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Ranger illustrative class portrait

The Shadow Hunter

Ranger

Ranged DPS / Skirmisher

In testing

38 skills9 active abilities

CLASS MASTERY

RANGER

The Shadow Hunter

SKILL TREERead-only reference

STR +5 DEX +15 INT +0 WIS +0 CON -5 TGH -5

Explore your path from core to capstone

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Read-only skill tree. Pan, zoom and select a skill to see its details.

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

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