Ranged Weapons (skill tree)

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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% Knockback Chance

Crossbows Crit Effect:
+100% Immobilization Chance


Skill List

SkillBasic StatsDescription
Treatise I
Taking Aim
Taking Aim
Maneuver
Type:
No Target
Energy:
4
Cooldown:
1
Modified by:
Strength, Agility, Perception
- Requires a ranged weapon and ammunition
Activates "Taking Aim" for 1 turn:

+59% Accuracy
+10% Weapon Damage
+1 Range

For each enemy within 4 tiles additionally grants the effect:

+30% Knockback Chance
+30% Immobilization Chance
+30% Stagger Chance

The bonus to Accuracy depends on the number of Ability Points invested into this tree.

Removes the effect if not equipped with a ranged weapon.
Constant Practice
Constant Practice
Passive
- Requires a ranged weapon and ammunition
Reduces the distance penalty to Accuracy (from -2% per tile to -1%).

Reduces the penalties to Accuracy when shooting over small (from -15% to -10%) and medium-sized obstacles (from -30% to -20%).

Reduces the Accuracy penalty to bows when shooting at adjacent targets (from -50% to -25%) and targets that are 1 tile away (from -25% to -15%).
Dexterity
Dexterity
Passive
- Requires a ranged weapon and ammunition
Killing enemies with melee strikes activates "Taking Aim" for 1 turn the next time the character switches to a loadout with an equipped ranged weapon (if the weapon is a crossbow, also instantly reloads it).

If the equipped with a ranged weapon, switching to another loadout doesn't take a turn.

Reduces the chance of bolts and arrows breaking upon hitting the target (from 50% to 25%).
Distracting Shot
Distracting Shot
Attack / Charge
Type:
Target Tile
Range:
2
Energy:
16
Cooldown:
14
Modified by:
Vitality, Perception
- Requires a ranged weapon and ammunition
Increases Dodge Chance to 100% until the next turn and allows to perform a charge within 2 tiles.

Then takes a shot at the closest target with -60% Weapon Damage and +50% Immobilization Chance.

Hitting the target grants +10% Energy Restoration and +10% Dodge Chance for 5 turns and reduces cooldowns of all skills by 1 turn.
Treatise II
Spot Weakness
Spot Weakness
Passive
- Requires a ranged weapon and ammunition
Grants +5% Armor Penetration to "Taking Aim".

Using "Taking Aim" applies all targets within Vision with -5% Physical Resistance for 4 turns.

The effect stacks up to 2 times.
Startling Volley
Startling Volley
Attack
Type:
Target Tile
Energy:
20
Cooldown:
24
Modified by:
Strength, Agility, Perception
- Requires a ranged weapon and ammunition
Allows to mark a tile (2 different tiles or the same tile twice if equipped with a bow).

Then takes a shot at each marked tile with -30% Weapon Damage and +50% Daze Chance.

Applies damaged targets with -10% Block Chance and +10% Fumble Chance for 6 turns.

If the same target wasn't marked twice, doubles the applied penalties' duration.

If equipped with a crossbow, instantly reloads it and doubles the applied penalties.
Suppression
Suppression
Stance
Type:
No Target
Energy:
14
Cooldown:
10
- Requires a ranged weapon and ammunition
Activates "Suppression" for 12 turns (18 turns if equipped with a crossbow):

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

Using this ability tree's skills (except Taking Aim) grants an extra stack of the effect (up to IV).

Basic shots prolong the effect's duration by 1 turn (up to 12), but reduce its number of stacks (no more than once per turn).

Only one Stance effect can be active at a time.
Anticipation
Anticipation
Passive
- Requires a ranged weapon and ammunition
Damaging shots apply all targets within Vision with -2% Dodge Chance, +2% Fumble Chance, -2% Accuracy, and -2% Crit Chance for 10 turns.

Each missed shot grants +3% Accuracy for 6 turns.

Both effects stacks up to 5 times.

If equipped with a crossbow, both effects trigger twice per shot.
Treatise III
Long Shot
Long Shot
Attack
Type:
Target Tile
Energy:
12
Cooldown:
10
Modified by:
Strength , Agility, Perception
- Requires a ranged weapon and ammunition
Takes a shot with +1 Range.

Each tile of distance to the target grants the shot +2% Weapon Damage, +2% Armor Penetration, and +3% Bodypart Damage.

If the target isn't hostile, doubles all the distance-related bonuses and, upon hitting the target, with 80% chance Confuses it for 10 turns.
Precision
Precision
Passive
- Requires a ranged weapon and ammunition
Grants +5% Accuracy to the ability tree's Attack skills.

While affected by "Taking Aim", hitting targets with shots reduces the ability tree's cooldowns by 1 turn and grants +4% Weapon Damage for 5 turns.

The effect stacks up to 4 times.

If equipped with a crossbow, both effects trigger twice per shot.
Hunter's Mark
Hunter's Mark
Attack / Maneuver
Type:
Target Object
Energy:
18
Cooldown:
16
- Requires a ranged weapon and ammunition
Activates "Thrill of the Hunt" for 15 turns:

+10% Bodypart Damage
+5% Crit Chance
+15% Crit Efficiency

Applies the target with "Hunter's Mark" for 15 turns:

-10% Bleed Resistance
-10% Move Resistance
-10% Control Resistance

Then takes a shot at the target. While "Thrill of the Hunt" is active, damaging shots apply their target with "Hunter's Mark" or with an extra stack of the effect (up to IV).

Killing targets affected by "Hunter's Mark" or applying it to new targets grants an extra stack of "Thrill of the Hunt" (up to IV).

Switching to another loadout doesn't remove the effects.
Treatise IV
Shoot to Kill
Shoot to Kill
Passive
- Requires a ranged weapon and ammunition
Grants all shots +15% Crit Efficiency, +15% Bodypart Damage, and +5% Armor Penetration for each missing 20% of the target's Health.

Grants all shots +3% Crit Chance for each degree of Injury and each "Net", "Web", Stagger, and Immobilization affecting the target.
Headshot
Headshot
Attack
Type:
Target Object
Energy:
26
Cooldown:
30
Modified by:
Strength, Agility, Perception
- Requires a ranged weapon and ammunition
Takes a shot at the target's head with +40% Bodypart Damage, +15% Crit Chance, and +20% Crit Efficiency.

If the shot kills its target, replenishes 20% Max Energy, instantly reloads the equipped crossbow, and activates "Taking Aim" for 1 turn.
Upper Hand
Upper Hand
Passive
- Requires a ranged weapon and ammunition
While affect by "Suppression", grants an extra stack of "Thrill of the Hunt" when using "Hunter's Mark".

At the end of the turn, grants an extra stack of "Suppression" for each target affected by "Hunter's Mark" within Vision.

Grants melee strikes against targets affected by "Hunter's Mark" +20% Weapon Damage and +5% Crit Chance.

Page last edited during patch: 0.8.1.8