Legends of the Soulbringer Online
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Guide › Skills

Archery

Trained by loosing arrows from a bow.

Damage Projectile

Discovered byThe first time you hit with a bow.
Trained byHit with a bow; cast a archery spell.
Levels1 to 100
A starting skill ofRanger

What each level is worth

Abilities

AbilityFrom levelCostsDoes
Quick Shot
An arrow loosed off the draw: seven tenths of the bow's damage. Ready again with the next breath.
1 1 s cooldown, your weapon Damage Damage 0 (+0.2 a level)
Pack Mark
Vara's form: an arrow that says "this one". A shot's damage, and for eight seconds the foe takes 15% more from you and your party.
1 15 s cooldown, your weapon Damage Damage 2 (+0.8 a level)
Snare Line
Vara's form: a shot through the feet into the ground. A shot's damage, and the foe is rooted where it stands for three seconds (it can still fight, and a boss cannot be held). Once every 20 seconds.
1 20 s cooldown, your weapon Damage Damage 2 (+0.8 a level); Root 0 for 3 s
Track
The Ranger's eye for sign: for a minute, the creatures within 120 metres show on your map and your minimap. A utility buff: it takes the place of another you hold. Once a minute.
1 60 s cooldown
Aimed Shot
Hold the draw a moment longer: half again the bow's damage.
5 8 s cooldown, your weapon Damage Damage 3 (+1 a level)
Hobbling Arrow
An arrow into the legs: a shot's damage, and the target walks 30% slower for four seconds.
10 10 s cooldown, your weapon Damage Damage 2 (+0.8 a level); Slow 30 for 4 s
Camouflage
The Ranger's stillness: out in the open -- never in a town or under a roof -- you fade from sight while you stand still, for twenty seconds (a minute at Archery 60). A step, an attack, a cast at a foe or a hit ends it. A utility buff. Once every 45 seconds.
10 45 s cooldown Veil 100 for 20 s
Multishot
Two arrows on one string: each is seven tenths of a shot, and the second goes to the next foe beside the first if there is one.
15 10 s cooldown, your weapon Damage Damage 2 (+0.8 a level)
Disengage
The Ranger's leap: ten metres back from the way you face, through nothing solid -- and your next blow or shot within three seconds cannot be missed, dodged or parried. Once every 20 seconds.
20 20 s cooldown
Rain of Arrows
Arrows loosed high to fall on the foe and everything within four metres of it: a shot's damage on the foe, most of it on the others. One arrow a cast.
20 18 s cooldown, your weapon Damage Damage 2 (+0.8 a level)
Hunter's Mark
The Ranger's quarry: one creature is yours alone for thirty seconds -- your own blows on it land a tenth harder, it shows on your map wherever it runs, and it cannot give up and walk home. A new mark moves the old one. Once every 30 seconds.
30 30 s cooldown

Evolution branches

Each counts one way of using the skill; at its milestones you evolve, hold or sacrifice.

Hunter

counts kills with a bow
250Steady Breath: each finished job restores 22.5% of your stamina
1000Marksman's Rhythm: +6% damage for each kill in a row without being hurt, up to +30% (combines as Suppress)
3000Never Waste a Shot: 22.5% chance to keep the ammunition of a shot (combines as Pierce)

Skywarden

counts opening shots with a bow on a fresh target
250True Aim: +4.5% damage
1000First Strike: +22.5% damage against a target above 80% health (combines as Suppress)
3000Recovered Ammunition: 15% chance to keep the ammunition of a shot (combines as Pierce)

Cornered

counts shots with a bow while below 40% health
188Cool Under Fire: +15% damage while you are below 40% health
800Spite: each finished job restores 4.5% of your health while you are below 40% health (combines as Suppress)
2400Last Arrow: +37.5% damage while you are below 25% health (combines as Pierce)

Deadeye

counts headshots with a bow
125Steady Aim: aimed shots find the head 12% more often
500Dead Center: a headshot hits 45% harder (combines as Suppress)
1500Eagle Eye: a headshot hits 90% harder (combines as Pierce)

Volleymaster

counts volleys loosed with a bow
63Even Spread: each missile of a volley hits 22.5% harder
300Three Arrows: a volley looses 1 more missile (combines as Area)
900Arrow Storm: each missile of a volley hits 45% harder (combines as Pierce)

Steady Aim

counts uses of Aimed Shot
250Steadier Hand: aimed shots find the head 4.5% more often
1000Arrow Saver: 9% chance to keep the ammunition of a shot
3000Through the Eye: a headshot hits 30% harder (combines as Pierce)

Full Quiver

counts uses of Multishot
250Tighter Spread: each missile of a volley hits 12% harder
1000Gathered Shafts: 7.5% chance to keep the ammunition of a shot
3000Third Arrow: a volley looses 1 more missile (combines as Area)

Sign Reader

counts uses of Track
250Keen Tracker: aimed shots find the head 3% more often
1000Picked Up Again: 6% chance to keep the ammunition of a shot
3000Found You: a headshot hits 22.5% harder (combines as Pierce)

Hidden Watcher

counts uses of Camouflage
250From Cover: +12% damage against a target above 80% health
1000Quiet Quiver: 6% chance to keep the ammunition of a shot
3000Unseen Shot: aimed shots find the head 4.5% more often (combines as Stealth)

Light Feet

counts uses of Disengage
250Arrows Kept Close: 6% chance to keep the ammunition of a shot
1000Shot From Distance: +12% damage against a target above 80% health
3000Out of Reach: aimed shots find the head 4.5% more often (combines as Pierce)

Marked Quarry

counts uses of Hunter's Mark
250Painted Target: aimed shots find the head 3% more often
1000Arrows Well Spent: 6% chance to keep the ammunition of a shot
3000The Mark Holds: a headshot hits 22.5% harder (combines as Pierce)

Lamer

counts uses of Hobbling Arrow
250Barbed Head: your slows, roots and the rest last 22.5% longer
1000Recovered Shafts: 9% chance to keep the ammunition of a shot
3000Crippling Barb: your slows, roots and the rest last 37.5% longer (combines as Suppress)

Snap Draw

counts uses of Quick Shot
250Quick Release: +6% damage
1000Picked Up: 6% chance to keep the ammunition of a shot
3000Eye on the Mark: aimed shots find the head 3% more often (combines as Pierce)

Pack Hunter

counts uses of Pack Mark
250Marked Eye: aimed shots find the head 4.5% more often
1000Saved Shafts: 9% chance to keep the ammunition of a shot
3000Kill Shot: a headshot hits 30% harder (combines as Pierce)

Snare Setter

counts uses of Snare Line
250Tighter Snare: your slows, roots and the rest last 22.5% longer
1000Recovered Snares: 9% chance to keep the ammunition of a shot
3000Staked Down: your slows, roots and the rest last 37.5% longer (combines as Suppress)

Falling Shafts

counts uses of Rain of Arrows
250Heavier Rain: +7.5% damage
1000Wider Rain: each finished job restores 12% of your stamina
3000Rain Master: +12% damage (combines as Area)

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