Requires
- Piercing II
- Type
- minor
- Description
- +5% armor penetration. Attacks reduce target ranged defense by 2 for 4s.
- Effects
- Type
- pen_physical
- Value
- 5
- Duration
- 4
- Type
- pen_physical
- Value
- 2
- Id
- Deep Penetration
- Name
- Deep Penetration
- Requires
- Armor Expertise
- Type
- minor_keystone
- Gateway
- Description
- +3% more ranged damage. +3% armor penetration. Cannot benefit from whetstone tip effects.
- Effects
- Type
- more_ranged_damage
- Value
- 3
- Type
- pen_physical
- Value
- 3
- Type
- disable_whetstone_tips
- Value
- yes
- Exclusive With
- Way of the Wind, Crippling Precision
- Id
- Dead Eye
- Name
- Dead Eye
- Requires Any
- Sharp Impact, Vital Shots, Deep Penetration
- Type
- gateway
- Post 1
- Description
- +4% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Heavy Impact I
- Name
- Heavy Impact I
- Requires
- Dead Eye
- Type
- minor
- Description
- +4% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Heavy Impact II
- Name
- Heavy Impact II
- Requires
- Heavy Impact I
- Type
- minor
- Description
- +3% increased damage beyond 15m
- Effects
- Condition
- beyond_distance
- Distance
- 15
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Long Shot
- Name
- Long Shot
- Requires
- Heavy Impact I
- Type
- minor
- Description
- +2 flat ranged attack. +2% increased ranged damage.
- Effects
- Type
- flat_ranged_damage
- Value
- 2
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Broad Shoulders
- Name
- Broad Shoulders
- Requires
- Long Shot
- Type
- minor
- Description
- +3% ranged damage. +2% armor penetration.
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Type
- pen_physical
- Value
- 2
- Id
- Piercing Force
- Name
- Piercing Force
- Requires
- Broad Shoulders
- Type
- notable
- Description
- +3% increased ranged damage. +2 flat ranged attack.
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Type
- flat_ranged_damage
- Value
- 2
- Id
- Devastating Force
- Name
- Devastating Force
- Requires
- Heavy Impact II
- Type
- notable
- Description
- +3% more ranged damage. Targets hit have -3% ranged defense for 4s.
- Effects
- Type
- more_ranged_damage
- Value
- 3
- Duration
- 4
- Type
- pen_physical
- Value
- 3
- Id
- Overwhelming Shots
- Name
- Overwhelming Shots
- Requires
- Devastating Force
- Type
- keystone
- Post 2
- Description
- +4% increased damage to targets below 50% HP
- Effects
- Condition
- vs_low_hp
- Threshold
- 50
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Finishing Touch I
- Name
- Finishing Touch I
- Requires
- Dead Eye
- Type
- minor
- Description
- +4% increased damage to targets below 50% HP
- Effects
- Condition
- vs_low_hp
- Threshold
- 50
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Finishing Touch II
- Name
- Finishing Touch II
- Requires
- Finishing Touch I
- Type
- minor
- Description
- Kills restore 8 stamina
- Effects
- Type
- flat_stamina_on_kill
- Value
- 8
- Id
- Killing Momentum
- Name
- Killing Momentum
- Requires
- Finishing Touch I
- Type
- minor
- Description
- +3% increased damage to targets below 60% HP
- Effects
- Condition
- vs_low_hp
- Threshold
- 60
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Scent of Blood
- Name
- Scent of Blood
- Requires
- Killing Momentum
- Type
- minor
- Description
- +10% crit chance. +15% damage to targets below 50% HP.
- Effects
- Type
- increased_crit_chance
- Value
- 10
- Condition
- vs_low_hp
- Threshold
- 50
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Ruthless Precision
- Name
- Ruthless Precision
- Requires
- Scent of Blood
- Type
- notable
- Description
- +6% increased damage to targets below 25% HP
- Effects
- Condition
- vs_low_hp
- Threshold
- 25
- Type
- increased_ranged_damage
- Value
- 6
- Id
- Bloodscent
- Name
- Bloodscent
- Requires
- Finishing Touch II
- Type
- notable
- Description
- +12% more damage to targets below 25% HP.
- Effects
- Condition
- vs_low_hp
- Threshold
- 25
- Type
- more_ranged_damage
- Value
- 12
- Id
- Culling Strike
- Name
- Culling Strike
- Requires
- Bloodscent
- Type
- keystone
- Post 3
- Description
- Distance falloff reduced 25%
- Effects
- Type
- increased_distance_falloff_recovery
- Value
- 25
- Id
- Range Mastery I
- Name
- Range Mastery I
- Requires
- Dead Eye
- Type
- minor
- Description
- Distance falloff reduced 25% (total 50%)
- Effects
- Type
- increased_distance_falloff_recovery
- Value
- 25
- Id
- Range Mastery II
- Name
- Range Mastery II
- Requires
- Range Mastery I
- Type
- minor
- Description
- +3% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Keen Eye Bonus
- Name
- Keen Eye Bonus
- Requires
- Range Mastery I
- Type
- minor
- Description
- +2% movement speed in combat
- Effects
- Type
- increased_move_speed_in_combat
- Value
- 2
- Id
- Field Advantage
- Name
- Field Advantage
- Requires
- Keen Eye Bonus
- Type
- minor
- Description
- +2% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Sharpshooter's Focus
- Name
- Sharpshooter's Focus
- Requires
- Field Advantage
- Type
- minor
- Description
- +4% ranged damage. Distance falloff -15%.
- Effects
- Type
- increased_ranged_damage
- Value
- 4
- Type
- increased_distance_falloff_recovery
- Value
- 15
- Id
- Eagle Eye
- Name
- Eagle Eye
- Requires
- Sharpshooter's Focus
- Type
- notable
- Description
- +5% increased damage beyond 15m
- Effects
- Condition
- beyond_distance
- Distance
- 15
- Type
- increased_ranged_damage
- Value
- 5
- Id
- Distance Fighter
- Name
- Distance Fighter
- Requires
- Range Mastery II
- Type
- notable
- Description
- Distance falloff removed entirely. +3% more ranged damage beyond 20m.
- Effects
- Type
- enable_no_distance_falloff
- Value
- yes
- Condition
- beyond_distance
- Distance
- 20
- Type
- more_ranged_damage
- Value
- 3
- Id
- Sniper's Dominion
- Name
- Sniper's Dominion
- Requires
- Distance Fighter
- Type
- keystone
- Starting Node
- Cost
- 0
- Description
- +2% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Marksman's Training
- Name
- Marksman's Training
- Type
- root
- Skirmisher
- Branch A
- Description
- +5% increased stamina efficiency
- Effects
- Type
- increased_stamina_efficiency
- Value
- 5
- Id
- Endurance I
- Name
- Endurance I
- Requires
- Skirmisher's Training
- Type
- minor
- Description
- +3% increased stamina efficiency
- Effects
- Type
- increased_stamina_efficiency
- Value
- 3
- Id
- Steady Endurance
- Name
- Steady Endurance
- Requires
- Endurance I
- Type
- minor
- Description
- +5% increased stamina efficiency
- Effects
- Type
- increased_stamina_efficiency
- Value
- 5
- Id
- Endurance II
- Name
- Endurance II
- Requires
- Endurance I
- Type
- minor
- Description
- +8% increased stamina efficiency. +2 flat ranged attack.
- Effects
- Type
- increased_stamina_efficiency
- Value
- 8
- Type
- flat_ranged_damage
- Value
- 2
- Id
- Tireless Fighter
- Name
- Tireless Fighter
- Requires
- Endurance II
- Type
- minor_keystone
- Branch B
- Description
- +3% movement speed in combat
- Effects
- Type
- increased_move_speed_in_combat
- Value
- 3
- Id
- Fleet Foot I
- Name
- Fleet Foot I
- Requires
- Skirmisher's Training
- Type
- minor
- Description
- +2% movement speed in combat
- Effects
- Type
- increased_move_speed_in_combat
- Value
- 2
- Id
- Quick Step
- Name
- Quick Step
- Requires
- Fleet Foot I
- Type
- minor
- Description
- Dodges cost 4% less stamina
- Effects
- Type
- increased_dodge_stamina_efficiency
- Value
- 4
- Id
- Nimble
- Name
- Nimble
- Requires
- Fleet Foot I
- Type
- minor
- Description
- +3% movement speed in combat. +25% increased ranged damage.
- Effects
- Type
- increased_move_speed_in_combat
- Value
- 3
- Type
- increased_ranged_damage
- Value
- 25
- Id
- Mobile Fighter
- Name
- Mobile Fighter
- Requires
- Nimble
- Type
- minor_keystone
- Branch C
- Description
- +4% increased damage for 2s after dodging
- Effects
- Condition
- after_dodge
- Duration
- 2
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Evasive I
- Name
- Evasive I
- Requires
- Skirmisher's Training
- Type
- minor
- Description
- +2% increased damage for 2s after dodging
- Effects
- Condition
- after_dodge
- Duration
- 2
- Type
- increased_ranged_damage
- Value
- 2
- Id
- Reactive Dodge
- Name
- Reactive Dodge
- Requires
- Evasive I
- Type
- minor
- Description
- +4% increased damage for 2s after dodging
- Effects
- Condition
- after_dodge
- Duration
- 2
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Evasive II
- Name
- Evasive II
- Requires
- Evasive I
- Type
- minor
- Description
- Dodge stamina cost -10%
- Effects
- Type
- increased_dodge_stamina_efficiency
- Value
- 10
- Id
- Quick Recovery
- Name
- Quick Recovery
- Requires
- Evasive II
- Type
- minor
- Description
- Dodge i-frames extended 30ms. +5% increased damage for 2s after dodging.
- Effects
- Type
- flat_dodge_iframe_ms
- Value
- 30
- Condition
- after_dodge
- Duration
- 2
- Type
- increased_ranged_damage
- Value
- 5
- Id
- Slippery
- Name
- Slippery
- Requires
- Quick Recovery
- Type
- minor_keystone
- Gateway
- Description
- Dodge stamina cost reduced 25%. Ranged abilities cost 10% more stamina.
- Effects
- Type
- increased_dodge_stamina_efficiency
- Value
- 25
- Type
- increased_ranged_stamina_cost
- Value
- 10
- Exclusive With
- Dead Eye, Crippling Precision
- Id
- Way of the Wind
- Name
- Way of the Wind
- Requires Any
- Tireless Fighter, Mobile Fighter, Slippery
- Type
- gateway
- Post 1
- Description
- +5% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 5
- Id
- Afterimage I
- Name
- Afterimage I
- Requires
- Way of the Wind
- Type
- minor
- Description
- +5% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 5
- Id
- Afterimage II
- Name
- Afterimage II
- Requires
- Afterimage I
- Type
- minor
- Description
- Dodge distance +10%
- Effects
- Type
- increased_dodge_stamina_efficiency
- Value
- 10
- Id
- Dash Distance
- Name
- Dash Distance
- Requires
- Afterimage I
- Type
- minor
- Description
- +3% increased damage for 2s after dodging
- Effects
- Condition
- after_dodge
- Duration
- 2
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Quick Reflex
- Name
- Quick Reflex
- Requires
- Dash Distance
- Type
- minor
- Description
- Dodge i-frames +20ms. +5% dodge distance.
- Effects
- Type
- flat_dodge_iframe_ms
- Value
- 20
- Type
- increased_dodge_stamina_efficiency
- Value
- 5
- Id
- Phantom Dodge
- Name
- Phantom Dodge
- Requires
- Quick Reflex
- Type
- notable
- Description
- After dodging, next ability within 1.5s costs 5 less stamina
- Effects
- Condition
- after_dodge
- Duration
- 1.5
- Type
- increased_stamina_efficiency
- Value
- 5
- Id
- Shadow Step
- Name
- Shadow Step
- Requires
- Afterimage II
- Type
- notable
- Description
- Dodge i-frames extended 50ms. Free snapshot damage increased to 85%.
- Effects
- Type
- flat_dodge_iframe_ms
- Value
- 50
- Type
- increased_ranged_damage
- Value
- 5
- Id
- Ghost Step
- Name
- Ghost Step
- Requires
- Shadow Step
- Type
- keystone
- Post 2
- Description
- Combo finishers deal +4% increased damage
- Effects
- Type
- increased_finisher_damage
- Value
- 4
- Id
- Combo Flow I
- Name
- Combo Flow I
- Requires
- Way of the Wind
- Type
- minor
- Description
- Abilities during active combo deal +3% increased damage
- Effects
- Condition
- during_combo
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Combo Flow II
- Name
- Combo Flow II
- Requires
- Combo Flow I
- Type
- minor
- Description
- Combo chain window extended 100ms
- Effects
- Type
- attack_speed
- Value
- 5
- Id
- Chain Extension
- Name
- Chain Extension
- Requires
- Combo Flow I
- Type
- minor
- Description
- Combo finishers cost 5 less stamina
- Effects
- Type
- increased_finisher_stamina_efficiency
- Value
- 5
- Id
- Efficient Combos
- Name
- Efficient Combos
- Requires
- Chain Extension
- Type
- minor
- Description
- +4% combo finisher damage. Combos restore 3 stamina.
- Effects
- Type
- increased_finisher_damage
- Value
- 4
- Type
- flat_stamina_on_combo_completion
- Value
- 3
- Id
- Flow State
- Name
- Flow State
- Requires
- Efficient Combos
- Type
- notable
- Description
- Completing a full combo chain: next ability deals +5% increased damage for 3s
- Effects
- Condition
- after_combo_completion
- Duration
- 3
- Type
- increased_ranged_damage
- Value
- 5
- Id
- Combo Mastery
- Name
- Combo Mastery
- Requires
- Combo Flow II
- Type
- notable
- Description
- Combo finishers deal +3% more damage. Full combo completion restores 8 stamina.
- Effects
- Type
- more_finisher_damage
- Value
- 3
- Type
- flat_stamina_on_combo_completion
- Value
- 8
- Id
- Perfect Chains
- Name
- Perfect Chains
- Requires
- Combo Mastery
- Type
- keystone
- Post 3
- Description
- Ranged ability stamina cost -5%
- Effects
- Type
- increased_ranged_stamina_efficiency
- Value
- 5
- Id
- Efficiency I
- Name
- Efficiency I
- Requires
- Way of the Wind
- Type
- minor
- Description
- +5% increased stamina efficiency
- Effects
- Type
- increased_stamina_efficiency
- Value
- 5
- Id
- Conservation
- Name
- Conservation
- Requires
- Efficiency I
- Type
- minor
- Description
- +3% increased ranged damage
- Effects
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Steady Nerves
- Name
- Steady Nerves
- Requires
- Efficiency I
- Type
- minor
- Description
- +5% increased stamina efficiency
- Effects
- Type
- increased_stamina_efficiency
- Value
- 5
- Id
- Conditioning
- Name
- Conditioning
- Requires
- Steady Nerves
- Type
- minor
- Description
- +3% stamina efficiency
- Effects
- Type
- increased_stamina_efficiency
- Value
- 3
- Id
- Combat Endurance
- Name
- Combat Endurance
- Requires
- Conditioning
- Type
- minor
- Description
- +5% stamina efficiency. +3% ranged damage.
- Effects
- Type
- increased_stamina_efficiency
- Value
- 5
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Efficient Fighter
- Name
- Efficient Fighter
- Requires
- Combat Endurance
- Type
- notable
- Description
- Stamina regeneration +10% during combat. +3% increased ranged damage.
- Effects
- Type
- flat_stamina_regen_in_combat
- Value
- 10
- Type
- increased_ranged_damage
- Value
- 3
- Id
- Endurance Fighter
- Name
- Endurance Fighter
- Requires
- Conservation
- Type
- notable
- Description
- Hitting enemies with abilities restores 2 stamina. +4% increased ranged damage.
- Effects
- Type
- flat_stamina_on_hit
- Value
- 2
- Type
- increased_ranged_damage
- Value
- 4
- Id
- Perpetual Motion
- Name
- Perpetual Motion
- Requires
- Endurance Fighter
- Type
- keystone
- Starting Node
- Cost
- 0
- Description
- +3% movement speed in combat
- Effects
- Type
- increased_move_speed_in_combat
- Value
- 3
- Id
- Skirmisher's Training
- Name
- Skirmisher's Training
- Type
- root
- Training Methods
- none
- Unlocks
- Description
- —
- Effects
- none
- Id
- skill_tree_point_1
- Level
- 5
- Name
- Skill Tree Point 1
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_2
- Level
- 10
- Name
- Skill Tree Point 2
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_3
- Level
- 15
- Name
- Skill Tree Point 3
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_4
- Level
- 20
- Name
- Skill Tree Point 4
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_5
- Level
- 25
- Name
- Skill Tree Point 5
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_6
- Level
- 30
- Name
- Skill Tree Point 6
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_7
- Level
- 35
- Name
- Skill Tree Point 7
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_8
- Level
- 40
- Name
- Skill Tree Point 8
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_9
- Level
- 45
- Name
- Skill Tree Point 9
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_10
- Level
- 50
- Name
- Skill Tree Point 10
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_11
- Level
- 55
- Name
- Skill Tree Point 11
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_12
- Level
- 60
- Name
- Skill Tree Point 12
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_13
- Level
- 65
- Name
- Skill Tree Point 13
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_14
- Level
- 70
- Name
- Skill Tree Point 14
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_15
- Level
- 75
- Name
- Skill Tree Point 15
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_16
- Level
- 80
- Name
- Skill Tree Point 16
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_17
- Level
- 85
- Name
- Skill Tree Point 17
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_18
- Level
- 90
- Name
- Skill Tree Point 18
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_19
- Level
- 95
- Name
- Skill Tree Point 19
- Provided By
- —
- Unlock Type
- skill_point
- Description
- —
- Effects
- none
- Id
- skill_tree_point_20
- Level
- 100
- Name
- Skill Tree Point 20
- Provided By
- —
- Unlock Type
- skill_point
- Description
- -20% aim spread
- Effects
- Modifier
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- -20
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- projectile_spread
- Type
- modifier
- Id
- steady_hands_1
- Level
- 12
- Name
- Steady Hands I
- Provided By
- —
- Unlock Type
- passive
- Description
- Arrows fly 5% faster (same damage)
- Effects
- Modifier
- Ability Filter
- projectile
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 5
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- projectile_speed
- Type
- modifier
- Id
- keen_eye_1
- Level
- 38
- Name
- Keen Eye I
- Provided By
- —
- Unlock Type
- passive
- Description
- -40% aim spread (total)
- Effects
- Modifier
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- -20
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- projectile_spread
- Type
- modifier
- Id
- steady_hands_2
- Level
- 48
- Name
- Steady Hands II
- Provided By
- —
- Unlock Type
- passive
- Description
- Arrows fly 10% faster (total)
- Effects
- Modifier
- Ability Filter
- projectile
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 5
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- projectile_speed
- Type
- modifier
- Id
- keen_eye_2
- Level
- 64
- Name
- Keen Eye II
- Provided By
- —
- Unlock Type
- passive
- Description
- -70% aim spread (total)
- Effects
- Modifier
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- -30
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- projectile_spread
- Type
- modifier
- Id
- steady_hands_3
- Level
- 82
- Name
- Steady Hands III
- Provided By
- —
- Unlock Type
- passive
- Description
- Arrows fly 15% faster (total)
- Effects
- Modifier
- Ability Filter
- projectile
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 5
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- projectile_speed
- Type
- modifier
- Id
- keen_eye_3
- Level
- 88
- Name
- Keen Eye III
- Provided By
- —
- Unlock Type
- passive
- Version
- 1
- Xp Sources
- Action Type
- deal_ranged_damage
- Description
- XP granted for damage dealt with ranged weapons
- Formula
- floor(damage_dealt / 10) * 2
- Notes
- This is the only source of Ranged XP. Higher damage per hit = more XP per hit. AoE abilities that hit multiple targets grant XP per target hit.