Ranged Weapons (skill tree)

From Stoneshard wiki
Jump to navigation Jump to search

Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

This page shows all Ranged Weapon skills.

Eliminate enemies from afar in a display of marksmanship

Main focus:
High Damage, Bleeding, Injuries

Bows Crit Effect:
+50% Immobilization Chance

Crossbows Crit Effect:
+125% Knockback Chance


Skill List

SkillBasic StatsDescriptionPassive bonusHidden bonus
Treatise I
Taking Aim
Taking Aim
Type:
No Target
Energy:
6
Cooldown:
1
- Requires a ranged weapon and ammunition
Activates the following effect for the next turn:

+60% Accuracy
+10% Weapon Damage.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Distracting Shot
Distracting Shot
Type:
Target Tile
Range:
2
Energy:
20
Cooldown:
20
- Requires a ranged weapon and ammunition
Increases Dodge Chance up to 100% and allows to Retreat up to two tiles away.

After that you take a shot with -25% Damage and -25% Accuracy at the enemy closest to your original location.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Constant Practice
Constant Practice
- Requires a ranged weapon and ammunition
Makes the distance penalty to Accuracy 2 times less impactful (from -2% Accuracy per tile to -1% Accuracy per tile).
Passive bonus:
-2.5% Cooldowns Duration for this ability tree
+3% Accuracy
Thrift
Thrift
- Requires a ranged weapon and ammunition
Makes bolts and arrows break 50% less often.
Passive bonus:
-2.5% Cooldowns Duration for this ability tree
-5% Fumble Chance
Treatise II
Piercing Shot
Piercing Shot
Type:
Target Tile
Range:
7
Energy:
16
Cooldown:
10
Modified by:
Perception, Agility, Strength
- Requires a ranged weapon and ammunition
Takes a shot which pierces all targets on its path.

This attack has +40% Bleed Chance, +20% Armor Penetration and, +50% Armor Damage.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Suppression
Suppression
Type:
No Target
Energy:
10
Cooldown:
10
- Requires a ranged weapon and ammunition
Activates the following effect for 12 turns:

+5% Immobilization Chance
+10% Knockback Chance
-10% Cooldowns Duration
-10% Skills Energy Cost

Using this ability tree's skills (with the exception of Taking Aim) grants 1 stack of the effect (up to 4 stacks).

Basic ranged attacks prolong the duration of the effect by 1 turn (up to 15 turns, but decrease its number of stacks by 1).

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Anticipation
Anticipation
- Requires a ranged weapon and ammunition
Each successful shot applies the enemy with -5% Dodge Chance for 6 turns.

Each missed shot grants +5% Accuracy for 6 turns.
Both these effects stack up to 5 times.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
-5% Skills Energy Cost
Spot Weakness
Spot Weakness
- Requires a ranged weapon and ammunition
"Taking Aim" additionally grants +5% Crit Chance, +25% Bodypart Damage, and +10% Armor Penetration.

Shots that lead to Injuries grant +10% Weapon Damage for 6 turns(9 turns when using a crossbow).

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
+5% Armor Penetration
Treatise III
Long Shot
Long Shot
Type:
Target Tile
Range:
9
Energy:
16
Cooldown:
10
Modified by:
Perception, Agility, Strength
- Requires a ranged weapon and ammunition
Takes a shot with +2 Bonus Range.

For each traveled tile the shot gains +5% Damage, +3% Armor Penetration, and +6% Bodypart Damage.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree

Hidden bonus:
+5% Accuracy
Hunter's Mark
Hunter's Mark
Type:
Target Object
Range:
7
Energy:
16
Cooldown:
12
Modified by:
Perception, Agility, Strength
- Requires a ranged weapon and ammunition
Takes a shot at the target. A successful hit applies it with the following effect for 10 turns:

Consecutive shots against the marked target receive a stacking bonus of +5% Damage and +10% Bleed Chance.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Precision
Precision
- Requires a ranged weapon and ammunition
Every 3rd successful shot activates "Taking Aim" for the next turn. (the next 2 turns when using a crossbow)
Passive bonus:
-2.5% Cooldowns Duration for this ability tree
+5% Accuracy
Treatise IV
Headshot
Headshot
Type:
Target Object
Range:
7
Energy:
24
Cooldown:
16
Modified by:
Perception, Agility, Strength
- Requires a ranged weapon and ammunition
Takes a shot at the target's head.

This shot gains +50% Bodypart Damage, +15% Crit Chance, and +35% Crit Efficiency.

If this shot kills its target, this ability tree's active Cooldowns are reduced by 6 turns.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree

Hidden bonus:
+10% Accuracy
Shoot to Kill
Shoot to Kill
- Requires a ranged weapon and ammunition
Critical shots gain +25% Crit Efficiency and +50% Bodypart Damage.

For every tile between you and your enemy, grants your shots +1% Crit Chance.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
+5% Crit Chance
Upper Hand
Upper Hand
- Requires a ranged weapon and ammunition
Killing enemies with bows reduces active Cooldowns for this ability tree by 2 turns and replenishes 10% Max Energy.

Killing enemies with crossbows reloads them without spending a turn.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
+7.5% Weapon Damage

Page last edited during patch: 0.8.0.0