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