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Ranged

Ranged weapon mastery — bows, crossbows, and slings

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
ActivityWhat it is
Deal Ranged DamageXP granted for damage dealt with ranged weapons

Unlocks by level

26
LevelUnlockKindEffect
5Skill Tree Point 1Skill Point—
10Skill Tree Point 2Skill Point—
12Steady Hands IPassive-20% aim spread
15Skill Tree Point 3Skill Point—
20Skill Tree Point 4Skill Point—
25Skill Tree Point 5Skill Point—
30Skill Tree Point 6Skill Point—
35Skill Tree Point 7Skill Point—
38Keen Eye IPassiveArrows fly 5% faster (same damage)
40Skill Tree Point 8Skill Point—
45Skill Tree Point 9Skill Point—
48Steady Hands IIPassive-40% aim spread (total)
50Skill Tree Point 10Skill Point—
55Skill Tree Point 11Skill Point—
60Skill Tree Point 12Skill Point—
64Keen Eye IIPassiveArrows fly 10% faster (total)
65Skill Tree Point 13Skill Point—
70Skill Tree Point 14Skill Point—
75Skill Tree Point 15Skill Point—
80Skill Tree Point 16Skill Point—
82Steady Hands IIIPassive-70% aim spread (total)
85Skill Tree Point 17Skill Point—
88Keen Eye IIIPassiveArrows fly 15% faster (total)
90Skill Tree Point 18Skill Point—
95Skill Tree Point 19Skill Point—
100Skill Tree Point 20Skill Point—

Equipment progression

LevelMaterialNotes
1LeatherSling — power from the ammo. Chunks scatter, Lumps single-target.
1PinePine shortbow 1, longbow 4
5BirchBirch shortbow 5, longbow 8
10OakOak shortbow 10, longbow 13
15MapleMaple shortbow 15, longbow 18
20TeakTeak shortbow 20, longbow 23
30YewYew shortbow 30, longbow 33
40MahoganyMahogany shortbow 40, longbow 43
45ElderwoodElderwood shortbow 45, longbow 48
50SpiritwoodSpiritwood shortbow 50, longbow 53
60RedwoodRedwood shortbow 60, longbow 63
1CopperCopper crossbow (forged limbs + stock at the fletching bench)
5BronzeBronze crossbow (forged limbs + stock at the fletching bench)
10IronIron crossbow (forged limbs + stock at the fletching bench)
20SteelSteel crossbow (forged limbs + stock at the fletching bench)
30CobaltCobalt crossbow (forged limbs + stock at the fletching bench)
45AstraliteAstralite crossbow (forged limbs + stock at the fletching bench)
45DraconicDraconic crossbow (forged limbs + stock at the fletching bench)
60AetheriumAetherium crossbow (forged limbs + stock at the fletching bench)
60VoidstoneVoidstone 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
How the tree works

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.

Gateways

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.

Starting node
Marksman's Training Rootfree
+2% increased ranged damage
Branch A
Steady Aim I Minor
+3% increased ranged damage
Focused Aim Minor
+2% increased ranged damage
Requires Steady Aim I
Steady Aim II Minor
+3% increased ranged damage
Requires Steady Aim I
Sharp Impact Minor Keystone
+5% increased ranged damage. +2 flat ranged attack.
Requires Steady Aim II
Branch B
Keen Strikes I Minor
+10% increased crit chance
Sharp Eye Minor
+10% increased crit multiplier
Keen Strikes II Minor
+20% increased crit multiplier
Vital Shots Minor Keystone
+10% increased crit chance. +20% increased crit multiplier.
Branch C
Piercing I Minor
+3% armor penetration
Armor Seeker Minor
+2% armor penetration
Requires Piercing I
Piercing II Minor
+3% armor penetration
Requires Piercing I
Armor Expertise Minor
+3% increased damage to targets with >20 ranged defense
Requires Piercing II
Deep Penetration Minor Keystone
+5% armor penetration. Attacks reduce target ranged defense by 2 for 4s.
Gateway
Dead Eye Gateway
+3% more ranged damage. +3% armor penetration. Cannot benefit from whetstone tip effects.
Beyond the gateway · I
Heavy Impact I Minor
+4% increased ranged damage
Requires Dead Eye
Heavy Impact II Minor
+4% increased ranged damage
Long Shot Minor
+3% increased damage beyond 15m
Broad Shoulders Minor
+2 flat ranged attack. +2% increased ranged damage.
Requires Long Shot
Piercing Force Notable
+3% ranged damage. +2% armor penetration.
Devastating Force Notable
+3% increased ranged damage. +2 flat ranged attack.
Overwhelming Shots Keystone
+3% more ranged damage. Targets hit have -3% ranged defense for 4s.
Beyond the gateway · II
Finishing Touch I Minor
+4% increased damage to targets below 50% HP
Requires Dead Eye
Finishing Touch II Minor
+4% increased damage to targets below 50% HP
Killing Momentum Minor
Kills restore 8 stamina
Scent of Blood Minor
+3% increased damage to targets below 60% HP
Ruthless Precision Notable
+10% crit chance. +15% damage to targets below 50% HP.
Bloodscent Notable
+6% increased damage to targets below 25% HP
Culling Strike Keystone
+12% more damage to targets below 25% HP.
Requires Bloodscent
Beyond the gateway · III
Range Mastery I Minor
Distance falloff reduced 25%
Requires Dead Eye
Range Mastery II Minor
Distance falloff reduced 25% (total 50%)
Keen Eye Bonus Minor
+3% increased ranged damage
Field Advantage Minor
+2% movement speed in combat
Sharpshooter's Focus Minor
+2% increased ranged damage
Eagle Eye Notable
+4% ranged damage. Distance falloff -15%.
Distance Fighter Notable
+5% increased damage beyond 15m
Sniper's Dominion Keystone
Distance falloff removed entirely. +3% more ranged damage beyond 20m.

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.

Starting node
Skirmisher's Training Rootfree
+3% movement speed in combat
Branch A
Endurance I Minor
+5% increased stamina efficiency
Steady Endurance Minor
+3% increased stamina efficiency
Requires Endurance I
Endurance II Minor
+5% increased stamina efficiency
Requires Endurance I
Tireless Fighter Minor Keystone
+8% increased stamina efficiency. +2 flat ranged attack.
Requires Endurance II
Branch B
Fleet Foot I Minor
+3% movement speed in combat
Quick Step Minor
+2% movement speed in combat
Requires Fleet Foot I
Nimble Minor
Dodges cost 4% less stamina
Requires Fleet Foot I
Mobile Fighter Minor Keystone
+3% movement speed in combat. +25% increased ranged damage.
Requires Nimble
Branch C
Evasive I Minor
+4% increased damage for 2s after dodging
Reactive Dodge Minor
+2% increased damage for 2s after dodging
Requires Evasive I
Evasive II Minor
+4% increased damage for 2s after dodging
Requires Evasive I
Quick Recovery Minor
Dodge stamina cost -10%
Requires Evasive II
Slippery Minor Keystone
Dodge i-frames extended 30ms. +5% increased damage for 2s after dodging.
Gateway
Way of the Wind Gateway
Dodge stamina cost reduced 25%. Ranged abilities cost 10% more stamina.
Beyond the gateway · I
Afterimage I Minor
+5% increased ranged damage
Afterimage II Minor
+5% increased ranged damage
Requires Afterimage I
Dash Distance Minor
Dodge distance +10%
Requires Afterimage I
Quick Reflex Minor
+3% increased damage for 2s after dodging
Requires Dash Distance
Phantom Dodge Notable
Dodge i-frames +20ms. +5% dodge distance.
Requires Quick Reflex
Shadow Step Notable
After dodging, next ability within 1.5s costs 5 less stamina
Requires Afterimage II
Ghost Step Keystone
Dodge i-frames extended 50ms. Free snapshot damage increased to 85%.
Requires Shadow Step
Beyond the gateway · II
Combo Flow I Minor
Combo finishers deal +4% increased damage
Combo Flow II Minor
Abilities during active combo deal +3% increased damage
Requires Combo Flow I
Chain Extension Minor
Combo chain window extended 100ms
Requires Combo Flow I
Efficient Combos Minor
Combo finishers cost 5 less stamina
Flow State Notable
+4% combo finisher damage. Combos restore 3 stamina.
Combo Mastery Notable
Completing a full combo chain: next ability deals +5% increased damage for 3s
Requires Combo Flow II
Perfect Chains Keystone
Combo finishers deal +3% more damage. Full combo completion restores 8 stamina.
Requires Combo Mastery
Beyond the gateway · III
Efficiency I Minor
Ranged ability stamina cost -5%
Conservation Minor
+5% increased stamina efficiency
Requires Efficiency I
Steady Nerves Minor
+3% increased ranged damage
Requires Efficiency I
Conditioning Minor
+5% increased stamina efficiency
Requires Steady Nerves
Combat Endurance Minor
+3% stamina efficiency
Requires Conditioning
Efficient Fighter Notable
+5% stamina efficiency. +3% ranged damage.
Endurance Fighter Notable
Stamina regeneration +10% during combat. +3% increased ranged damage.
Requires Conservation
Perpetual Motion Keystone
Hitting enemies with abilities restores 2 stamina. +4% increased ranged damage.

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.

Starting node
Venomist's Training Rootfree
+5% increased ailment damage
Branch A
Toxic Potency I Minor
+5% increased ailment damage
Toxic Enhancement Minor
+3% increased ailment damage
Toxic Potency II Minor
+5% increased ailment damage
Virulence Minor Keystone
+8% increased ailment damage. Ailments tick 1 extra time.
Branch B
Exploit Weakness I Minor
+3% increased damage to ailment-affected targets
Cruel Exploitation Minor
+2% increased damage to ailment-affected
Exploit Weakness II Minor
+3% increased damage to ailment-affected targets
Predator's Instinct Minor Keystone
+20% increased damage to slowed/debuffed targets. +10% crit chance vs ailment-affected.
Branch C
Deep Wounds I Minor
Tipped shots: 10% chance to apply double stack
Deeper Cuts Minor
5% chance to apply double stack
Requires Deep Wounds I
Deep Wounds II Minor
Additional 10% double stack chance (total 20%)
Requires Deep Wounds I
Lingering Pain Minor
Ailment duration +10% increased
Festering Minor Keystone
Targets with 3+ ailment stacks: +5% increased damage from you. Ailment duration +10%.
Gateway
Crippling Precision Gateway
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.
Beyond the gateway · I
Deep Cripple I Minor
Cripple duration +15% increased
Deep Cripple II Minor
+3% increased damage per Cripple stack on target
Numbing Cripple Minor
Cripple also reduces target's damage dealt by 2% per stack
Lasting Cripple Minor
Cripple duration +15% increased
Numbing Strike Notable
Cripple reduces damage dealt by 1%/stack. Cripple duration +10%.
Hamstring Notable
At 3+ stacks: target's damage dealt -5%. +3% increased damage to crippled.
Pinning Shot Keystone
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.
Requires Hamstring
Beyond the gateway · II
Concentrated Venom I Minor
+5% increased ailment damage
Concentrated Venom II Minor
+5% increased ailment damage
Accelerated Decay Minor
Ailments tick 1 extra time
Deep Poison Minor
+8% increased ailment damage
Toxic Persistence Notable
+5% ailment damage. Ailments tick 1 extra time.
Requires Deep Poison
Enduring Venom Notable
Whetstone tip effect duration +50% increased
Ruinous Affliction Keystone
Whetstone tip effect duration +100% more. +10% increased ailment damage.
Beyond the gateway · III
Weakening Shots I Minor
Ailment-affected targets: -2% defense (all types)
Weakening Shots II Minor
Targets with 3+ ailment stacks: -3% damage dealt
Deeper Weakness Minor
-2% additional defense reduction
Carrion Feeder Minor
Killing an afflicted target spreads its ailments to the nearest enemy within 6m (50% of the remaining duration)
Festering Wounds Minor
+3% increased ailment damage
Spreading Weakness Notable
+2% armor penetration against afflicted targets. Ailments spread on kill to 1 more enemy (+30% duration, +4m).
Contagion Notable
Your ailments deal 15% of each tick to enemies within 5m of the afflicted target
Plague Carrier Keystone
Ailment splash increased to 30%. When the primary target reaches 3 Cripple stacks, enemies within splash range gain 1 stack.
Requires Contagion

Capstone (shared)

Shared by all three paths — reached from any keystone.

Capstone
Keen Instinct AutoAuto
Auto-unlocks when any keystone is allocated. +2% increased ranged damage.
Ranger's Mastery Minor
+2% increased ranged damage. Ranged abilities cost 3% less stamina.
Requires Keen Instinct
Ranger's Discipline Minor Capstone
+3% increased ranged damage. Ranged abilities cost 5% less stamina.
Apex Predator Capstone
After not attacking for 2s, your next ability deals +8% more damage.

Recipes

13

Everything that names this skill

193
Items · 185
Skills · 1
Weapon Classes · 1
Full catalogue record18 fields · straight from the content catalogue
Category
combat
Combat Unlocks
—
Description
Ranged weapon mastery — bows, crossbows, and slings
Equipment Progression
  1. Description
    Sling — power from the ammo. Chunks scatter, Lumps single-target.
    Level
    1
    Material
    leather
    Unlocks
    none
  2. Description
    Pine shortbow 1, longbow 4
    Level
    1
    Material
    pine
    Unlocks
    none
  3. Description
    Birch shortbow 5, longbow 8
    Level
    5
    Material
    birch
    Unlocks
    none
  4. Description
    Oak shortbow 10, longbow 13
    Level
    10
    Material
    oak
    Unlocks
    none
  5. Description
    Maple shortbow 15, longbow 18
    Level
    15
    Material
    maple
    Unlocks
    none
  6. Description
    Teak shortbow 20, longbow 23
    Level
    20
    Material
    teak
    Unlocks
    none
  7. Description
    Yew shortbow 30, longbow 33
    Level
    30
    Material
    yew
    Unlocks
    none
  8. Description
    Mahogany shortbow 40, longbow 43
    Level
    40
    Material
    mahogany
    Unlocks
    none
  9. Description
    Elderwood shortbow 45, longbow 48
    Level
    45
    Material
    elderwood
    Unlocks
    none
  10. Description
    Spiritwood shortbow 50, longbow 53
    Level
    50
    Material
    spiritwood
    Unlocks
    none
  11. Description
    Redwood shortbow 60, longbow 63
    Level
    60
    Material
    redwood
    Unlocks
    none
  12. Description
    Copper crossbow (forged limbs + stock at the fletching bench)
    Level
    1
    Material
    copper
    Unlocks
    none
  13. Description
    Bronze crossbow (forged limbs + stock at the fletching bench)
    Level
    5
    Material
    bronze
    Unlocks
    none
  14. Description
    Iron crossbow (forged limbs + stock at the fletching bench)
    Level
    10
    Material
    iron
    Unlocks
    none
  15. Description
    Steel crossbow (forged limbs + stock at the fletching bench)
    Level
    20
    Material
    steel
    Unlocks
    none
  16. Description
    Cobalt crossbow (forged limbs + stock at the fletching bench)
    Level
    30
    Material
    cobalt
    Unlocks
    none
  17. Description
    Astralite crossbow (forged limbs + stock at the fletching bench)
    Level
    45
    Material
    astralite
    Unlocks
    none
  18. Description
    Draconic crossbow (forged limbs + stock at the fletching bench)
    Level
    45
    Material
    draconic
    Unlocks
    none
  19. Description
    Aetherium crossbow (forged limbs + stock at the fletching bench)
    Level
    60
    Material
    aetherium
    Unlocks
    none
  20. 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
  1. 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
  2. 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
  3. 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
  1. Description
    +5% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      5
    Id
    Toxic Potency I
    Name
    Toxic Potency I
    Requires
    Venomist's Training
    Type
    minor
  2. Description
    +3% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      3
    Id
    Toxic Enhancement
    Name
    Toxic Enhancement
    Requires
    Toxic Potency I
    Type
    minor
  3. Description
    +5% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      5
    Id
    Toxic Potency II
    Name
    Toxic Potency II
    Requires
    Toxic Potency I
    Type
    minor
  4. Description
    +8% increased ailment damage. Ailments tick 1 extra time.
    Effects
    1. Type
      increased_ailment_damage
      Value
      8
    2. Type
      flat_ailment_ticks
      Value
      1
    Id
    Virulence
    Name
    Virulence
    Requires
    Toxic Potency II
    Type
    minor_keystone
Branch B
  1. Description
    +3% increased damage to ailment-affected targets
    Effects
    1. Condition
      vs_ailment_affected
      Type
      increased_ranged_damage
      Value
      3
    Id
    Exploit Weakness I
    Name
    Exploit Weakness I
    Requires
    Venomist's Training
    Type
    minor
  2. Description
    +2% increased damage to ailment-affected
    Effects
    1. Condition
      vs_ailment_affected
      Type
      increased_ranged_damage
      Value
      2
    Id
    Cruel Exploitation
    Name
    Cruel Exploitation
    Requires
    Exploit Weakness I
    Type
    minor
  3. Description
    +3% increased damage to ailment-affected targets
    Effects
    1. Condition
      vs_ailment_affected
      Type
      increased_ranged_damage
      Value
      3
    Id
    Exploit Weakness II
    Name
    Exploit Weakness II
    Requires
    Exploit Weakness I
    Type
    minor
  4. Description
    +20% increased damage to slowed/debuffed targets. +10% crit chance vs ailment-affected.
    Effects
    1. Condition
      vs_debuffed
      Type
      increased_ranged_damage
      Value
      4
    2. 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
  1. Description
    Tipped shots: 10% chance to apply double stack
    Effects
    1. Type
      flat_double_stack_chance
      Value
      10
    Id
    Deep Wounds I
    Name
    Deep Wounds I
    Requires
    Venomist's Training
    Type
    minor
  2. Description
    5% chance to apply double stack
    Effects
    1. Type
      flat_double_stack_chance
      Value
      5
    Id
    Deeper Cuts
    Name
    Deeper Cuts
    Requires
    Deep Wounds I
    Type
    minor
  3. Description
    Additional 10% double stack chance (total 20%)
    Effects
    1. Type
      flat_double_stack_chance
      Value
      10
    Id
    Deep Wounds II
    Name
    Deep Wounds II
    Requires
    Deep Wounds I
    Type
    minor
  4. Description
    Ailment duration +10% increased
    Effects
    1. Type
      increased_ailment_duration
      Value
      10
    Id
    Lingering Pain
    Name
    Lingering Pain
    Requires
    Deep Wounds II
    Type
    minor
  5. Description
    Targets with 3+ ailment stacks: +5% increased damage from you. Ailment duration +10%.
    Effects
    1. Condition
      at_ailment_stacks
      Stack Threshold
      3
      Type
      increased_ranged_damage
      Value
      5
    2. 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
  1. Type
    flat_cripple_chance_on_perfect_release
    Value
    100
  2. Type
    enable_double_tip_on_crippled
    Value
    yes
  3. 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
  1. Description
    Cripple duration +15% increased
    Effects
    1. Type
      increased_cripple_duration
      Value
      15
    Id
    Deep Cripple I
    Name
    Deep Cripple I
    Requires
    Crippling Precision
    Type
    minor
  2. Description
    +3% increased damage per Cripple stack on target
    Effects
    1. Condition
      per_cripple_stack
      Type
      increased_ranged_damage
      Value
      3
    Id
    Deep Cripple II
    Name
    Deep Cripple II
    Requires
    Deep Cripple I
    Type
    minor
  3. Description
    Cripple also reduces target's damage dealt by 2% per stack
    Effects
    1. Type
      flat_weakness_potency
      Value
      2
    Id
    Numbing Cripple
    Name
    Numbing Cripple
    Requires
    Deep Cripple I
    Type
    minor
  4. Description
    Cripple duration +15% increased
    Effects
    1. Type
      increased_cripple_duration
      Value
      15
    Id
    Lasting Cripple
    Name
    Lasting Cripple
    Requires
    Numbing Cripple
    Type
    minor
  5. Description
    Cripple reduces damage dealt by 1%/stack. Cripple duration +10%.
    Effects
    1. Type
      flat_weakness_potency
      Value
      1
    2. Type
      increased_cripple_duration
      Value
      10
    Id
    Numbing Strike
    Name
    Numbing Strike
    Requires
    Lasting Cripple
    Type
    notable
  6. Description
    At 3+ stacks: target's damage dealt -5%. +3% increased damage to crippled.
    Effects
    1. Stack Threshold
      3
      Type
      flat_weakness_potency
      Value
      5
    2. Condition
      vs_crippled
      Type
      increased_ranged_damage
      Value
      3
    Id
    Hamstring
    Name
    Hamstring
    Requires
    Deep Cripple II
    Type
    notable
  7. 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
    1. Type
      enable_pin_at_max_cripple
      Value
      yes
    2. Type
      flat_pin_duration
      Value
      1.5
    3. Type
      flat_pin_cooldown
      Value
      15
    4. Condition
      vs_pinned
      Type
      more_ranged_damage
      Value
      5
    Id
    Pinning Shot
    Name
    Pinning Shot
    Requires
    Hamstring
    Type
    keystone
Post 2
  1. Description
    +5% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      5
    Id
    Concentrated Venom I
    Name
    Concentrated Venom I
    Requires
    Crippling Precision
    Type
    minor
  2. Description
    +5% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      5
    Id
    Concentrated Venom II
    Name
    Concentrated Venom II
    Requires
    Concentrated Venom I
    Type
    minor
  3. Description
    Ailments tick 1 extra time
    Effects
    1. Type
      flat_ailment_ticks
      Value
      1
    Id
    Accelerated Decay
    Name
    Accelerated Decay
    Requires
    Concentrated Venom I
    Type
    minor
  4. Description
    +8% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      8
    Id
    Deep Poison
    Name
    Deep Poison
    Requires
    Accelerated Decay
    Type
    minor
  5. Description
    +5% ailment damage. Ailments tick 1 extra time.
    Effects
    1. Type
      increased_ailment_damage
      Value
      5
    2. Type
      flat_ailment_ticks
      Value
      1
    Id
    Toxic Persistence
    Name
    Toxic Persistence
    Requires
    Deep Poison
    Type
    notable
  6. Description
    Whetstone tip effect duration +50% increased
    Effects
    1. Type
      increased_whetstone_duration
      Value
      50
    Id
    Enduring Venom
    Name
    Enduring Venom
    Requires
    Concentrated Venom II
    Type
    notable
  7. Description
    Whetstone tip effect duration +100% more. +10% increased ailment damage.
    Effects
    1. Type
      more_whetstone_duration
      Value
      100
    2. Type
      increased_ailment_damage
      Value
      10
    Id
    Ruinous Affliction
    Name
    Ruinous Affliction
    Requires
    Enduring Venom
    Type
    keystone
Post 3
  1. Description
    Ailment-affected targets: -2% defense (all types)
    Effects
    1. Condition
      vs_ailment_affected
      Type
      pen_physical
      Value
      2
    Id
    Weakening Shots I
    Name
    Weakening Shots I
    Requires
    Crippling Precision
    Type
    minor
  2. Description
    Targets with 3+ ailment stacks: -3% damage dealt
    Effects
    1. Stack Threshold
      3
      Type
      flat_weakness_potency
      Value
      3
    Id
    Weakening Shots II
    Name
    Weakening Shots II
    Requires
    Weakening Shots I
    Type
    minor
  3. Description
    -2% additional defense reduction
    Effects
    1. Condition
      vs_ailment_affected
      Type
      pen_physical
      Value
      2
    Id
    Deeper Weakness
    Name
    Deeper Weakness
    Requires
    Weakening Shots I
    Type
    minor
  4. Description
    Killing an afflicted target spreads its ailments to the nearest enemy within 6m (50% of the remaining duration)
    Effects
    1. Type
      flat_ailment_spread_on_kill_targets
      Value
      1
    2. Type
      flat_ailment_spread_on_kill_range
      Value
      6
    3. Type
      flat_ailment_spread_on_kill_duration_percent
      Value
      50
    Id
    Carrion Feeder
    Name
    Carrion Feeder
    Requires
    Deeper Weakness
    Type
    minor
  5. Description
    +3% increased ailment damage
    Effects
    1. Type
      increased_ailment_damage
      Value
      3
    Id
    Festering Wounds
    Name
    Festering Wounds
    Requires
    Carrion Feeder
    Type
    minor
  6. Description
    +2% armor penetration against afflicted targets. Ailments spread on kill to 1 more enemy (+30% duration, +4m).
    Effects
    1. Condition
      vs_ailment_affected
      Type
      pen_physical
      Value
      2
    2. Type
      flat_ailment_spread_on_kill_targets
      Value
      1
    3. Type
      flat_ailment_spread_on_kill_range
      Value
      4
    4. Type
      flat_ailment_spread_on_kill_duration_percent
      Value
      30
    Id
    Spreading Weakness
    Name
    Spreading Weakness
    Requires
    Festering Wounds
    Type
    notable
  7. Description
    Your ailments deal 15% of each tick to enemies within 5m of the afflicted target
    Effects
    1. Type
      flat_ailment_aoe_percent
      Value
      15
    2. Type
      flat_ailment_aoe_range
      Value
      5
    Id
    Contagion
    Name
    Contagion
    Requires
    Weakening Shots II
    Type
    notable
  8. Description
    Ailment splash increased to 30%. When the primary target reaches 3 Cripple stacks, enemies within splash range gain 1 stack.
    Effects
    1. Type
      flat_ailment_aoe_percent
      Value
      15
    2. Type
      enable_cripple_spread
      Value
      yes
    3. 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
  1. Type
    increased_ailment_damage
    Value
    5
Id
Venomist's Training
Name
Venomist's Training
Type
root
Capstone
  1. Auto Allocate
    yes
    Description
    Auto-unlocks when any keystone is allocated. +2% increased ranged damage.
    Effects
    1. 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
  2. Description
    +2% increased ranged damage. Ranged abilities cost 3% less stamina.
    Effects
    1. Type
      increased_ranged_damage
      Value
      2
    2. Type
      increased_ranged_stamina_efficiency
      Value
      3
    Id
    Ranger's Mastery
    Name
    Ranger's Mastery
    Requires
    Keen Instinct
    Type
    minor
  3. Description
    +3% increased ranged damage. Ranged abilities cost 5% less stamina.
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    2. Type
      increased_ranged_stamina_efficiency
      Value
      5
    Id
    Ranger's Discipline
    Name
    Ranger's Discipline
    Requires
    Ranger's Mastery
    Type
    minor_capstone
  4. Description
    After not attacking for 2s, your next ability deals +8% more damage.
    Effects
    1. 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
  1. Description
    +3% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    Id
    Steady Aim I
    Name
    Steady Aim I
    Requires
    Marksman's Training
    Type
    minor
  2. Description
    +2% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      2
    Id
    Focused Aim
    Name
    Focused Aim
    Requires
    Steady Aim I
    Type
    minor
  3. Description
    +3% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    Id
    Steady Aim II
    Name
    Steady Aim II
    Requires
    Steady Aim I
    Type
    minor
  4. Description
    +5% increased ranged damage. +2 flat ranged attack.
    Effects
    1. Type
      increased_ranged_damage
      Value
      5
    2. Type
      flat_ranged_damage
      Value
      2
    Id
    Sharp Impact
    Name
    Sharp Impact
    Requires
    Steady Aim II
    Type
    minor_keystone
Branch B
  1. Description
    +10% increased crit chance
    Effects
    1. Type
      increased_crit_chance
      Value
      10
    Id
    Keen Strikes I
    Name
    Keen Strikes I
    Requires
    Marksman's Training
    Type
    minor
  2. Description
    +10% increased crit multiplier
    Effects
    1. Type
      increased_crit_multiplier
      Value
      10
    Id
    Sharp Eye
    Name
    Sharp Eye
    Requires
    Keen Strikes I
    Type
    minor
  3. Description
    +20% increased crit multiplier
    Effects
    1. Type
      increased_crit_multiplier
      Value
      20
    Id
    Keen Strikes II
    Name
    Keen Strikes II
    Requires
    Keen Strikes I
    Type
    minor
  4. Description
    +10% increased crit chance. +20% increased crit multiplier.
    Effects
    1. Type
      increased_crit_chance
      Value
      10
    2. Type
      increased_crit_multiplier
      Value
      20
    Id
    Vital Shots
    Name
    Vital Shots
    Requires
    Keen Strikes II
    Type
    minor_keystone
Branch C
  1. Description
    +3% armor penetration
    Effects
    1. Type
      pen_physical
      Value
      3
    Id
    Piercing I
    Name
    Piercing I
    Requires
    Marksman's Training
    Type
    minor
  2. Description
    +2% armor penetration
    Effects
    1. Type
      pen_physical
      Value
      2
    Id
    Armor Seeker
    Name
    Armor Seeker
    Requires
    Piercing I
    Type
    minor
  3. Description
    +3% armor penetration
    Effects
    1. Type
      pen_physical
      Value
      3
    Id
    Piercing II
    Name
    Piercing II
    Requires
    Piercing I
    Type
    minor
  4. Description
    +3% increased damage to targets with >20 ranged defense
    Effects
    1. Condition
      vs_armored
      Type
      increased_ranged_damage
      Value
      3
    Id
    Armor Expertise
    Name
    Armor Expertise
    Requires
    Piercing II
    Type
    minor
  5. Description
    +5% armor penetration. Attacks reduce target ranged defense by 2 for 4s.
    Effects
    1. Type
      pen_physical
      Value
      5
    2. 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
  1. Type
    more_ranged_damage
    Value
    3
  2. Type
    pen_physical
    Value
    3
  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
  1. Description
    +4% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      4
    Id
    Heavy Impact I
    Name
    Heavy Impact I
    Requires
    Dead Eye
    Type
    minor
  2. Description
    +4% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      4
    Id
    Heavy Impact II
    Name
    Heavy Impact II
    Requires
    Heavy Impact I
    Type
    minor
  3. Description
    +3% increased damage beyond 15m
    Effects
    1. Condition
      beyond_distance
      Distance
      15
      Type
      increased_ranged_damage
      Value
      3
    Id
    Long Shot
    Name
    Long Shot
    Requires
    Heavy Impact I
    Type
    minor
  4. Description
    +2 flat ranged attack. +2% increased ranged damage.
    Effects
    1. Type
      flat_ranged_damage
      Value
      2
    2. Type
      increased_ranged_damage
      Value
      2
    Id
    Broad Shoulders
    Name
    Broad Shoulders
    Requires
    Long Shot
    Type
    minor
  5. Description
    +3% ranged damage. +2% armor penetration.
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    2. Type
      pen_physical
      Value
      2
    Id
    Piercing Force
    Name
    Piercing Force
    Requires
    Broad Shoulders
    Type
    notable
  6. Description
    +3% increased ranged damage. +2 flat ranged attack.
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    2. Type
      flat_ranged_damage
      Value
      2
    Id
    Devastating Force
    Name
    Devastating Force
    Requires
    Heavy Impact II
    Type
    notable
  7. Description
    +3% more ranged damage. Targets hit have -3% ranged defense for 4s.
    Effects
    1. Type
      more_ranged_damage
      Value
      3
    2. Duration
      4
      Type
      pen_physical
      Value
      3
    Id
    Overwhelming Shots
    Name
    Overwhelming Shots
    Requires
    Devastating Force
    Type
    keystone
Post 2
  1. Description
    +4% increased damage to targets below 50% HP
    Effects
    1. 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
  2. Description
    +4% increased damage to targets below 50% HP
    Effects
    1. 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
  3. Description
    Kills restore 8 stamina
    Effects
    1. Type
      flat_stamina_on_kill
      Value
      8
    Id
    Killing Momentum
    Name
    Killing Momentum
    Requires
    Finishing Touch I
    Type
    minor
  4. Description
    +3% increased damage to targets below 60% HP
    Effects
    1. 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
  5. Description
    +10% crit chance. +15% damage to targets below 50% HP.
    Effects
    1. Type
      increased_crit_chance
      Value
      10
    2. Condition
      vs_low_hp
      Threshold
      50
      Type
      increased_ranged_damage
      Value
      3
    Id
    Ruthless Precision
    Name
    Ruthless Precision
    Requires
    Scent of Blood
    Type
    notable
  6. Description
    +6% increased damage to targets below 25% HP
    Effects
    1. Condition
      vs_low_hp
      Threshold
      25
      Type
      increased_ranged_damage
      Value
      6
    Id
    Bloodscent
    Name
    Bloodscent
    Requires
    Finishing Touch II
    Type
    notable
  7. Description
    +12% more damage to targets below 25% HP.
    Effects
    1. Condition
      vs_low_hp
      Threshold
      25
      Type
      more_ranged_damage
      Value
      12
    Id
    Culling Strike
    Name
    Culling Strike
    Requires
    Bloodscent
    Type
    keystone
Post 3
  1. Description
    Distance falloff reduced 25%
    Effects
    1. Type
      increased_distance_falloff_recovery
      Value
      25
    Id
    Range Mastery I
    Name
    Range Mastery I
    Requires
    Dead Eye
    Type
    minor
  2. Description
    Distance falloff reduced 25% (total 50%)
    Effects
    1. Type
      increased_distance_falloff_recovery
      Value
      25
    Id
    Range Mastery II
    Name
    Range Mastery II
    Requires
    Range Mastery I
    Type
    minor
  3. Description
    +3% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    Id
    Keen Eye Bonus
    Name
    Keen Eye Bonus
    Requires
    Range Mastery I
    Type
    minor
  4. Description
    +2% movement speed in combat
    Effects
    1. Type
      increased_move_speed_in_combat
      Value
      2
    Id
    Field Advantage
    Name
    Field Advantage
    Requires
    Keen Eye Bonus
    Type
    minor
  5. Description
    +2% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      2
    Id
    Sharpshooter's Focus
    Name
    Sharpshooter's Focus
    Requires
    Field Advantage
    Type
    minor
  6. Description
    +4% ranged damage. Distance falloff -15%.
    Effects
    1. Type
      increased_ranged_damage
      Value
      4
    2. Type
      increased_distance_falloff_recovery
      Value
      15
    Id
    Eagle Eye
    Name
    Eagle Eye
    Requires
    Sharpshooter's Focus
    Type
    notable
  7. Description
    +5% increased damage beyond 15m
    Effects
    1. Condition
      beyond_distance
      Distance
      15
      Type
      increased_ranged_damage
      Value
      5
    Id
    Distance Fighter
    Name
    Distance Fighter
    Requires
    Range Mastery II
    Type
    notable
  8. Description
    Distance falloff removed entirely. +3% more ranged damage beyond 20m.
    Effects
    1. Type
      enable_no_distance_falloff
      Value
      yes
    2. 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
  1. Type
    increased_ranged_damage
    Value
    2
Id
Marksman's Training
Name
Marksman's Training
Type
root
Skirmisher
Branch A
  1. Description
    +5% increased stamina efficiency
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      5
    Id
    Endurance I
    Name
    Endurance I
    Requires
    Skirmisher's Training
    Type
    minor
  2. Description
    +3% increased stamina efficiency
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      3
    Id
    Steady Endurance
    Name
    Steady Endurance
    Requires
    Endurance I
    Type
    minor
  3. Description
    +5% increased stamina efficiency
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      5
    Id
    Endurance II
    Name
    Endurance II
    Requires
    Endurance I
    Type
    minor
  4. Description
    +8% increased stamina efficiency. +2 flat ranged attack.
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      8
    2. Type
      flat_ranged_damage
      Value
      2
    Id
    Tireless Fighter
    Name
    Tireless Fighter
    Requires
    Endurance II
    Type
    minor_keystone
Branch B
  1. Description
    +3% movement speed in combat
    Effects
    1. Type
      increased_move_speed_in_combat
      Value
      3
    Id
    Fleet Foot I
    Name
    Fleet Foot I
    Requires
    Skirmisher's Training
    Type
    minor
  2. Description
    +2% movement speed in combat
    Effects
    1. Type
      increased_move_speed_in_combat
      Value
      2
    Id
    Quick Step
    Name
    Quick Step
    Requires
    Fleet Foot I
    Type
    minor
  3. Description
    Dodges cost 4% less stamina
    Effects
    1. Type
      increased_dodge_stamina_efficiency
      Value
      4
    Id
    Nimble
    Name
    Nimble
    Requires
    Fleet Foot I
    Type
    minor
  4. Description
    +3% movement speed in combat. +25% increased ranged damage.
    Effects
    1. Type
      increased_move_speed_in_combat
      Value
      3
    2. Type
      increased_ranged_damage
      Value
      25
    Id
    Mobile Fighter
    Name
    Mobile Fighter
    Requires
    Nimble
    Type
    minor_keystone
Branch C
  1. Description
    +4% increased damage for 2s after dodging
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_ranged_damage
      Value
      4
    Id
    Evasive I
    Name
    Evasive I
    Requires
    Skirmisher's Training
    Type
    minor
  2. Description
    +2% increased damage for 2s after dodging
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_ranged_damage
      Value
      2
    Id
    Reactive Dodge
    Name
    Reactive Dodge
    Requires
    Evasive I
    Type
    minor
  3. Description
    +4% increased damage for 2s after dodging
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_ranged_damage
      Value
      4
    Id
    Evasive II
    Name
    Evasive II
    Requires
    Evasive I
    Type
    minor
  4. Description
    Dodge stamina cost -10%
    Effects
    1. Type
      increased_dodge_stamina_efficiency
      Value
      10
    Id
    Quick Recovery
    Name
    Quick Recovery
    Requires
    Evasive II
    Type
    minor
  5. Description
    Dodge i-frames extended 30ms. +5% increased damage for 2s after dodging.
    Effects
    1. Type
      flat_dodge_iframe_ms
      Value
      30
    2. 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
  1. Type
    increased_dodge_stamina_efficiency
    Value
    25
  2. 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
  1. Description
    +5% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      5
    Id
    Afterimage I
    Name
    Afterimage I
    Requires
    Way of the Wind
    Type
    minor
  2. Description
    +5% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      5
    Id
    Afterimage II
    Name
    Afterimage II
    Requires
    Afterimage I
    Type
    minor
  3. Description
    Dodge distance +10%
    Effects
    1. Type
      increased_dodge_stamina_efficiency
      Value
      10
    Id
    Dash Distance
    Name
    Dash Distance
    Requires
    Afterimage I
    Type
    minor
  4. Description
    +3% increased damage for 2s after dodging
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_ranged_damage
      Value
      3
    Id
    Quick Reflex
    Name
    Quick Reflex
    Requires
    Dash Distance
    Type
    minor
  5. Description
    Dodge i-frames +20ms. +5% dodge distance.
    Effects
    1. Type
      flat_dodge_iframe_ms
      Value
      20
    2. Type
      increased_dodge_stamina_efficiency
      Value
      5
    Id
    Phantom Dodge
    Name
    Phantom Dodge
    Requires
    Quick Reflex
    Type
    notable
  6. Description
    After dodging, next ability within 1.5s costs 5 less stamina
    Effects
    1. Condition
      after_dodge
      Duration
      1.5
      Type
      increased_stamina_efficiency
      Value
      5
    Id
    Shadow Step
    Name
    Shadow Step
    Requires
    Afterimage II
    Type
    notable
  7. Description
    Dodge i-frames extended 50ms. Free snapshot damage increased to 85%.
    Effects
    1. Type
      flat_dodge_iframe_ms
      Value
      50
    2. Type
      increased_ranged_damage
      Value
      5
    Id
    Ghost Step
    Name
    Ghost Step
    Requires
    Shadow Step
    Type
    keystone
Post 2
  1. Description
    Combo finishers deal +4% increased damage
    Effects
    1. Type
      increased_finisher_damage
      Value
      4
    Id
    Combo Flow I
    Name
    Combo Flow I
    Requires
    Way of the Wind
    Type
    minor
  2. Description
    Abilities during active combo deal +3% increased damage
    Effects
    1. Condition
      during_combo
      Type
      increased_ranged_damage
      Value
      3
    Id
    Combo Flow II
    Name
    Combo Flow II
    Requires
    Combo Flow I
    Type
    minor
  3. Description
    Combo chain window extended 100ms
    Effects
    1. Type
      attack_speed
      Value
      5
    Id
    Chain Extension
    Name
    Chain Extension
    Requires
    Combo Flow I
    Type
    minor
  4. Description
    Combo finishers cost 5 less stamina
    Effects
    1. Type
      increased_finisher_stamina_efficiency
      Value
      5
    Id
    Efficient Combos
    Name
    Efficient Combos
    Requires
    Chain Extension
    Type
    minor
  5. Description
    +4% combo finisher damage. Combos restore 3 stamina.
    Effects
    1. Type
      increased_finisher_damage
      Value
      4
    2. Type
      flat_stamina_on_combo_completion
      Value
      3
    Id
    Flow State
    Name
    Flow State
    Requires
    Efficient Combos
    Type
    notable
  6. Description
    Completing a full combo chain: next ability deals +5% increased damage for 3s
    Effects
    1. Condition
      after_combo_completion
      Duration
      3
      Type
      increased_ranged_damage
      Value
      5
    Id
    Combo Mastery
    Name
    Combo Mastery
    Requires
    Combo Flow II
    Type
    notable
  7. Description
    Combo finishers deal +3% more damage. Full combo completion restores 8 stamina.
    Effects
    1. Type
      more_finisher_damage
      Value
      3
    2. Type
      flat_stamina_on_combo_completion
      Value
      8
    Id
    Perfect Chains
    Name
    Perfect Chains
    Requires
    Combo Mastery
    Type
    keystone
Post 3
  1. Description
    Ranged ability stamina cost -5%
    Effects
    1. Type
      increased_ranged_stamina_efficiency
      Value
      5
    Id
    Efficiency I
    Name
    Efficiency I
    Requires
    Way of the Wind
    Type
    minor
  2. Description
    +5% increased stamina efficiency
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      5
    Id
    Conservation
    Name
    Conservation
    Requires
    Efficiency I
    Type
    minor
  3. Description
    +3% increased ranged damage
    Effects
    1. Type
      increased_ranged_damage
      Value
      3
    Id
    Steady Nerves
    Name
    Steady Nerves
    Requires
    Efficiency I
    Type
    minor
  4. Description
    +5% increased stamina efficiency
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      5
    Id
    Conditioning
    Name
    Conditioning
    Requires
    Steady Nerves
    Type
    minor
  5. Description
    +3% stamina efficiency
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      3
    Id
    Combat Endurance
    Name
    Combat Endurance
    Requires
    Conditioning
    Type
    minor
  6. Description
    +5% stamina efficiency. +3% ranged damage.
    Effects
    1. Type
      increased_stamina_efficiency
      Value
      5
    2. Type
      increased_ranged_damage
      Value
      3
    Id
    Efficient Fighter
    Name
    Efficient Fighter
    Requires
    Combat Endurance
    Type
    notable
  7. Description
    Stamina regeneration +10% during combat. +3% increased ranged damage.
    Effects
    1. Type
      flat_stamina_regen_in_combat
      Value
      10
    2. Type
      increased_ranged_damage
      Value
      3
    Id
    Endurance Fighter
    Name
    Endurance Fighter
    Requires
    Conservation
    Type
    notable
  8. Description
    Hitting enemies with abilities restores 2 stamina. +4% increased ranged damage.
    Effects
    1. Type
      flat_stamina_on_hit
      Value
      2
    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
  1. Type
    increased_move_speed_in_combat
    Value
    3
Id
Skirmisher's Training
Name
Skirmisher's Training
Type
root
Training Methods
none
Unlocks
  1. Description
    —
    Effects
    none
    Id
    skill_tree_point_1
    Level
    5
    Name
    Skill Tree Point 1
    Provided By
    —
    Unlock Type
    skill_point
  2. Description
    —
    Effects
    none
    Id
    skill_tree_point_2
    Level
    10
    Name
    Skill Tree Point 2
    Provided By
    —
    Unlock Type
    skill_point
  3. Description
    —
    Effects
    none
    Id
    skill_tree_point_3
    Level
    15
    Name
    Skill Tree Point 3
    Provided By
    —
    Unlock Type
    skill_point
  4. Description
    —
    Effects
    none
    Id
    skill_tree_point_4
    Level
    20
    Name
    Skill Tree Point 4
    Provided By
    —
    Unlock Type
    skill_point
  5. Description
    —
    Effects
    none
    Id
    skill_tree_point_5
    Level
    25
    Name
    Skill Tree Point 5
    Provided By
    —
    Unlock Type
    skill_point
  6. Description
    —
    Effects
    none
    Id
    skill_tree_point_6
    Level
    30
    Name
    Skill Tree Point 6
    Provided By
    —
    Unlock Type
    skill_point
  7. Description
    —
    Effects
    none
    Id
    skill_tree_point_7
    Level
    35
    Name
    Skill Tree Point 7
    Provided By
    —
    Unlock Type
    skill_point
  8. Description
    —
    Effects
    none
    Id
    skill_tree_point_8
    Level
    40
    Name
    Skill Tree Point 8
    Provided By
    —
    Unlock Type
    skill_point
  9. Description
    —
    Effects
    none
    Id
    skill_tree_point_9
    Level
    45
    Name
    Skill Tree Point 9
    Provided By
    —
    Unlock Type
    skill_point
  10. Description
    —
    Effects
    none
    Id
    skill_tree_point_10
    Level
    50
    Name
    Skill Tree Point 10
    Provided By
    —
    Unlock Type
    skill_point
  11. Description
    —
    Effects
    none
    Id
    skill_tree_point_11
    Level
    55
    Name
    Skill Tree Point 11
    Provided By
    —
    Unlock Type
    skill_point
  12. Description
    —
    Effects
    none
    Id
    skill_tree_point_12
    Level
    60
    Name
    Skill Tree Point 12
    Provided By
    —
    Unlock Type
    skill_point
  13. Description
    —
    Effects
    none
    Id
    skill_tree_point_13
    Level
    65
    Name
    Skill Tree Point 13
    Provided By
    —
    Unlock Type
    skill_point
  14. Description
    —
    Effects
    none
    Id
    skill_tree_point_14
    Level
    70
    Name
    Skill Tree Point 14
    Provided By
    —
    Unlock Type
    skill_point
  15. Description
    —
    Effects
    none
    Id
    skill_tree_point_15
    Level
    75
    Name
    Skill Tree Point 15
    Provided By
    —
    Unlock Type
    skill_point
  16. Description
    —
    Effects
    none
    Id
    skill_tree_point_16
    Level
    80
    Name
    Skill Tree Point 16
    Provided By
    —
    Unlock Type
    skill_point
  17. Description
    —
    Effects
    none
    Id
    skill_tree_point_17
    Level
    85
    Name
    Skill Tree Point 17
    Provided By
    —
    Unlock Type
    skill_point
  18. Description
    —
    Effects
    none
    Id
    skill_tree_point_18
    Level
    90
    Name
    Skill Tree Point 18
    Provided By
    —
    Unlock Type
    skill_point
  19. Description
    —
    Effects
    none
    Id
    skill_tree_point_19
    Level
    95
    Name
    Skill Tree Point 19
    Provided By
    —
    Unlock Type
    skill_point
  20. Description
    —
    Effects
    none
    Id
    skill_tree_point_20
    Level
    100
    Name
    Skill Tree Point 20
    Provided By
    —
    Unlock Type
    skill_point
  21. Description
    -20% aim spread
    Effects
    1. 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
  22. Description
    Arrows fly 5% faster (same damage)
    Effects
    1. 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
  23. Description
    -40% aim spread (total)
    Effects
    1. 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
  24. Description
    Arrows fly 10% faster (total)
    Effects
    1. 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
  25. Description
    -70% aim spread (total)
    Effects
    1. 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
  26. Description
    Arrows fly 15% faster (total)
    Effects
    1. 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
  1. 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.