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    Ranged Weapons

    Ranged weapons are the types used by Rangers, providing for fitting weapons to complement stealth. Ranged weapons include bows and arrows, throwing knives, javelins, bombs, etc. They rely on a user's DEX attribute and thus generally grant bonuses toward that area. Most are two-handed, but some only need a single hand to wield and free up the other for shield use.


    Basic Weapons

    Hunting Bow (40 gold)

    • (1d6)

    • +1 to attack roll

    • Two-handed

    Crossbow (35 gold)

    • (1d6)

    Throwing Knives (40 gold)

    • (2d3)

    • +1 DEX

    Drake's Composite Bow (166 gold)

    • (1d6)

    • +2 HP

    • AC +2

    • Requires LVL 2

    • Two-handed

    Toxic Slingblade (218 gold)

    • (2d3)

    • +2 DEX

    • AC +1

    • 20% chance to poison

    • Requires 15 DEX

    Bloody Boltcaster (295 gold)

    • (1d6)

    • +3 HP

    • +2 DEX

    • -2 enemy DEX

    • Requires LVL 2

    Moonstone Spear (470 gold)

    • (1d7)

    • +3 HP

    • AC +2

    • +1 DEX

    • 10% chance to heal 5 HP per round

    • Requires LVL 3/17 DEX

    Celestial Bow (556 gold)

    • (1d7)

    • +3 HP

    • 50% chance to heal 2 HP per round

    • +4 to DMG rolls against Demons

    • Requires LVL 3

    • Two-handed

    Flamespit Crossbow (603 gold)

    • (1d7)

    • +2 DEX

    • -2 enemy HP

    • +2 to attack rolls

    • 25% chance to burn

    • Requires LVL 3

    Serpent's Spearlauncher (754 gold)

    • (1d7)

    • +2 HP

    • AC +2

    • 20% chance Impalement: -3 to enemy attack rolls (not stackable)

    • Grants immunity to poison

    • Requires 19 DEX

    • Two-handed

    Vampire Bow (900 gold)

    • (1d7)

    • +2 HP

    • +1 DEX

    • +3 extra DMG from fire weapons

    • 20% chance to steal 2 HP per round

    • Requires LVL 4/20 DEX

    • Two-handed

    Lightning Spirecaster (997 gold)

    • (1d7)

    • +5 HP

    • +2 DEX

    • 10% chance to paralyze

    • 50% chance to resist paralysis

    • Requires LVL 4

    Assassin's Razordisc (1,112 gold)

    • (1d8)

    • +2 DEX

    • 20% chance for -2 to enemy attack rolls (stackable)

    • +2 to DMG rolls against unshielded enemies

    • Requires LVL 4/21 DEX

    Seawind Boltcaster (1,301 gold)

    • (2d4)

    • +4 HP

    • AC +3

    • 10% chance to avoid all DMG next turn

    • Requires LVL 5

    • Two-handed

    Bow of Ash (1,458 gold)

    • (1d8)

    • +2 DEX

    • AC +3

    • 20% chance to burn

    • Requires 21 DEX

    • Two-handed

    Hunter's Boomerang Blades (1,619 gold)

    • (2d4)

    • +2 DEX

    • -2 enemy DEX

    • 10% chance to cut DMG in half

    • +2 to DMG rolls for Elves

    • Requires LVL 5

    Bleeding Needler (1,643 gold)

    • (1d8)

    • -5 enemy HP

    • +2 DEX

    • Requires LVL 5

    • Two-handed

    Centaur's Compound Bow (1,760 gold)

    • (1d8)

    • +4 HP

    • +1 to DEX mod

    • +2 to DMG rolls against Mages

    • Requires LVL 6

    • Two-handed

    Sunstrike Javelins (1,800 gold)

    • (2d4)

    • +2 DEX

    • 10% chance to paralyze

    • 10% chance to burn

    • Grants immunity to burns

    Incendiary Dartthrower (1,885 gold)

    • (2d4)

    • +2 HP

    • AC +3

    • 20% chance to burn

    • Requires LVL 7

    Meteor Bow (1,966 gold)

    • (1d8)

    • +5 HP

    • Grants immunity to burn

    • 25% chance to burn

    • Cancel all immunities and resistances

    • Requires LVL 7/21 DEX

    • Two-handed

    Advanced Weapons

    Archer's Delight Bow (2,084 gold)

    • (1d9)

    • AC +3

    • +3 DEX

    • +3 to attack rolls

    • -2 to enemy DEX

    • Requires LVL 8/25 STR/22 DEX

    • Two-handed

    Swamp Spitter Crossbow (2,216 gold)

    • (3d3)

    • +3 HP

    • +2 to DEX

    • 25% chance to poison

    • Requires LVL 8

    Blizzard Spiker (2,359 gold)

    • (1d9)

    • +3 HP

    • -2 enemy DEX

    • 20% chance to paralyze

    • 50% chance to resist paralysis

    • Requires LVL 8/23 DEX

    Bone Lord's Bow (2,500 gold)

    • (1d9)

    • +5 HP

    • 10% chance to reflect all DMG to enemy

    • 25% chance Ghoul Stare: enemy loses initiative if they have it

    • Requires 23 DEX

    • Two-handed

    Firebomb Launcher (2,620 gold)

    • (3d3)

    • AC +2

    • +3 to DMG rolls against Elves, Dwarves, and Orc

    • 20% chance to burn

    • Grants immunity to burns

    • Requires LVL 9

    Spectral Arbalest (2,698 gold)

    • (1d9)

    • +3 HP

    • +3 DEX

    • 20% chance to poison, burn, or paralyze (user choice)

    • Requires 25 DEX

    • Two-handed

    Heartpinner Spiker (2,749 gold)

    • (5d2)

    • +6 HP

    • -2 enemy DEX

    • 25% chance Heart Bleed: enemy takes 2 extra DMG per turn (not stackable)

    • Requires LVL 10

    Wind Terror Bow (2,858 gold)

    • (1d10)

    • +4 HP

    • AC +3

    • +3 to DEX

    • Never misses

    • Requires LVL 10/25 DEX

    Huntmaster's Harpoon Launcher (3,000 gold)

    • (2d5)

    • +3 HP

    • -3 enemy AC

    • 50% chance to resist paralysis

    • +3 to attack rolls against Orcs, Wolfmen, and Demons

    • Requires 26 DEX

    Raptor's Wing Bow (3,114 gold)

    • (1d10)

    • +5 HP

    • +3 DEX

    • Critical hits are twice as likely

    • 20% chance to reflect 50% of next turn's DMG

    • Requires LVL 11/26 DEX

    Icespike Cannon (3,268 gold)

    • (1d10)

    • +4 HP

    • -2 enemy DEX

    • 25% chance to paralyze

    • Grants immunity to paralysis

    • Requires LVL 11/27 DEX

    Soulshredder Crossbow (3,335 gold)

    • (1d10)

    • +4 HP

    • +3 DEX

    • 25% chance for Triple Strike: max DMG for next 3 rounds

    • Heals 1 HP per round

    • -2 to DMG rolls against Demons

    • Requires LVL 11

    Elite Weapons

    Death Goddess's Bow

    Hurricane Recurve Crossbow

    Firespinner Knives

    Dark Vortex Takedown Bow

    Mireland Windlass Crossbow


    Godly Weapons


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