All talents in this tree require a bow or sling to be equipped.
Talent | Type/Cost | Scales With | Description |
---|---|---|---|
Flare | 15 Stamina 15 cooldown |
-- | Shoot, doing fire damage with multiplier, and lighting a radius around the target. Blinds at level 3. |
Crippling Shot | 15 Stamina 10 cooldown |
Accuracy | Reduce target's speed for 7 turns; damage multiplier. |
Pinning Shot | 15 Stamina 10 cooldown |
Accuracy | Pin the target to the ground, with damage multiplier. |
Scatter Shot | 15 Stamina 14 cooldown |
Accuracy | Fire at all targets, stunning, with damage multiplier. |
Math/code for 1.0:
The internal name for this tree is archery-utility.
Flare
radius = 1
if getTalentLevel(t) >= 3 then rad = rad + 1
if getTalentLevel(t) >= 5 then rad = rad + 1
multiplier = combatTalentWeaponDamage(t, 0.5, 1.2)
if getTalentLevel(t) >= 3 then project(tg, x, y, DamageType.BLINDPHYSICAL, 3)
Crippling Shot
multiplier = combatTalentWeaponDamage(t, 1, 1.5)
slow = util.bound((combatAttack() * 0.15 * getTalentLevel(t)) / 100, 0.1, 0.4)
Pinning Shot
multiplier = combatTalentWeaponDamage(t, 1, 1.4)
dur = ({2, 3, 4, 4, 5})[util.bound(getTalentLevelRaw(t), 1, 5)]
apply_power = combatAttack()
Scatter Shot
radius = 1 + floor(getTalentLevel(t) / 3)
apply_power = combatAttack()
duration = 2 + getTalentLevelRaw(t)
multiplier = combatTalentWeaponDamage(t, 0.5, 1.5)