creed_of_the_iron_rain

Creed of the Iron Rain

Creed of the Iron Rain is a weapon skill tree The siege archer's art. Commit ground now and let the shafts land a round later, and stake down whatever tries to walk out from under them.

Skill Prerequisites SP Cost Levels? Description Effects
Warbow Proficiency 10 SP None Training in a siege stave heavy enough that the whole back goes into the draw. While an enemy you staked is still held, every shot you have changes into the form meant for finished them. Required to wield one at all.
(Upper Branch)
Iron Rain Warbow Proficiency 5 SP 3 Range: 6 Haul the bow up and empty a draw over the target ground. Effects: Lands a round later. Hold 1 of your shafts aloft. -1 Move Range until it lands. Staked: More damage against a target you nailed down. Planted: More damage and a tile more reach. Converge: +18% each where separate casts overlap. Broken Ground: 2 rounds, damages anything entering. The landing ground is marked for everyone while the shafts are up.
Shafts Aloft Iron Rain 5 SP 3 An archer who can only keep one draw in the air is waiting more than shooting. You hold more of them up at once and throw them further, though a shaft still hanging is weight you carry until it lands. Effects: Up to 2 shafts aloft/ +1 volley range/ -1 Move Range per shaft aloft.
Weight of the Draw Shafts Aloft 5 SP 3 You draw against the weight of everything still up there. Every volley of yours yet to land puts more behind the next one, counted as you commit it. Effects: +4% Volley damage per shaft already aloft.
Split the Quiver Weight of the Draw 6 SP 2 Range: 6 Split one draw and send it up twice over the same ground. Effects: Cannot be loosed: needs 2 shafts aloft and your bow holds 1. Lands a round later. Holds 2 of your 1 shafts aloft. -2 Move Range until they land. Second volley lands a round later still. One draw's shafts never converge with each other. Staked: More damage against a target you nailed down. Planted: More damage and a tile more reach. Converge: +18% each where separate casts overlap. Broken Ground: 2 rounds, damages anything entering. The landing ground is marked for everyone while the shafts are up.
(Middle Branch)
Impaling Shaft Warbow Proficiency 3 SP 3 Range: 5 Open: Drive a shaft through a single target and into the ground behind them, so they cannot walk out from under what you have already put in the sky. Staked: A second shaft is driven beside the first. Effects: Applies Staked (2 turns) While a stake holds, your shots take their execution forms.
Stake to Earth Impaling Shaft 5 SP 3 A staked enemy cannot flinch from what is already falling. Volleys land harder on anything you have nailed down and your execution forms cut deeper. Only a shaft you drove yourself counts. Effects: +10% volley damage vs a Staked target/ +8% execution form damage.
Warshaft Line Stake to Earth 5 SP 2 Range: 6 Open: One heavy shaft driven flat through a whole rank, nailing everything it passes to the ground behind it. Staked: The line drawn straight through the one already nailed down. Effects: Applies Staked to all struck. (2 turns) This attack passes through enemies.
Tear the Shaft Free Warshaft Line 5 SP 3 Range: 5 Open: Twist the shaft into a single target and drag it back out sideways, leaving a wound that bleeds until it closes. Staked: Take hold of the buried shaft and tear it back out.
(Bottom Branch)
Ranging Shot Warbow Proficiency 2 SP 3 Range: 6 Open: A fast flat shot into a single target, loosed without lifting the bow. It comes back around fast enough to keep working while a volley is in the air. Staked: The same draw, put through the head of a staked target.
Sky Splitter Ranging Shot 5 SP 3 Range: 6 The same draw loosed wide, burying far more ground than one draw covers. Effects: Cannot be loosed: needs 2 shafts aloft and your bow holds 1. Lands a round later. Holds 1 of your 1 shafts aloft. -1 Move Range until it lands. Knocks survivors back 1 tile. Staked: More damage against a target you nailed down. Planted: More damage and a tile more reach. Converge: +18% each where separate casts overlap. Broken Ground: 2 rounds, damages anything entering. The landing ground is marked for everyone while the shafts are up.
Set the Feet Sky Splitter 5 SP 3 Plant both heels and square up behind the stave, bracing against what comes back at you and steadying every draw loosed from the stance. Effects: +15% P.DMG Reduction (2 turns) Applies Planted (2 turns): +6% volley damage, +1 volley range.
Driving Shot Set the Feet 5 SP 2 Range: 6 Open: A shoulder-height shot into a single target that puts a body where you want it rather than where it stood. Best aimed at ground your shafts are still hanging over. Staked: The shove becomes a second shaft through the foot. Effects: Knocks the target back 2 tiles.
(Capstone Skill)
Iron Rain Unending Driving Shot, Tear the Shaft Free, Split the Quiver 9 SP 2 Range: 7 Empty the whole quiver into the sky at once and bury the ground beneath it. Effects: Lands 2 rounds later. Holds 1 of your 1 shafts aloft. -1 Move Range until it lands. Knocks survivors back 1 tile. Staked: More damage against a target you nailed down. Planted: More damage and a tile more reach. Converge: +18% each where separate casts overlap. Broken Ground: 2 rounds, damages anything entering. The landing ground is marked for everyone while the shafts are up.
  • creed_of_the_iron_rain.txt
  • Last modified: 2026/08/27 13:50
  • by father