Mastery 10
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Swifter Shot
Quick Shot's Speed buff is increased to 50%, up from 30%, and lasts 1 turn longer.
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Replenishing Aim
When Aimed Shot critically strikes, your quiver gains 1 additional random arrow.
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Splintering Shot
Shatter Shot lasts 1 turn longer and increases the enemy's cooldowns by 2 instead of 1 on its last turn.
Mastery 20
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Energized Arrows
Once per combat, your first energy skill that spends arrows refunds 1 energy for each arrow spent.
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Archery Mastery
Every arrow spent by your skills improves your damage done by 1%.
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Deadeye
Every time one of your shots or debuffs critically strikes, it improves your critical chance by 2%.
Mastery 30
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Overcharged Shot
Charged Shot now fires 3 arrows instead of 2, but each arrow deals 20% less damage.
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Piercing Cut
Slicing Shot now ignores all enemy defense, up from half, and its debuff also lowers enemy damage done by 30% while active.
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Controlled Shot
Sniper Shot halves your current life instead of reducing it to 1.
Mastery 40
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Arrow Armor
You take 3% less damage for each arrow in your quiver, up to 24%.
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Reinforced Leather
All damage taken is reduced by 12%.
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Scaled Armor
All damage taken is reduced by 8%, and damage from debuffs is reduced by an additional 8%.
Mastery 50
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Quick Recovery
After Volley Shots consumes Focus, it goes on cooldown for only 1 turn instead of 2.
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Blood Snare
Blood Trap lasts 3 turns instead of 1, and its healing effect lasts 6 turns instead of 3. It no longer stuns when triggered by a debuff, but if it lasts until its final turn, it automatically triggers and stuns the enemy.
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Volatile Mine
Landmine Trap lasts 3 turns instead of 1, and Explosion lasts 6 turns instead of 3. It no longer stuns when triggered by a buff, but if it lasts until its final turn, it automatically triggers and stuns the enemy.
Mastery 60
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Deadly Venom
The first poison applied by Poison Arrows now lasts for 5 turns, up from 3.
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Deep Freeze
Ice Arrows now have a 100% chance to stun, but Frost Recovery on the enemy lasts 3 turns instead of 1.
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Smothering Flames
Fire Arrows also reduce the enemy's healing done by 10% per Fire arrow hit.
Mastery 70
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War Boar
At the start of combat, you summon a War Boar for 10 turns. Each turn, it deals 30 unmitigated damage to the enemy and then reduces their defense by 1%.
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Dire Wolf
At the start of combat, you summon a Dire Wolf for 10 turns. Each turn, it deals 20 unmitigated damage to the enemy and heals you for 20.
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Iron Crab
At the start of combat, you summon an Iron Crab for 10 turns. Each turn, it deals 30 unmitigated damage to the enemy and then increases your defense by 1%.
Mastery 80
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Full Drain
Draining Shot's damage over time heals you for 100% of the damage done, up from 60%.
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Enchanted Trap
Enhancing Trap lasts 1 turn longer and also increases your critical damage, in addition to damage done and healing done.
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Heavy Tar
Sticky Trap now also reduces the enemy's Speed by 10 when used, and its damage per enemy energy spent is increased by 50%.
Mastery 90
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Loaded Start
You start each combat with 8 special arrows instead of Common arrows, in this order: Poison, Ice, Fire, Holy, Poison, Ice, Fire, Holy.
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Special Reload
Your normal reload now loads 8 special arrows instead of 5 common arrows, in this order: Poison, Ice, Fire, Holy, Poison, Ice, Fire, Holy.
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Full Reload
Poison Arrows, Ice Arrows, Fire Arrows, and Holy Arrows now recharge your quiver to 8 arrows, up from 5 or 6.
Mastery 100
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Blessed Arrows
Holy Arrows healing is increased by 50%, and you take 10% less damage while holding at least 1 Holy arrow.
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Dodge
Once every 5 turns, the first damage from an enemy is reduced to 0.
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Beast Within
While below 20% life, you take 50% less damage.