Recommended first path
Bow Mastery
Your first Attack each turn Marks its target until your next turn.
Your first saga: steady damage at range.
Starting swaps
Starting weapon: Hunting Bow
Reward focus: marked / bows
Signature reward: Pin Down
The Shadow Hunter
Archer who marks targets and shoots past the front row.
Quiver: a free Arrow (0 energy, 3 damage) in your hand every turn. Light Step: attacks on you deal 1 less. Marked enemies take 25% more damage.
This stays with you whichever mastery you choose.
Before mastery swaps. Each path below replaces specific copies.
Mastery choice opens after your first run, won or lost. Choose one before setting out: keep your class passive, gain a perk and change your starting cards. Class rewards lean toward your path, with extra weight for its signature card.
Recommended first path
Your first Attack each turn Marks its target until your next turn.
Your first saga: steady damage at range.
Starting weapon: Hunting Bow
Reward focus: marked / bows
Signature reward: Pin Down
Mastery path
Your traps trigger twice: each one stays set for a second enemy attack.
If you like to set things up and let enemies walk into them.
Starting weapon: Crossbow
Reward focus: traps / guard
Signature reward: Bear Trap
Mastery path
Your Venom on a Marked enemy does not decay.
If you like poison builds.
Starting weapon: Shortbow
Reward focus: venom
Signature reward: Toxicologist
A signature is a reward-pool card, not an extra card automatically added to your starting deck.
Select a card to see it full size, or open its upgrades to compare every branch. Costs and effects shown here are before runes, equipment and combat modifiers. Filters match both base cards and their upgrades.
Your starting pool is available immediately. Win with Ranger to open each set for this class:
A card claimed as a trophy can unlock early. Settings > Gameplay > Show all cards opens the card pools without unlocking difficulty tiers.
Starter cards and generated cards are labelled separately from reward cards. Sea, island and faction cards can also join your deck; this catalogue covers the Ranger's own cards.
73 cards
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2 energy · Rite
Trap: the next enemy to attack you takes 18 damage and Bleed 4.
Self
Starting pool
Signature reward: Survival Training.
1 energy · Attack
Deal 7 damage.
Enemy · Reach
Starter card
3 in the starting deck before mastery swaps.
1 energy · Rite
For 3 turns, every enemy attack against you deals 3 damage to the attacker.
Self
Set 2
2 energy · Tactic
Enemy attacks miss you this turn. Your next Attack this turn deals +60%. Spend.
Self
Starting pool
2 energy · Attack
Deal 11 damage to the target and 5 to every other enemy.
Enemy · Reach
Starting pool
2 in the starting deck before mastery swaps.
1 energy · Attack
Deal 6 damage. Apply Marked 2: your allies' attacks on this enemy deal 25% more.
Enemy · Reach
Starting pool
Offered in parties of 2 or more heroes.
1 energy · Rite
When an enemy with Venom dies, its Venom passes to a random enemy.
Self
Set 1
1 energy · Tactic
Mark an enemy as your Prey: your Attacks on it deal 3 more. The first Attack on your Prey each turn refunds 1 energy. When your Prey dies, gain Camouflage.
Enemy · Reach
Starting pool
Branch A
1 energy · Tactic
Mark your Prey and apply Bleed 3. Attacks on it deal 3 more; the first each turn refunds 1 energy. When it dies, gain Camouflage.
Enemy · Reach
Branch B
0 energy · Tactic
Cost 0. Mark your Prey: Attacks on it deal 4 more; the first each turn refunds 1 energy. When it dies, gain Camouflage.
Enemy · Reach
1 energy · Attack
Deal 5 damage. Venom 3, or Venom 5 if the target is Marked.
Enemy · Reach
Starting pool
1 energy · Attack
Deal 5 damage. Venom 2, or Venom 4 if the target is Marked.
Enemy · Reach
Starter card
Starter swap: Toxins.
X energy · Attack
Deal 4 damage per energy spent. Nock 2.
Enemy · Reach
Starting pool
2 energy · Rite
Unique. At the start of your turn, Nock 2. Echo: Draw a card.
Self
Set 2
0 energy · Tactic
Next turn gain 1 energy. Spend.
Self
Starting pool
1 energy · Attack
Deal 5 damage, 11 if an ally hit this enemy this round.
Enemy · Reach
Starting pool
Offered in parties of 2 or more heroes.
1 energy · Tactic
Heal 4 now and at the start of your next 3 turns. Draw 1. Spend.
Self
Starting pool
1 energy · Tactic
Gain 7 guard. Your next Attack this turn deals +45%.
Self
Starting pool
1 energy · Tactic
Heal 5. Nock 1 Arrow. Spend.
Self
Starting pool
1 energy · Tactic
Gain 6 guard, 10 if you played an Attack this turn.
Self
Starting pool
1 energy · Rite
Attacks on a Marked enemy deal 2 more. At the start of your turn, Mark the enemy with the lowest HP.
Self
Starting pool
Branch A
1 energy · Rite
Attacks on a Marked enemy deal 2 more and give 2 guard. At the start of your turn, Mark the lowest-HP enemy.
Self
Branch B
1 energy · Rite
Attacks on a Marked enemy deal 2 more. Mark the lowest-HP enemy each turn. When a Marked enemy dies, gain 2 energy and draw 2.
Self
1 energy · Rite
Trap: the next enemy to attack you takes 8 damage and is Stunned.
Self
Set 2
0 energy · Attack
Deal 5 damage. Spend.
Enemy · Reach
Generated during play. Not a reward card.
No upgrade.
2 energy · Attack
Deal 14 damage. A target at or below 15% HP is executed.
Enemy · Reach
Set 3
2 energy · Rite
Whenever you Attack a Marked enemy with Venom, it gains 1 Venom.
Self
Starting pool
1 energy · Attack
Deal 4 damage to ALL enemies. Nock 1.
No target selection
Starting pool
1 energy · Attack
Deal 5 damage, 10 against a back-row enemy.
Enemy · Reach
Starting pool
2 energy · Attack
Deal 12 damage to ALL enemies. Ignores guard.
No target selection
Set 3
1 energy · Attack
Deal 6 damage. Mark the target for 2 turns.
Enemy · Reach
Starting pool
Signature reward: Bow Mastery.
2 energy · Attack
Deal 8 damage. If the target is Marked, Root it. Spend.
Enemy · Reach
Set 1
1 energy · Attack
Deal 6 damage. If you played 2 or more other Attacks this turn, 12 instead.
Enemy · Reach
Set 1
2 energy · Rite
Unique. Enemy attacks against you have a 25% chance to miss. Echo: The next enemy attack against you this turn misses.
Self
Set 1
1 energy · Rite
Unique. At the start of your turn, Nock 1. Echo: Draw a card.
Self
Starting pool
1 energy · Tactic
Gain 5 guard.
Self
Starter card
3 in the starting deck before mastery swaps.
1 energy · Rite
Trap: the next enemy to attack you takes 4 damage and is Marked; draw 2.
Self
Starting pool
1 energy · Rite
Trap: the next enemy to attack you takes 6 damage and is Shaken 1.
Self
Starting pool
Starter swap: Survival Training.
1 energy · Rite
Whenever an ally attacks a Marked enemy, Nock 1.
Self
Starting pool
Offered in parties of 2 or more heroes.
1 energy · Rite
Unique. At the start of your turn, 50% chance to gain 1 energy. Echo: Draw a card.
Self
Starting pool
Branch A
1 energy · Rite
Unique. At the start of your turn, 50% chance to gain 1 energy. Draw 1 more card each turn. Echo: Draw a card.
Self
Branch B
1 energy · Rite
Unique. At the start of your turn, 50% chance to gain 1 energy. Take 2 less damage from each attack. Echo: Draw a card.
Self
1 energy · Attack
Deal 6 damage to the target and 3 to every other enemy.
Enemy · Reach
Starting pool
1 energy · Rite
Whenever you Attack an enemy with Venom, apply 1 more Venom.
Self
Starting pool
Signature reward: Toxins.
1 energy · Rite
Trap: the next enemy to attack you takes 6 damage and is Winded 2.
Self
Set 2
1 energy · Attack
Deal 7 damage, 12 against a Marked enemy.
Enemy · Reach
Starter card
Starter swap: Bow Mastery.
0 energy · Attack
Deal 3 damage. Venom 2. Spend.
Enemy · Reach
Generated during play. Not a reward card.
No upgrade.
1 energy · Tactic
Your next Attack this turn applies Venom 3 and Shaken 1.
Self
Starting pool
2 energy · Attack
Deal 9 damage twice. Mark the target for 2 turns.
Enemy · Reach
Starting pool
A card type: Attacks deal damage, usually to one enemy you drag them onto.
Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.
What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.
Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.
Soaks hits before your HP; it falls away at the start of your next turn.
Takes 25% more damage for this many turns.
The Ranger starts each turn with an Arrow in hand: 0 energy, 3 damage, Spend.
Cannot attack this turn (bosses deal half). A direct hit breaks the root; damage over time does not.
Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.
Deals 30% less damage for this many turns.
After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.
Skips its next turn. Elites and bosses shrug off a second stun in the same fight.
A trap is set when you play it and goes off when an enemy attacks.
Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.
Takes this much damage at the start of its turn, then the Venom drops by 1.
Gains 30% less guard for this many turns.