Ranged

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Ranged

There are two bow types that players can choose from: swiftbows and crossbows. Crossbows are perfect for long range attacks given their higher projectile speed alongside being accurate while standing still. This is offset by its slower firing speed and no base recovery chance compared to swiftbows. Swiftbows have the potential to rival the DPS of most weapons due to their fast firing speed and high recovery chance. They lack the high projectile speed that crossbows have and generally have poor accuracy.

Bows use arrows to fire, so you need to manage your resources to use a bow. Arrows can be replenished from dungeon shops, chests, or through the use of quivers. Arrows also have a recovery chance depending on which bow you're using and armor you're wearing (See Ranged Armor below).

Name Damage/Firing Rate Base Recovery Chance Alternate Firing DMG Cost
Novice Bow 25 DMG, 0.55s per shot 0% None 75 gold
Hunter's Swiftbow 30 DMG, 0.55s per shot 10% 30 DMG per projectile, 8s cooldown 500 gold
Hunter's Crossbow 120 DMG, 1.15s per shot 0% 30 DMG per projectile * 3 projectiles, 8s cooldown 500 gold
Ranger's Swiftbow 35 DMG, 0.3s per shot 20% 35 DMG per projectile, 7s cooldown 4000 gold
Ranger's Crossbow 160 DMG, 1.15s per shot 0% 40 DMG per projectile * 3 projectiles, 7s cooldown 4000 gold
Elvish Swiftbow 40 DMG, 0.2s per shot 30% 40 DMG per projectile, 6s cooldown 12000 gold
Dwarven Crossbow 200 DMG, 1.15s per shot 0% 50 DMG per projectile * 5 projectiles, 6s cooldown 12000 gold
Crystal Bow 65 DMG, 0.4s per shot 30% 120 DMG per projectile * 3 projectiles, uses 20% special and 150 mana 25000 gold
Sayonara Bow 40 DMG per projectile * 3 projectiles, 0.57s per shot 10% 40 DMG per projectile (?) * 3 projectiles, uses 30% special 25000 gold

All bows have a special attack feature alongside their basic attack. Unlike Legendaries, they don't tap into one's "special attack gauge" but rely on a cooldown between uses. Swiftbows will rapidly fire several arrows, whereas crossbows will instantly shoot out several arrows in a fanning formation. The crystal bow has a multiplier for arrow modifiers, while the sayonara bow will be able to fire off three arrow modifiers at once for the cost of one. Using one's special attack doesn't use up arrows, but requires for ranger-type armor to be equipped.

Arrow Modifiers

Rangers have select amount of items that they can use to apply unique effects to their arrows. The amount of arrows that are affected can be increased through the usage of Ranger-class armor.

Name Effect Cost
Paralysis Toxin Applies a stacking slowing effect to the user's arrows. Each arrow applies a 80% reduction in the affected's movement speed. 800 gold
Poison Applies a poison effect to the user's arrows. Each arrow applies two poison stacks to the affected. 1000 gold
Fire Crystal Applies a fire effect to the user's arrows. Each arrow applies a few seconds of fire DMG to the affected. 6000 gold
Thermite Shrapnel Turns the user's arrows into burning shrapnel. Each shot is now split into seven arrows, which fires in a shotgun-esque fashion. 9000 gold
Poison Fang An amplified version of the normal Poison Bottle. Now deals 4 poison per arrow. 12000 gold*

*Crafted

Ranged Armor

Can be bought at spawn from the armor shop. An uncommon drop from bosses is the Poacher Armor and the Hunter Armor.

Name Gold Cost Positives Negatives
Poacher Armor 600 Increases Arrow Storage by 20

Increases Arrow Recovery chance by 10%

Increases Arrow modifiers by 3

Decreases damage taken by 10%

Decreases Mana Regen by 20%

Decreases Spell Damage by 15%

Hunter Armor 1500 Increases Arrow Storage by 35

Increases Arrow Recovery chance by 20%

Increases Arrow modifiers by 6

Decreases damage taken by 15%

Decreases Mana Regen by 15%

Decreases Spell Damage by 10%

Ranger Armor 20000 Increases Arrow Storage by 50

Increases Arrow Recovery Chance by 30%

Increases Arrow modifiers by 9

Decreases damage taken by 20%

Decreases Mana Regen by 10%

Decreases Spell Damage by 5%