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Some situations call for a single shot, while others call for many more bullets.


This page covers the ability tree, and readers who want to learn more about the art of using firearms are best served accessing the Firearms section in the Combat page.

Marksmanship covers the use of all projectile weapons, from the humble throwing axe to a semi-automatic carbine. Most of the trees lean towards increasing damage and critical damage, potentially giving firearms the highest critical damage numbers available to them especially when augments come into play.

Dealing damage to enemies with firearms, hybrid weapon activations, and throwing weapons will increment Marksmanship. Leveling this skill does not give you more attacks per round. Your attacks per round are limited to the RPM ([bullet] rounds per minute) of your currently equipped firearm, so the only way to gain more attacks is to wield a firearm that has a high RPM.

All Marksmanship abilities to date are listed below:


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Straight Shooter

A passive ability tree that increases the damage you deal with ranged weapons.


Straight Shooter (I)

Prerequisites: Marksmanship (20)

Required For: Straight Shooter (II)

Your attacks with ranged weapons get +1 to damage.


Straight Shooter (II)

Prerequisites: Marksmanship (40), Straight Shooter (I)

Required For: Straight Shooter (III)

Your attacks with ranged weapons get +2 to damage.


Straight Shooter (III)

Prerequisites: Marksmanship (60), Straight Shooter (II)

Required For: Straight Shooter (IV)

Your attacks with ranged weapons get +3 to damage.


Straight Shooter (III)

Prerequisites: Marksmanship (80), Straight Shooter (III)

Required For: Straight Shooter (V)

Your attacks with ranged weapons get +4 to damage.


Straight Shooter (III)

Prerequisites: Marksmanship (100), Straight Shooter (IV)

Your attacks with ranged weapons get +5 to damage.


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Steady Aim

This passive ability tree increases the chance of critical hits. Later upgrades grant automatic free reloads, either when standing still or while moving.


Steady Aim (I)

Prerequisites: Marksmanship (5)

Required For: Steady Aim (II)

Your critical chance with ranged weapons is increased by 1%.


Steady Aim (II)

Prerequisites: Marksmanship (25), Steady Aim (I)

Required For: Loose Change (III), Run and Gun (III)

Your critical chance with ranged weapons is increased by 2%.


Loose Change


Loose Change (III)

Prerequisites: Marksmanship (45), Steady Aim (II)

Required For: Loose Change (IV)

Your critical chance with ranged weapons is increased by 3%. When you stand still you reload bullets at a rate of 10% of your weapon's rounds per minute.


Loose Change (IV)

Prerequisites: Marksmanship (65), Loose Change (III)

Required For: Loose Change (V)

Your critical chance with ranged weapons is increased by 4%. When you stand still you reload bullets at a rate of 15% of your weapon's rounds per minute.


Loose Change (V)

Prerequisites: Marksmanship (85), Loose Change (IV)

Your critical chance with ranged weapons is increased by 5%. When you stand still you reload bullets at a rate of 20% of your weapon's rounds per minute.


Run and Gun


Run and Gun (III)

Prerequisites: Marksmanship (45), Steady Aim (II)

Required For: Run and Gun (IV)

Your critical chance with ranged weapons is increased by 3%. When you run with a ranged weapon you reload bullets at a rate equal to twice your weapon's rounds per minute.


Run and Gun (IV)

Prerequisites: Marksmanship (65), Run and Gun (III)

Required For: Run and Gun (V)

Your critical chance with ranged weapons is increased by 4%. When you run with a ranged weapon you reload bullets at a rate equal to three times your weapon's rounds per minute.


Run and Gun (V)

Prerequisites: Marksmanship (85), Run and Gun (IV)

Your critical chance with ranged weapons is increased by 5%. When you run with a ranged weapon you reload bullets at a rate equal to four times your weapon's rounds per minute.

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Gunslinger

Reloading a firearm in the midst of a heated knife-fight is a risky affair at best, and this skill gives you a chance to evade attacks of opportunity generated when reloading. This tree branches to give the final bullet in your chamber more power, or to let you automatically make an attack towards an enemy once you have finished reloading.


Gunslinger(I)

Prerequisites: Marksmanship (1)

Required For: Gunslinger (II)

You gain +1 Dodge against attacks of opportunity threatened by reloading a weapon in combat.


Gunslinger (II)

Prerequisites: Marksmanship (20), Gunslinger (I)

Required For: Magic Bullet (III), Quick on the Draw (III)

You gain +2 Dodge against attacks of opportunity threatened by reloading a weapon in combat.


Magic Bullet


Magic Bullet (III)

Prerequisites: Marksmanship (40), Gunslinger (II)

Required For: Magic Bullet (IV)

You gain +3 Dodge against attacks of opportunity threatened by reloading a weapon in combat. When you fire the last bullet in a ranged weapon it deals +4 damage and deals an additional 50% critical damage. These bonuses are increased by 50% if the target is within 10 feet. To be eligible for this bonus the weapon must be fired from a fully loaded state.


Magic Bullet (IV)

Prerequisites: Marksmanship (60), Magic Bullet (III)

Required For: Magic Bullet (V)

You gain +4 Dodge against attacks of opportunity threatened by reloading a weapon in combat. When you fire the last bullet in a ranged weapon it deals +6 damage and deals an additional 100% critical damage. These bonuses are increased by 50% if the target is within 10 feet. To be eligible for this bonus the weapon must be fired from a fully loaded state.


Magic Bullet (V)

Prerequisites: Marksmanship (80), Magic Bullet (IV)

You gain +5 Dodge against attacks of opportunity threatened by reloading a weapon in combat. When you fire the last bullet in a ranged weapon it deals +8 damage and deals an additional 150% critical damage. These bonuses are increased by 50% if the target is within 10 feet. To be eligible for this bonus the weapon must be fired from a fully loaded state.


Quick on the Draw


Quick on the Draw (III)

Prerequisites: Marksmanship (40), Gunslinger (II)

Required For: Quick on the Draw (IV)

You gain +3 Dodge against attacks of opportunity threatened by reloading a weapon in combat. If you reload a ranged weapon while targeting a hostile creature you make an automatic attack at -2 to-hit against that creature. You fire one bullet for every 30 points of RPM from your weapon. You take a -2 attack penalty if your weapon has only 20 RPM and a -4 attack penalty if your weapon has only 10 RPM.


Quick on the Draw (IV)

Prerequisites: Marksmanship (60), Quick on the Draw (III)

Required For: Quick on the Draw (V)

You gain +4 Dodge against attacks of opportunity threatened by reloading a weapon in combat. If you reload a ranged weapon while targeting a hostile creature you make an automatic attack at -1 to-hit against that creature. You fire one bullet for every 30 points of RPM from your weapon. You take a -2 attack penalty if your weapon has only 20 RPM and a -4 attack penalty if your weapon has only 10 RPM.


Quick on the Draw (V)

Prerequisites: Marksmanship (80), Quick on the Draw (IV)

You gain +5 Dodge against attacks of opportunity threatened by reloading a weapon in combat. If you reload a ranged weapon while targeting a hostile creature you make an automatic attack against that creature. You fire one bullet for every 30 points of RPM from your weapon. You take a -2 attack penalty if your weapon has only 20 RPM and a -4 attack penalty if your weapon has only 10 RPM.

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Hail of Bullets

When you really need to ruin a group of enemies, this is the skill to go. Best used with weapons with a high rate of fire. Branch to make your bullet stream more accurate, or to widen the spread to hit more enemies.


Hail of Bullets (I)

Prerequisites: Marksmanship (15)

Stamina Cost: 20

Required For: Hail of Bullets (II)

As a full-round action you unload your clip at a group of enemies contained in a 5 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at -2, while successive shots against individual targets take incremental -5 penalties.


Hail of Bullets (II)

Prerequisites: Marksmanship (35)

Stamina Cost: 25

Required For: Volley of Bullets (III), Swarm of Bullets (III)

As a full-round action you unload your clip at a group of enemies contained in a 5 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at -1, while successive shots against individual targets take incremental -5 penalties.


Volley of Bullets


Volley of Bullets (III)

Prerequisites: Marksmanship (55), Hail of Bullets (II)

Stamina Cost: 30

Required For: Volley of Bullets (IV)

As a full-round action you unload your clip at a group of enemies contained in a 5 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at your standard attack bonus, while successive shots against individual targets take incremental -5 penalties.


Volley of Bullets (IV)

Prerequisites: Marksmanship (75), Volley of Bullets (III)

Stamina Cost: 35

Cooldown: seconds

Required For: Let the Bullets Fly (V), Dance (V)

As a full-round action you unload your clip at a group of enemies contained in a 5 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at your standard attack bonus, while successive shots against individual targets take incremental -4 penalties.


Let the Bullets Fly (V)

Prerequisites: Marksmanship (95), Volley of Bullets (IV)

Stamina Cost: 45

As a full-round action you unload your clip at a group of enemies contained in a 5 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at your standard attack bonus, while successive shots against individual targets take incremental -3 penalties.


Dance (V)

Prerequisites: Marksmanship (95), Volley of Bullets (IV)

Stamina Cost: 50

As a full-round action you unload your clip at a group of enemies contained in a 5 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at your standard attack bonus, while successive shots against individual targets take incremental -4 penalties. Each bullet inflicts a -5% movement speed reduction that lasts 2 rounds.


Swarm of Bullets


Swarm of Bullets (III)

Prerequisites: Marksmanship (55), Hail of Bullets (II)

Stamina Cost: 30

Required For: Swarm of Bullets (IV)

As a full-round action you unload your clip at a group of enemies contained in a 10 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at -1, while successive shots against individual targets take incremental -5 penalties.


Swarm of Bullets (IV)

Prerequisites: Marksmanship (75), Swarm of Bullets (III)

Stamina Cost: 40

Required For: Outlaw's Gambit (V), Death from Above (V)

As a full-round action you unload your clip at a group of enemies contained in a 15 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at -1, while successive shots against individual targets take incremental -5 penalties.


Outlaw's Gambit (V)

Prerequisites: Marksmanship (95), Swarm of Bullets (IV)

Stamina Cost: 45

As a full-round action you empty your clip at every enemy in sight. Each foe can be targeted by one bullet per 30 points of RPM, with a minimum of 1.


Death from Above (V)

Prerequisites: Marksmanship (95), Swarm of Bullets (IV)

Stamina Cost: 40

As a full-round action you unload your clip at a group of enemies contained in a 15 foot radius. Weapons with 10 RPM can shoot at most one bullet per target and three total. Weapons with 20 RPM can shoot at most two bullets per target and six total. Weapons with 30 RPM or higher can shoot two bullets per target, plus one per every 30 points of RPM, and can shoot as many bullets as there are left in the magazine. Your first shots are made at -1, while successive shots against individual targets take incremental -5 penalties. Attacks made against targets below you get +1 damage for every 5 feet of height difference and +1 attack for every 10 feet, to a maximum of +10 damage and +5 attack.


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Crippling Shot

Debilitate an enemy with a single, well-placed shot. Branch to deal wounding damage as opposed to slowing them, or further increase the potency of your called shot.


Crippling Shot (I)

Prerequisites: Marksmanship (10)

Stamina Cost: 25

Required For: Crippling Shot (II)

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target is slowed by 20% and suffers a -1 penalty to attacks for 12 seconds, with a wounding resistance check to halve the effect magnitude and duration.


Crippling Shot (II)

Prerequisites: Marksmanship (30), Crippling Shot (I)

Stamina Cost: 30

Required For: Wounding Shot (III), Slowing Shot (III)

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target is slowed by 30% and suffers a -2 penalty to attacks for 12 seconds, with a wounding resistance check to halve the effect magnitude and duration.


Wounding Shot


Wounding Shot (III)

Prerequisites: Marksmanship (50), Crippling Shot (II)

Stamina Cost: 30

Required For: Wounding Shot (IV)

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target takes 10 points of wounding damage.


Wounding Shot (IV)

Prerequisites: Marksmanship (70), Wounding Shot (III)

Stamina Cost: 35

Required For: Lacerating Shot (V), Vexing Shot (V)

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target takes 15 points of wounding damage.


Lacerating Shot (V)

Prerequisites: Marksmanship (90), Wounding Shot (IV)

Stamina Cost: 40

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target takes 20 points of wounding damage.


Vexing Shot (V)

Prerequisites: Marksmanship (90), Wounding Shot (IV)

Stamina Cost: 45

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits any cumulative wounding, acid, or fire damage on the target is increased by 20%.


Slowing Shot


Slowing Shot (III)

Prerequisites: Marksmanship (50), Crippling Shot (II)

Stamina Cost: 40

Required For: Slowing Shot (IV)

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target is slowed and suffers a -2 penalty to attacks for 12 seconds, with a wounding resistance check to halve the duration, halve the attack penalty, and reduce the slowing effect to a 25% movement speed decrease.


Slowing Shot (IV)

Prerequisites: Marksmanship (70), Slowing Shot (III)

Stamina Cost: 40

Required For: Hindering Shot (V), Pinning Shot (V)

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target is slowed and suffers a -4 penalty to attacks for 12 seconds, with a wounding resistance check to halve the duration, halve the attack penalty, and reduce the slowing effect to a 25% movement speed decrease.


Hindering Shot (V)

Prerequisites: Marksmanship (90), Slowing Shot (IV)

Stamina Cost: 50

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target is slowed and suffers a -4 penalty to attacks for 18 seconds, with a wounding resistance check to halve the duration, halve the attack penalty, and reduce the slowing effect to a 25% movement speed decrease.


Pinning Shot (V)

Prerequisites: Marksmanship (90), Slowing Shot (IV)

Stamina Cost: 50

As a full-round action you make a single ranged attack, dealing 10-25 damage, +1 for every 10 levels in Marksmanship. If the attack hits the target is immobilized and suffers a -4 penalty to attacks for 6 seconds. If the target passes a wounding resistance check the effect is reduced to slowing and -2 to attacks.



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