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Part 28
Dark and Darker

Part 28

Explore Dark and Darker's advanced ranged abilities like Aimed Shot, Rain of Arrows, and Power Throw, alongside crucial defensive skills like Endurance and Dodge.

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Explore Dark and Darker's advanced ranged abilities like Aimed Shot, Rain of Arrows, and Power Throw, alongside crucial defensive skills like Endurance and Dodge.

This section details advanced ranged and defensive special abilities in Dark and Darker.

Aimed Shot Line (Ranged):

Aimed Shot
Effect: Reduces target's Armor Rating (AR) by half.
Endurance Cost: 15 EP
Requires: Base RC 7, Leveling Points: 150.
Description: Allows an archer to target a vulnerable point in the target's armor, halving its AR.

  • Master Crossbowman — Crossbow reload costs one action less. Endurance Cost: None. Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Permanently activated.
  • Rain of Arrows — Shoots 2 arrows, opponent has -4 to DV. Endurance Cost: 20 EP. Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Accuracy and damage checked individually per arrow.
  • Marksman — Ignore AR, +1 Wound. Endurance Cost: 22 EP. Requires: Base RC 8, Aimed Shot, Leveling Points: 300. Ignores target's AR and automatically inflicts a wound.
  • Master Marksman — DP x2, ignore AR, +2 Wounds. Endurance Cost: 27 EP. Requires: Base RC 9, Marksman, Leveling Points: 300. An all-or-nothing shot that can kill an opponent but depletes the archer's energy.

Aimed Throw Line (Ranged):

Aimed Throw
Effect: Reduces target's AR by half.
Endurance Cost: 10 EP
Requires: Base RC 7, Leveling Points: 150.
Description: Attacker aims for an unprotected area, reducing the defender's AR by half.

  • Rain of Iron — Fires up to 4 throwing knife attacks, opponent has -8 DV. Endurance Cost: 19 EP. Requires: Agility 14, Dexterity 14, Base RC 8, Aimed Throw, Leveling Points: 200. Success and damage checked per throw.
  • Power Throw — DP x2. Endurance Cost: 19 EP. Requires: Strength 15, Base RC 8, Aimed Throw, Leveling Points: 200. Inflicts double damage if successful.
  • Master Throw — DP x2, Strength check or be thrown for 2 CR. Endurance Cost: 25 EP. Requires: Strength 15, Base RC 8, Power Throw, Leveling Points: 200. A powerful attack that can hurl a target to the ground if they fail a test against half their Strength. It's an all-or-nothing throw that depletes the thrower's energy.

Endurance Line (Defensive):

  • Endurance I — +6 to max Endurance. Endurance Cost: N/A. Requires: Constitution 12, Leveling Points: 150. Passive ability increasing maximum Endurance.
  • Endurance II — +12 to max Endurance. Endurance Cost: N/A. Requires: Constitution 13, Endurance I, Leveling Points: 300. Passive ability giving a medium bonus to maximum Endurance.
  • Endurance III — +18 to max Endurance. Endurance Cost: N/A. Requires: Constitution 14, Endurance II, Leveling Points: 450. Passive ability giving a large bonus to maximum Endurance.

Dodge Line (Defensive):

  • Dodge I — +2 DV. Endurance Cost: N/A. Requires: Agility 12, Leveling Points: 150. Allows the hero to dodge attacks instead of parrying.
  • Dodge II — +4 DV. Endurance Cost: N/A. Requires: Agility 13, Dodge I, Leveling Points: 300. Enhances the hero's ability to dodge attacks.
  • Dodge III — +6 DV. Endurance Cost: N/A. Requires: Agility 14, Dodge II, Leveling Points: 450. Masterful use of movement to dodge most attacks.

Armor Use Line (Defensive):

  • Armor Use I — -1 Encumbrance. Endurance Cost: N/A. Requires: Strength 12, Leveling Points: 150. Reduces encumbrance from heavy armor, allowing for more effective fighting.

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