The Shadow Hunter
Ranger
Ranged DPS / Skirmisher
In testing
CLASS MASTERY
RANGER
The Shadow Hunter
STR +5 DEX +15 INT +0 WIS +0 CON -5 TGH -5
Explore your path from core to capstone

Know your limits
Fuel for the Fight
100 Mana, plus 5 per Intelligence. Ordinary shots spend arrows; Volley spends five. Keep your quiver stocked.
The Arsenal
Every skill, rank and requirement. Open a card to get into the details.
38 nodes
Level 1
passiveMarksmanship1 rank · Free
FREE: granted on class selection, costs no skill points. Increases DEX by 15 and STR by 5, reduces CON by 5 and TGH by 5. Adds an additional 1 DEX per level of Ranger. Grants the shared Mana pool and proficiency with bows and crossbows. A Ranger draws harder and aims truer than anyone else: • Your arrows travel 25% faster than the same bow in another class's hands, flattening the arc and shortening the lead on a moving target. • Your headshots deal double damage, where every other class deals 1.5x. These are baseline and need no investment. Ordinary shots cost no mana: only arrows.
Prerequisites: None
Level 2
activeCharged Shot3 ranks · 2 points per rank
30 second CD, 25 mana. Hold to draw for 3 seconds, then release a single arrow dealing 150% of a normal shot. Travels up to 100m and pierces every enemy in its path. Scales with weapon damage and STR.
Rank notes: R1 110% · R2 130% · R3 150% of a normal shot
Prerequisites: Marksmanship
Level 3
passiveBow Mastery3 ranks · 2 points per rank
Bows and crossbows draw 15% faster and your abilities cost 15% less mana. Your bow shots gain 9% critical strike chance, and any shot that strikes a target's legs has a 30% chance to cripple them, slowing the target by 30% for 4 seconds.
Rank notes: R1 5% draw / 3% crit / 10% cripple · R2 10% / 6% / 20% · R3 15% / 9% / 30%
Prerequisites: Charged Shot
passiveRending Shot1 rank · 1 point per rank
Charged Shot no longer deals its bonus damage on impact. Instead it applies 40% of the hit as a bleed, ticking for 12% of max HP over 10 seconds.
Prerequisites: Charged Shot
Exclusive with: Overdraw
passiveOverdraw1 rank · 1 point per rank
You haul the string past the bow's limit. Charged Shot deals a further 50% damage on top of its current rank value and ignores half the target's armour. Charge time is unchanged.
Prerequisites: Charged Shot
Exclusive with: Rending Shot
Level 4
passiveLongbow Discipline3 ranks · 1 point per rank
Longbows deal 12% more damage and gain 20% range, but you move 10% slower while drawn. (A longbow already shoots flatter and faster than other bows for anyone holding it: that is a weapon property, not a class one. This amplifies it.)
Rank notes: R1 +4% dmg / +7% range · R2 +8% / +14% · R3 +12% / +20%
Prerequisites: Bow Mastery
Exclusive with: Shortbow Discipline, Crossbow Discipline
passiveShortbow Discipline3 ranks · 1 point per rank
Shortbows draw 20% faster and you move at full speed while drawn.
Rank notes: R1 +7% · R2 +14% · R3 +20% draw speed
Prerequisites: Bow Mastery
Exclusive with: Longbow Discipline, Crossbow Discipline
passiveCrossbow Discipline3 ranks · 1 point per rank
Crossbows always fire at full draw damage regardless of draw time, and ignore 8 points of the target's armour.
Rank notes: R1 ignore 3 · R2 ignore 5 · R3 ignore 8 armour
Prerequisites: Bow Mastery
Exclusive with: Longbow Discipline, Shortbow Discipline
passiveSurvival Training3 ranks · 2 points per rank
Grants 15% mana regeneration.
Rank notes: R1 5% · R2 10% · R3 15% mana regeneration
Prerequisites: Bow Mastery
Level 5
passiveLight Step1 rank · 1 point per rank
Doubles the mana regeneration granted by Survival Training while you are moving. Fall damage is reduced by half.
Prerequisites: Survival Training
Exclusive with: Thick Hide
passiveThick Hide1 rank · 1 point per rank
Doubles the mana regeneration granted by Survival Training while you are standing still, and you take 10% less damage from NPCs.
Prerequisites: Survival Training
Exclusive with: Light Step
Level 6
activeMulti Shot3 ranks · 2 points per rank
15 second CD, 20 mana. Fires 5 arrows in a 24 degree horizontal fan, each rolling damage independently.
Rank notes: R1 3 arrows · R2 4 · R3 5
Prerequisites: Bow Mastery
Level 7
passiveTight Grouping1 rank · 1 point per rank
Multi Shot fires in a 10 degree fan instead of 24, and each arrow deals 25% more damage.
Prerequisites: Multi Shot
Exclusive with: Wide Spread
passiveWide Spread1 rank · 1 point per rank
Multi Shot fires in a 40 degree fan and adds 2 further arrows, but each arrow deals 15% less damage.
Prerequisites: Multi Shot
Exclusive with: Tight Grouping
Level 8
activeVenom Shot3 ranks · 2 points per rank
30 second CD, 15 mana. Arms your next shot for 10 seconds. On impact the target takes poison equal to 30% of the hit over 10 seconds and is slowed 30% for 10 seconds. Refreshes rather than stacks.
Rank notes: R1 15% · R2 22% · R3 30% of impact damage
Prerequisites: Multi Shot
Level 9
passiveToxicologist1 rank · 1 point per rank
Doubles the poison damage dealt by Venom Shot at its current rank. The slow is removed.
Prerequisites: Venom Shot
Exclusive with: Crippling Toxin
passiveCrippling Toxin1 rank · 1 point per rank
The Venom Shot slow increases to 50% and lasts 15 seconds. On expiry it spreads to one enemy within 5m.
Prerequisites: Venom Shot
Exclusive with: Toxicologist
Level 10
activeVolley3 ranks · 2 points per rank
45 second CD, 30 mana. Ground-targeted at up to 35m. Rains 25 arrows over 5 waves into a 6m radius disk. Consumes 5 arrows.
Rank notes: R1 15 arrows · R2 20 · R3 25
Prerequisites: Venom Shot
Level 11
passiveConcentrated Fire1 rank · 1 point per rank
Volley falls into a 3m radius instead of 6m and every arrow deals 40% more damage.
Prerequisites: Volley
Exclusive with: Saturation Fire
passiveSaturation Fire1 rank · 1 point per rank
Volley covers a 10m radius and leaves the ground bristling with arrows for 8 seconds, slowing enemies inside by 30%.
Prerequisites: Volley
Exclusive with: Concentrated Fire
Level 12
activeHunter's Trap1 rank · 2 points per rank
30 second CD, 15 mana. Places a concealed trap at your feet, lasting 60 seconds. The first enemy to step on it takes damage equal to 150% of a bow shot and is rooted for 2 seconds. You may keep 2 traps active at once.
Prerequisites: Volley
Level 13
passiveBear Trap1 rank · 1 point per rank
Traps deal double damage and apply a bleed for 12% of max HP over 8 seconds. They also generate heavy threat on the NPC that triggers them.
Prerequisites: Hunter's Trap
Exclusive with: Snare Trap
passiveSnare Trap1 rank · 1 point per rank
Traps root for 5 seconds instead of 2, reveal the target for 20 seconds, and you may keep 4 active. Against players the root lasts 2.5 seconds.
Prerequisites: Hunter's Trap
Exclusive with: Bear Trap
Level 14
activeForest's Blessing1 rank · 3 points per rank
45 second CD, 20 mana. For 10 seconds you gain 20% movement speed and heal 3% of max HP per second.
Prerequisites: Hunter's Trap
Exclusive with: Hunter's Mark
activeHunter's Mark1 rank · 3 points per rank
45 second CD, 20 mana. Marks a target for 20 seconds. Every ally deals 12% more damage to the marked target, and it cannot benefit from stealth.
Prerequisites: Hunter's Trap
Exclusive with: Forest's Blessing
Level 15
passiveRejuvenation1 rank · 1 point per rank
Forest's Blessing also clears bleed and poison on cast, and its healing is increased by 50%.
Prerequisites: Forest's Blessing
Exclusive with: Second Nature
passivePack Tactics1 rank · 1 point per rank
Allies attacking your marked target regain 5 mana or stamina per landed hit.
Prerequisites: Hunter's Mark
Exclusive with: Focused Hunt
passiveSecond Nature1 rank · 1 point per rank
Reduces the cooldown of Forest's Blessing to 25 seconds.
Prerequisites: Forest's Blessing
Exclusive with: Rejuvenation
passiveFocused Hunt1 rank · 1 point per rank
Killing your marked target resets the cooldown of Hunter's Mark and restores 40 mana.
Prerequisites: Hunter's Mark
Exclusive with: Pack Tactics
Level 18
activeCamouflage3 ranks · 3 points per rank
60 second CD, 25 mana. Become invisible for 15 seconds. Breaks on attacking or taking damage. Your first attack out of Camouflage deals 60% bonus damage.
Rank notes: R1 8s / +30% · R2 11s / +45% · R3 15s / +60%
Prerequisites (any): Forest's Blessing, Hunter's Mark
Points gate: 31 points invested
Level 20
passiveAmbusher1 rank · 1 point per rank
Doubles the ambush bonus granted by Camouflage, and that first attack cannot be blocked.
Prerequisites: Camouflage
Exclusive with: Ghost
passiveGhost1 rank · 1 point per rank
Camouflage no longer breaks on movement and you move 20% faster while hidden, but the ambush bonus is halved.
Prerequisites: Camouflage
Exclusive with: Ambusher
Level 26
activeDeath Mark1 rank · 5 points per rank
60 second CD, 30 mana. Name a single target as your prey for 30 seconds. You deal 40% more damage to them, always know where they are through cover, and every ability you land on them refunds half its mana cost. Killing your prey resets the cooldown and immediately places you in Camouflage at its current rank.
Prerequisites: Camouflage
Points gate: 45 points invested
Exclusive with: Master of the Hunt
mechanicMaster of the Hunt1 rank · 5 points per rank
Passive. Your traps arm instantly, never expire, and you may keep 8 active. Traps apply Venom Shot at its current rank. You sense every enemy within 40m of any of your traps, through walls.
Prerequisites: Camouflage
Points gate: 45 points invested
Exclusive with: Death Mark
Level 28
passiveBlood Trail1 rank · 1 point per rank
Your prey bleeds continuously for 2% of max HP per second and leaves a visible trail you alone can see, lasting 10 seconds after they break line of sight.
Prerequisites: Death Mark
Exclusive with: Spider's Web
passiveSpider's Web1 rank · 1 point per rank
Triggering a trap arms every other trap within 20m to detonate at once, each dealing half damage.
Prerequisites: Master of the Hunt
Exclusive with: Blood Trail
Level 30
passiveSerial Predator1 rank · 1 point per rank
Killing your prey lets you name a new one immediately at no cost, and each consecutive kill without dying increases the Death Mark damage bonus by a further 10%, stacking to 5.
Prerequisites: Death Mark
Exclusive with: Apex Predator
passiveApex Predator1 rank · 1 point per rank
Enemies within 40m of your traps are slowed by 20% and cannot enter stealth. Your traps are invisible to players.
Prerequisites: Master of the Hunt
Exclusive with: Serial Predator
Marksmanship
FREE: granted on class selection, costs no skill points. Increases DEX by 15 and STR by 5, reduces CON by 5 and TGH by 5. Adds an additional 1 DEX per level of Ranger. Grants the shared Mana pool and proficiency with bows and crossbows. A Ranger draws harder and aims truer than anyone else: • Your arrows travel 25% faster than the same bow in another class's hands, flattening the arc and shortening the lead on a moving target. • Your headshots deal double damage, where every other class deals 1.5x. These are baseline and need no investment. Ordinary shots cost no mana: only arrows.
LEVEL Granted with class
Charged Shot
30 second CD, 25 mana. Hold to draw for 3 seconds, then release a single arrow dealing 150% of a normal shot. Travels up to 100m and pierces every enemy in its path. Scales with weapon damage and STR.
R1 110% · R2 130% · R3 150% of a normal shot
LEVEL Requires level 2
REQUIRES Marksmanship
Bow Mastery
Bows and crossbows draw 15% faster and your abilities cost 15% less mana. Your bow shots gain 9% critical strike chance, and any shot that strikes a target's legs has a 30% chance to cripple them, slowing the target by 30% for 4 seconds.
R1 5% draw / 3% crit / 10% cripple · R2 10% / 6% / 20% · R3 15% / 9% / 30%
LEVEL Requires level 3
REQUIRES Charged Shot
Multi Shot
15 second CD, 20 mana. Fires 5 arrows in a 24 degree horizontal fan, each rolling damage independently.
R1 3 arrows · R2 4 · R3 5
LEVEL Requires level 6
REQUIRES Bow Mastery
Venom Shot
30 second CD, 15 mana. Arms your next shot for 10 seconds. On impact the target takes poison equal to 30% of the hit over 10 seconds and is slowed 30% for 10 seconds. Refreshes rather than stacks.
R1 15% · R2 22% · R3 30% of impact damage
LEVEL Requires level 8
REQUIRES Multi Shot
Volley
45 second CD, 30 mana. Ground-targeted at up to 35m. Rains 25 arrows over 5 waves into a 6m radius disk. Consumes 5 arrows.
R1 15 arrows · R2 20 · R3 25
LEVEL Requires level 10
REQUIRES Venom Shot
Hunter's Trap
30 second CD, 15 mana. Places a concealed trap at your feet, lasting 60 seconds. The first enemy to step on it takes damage equal to 150% of a bow shot and is rooted for 2 seconds. You may keep 2 traps active at once.
LEVEL Requires level 12
REQUIRES Volley
Forest's Blessing
45 second CD, 20 mana. For 10 seconds you gain 20% movement speed and heal 3% of max HP per second.
LEVEL Requires level 14
REQUIRES Hunter's Trap
EXCLUSIVE Hunter's Mark
Hunter's Mark
45 second CD, 20 mana. Marks a target for 20 seconds. Every ally deals 12% more damage to the marked target, and it cannot benefit from stealth.
LEVEL Requires level 14
REQUIRES Hunter's Trap
EXCLUSIVE Forest's Blessing
Camouflage
60 second CD, 25 mana. Become invisible for 15 seconds. Breaks on attacking or taking damage. Your first attack out of Camouflage deals 60% bonus damage.
R1 8s / +30% · R2 11s / +45% · R3 15s / +60%
LEVEL Requires level 18
REQUIRES Forest's Blessing OR Hunter's Mark
INVESTED 31 points required
Death Mark
60 second CD, 30 mana. Name a single target as your prey for 30 seconds. You deal 40% more damage to them, always know where they are through cover, and every ability you land on them refunds half its mana cost. Killing your prey resets the cooldown and immediately places you in Camouflage at its current rank.
LEVEL Requires level 26
REQUIRES Camouflage
INVESTED 45 points required
EXCLUSIVE Master of the Hunt
Master of the Hunt
Passive. Your traps arm instantly, never expire, and you may keep 8 active. Traps apply Venom Shot at its current rank. You sense every enemy within 40m of any of your traps, through walls.
LEVEL Requires level 26
REQUIRES Camouflage
INVESTED 45 points required
EXCLUSIVE Death Mark
Rending Shot
Charged Shot no longer deals its bonus damage on impact. Instead it applies 40% of the hit as a bleed, ticking for 12% of max HP over 10 seconds.
LEVEL Requires level 3
REQUIRES Charged Shot
EXCLUSIVE Overdraw
Overdraw
You haul the string past the bow's limit. Charged Shot deals a further 50% damage on top of its current rank value and ignores half the target's armour. Charge time is unchanged.
LEVEL Requires level 3
REQUIRES Charged Shot
EXCLUSIVE Rending Shot
Longbow Discipline
Longbows deal 12% more damage and gain 20% range, but you move 10% slower while drawn. (A longbow already shoots flatter and faster than other bows for anyone holding it: that is a weapon property, not a class one. This amplifies it.)
R1 +4% dmg / +7% range · R2 +8% / +14% · R3 +12% / +20%
LEVEL Requires level 4
REQUIRES Bow Mastery
EXCLUSIVE Shortbow Discipline, Crossbow Discipline
Shortbow Discipline
Shortbows draw 20% faster and you move at full speed while drawn.
R1 +7% · R2 +14% · R3 +20% draw speed
LEVEL Requires level 4
REQUIRES Bow Mastery
EXCLUSIVE Longbow Discipline, Crossbow Discipline
Crossbow Discipline
Crossbows always fire at full draw damage regardless of draw time, and ignore 8 points of the target's armour.
R1 ignore 3 · R2 ignore 5 · R3 ignore 8 armour
LEVEL Requires level 4
REQUIRES Bow Mastery
EXCLUSIVE Longbow Discipline, Shortbow Discipline
Survival Training
Grants 15% mana regeneration.
R1 5% · R2 10% · R3 15% mana regeneration
LEVEL Requires level 4
REQUIRES Bow Mastery
Light Step
Doubles the mana regeneration granted by Survival Training while you are moving. Fall damage is reduced by half.
LEVEL Requires level 5
REQUIRES Survival Training
EXCLUSIVE Thick Hide
Thick Hide
Doubles the mana regeneration granted by Survival Training while you are standing still, and you take 10% less damage from NPCs.
LEVEL Requires level 5
REQUIRES Survival Training
EXCLUSIVE Light Step
Tight Grouping
Multi Shot fires in a 10 degree fan instead of 24, and each arrow deals 25% more damage.
LEVEL Requires level 7
REQUIRES Multi Shot
EXCLUSIVE Wide Spread
Wide Spread
Multi Shot fires in a 40 degree fan and adds 2 further arrows, but each arrow deals 15% less damage.
LEVEL Requires level 7
REQUIRES Multi Shot
EXCLUSIVE Tight Grouping
Toxicologist
Doubles the poison damage dealt by Venom Shot at its current rank. The slow is removed.
LEVEL Requires level 9
REQUIRES Venom Shot
EXCLUSIVE Crippling Toxin
Crippling Toxin
The Venom Shot slow increases to 50% and lasts 15 seconds. On expiry it spreads to one enemy within 5m.
LEVEL Requires level 9
REQUIRES Venom Shot
EXCLUSIVE Toxicologist
Concentrated Fire
Volley falls into a 3m radius instead of 6m and every arrow deals 40% more damage.
LEVEL Requires level 11
REQUIRES Volley
EXCLUSIVE Saturation Fire
Saturation Fire
Volley covers a 10m radius and leaves the ground bristling with arrows for 8 seconds, slowing enemies inside by 30%.
LEVEL Requires level 11
REQUIRES Volley
EXCLUSIVE Concentrated Fire
Bear Trap
Traps deal double damage and apply a bleed for 12% of max HP over 8 seconds. They also generate heavy threat on the NPC that triggers them.
LEVEL Requires level 13
REQUIRES Hunter's Trap
EXCLUSIVE Snare Trap
Snare Trap
Traps root for 5 seconds instead of 2, reveal the target for 20 seconds, and you may keep 4 active. Against players the root lasts 2.5 seconds.
LEVEL Requires level 13
REQUIRES Hunter's Trap
EXCLUSIVE Bear Trap
Rejuvenation
Forest's Blessing also clears bleed and poison on cast, and its healing is increased by 50%.
LEVEL Requires level 15
REQUIRES Forest's Blessing
EXCLUSIVE Second Nature
Pack Tactics
Allies attacking your marked target regain 5 mana or stamina per landed hit.
LEVEL Requires level 15
REQUIRES Hunter's Mark
EXCLUSIVE Focused Hunt
Second Nature
Reduces the cooldown of Forest's Blessing to 25 seconds.
LEVEL Requires level 15
REQUIRES Forest's Blessing
EXCLUSIVE Rejuvenation
Focused Hunt
Killing your marked target resets the cooldown of Hunter's Mark and restores 40 mana.
LEVEL Requires level 15
REQUIRES Hunter's Mark
EXCLUSIVE Pack Tactics
Ambusher
Doubles the ambush bonus granted by Camouflage, and that first attack cannot be blocked.
LEVEL Requires level 20
REQUIRES Camouflage
EXCLUSIVE Ghost
Ghost
Camouflage no longer breaks on movement and you move 20% faster while hidden, but the ambush bonus is halved.
LEVEL Requires level 20
REQUIRES Camouflage
EXCLUSIVE Ambusher
Blood Trail
Your prey bleeds continuously for 2% of max HP per second and leaves a visible trail you alone can see, lasting 10 seconds after they break line of sight.
LEVEL Requires level 28
REQUIRES Death Mark
EXCLUSIVE Spider's Web
Spider's Web
Triggering a trap arms every other trap within 20m to detonate at once, each dealing half damage.
LEVEL Requires level 28
REQUIRES Master of the Hunt
EXCLUSIVE Blood Trail
Serial Predator
Killing your prey lets you name a new one immediately at no cost, and each consecutive kill without dying increases the Death Mark damage bonus by a further 10%, stacking to 5.
LEVEL Requires level 30
REQUIRES Death Mark
EXCLUSIVE Apex Predator
Apex Predator
Enemies within 40m of your traps are slowed by 20% and cannot enter stealth. Your traps are invisible to players.
LEVEL Requires level 30
REQUIRES Master of the Hunt
EXCLUSIVE Serial Predator
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