Ranged Weapons are used to deal damage to the enemy at a distance.

Each type of Ranged Weapon uses ammo from designated ammo source:

  • Throwing Weapons bundles have 5 projectiles (6 for Bolas).
  • Bows use ammo from equipped quiver of arrows.
  • Crossbows and Handgonnes equipped in active weapon slots at the start of a battle are pre-loaded. Later, Crossbows and Handgonnes respectively require equipped quiver of bolts or gunpowder bag for reload.

Projectile bundles of Throwing Weapons, ammo for quivers and gunpowder bags are automatically refilled after combat from global ammo stockpile.

Multiple quivers or gunpowder bags can easily be carried into battle as they have no fatigue penalty.

Slings use stones and, thus, have infinite ammo source. Slings don't require any bags or quivers as well.

Mastery Perks give different bonuses to certain Ranged Weapons.


Throwing Weapons[edit | edit source]

Regular Throwing Weapon bundles have a maximum of 5 shots (6 for Bolas). Named Throwing bundles may have more. Those shots are also called "ammo" and each is equivalent to 3 pieces of Ammunition.

Throwing Weapons have greater range than their initial range if you are throwing downhill.

Throwing Mastery perk grants these bonuses:

  • Fatigue build-up is reduced by 25%, e.g.: 15 -> 12; 20 -> 15 (Flasks and Pots); 25 -> 19 (Throwing Nets);
  • Damage is increased by 40% when attacking at 2 tiles of distance;
  • Damage is increased by 20% when attacking at 3 tiles of distance.

Skills

Icon Name AP Fatigue Description
Throw Bola.png
Throw Bola 4 15 +20% chance to hit, -10% chance to hit per tile of distance past 2, 40% Direct Damage
Throw Javelin.png
Throw Javelin 4 15 +20% chance to hit, -10% chance to hit per tile of distance past 2, 45% Direct Damage
Throw Axe.png
Throw Axe 4 15 +20% chance to hit, -10% chance to hit per tile of distance past 2, +5% chance to hit the head, 30% Direct Damage
Active 138.png
Throw Spear 4 15 +20% chance to hit, -10% chance to hit per tile of distance past 2, has 100% chance to hit the shield for 26 dmg, 45% Direct Damage
Active 12.png
Sling Stone 4 15 Target becomes Dazed.png dazed on a hit to the head, -5% chance to hit for each tile of distance, 35% Direct Damage

Details

Name Worth Damage Ignores Armor Vs. Armor Range Chance to hit Max. Fatigue Skills
Bundle of Spiked Bolas
Goblin weapon 07.png
200 20-35 40% 70% 4 ±0 -3
Throw Bola.png
Bundle of Crude Javelins
Orc javelins 140x70.png
150 30-40 45% 70% 4 ±0 -8
Throw Javelin.png
Bundle of Javelins
Javelins 01.png
200 30-45 45% 75% 4 ±0 -6
Throw Javelin.png
Bundle of Heavy Javelins
Javelins heavy 01.png
300 35-50 45% 80% 4 -5% -8
Throw Javelin.png
Bundle of Throwing Axes
Throwing axes 01.png
200 25-40 25% 110% 4 ±0 -4
Throw Axe.png
Bundle of Heavy Throwing Axes
Throwing axes heavy 01.png
300 30-50 25% 115% 4 -5% -6
Throw Axe.png
Throwing Spear
Throwing spear.png
80 45-70 45% 110% 4 ±0 -6
Active 138.png
Staff Sling
Sling 01.png
150 25-40 35% 50% 6 ±0 -4
Active 12.png
Nomad Sling
Warriors sling 01.png
300 35-50 35% 60% 6 ±0 -6
Active 12.png

Other Throwing Weapons[edit | edit source]

These throwable items are held in the offhand (instead of a shield) and have special usage. These are single-use items and cannot be refilled after use (consumable).

Name Worth Range Usage Max. Fatigue
Throwing Net
Inventory throwing net.png
50 3 Will root a target in place, reduce their defenses and initiative. -2
Reinforced Throwing Net
Reinforced throwing net.png
150 3 Will root a target in place, reduce their defenses and initiative. Requires higher Melee Skill value to remove. -2
Acid Flask
Acid flask 01 70x70.png
400 3 Reduces the target's armor by 20% each turn for 3 turns. Has a 33% chance to hit bystanders at the same or lower height level as well. 0
Flask of Blessed Water
Holy water 01.png
100 3 Deals 20 HP damage (every turn) to any undead for 3 turns, 100% of damage ignores armor. Has a 33% chance to hit bystanders at the same or lower height level as well. 0
Fire Pot
Fire pot 01 70x70.png
600 3 Anyone ending their turn inside the burning area will catch fire and take damage - friend and foe alike. 0
Smoke Pot
Smoke bomb 01 70x70.png
400 3 Covers 7 tiles in smoke for one round, allowing anyone inside to move freely and ignore zones of control. 0
Flash Pot
Daze bomb 01 70x70.png
500 3 Will give up to 7 targets the Dazed status effect for 2 turns. 0


Bows[edit | edit source]

Bows use ammo from an equipped arrow quiver. One quiver can hold a maximum of 10 ammo (14 for crafted quiver). Every mercenary can carry 1 quiver in a special item slot, and, just like a regular item, it can be dropped on the ground. Ammo for quivers is automatically refilled after combat from your global ammo stockpile.

Bows' range is affected by height level difference between archer and its target. Shooting downhill increases range by 1 for each height level above target; opposite effect is applied for uphill shooting. Also see Vision.

With Bow Mastery perk:

  • View range and maximum firing range with bows is increased by 1.
  • Bow skills require 25% lessFatigue.

Skills

Icon Name AP Fatigue Description
Quick Shot.png
Quick Shot 4 15 +0% chance to hit, -4% chance to hit per tile of distance, 35% Direct Damage
BowSkillAimedShot.png
Aimed Shot 8 25 +10% chance to hit, -2% chance to hit per tile of distance, +10% damage, 40% Direct Damage

Details

Name Worth Damage Ignores Armor Vs. Armor Range Durability Max. Fatigue Skills
Wonky Bow
Bow 04.png
100 30-50 35% 50% 7 48 -6
Quick Shot.png
BowSkillAimedShot.png
Boondock Bow
Bow goblin 01.png
250 25-40 35% 55% 6 52 -3
Quick Shot.png
BowSkillAimedShot.png
Short Bow
Bow 02.png
200 30-50 35% 50% 7 60 -4
Quick Shot.png
BowSkillAimedShot.png
Reinforced Boondock Bow
Bow goblin 02.png
500 30-50 35% 60% 7 62 -4
Quick Shot.png
BowSkillAimedShot.png
Composite Bow
Composite bow 01.png
400 40-55 35% 70% 6 80 -6
Quick Shot.png
BowSkillAimedShot.png
Hunting Bow
Bow 01.png
600 40-60 35% 55% 7 80 -6
Quick Shot.png
BowSkillAimedShot.png
War Bow
War Bow 01.png
2900 50-70 35% 60% 7 100 -6
Quick Shot.png
BowSkillAimedShot.png
Masterwork Bow
(via event)
Bow 03.png
3500 50-75 35% 65% 7 110 -6
Quick Shot.png
BowSkillAimedShot.png


Crossbows[edit | edit source]

Crossbows use ammo from an equipped bolt quiver. One quiver can hold a maximum of 10 ammo (14 for crafted quiver). Every mercenary can carry 1 quiver in a special item slot, and, just like a regular item, it can be dropped on the ground. Ammo for quivers is automatically refilled after combat from your global ammo stockpile.

Crossbows' range is affected by height level difference between crossbowman and its target. Shooting downhill increases range by 1 for each height level above target; opposite effect is applied for uphill shooting. Also see Vision.

Crossbows:

  • require 3 AP to shoot and 4 AP to reload;
  • cannot be reloaded while engaged in melee, but can be shot;
  • are automatically loaded at the start of each battle if equipped (carried in hands).

With Crossbow and Firearms Mastery perk:

  • Crossbows inflict +20% Direct Damage.
  • Crossbow skills require 25% lessFatigue.

Skills

Icon Name AP Fatigue Description
Shoot Bolt.png
Shoot Bolt 3 5 +15% chance to hit, -3% chance to hit per tile of distance, 50% Direct Damage
CrossbowShootHeavyBolt.png
Shoot Heavy Bolt 3 5 +10% chance to hit, -3% chance to hit per tile of distance, will knock the target back on hit, 50% Direct Damage
CrossbowSkillReload.png
Reload 4 20 Reloads the crossbow

Details

Name Worth Damage Ignores Armor Vs. Armor Range Durability Max. Fatigue Skills
Light Crossbow
Light Crossbow 01.png
300 30-50 50% 60% 6 40 -6
Shoot Bolt.png
CrossbowSkillReload.png
Crossbow
Crossbow 01.png
750 40-60 50% 70% 6 48 -8
Shoot Bolt.png
CrossbowSkillReload.png
Heavy Crossbow
Crossbow 03.png
3200 50-70 50% 75% 6 64 -12
Shoot Bolt.png
CrossbowSkillReload.png
Spiked Impaler
Crossbow goblin 01.png
2000 50-70 50% 75% 6 72 -10
CrossbowShootHeavyBolt.png
CrossbowSkillReload.png


Firearms[edit | edit source]

Crossbow and Firearms Mastery perk reduces Reload Handgonne AP cost to 6.


Skills

Icon Name AP Fatigue Description
Active 203.png
Fire Handgonne 3 5 +10% chance to hit, -10% chance to hit per tile of distance, chance is unaffected by objects or characters in the line of fire, can hit 5 tiles behind the target, 25% Direct Damage
Active 204.png
Reload Handgonne 9 20 Reloads the Handgonne

Details

Name Worth Damage Ignores Armor Vs. Armor Range Durability Max. Fatigue Skills
Handgonne
Handgonne 01.png
3000 35-75 25% 100% 2 60 -12
Active 203.png
Active 204.png
Ranged Weapons
Throwing Weapons  • Bows  • Crossbows
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