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Ranged · Hunter

Ranger

A hunter of the wild deep who never lets prey out of sight — or out of range.

Ranger in-game sprite, male and female
  • Skirmisher
  • d10 hit die
  • DEX
  • Focus

Available from the start.

Overview

Role
Ranged · Hunter
Archetype
Skirmisher (ranged basic attack)
Hit die
d10
Hit points
30 at level 1, +18 per level (+3 per CON modifier point, every level)
Primary ability
Dexterity
Armour
Light, Medium
Weapons
Bows, Crossbows
Resource
Focus: 90 + 4 per level, refills 4.5/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Hunter or Beast Master
Starting kit
Shortbow, Hunting Quiver, Leather Armor
Suggested scores
STR 12 · DEX 15 · CON 13 · INT 8 · WIS 14 · CHA 10

Class features

  1. Lv 1
    Hunter's Mark Basic attacks against a marked target deal +1d6 damage.
  2. Lv 2
    Fighting Style: Defense You fight with your guard up: +1 AC.
    • +1 Armor Class
  3. Lv 3
    Keen Senses You notice what others miss.
    • +1 to Hit
  4. Lv 5
    Extra Attack Your basic attacks strike twice.
  5. Lv 7
    Primeval Awareness The wild deep warns you before danger strikes.
    • +5% Damage Reduction
    • +10% Poison Resistance
  6. Lv 9
    Natural Explorer The wild yields to your stride.
    • +6% Move Speed
    • +4% Dodge
  7. Lv 13
    Vanish You slip from sight between heartbeats.
    • +8% Dodge
  8. Lv 17
    Feral Senses Even the unseen cannot hide from you.
    • +2 to Hit
  9. Lv 20
    Foe Slayer You have hunted everything this deep holds — and won.
    • +15% Damage vs Elites
    • +4% Crit Chance

Level 1–20 progression

Everything a Ranger gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Ranger level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
  • Proficiency +3
  • Extra Attack
  • Volley
6+3
7+3
  • Primeval Awareness
  • Spike Growth
  • Escape the Horde Hunter
  • Bestial Fury Beast Master
8+3
  • Ability Score Improvement
9+4
10+4
11+4
12+4
13+5
14+5
15+5
16+5
17+6
18+6
  • Volley Master Hunter
  • Storm of Claws and Fangs Beast Master
  • Volley 6d6
19+6
  • Ability Score Improvement
20+6
  • Foe Slayer

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + DEX modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Ranger skills

Hunter's Mark

Lv 1 Projectile

Mark your quarry — you'll never lose it now.

What it does for a new Ranger at level 1; in game the numbers follow your hero

  • Fires a projectile (12 tiles range).
  • Always leaves foes Marked for 30 s (singled out: takes 15% more damage from the party).
  • On a Quarry foe it strikes 150% harder and consumes it, and the cast gives a third of your Focus back.
Type
Projectile
Cost
10
Cooldown
8s
Hit
Always hits
Scales with
Dexterity
Projectiles
1
Range
12 tiles
Applies
Marked · 30s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Hunter's Mark mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1108s—Learned
2Lv 187.9s+3%Cost −15%
3Lv 287.8s+6%+1 marking arrow · 2 projectiles
4Lv 487.8s+9%
5Lv 587.7s+12%Range +20% · range 14.4
6Lv 686.8s+15%Cooldown −10%
7Lv 866.7s+18%Cost −15%
8Lv 1066.6s+21%
9Lv 1266.6s+24%Marking arrows pierce · pierces
10Lv 1426.5s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 17.4

Rank 4: pick one

  • Hunter's Volley +2 marking arrows, −40% damage. Mark the whole pack.
  • Longshot Range +50%, damage +15%.

Rank 8: pick one

  • Quick Mark Cooldown −20%.
  • Deep Wound Damage +20%, cost +30%.

Rank 10, Mastered: Nowhere to Hide: range +25% and cost −20%.

Multi-Shot

Lv 2 Projectile piercing

Loose three arrows in a spreading fan.

What it does for a new Ranger at level 2; in game the numbers follow your hero

  • Fires 3 projectiles in a 25° fan (9 tiles range), each dealing 4–11 piercing damage.
  • Rolls to hit against armor (+5 to hit).
  • On a Quarry foe it strikes 150% harder and consumes it, and the cast gives a third of your Focus back.
Type
Projectile
Cost
20
Cooldown
8s
Damage
1d8 + DEX mod piercing
Hit
Attack roll vs AC
Scales with
Dexterity
Projectiles
3 (25° spread)
Range
9 tiles

Damage dice by level Lv 2 1d8Lv 6 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Multi-Shot mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1208s—Learned
2Lv 1207.9s+3%+1 arrow · 4 projectiles
3Lv 2207.8s+6%Range +15% · range 10.4
4Lv 4197.8s+9%
5Lv 5167.7s+12%Cost −15%
6Lv 6167.6s+15%Barbed heads cause Bleeding (20%) · Bleeding 20% · 3s
7Lv 8167.5s+18%+1 arrow · 5 projectiles
8Lv 10167.4s+21%
9Lv 12157.4s+24%Bleeds last 30% longer · Bleeding 20% · 3.9s
10Lv 14107.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 12.2 · Bleeding 45% · 3.9s

Rank 4: pick one

  • Arrow Storm +3 arrows, arrows −40% damage.
  • Piercing Shots Arrows pierce; damage −10%.

Rank 8: pick one

  • Barrage Cooldown −15%.
  • Broadheads Damage +15%, Bleeding chance +20%.

Rank 10, Mastered: Fletcher's Pride: range +20% and Bleeding chance +25%.

Volley

Lv 5 Area piercing

Rain arrows down across the battlefield.

What it does for a new Ranger at level 5; in game the numbers follow your hero

  • Hits every foe in a 3-tile radius up to 7 tiles away for 6–21 piercing damage.
  • Foes roll a Dexterity save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Quarry (your payoff consumes it).
Type
Area
Cost
30
Cooldown
12s
Damage
3d6 + DEX mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Dexterity
Radius
3 tiles
Range
7 tiles

Damage dice by level Lv 5 3d6Lv 10 4d6Lv 14 5d6Lv 18 6d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Volley mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13012s—Learned
2Lv 13011.9s+3%Radius +10% · radius 3.3
3Lv 22911.8s+6% +1d+1 damage die
4Lv 42911.6s+9% +1d
5Lv 52910.3s+12% +1dCooldown −10%
6Lv 62910.2s+15% +1dRadius +10% · radius 3.6
7Lv 82810.1s+18% +1dArrows pin foes: Chilled (25%) · Chilled 25% · 3s
8Lv 102810s+21% +1d
9Lv 12239.8s+24% +1dCost −15%
10Lv 14159.7s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.2

Rank 4: pick one

  • Wide Volley Radius +40%, damage −15%.
  • Focused Volley Damage +20%, radius −20%.

Rank 8: pick one

  • Flaming Arrows Foes Burn (40%) instead of being pinned.
  • Rapid Volley Cooldown −15%.

Rank 10, Mastered: Blot Out the Sun: radius +20% and damage +10%.

Spike Growth

Lv 7 Area piercing

The ground erupts in thorns that shred anything that crosses it — Bleeding worst for those who keep moving.

What it does for a new Ranger at level 7; in game the numbers follow your hero

  • Fills an area for 8 s: every foe in a 2.5-tile radius up to 7 tiles away takes 2–5 piercing damage every second.
  • Foes roll a Dexterity save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Bleeding for 3.2 s (physical damage over time; stacks up to 3. Bleeds twice as fast while moving).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Quarry (your payoff consumes it).
Type
Area
Cost
25
Cooldown
16s
Damage
1d6 + WIS mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
2.5 tiles
Range
7 tiles
Lasts
8s
Applies
Bleeding 40% · 3s

Damage dice by level Lv 7 1d6Lv 12 2d6Lv 16 3d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Spike Growth mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12516s—Learned
2Lv 12515.8s+3%Radius +10% · radius 2.8
3Lv 22515.7s+6%Duration +15% · 9.2s
4Lv 42415.5s+9%
5Lv 52415.4s+12% +1d+1 damage die
6Lv 61915.2s+15% +1dCost −20%
7Lv 81915s+18% +1dRadius +15% · radius 3.1
8Lv 101814.9s+21% +1d
9Lv 121814.7s+24% +1dBleed chance +20% · Bleeding 60% · 3s
10Lv 141214.6s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.6 · Bleeding 75% · 3s

Rank 4: pick one

  • Bramble Field Radius +40%, damage −15%.
  • Venom Thorns Foes are Poisoned instead of Bleeding; damage +10%.

Rank 8: pick one

  • Wildgrowth Duration +25%.
  • Snap Traps Cooldown −15%.

Rank 10, Mastered: Heart of the Thicket: radius +20% and bleed chance +15%.

Called Shot

Lv 9 Dash piercing

Leap clear and put a shaft through the weakest point — you land already moving (+25% dodge for a moment).

What it does for a new Ranger at level 9; in game the numbers follow your hero

  • Dashes 4 tiles, hitting every foe you pass through for 6–33 piercing damage.
  • Rolls to hit against armor (+7 to hit).
  • Then for 2.5 s you gain +25% dodge.
  • You can't be hit while dashing, and it breaks roots.
  • Leaves the foe Quarry (your payoff consumes it).
Type
Dash
Cost
35
Cooldown
16s
Damage
3d10 + DEX mod piercing
Hit
Attack roll vs AC
Scales with
Dexterity
Distance
4 tiles
Grants you
+25% Dodge

Damage dice by level Lv 9 3d10Lv 15 4d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Called Shot mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13516s—Learned
2Lv 13515.8s+3%Leap distance +15% · range 4.6
3Lv 22915.7s+6%Cost −15%
4Lv 42915.5s+9%
5Lv 52814.1s+12%Cooldown −8%
6Lv 62813.9s+15%Foes struck are Marked (50%) · Marked 50% · 3s
7Lv 82813.8s+18% +1d+1 damage die
8Lv 102713.6s+21% +1d
9Lv 122713.4s+24% +1dLeap distance +15% · range 5.2
10Lv 14913.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 6

Rank 4: pick one

  • Disengage Cooldown −25%, damage −10%.
  • Deadeye Damage +25%, cooldown +10%.

Rank 8: pick one

  • Long Leap Distance +50%.
  • Crippling Shot Foes are Stunned (40%) instead of Marked.

Rank 10, Mastered: Heartseeker: leap distance +20% and cost −25%.

Thunderhead Arrow

Lv 13 Projectile lightning

An arrow wrapped in stormlight that leaps from foe to foe.

What it does for a new Ranger at level 13; in game the numbers follow your hero

  • Fires a projectile (10 tiles range) dealing 5–23 lightning damage.
  • Then leaps to 2 more foes nearby, 15% weaker each jump.
  • Rolls to hit against armor (+8 to hit).
  • On a Quarry foe it strikes 150% harder and consumes it, and the cast gives a third of your Focus back.
Type
Projectile
Cost
25
Cooldown
9s
Damage
2d10 + DEX mod lightning
Hit
Attack roll vs AC
Scales with
Dexterity
Projectiles
1
Range
10 tiles
Chains
2 more foes

Damage dice by level Lv 13 2d10Lv 17 3d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Thunderhead Arrow mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1259s—Learned
2Lv 1258.9s+3%+1 chain · 3 chains
3Lv 2258.8s+6%Range +15% · range 11.5
4Lv 4248.7s+9%
5Lv 5208.6s+12%Cost −15%
6Lv 6208.5s+15%+1 chain · 4 chains
7Lv 8208.5s+18%Jolts Shock (30%) · Shocked 30% · 3s
8Lv 10208.4s+21%
9Lv 12198.3s+24%Shocks last 50% longer · Shocked 30% · 4.5s
10Lv 14138.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 5 chains

Rank 4: pick one

  • Forked Bolt +2 chains, damage −25%.
  • Heavy Arrow Damage +35%, −2 chains.

Rank 8: pick one

  • Static Charge Shock chance +25%.
  • Rapid Fire Cooldown −15%.

Rank 10, Mastered: Stormcaller: +1 chain.

Arrowstorm

Lv 17 Area piercing

Fire into the sky and keep firing: arrows rain on an area for seconds.

What it does for a new Ranger at level 17; in game the numbers follow your hero

  • Fills an area for 5 s: every foe in a 3.5-tile radius up to 7 tiles away takes 3–9 piercing damage every second.
  • Foes roll a Dexterity save against your DC 17: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Quarry (your payoff consumes it).
Type
Area
Cost
40
Cooldown
20s
Damage
2d6 + DEX mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Dexterity
Radius
3.5 tiles
Range
7 tiles
Lasts
5s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Arrowstorm mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14020s—Learned
2Lv 14019.8s+3%Radius +10% · radius 3.9
3Lv 23919.6s+6%Duration +15% · 5.8s
4Lv 43919.4s+9%
5Lv 53819.2s+12% +1d+1 damage die
6Lv 63219s+15% +1dCost −15%
7Lv 83218.8s+18% +1dRadius +10% · radius 4.2
8Lv 103118.6s+21% +1d
9Lv 123118.4s+24% +1dFoes caught are Marked (30%) · Marked 30% · 3s
10Lv 142018.2s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.9 · Marked 50% · 3s

Rank 4: pick one

  • Blanket Fire Radius +40%, damage −15%.
  • Heavy Rain Damage +35%, duration −25%: a shorter, deadlier storm.

Rank 8: pick one

  • Endless Quiver Duration +25%.
  • Fire Arrows Foes Burn (35%) instead of being Marked.

Rank 10, Mastered: The Sky Falls: radius +20% and Mark chance +20%.

Hunter skills

Steady Aim

Lv 3 Buff Hunter

Plant your feet and take the perfect shot.

What it does for a new Ranger at level 3; in game the numbers follow your hero

  • For 4 s, you gain +5 to hit and +10% crit chance.
Type
Buff
Cost
15
Cooldown
12s
Scales with
Dexterity
Duration
4s
Grants you
+5 to Hit, +10% Crit Chance
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Steady Aim mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 11512s—Learned
2Lv 11511.9s+3%Duration +15% · 4.6s
3Lv 21511.8s+6%Focus strength +10% · +5.5 to Hit, +11% Crit Chance
4Lv 41511.6s+9%
5Lv 51410.6s+12%Cooldown −8%
6Lv 61110.4s+15%Cost −20%
7Lv 81110.3s+18%Focus strength +10% · +6 to Hit, +12% Crit Chance
8Lv 101110.2s+21%
9Lv 121110.1s+24%Duration +10% · 5s
10Lv 14710s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +6.8 to Hit, +13.5% Crit Chance

Rank 4: pick one

  • Sniper's Patience Strength +30%, cooldown +15%.
  • Quick Draw Cooldown −15%.

Rank 8: pick one

  • Hunter's Trance Duration +25%.
  • Kill-Shot Focus You also become Hasted.

Rank 10, Mastered: Eye of the Hawk: focus strength +15%.

Beast Master skills

Summon Companion

Lv 3 Summon piercing Beast Master

Call your bonded beast to your side: your loyal wolf, a pouncing lynx, or a scarred grizzly that roars to take the hits. Choose the form in Hearthold; master the bond and the pack follows.

What it does for a new Ranger at level 3; in game the numbers follow your hero

  • Calls 1 Wolf Companion for 60 s.
  • It has 47 HP and hits for 2–15 piercing damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
40
Cooldown
30s
Damage
1d8 per summon hit piercing
Summons
1
Lasts
60s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Bonded Lynx

Bonded Lynx

Damage

A tufted hunting cat that waits for its moment, then pounces with a raking strike that bleeds.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.5× a plain summon
Attacks
every 1.4s
Moves
6.2 tiles/s
Reach
1.1 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Master passive
Lynx Eyes: +4% Crit Chance, +4% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Wolf Companion

Wolf Companion

Steady Default

Your bonded wolf: quick, loyal, always at your heel.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Pack Stride: +8% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Bonded Grizzly

Bonded Grizzly

Tank

A scarred old grizzly in a studded collar that rears up and roars to make the fight its own.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
4.2 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
slashing
Master passive
Hold Fast: +4% Move Speed, +5% Damage Reduction while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Summon Companion mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14030s—Learned
2Lv 14029.7s+3%Companion HP +20% · summon HP +20%
3Lv 23929.4s+6%Companion damage +10%
4Lv 43929.1s+9%
5Lv 53828.8s+12%+1 companion (the pack shares the kill: companions −10% damage) · 2 summons
6Lv 63828.5s+15%Companion HP +20% · summon HP +40%
7Lv 83028.2s+18%Cost −20%
8Lv 102927.9s+21%
9Lv 122924.6s+24%Cooldown −10% (faster to re-call the fallen)
10Lv 141824.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 3 summons

Rank 4: pick one

  • Pack Leader +1 companion; companions −25% HP and −10% damage.
  • Dire Beast Companions +50% HP and +15% damage.

Rank 8: pick one

  • Unbreakable Bond Companions +30% HP; cooldown −20%.
  • Alpha Companions +15% damage.

Rank 10, Mastered: Call of the Wild: +1 companion (companions −10% damage).

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Hunter

A ranger who specializes in bringing down a single, dangerous target.

Skills

Features

  1. Lv 3
    Colossus Slayer You strike hardest at the wounds you've already opened.
    • +5% Damage vs Elites
  2. Lv 7
    Escape the Horde Defensive Tactics: you slip free of grasping enemies with ease.
    • +5% Dodge
  3. Lv 11
    Horde Breaker Your shots punch through packs of enemies.
    • +12% Area Damage
  4. Lv 15
    Stand Against the Tide You weather what would break lesser hunters.
    • +8% Damage Reduction
  5. Lv 18
    Volley Master Your storm of arrows leaves nothing standing.
    • +10% Area Damage

Beast Master

A ranger bonded to a loyal companion that fights at their side.

Skills

Features

  1. Lv 3
    Companion's Bond The bond between you and your beast runs deep.
    • +15 Hit Points
  2. Lv 7
    Bestial Fury Your companion fights with redoubled ferocity.
    • +10% Damage
  3. Lv 11
    Share Spells Your wards extend to your companion.
    • +8% All Resistances
  4. Lv 15
    Superior Beast Your companion has grown into a true predator.
    • +30 Hit Points
    • +3% Damage per Hit
  5. Lv 18
    Storm of Claws and Fangs You and your companion strike as one relentless storm.
    • +8% Damage

Talents & roles

Rangers lean damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Ranger talents Party roles

Spellbook & mechanic

Draw and Quickdraw

Patience is a damage stat.

Hold to draw, let go to loose: a full draw hits harder and refunds its cost. Quickdraw looses fast shots, and Rain of the Hunt is a held channel under a moving sky.

Keystone: Open Sky · Chase legendary: Cloudbreaker Quiver

Rangers choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Ranger pages and variants How the Spellbook works

Ranger unique weapons

Thornwake Recurve Starter

Shortbow · Weapon · drops from level 5

  • +5–15% Damage
  • +2–6 Dexterity
  • +4–12% Attack Speed
  • +1 random affix

Through the Thicket. Your arrows pierce every foe in a 9-tile line, hitting each for 40–50% damage.

“Strung with a bramble that grew straight through a hunter and kept going.”

Skyreach Warbow

Longbow · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Dexterity
  • +5–15% Area Damage
  • +1 random affix

Called Rain. Every 4th arrow that lands calls a free Volley on its target at 115–135% damage.

Hunter's Rhythm. Focus no longer regenerates on its own: each basic hit gives 5 Focus and each kill 12.

“Its arrows go up. Eventually, a great many come down.”

The Patient Hunter

Crossbow · Weapon · drops from level 16

  • +8–24% Damage
  • +2–6 Dexterity
  • +8–30% Crit Damage
  • +1 random affix

Settle the Sights. Stand still for 1s to settle: +8–11% damage and your bolts pierce. Moving breaks it.

Mark the Quarry. Foes you Mark are also Vulnerable.

“It has never missed. It has also never been in a hurry.”

Farsight, the Chartbreaker ◈ DEEP

Longbow · Weapon · drops from level 20

  • +10–28% Damage
  • +3–8 Dexterity
  • +4–10% Crit Chance ⌃
  • +1 random affix

Edge of the Map. Every 10th basic hit fires a comet-lance that pierces 12 tiles for 440–520% weapon damage and Shocks for 3s.

Stormwake. Critical hits have a 30% chance to arc through 3 foes for 100–120% weapon damage.

Off the Chart. Casting a skill with a foe within 1.5 tiles blinks you 2.5–3.5 tiles away from it. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“Its first owner shot the edge off a map. The arrow is still going.”

Rangers are Skirmishers: they can also wear the 9 Skirmisher unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.