Thrown Weapons
Trained by hurling knives and javelins.
Damage Projectile
Discovered byThe first time you hit with a thrown.
Trained byHit with a thrown; cast a thrown spell.
Levels1 to 100
A starting skill ofCutthroat
What each level is worth
- thrown damage: 0.5 per level, up to 50
- max stamina: 0.4 per level, up to 30
Abilities
| Ability | From level | Costs | Does |
|---|---|---|---|
| Quick Throw | 1 | 1 s cooldown, your weapon | Damage Damage 0 (+0.2 a level) |
| Precision Throw | 5 | 8 s cooldown, your weapon | Damage Damage 2 (+1 a level) |
| Fan Throw | 8 | 9 s cooldown, your weapon | Damage Damage 1.5 (+0.5 a level) |
| Smoke Bomb | 10 | 40 s cooldown | |
| Crippling Throw | 12 | 10 s cooldown, your weapon | Damage Damage 1.5 (+0.6 a level); Slow 30 for 3 s |
| Throat Shot | 20 | 18 s cooldown, your weapon | Damage Damage 2 (+0.8 a level); Silence 0 for 2 s |
Evolution branches
Each counts one way of using the skill; at its milestones you evolve, hold or sacrifice.
Throwing Hand
250Steady Breath: each finished job restores 22.5% of your stamina
1000Marksman's Rhythm: +6% damage for each kill in a row without being hurt, up to +30% (combines as Area)
3000Never Waste a Shot: 22.5% chance to keep the ammunition of a shot (combines as Bleed)
Javelineer
250True Aim: +4.5% damage
1000First Strike: +22.5% damage against a target above 80% health (combines as Area)
3000Recovered Ammunition: 15% chance to keep the ammunition of a shot (combines as Bleed)
Quickhand
188Cool Under Fire: +15% damage while you are below 40% health
800Spite: each finished job restores 4.5% of your health while you are below 40% health (combines as Area)
2400Last Arrow: +37.5% damage while you are below 25% health (combines as Bleed)
Sharpshooter
125Steady Aim: aimed shots find the head 12% more often
500Dead Eye: a headshot hits 45% harder (combines as Suppress)
1500Dead Eye Mastered: a headshot hits 90% harder (combines as Bleed)
Knife Dancer
63Wider Fan: each missile of a volley hits 22.5% harder
300Fan of Four: a volley looses 1 more missile (combines as Area)
900Blade Storm: each missile of a volley hits 45% harder (combines as Bleed)
Sure Throw
250Balanced Blade: +7.5% damage
1000Eye for the Throat: aimed shots find the head 4.5% more often
3000Pinned Throat: a headshot hits 30% harder (combines as Pierce)
Wider Fan
250Tighter Fan: each missile of a volley hits 12% harder
1000Gathered Blades: 9% chance to keep the ammunition of a shot
3000Fourth Blade: a volley looses 1 more missile (combines as Area)
Hamstring
250At the Knee: your slows, roots and the rest last 22.5% longer
1000Deep Cut: your blows leave a bleed: 7.5% of the blow every second for 4 s
3000Crippled: your slows, roots and the rest last 37.5% longer (combines as Suppress)
Smoke Maker
250Spare Powder: 6% chance to keep the ammunition of a shot
1000Smoke and Steel: +6% damage
3000Out of the Smoke: aimed shots find the head 3% more often (combines as Stealth)
Light Hand
250Balanced Grip: +6% damage
1000Picked Back Up: 6% chance to keep the ammunition of a shot
3000Flick to the Eye: aimed shots find the head 3% more often (combines as Pierce)
Throat Mark
250Truer Throw: your slows, roots and the rest last 22.5% longer
1000Long Silence: +7.5% damage
3000Throat Master: your slows, roots and the rest last 37.5% longer (combines as Suppress)