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Called Shots Guide

Every attack in Ashen Veil is a choice between four targets. This guide shows what each one really does, what raises its odds, and how to spend your Action Points.

Last updated: October 12, 2026
ON THIS PAGE
  1. The four shots at a glance
  2. Headshot chance and what raises it
  3. How a shot becomes damage
  4. Arm Shot and Leg Shot effects
  5. Which shot to use when
  6. Worked turns
  7. Related pages

The four shots at a glance

The old idea of a single "attack" button does not exist here. Once your weapon can reach the target, the combat screen offers a row called Tactical Limb Targeting with four buttons. Each has its own Action Point cost, its own hit chance and its own damage roll. If you have not read the basics yet, the combat guide covers Action Points and range zones; this page is about what you do with them.

ShotAPHit chanceDamage rollExtra effect
Headshot335% base, up to 95%(12 to 20 + bonus) × 2.5None
Torso185%8 to 14 + bonusNone
Arm Shot265%4 to 8 + half the bonusEnemy attacks miss 50% for 2 rounds
Leg Shot260%5 to 9 + bonusHobbles the target, knocks melee enemies back

"Bonus" is your damage bonus, the DMG bonus number shown on the combat screen. It already contains your weapon's damage (tier × 6 before rarity), gloves and rings that add damage, and flat damage from talents such as Tinkerer. That is why a better weapon improves all four shots at once. Every ranged shot uses exactly one unit of ammunition (one Scrap for the Scrap Launcher), whatever its AP cost. A three-AP headshot costs the same ammo as a one-AP torso shot. Melee weapons use no ammunition at all.

The headshot chance is 35% plus your Headshot Chance bonuses, capped at 95%. Two talents provide the bonus: Sharpened Senses in the Reaper tree (+15% per rank, five ranks) and Deadly Aim in the Gunner tree (+5% per rank, five ranks, and it needs a rank of Heavy Hitter first). Nothing else in the game changes this number, so gear and rings do not help.

TalentsHeadshot chance
None35%
Sharpened Senses 265%
Deadly Aim 560%
Sharpened Senses 3 + Deadly Aim 290%
Sharpened Senses 495% (cap)
TIP Four ranks of Sharpened Senses already reach the 95% cap. A fifth rank, or any Deadly Aim on top of it, adds nothing to headshots, so put those points somewhere else.

How a shot becomes damage

The number printed on the button is only the first step. Every shot passes through the same chain before it touches the enemy:

  1. Roll plus bonus. The base roll for the shot, plus your damage bonus. The headshot multiplies the total by 2.5 and rounds down; the Arm Shot adds only half the bonus.
  2. Range. With a ranged weapon the total is multiplied by 0.85 at CLOSE, 1.0 at MID and 1.15 at FAR. With a sanctuary, weather stacks on top (+5% in clear skies, -5% in a storm, -10% in fog). Melee damage ignores range.
  3. Flat ranged talents. Trigger Discipline (+5 per rank, three ranks) and Big Guns (+3 per rank, five ranks) add flat damage to every ranged shot, including the weak ones.
  4. Percentage bonuses. General damage, ranged or melee damage, and the boss bonus (Boss Hunter, +6% per rank, plus +25% for three days after Kaelen's boss tip) are added together. Executioner-type talents add more once the target is at or below 30% HP, and Rage-type talents add more while you are below 50% HP.
  5. Critical hit. Critical chance (capped at 75%) is rolled for every shot, including arm and leg shots. A crit multiplies the total by 1.5 plus your critical damage bonus. A critical headshot therefore stacks with the 2.5 multiplier.
  6. Enemy damage reduction. Some bosses cut a percentage of every hit. Armor Piercing and Overpenetration subtract from that percentage, up to 80%.

The Unknown Threat, for example, carries 50% damage reduction. Three ranks of Armor Piercing (30%) bring that down to 20%, which raises every shot you land by roughly 60%. That is worth more than most damage talents.

Arm Shot and Leg Shot effects

Both effects apply only when the shot hits and the enemy survives it. They last two rounds and affect only the target you hit.

Arm Shot: crippled aim

For two rounds, each time the enemy attempts a normal attack there is a 50% chance it simply misses. The counter only drops when the enemy actually gets as far as attacking, so a stunned enemy keeps the effect a little longer. The signature moves of Lady Midday and the Unknown Threat are not affected.

Leg Shot: hobble and knockback

For two rounds the enemy deals 40% less damage with its attacks. Melee enemies are hit harder: while hobbled, a melee enemy standing at MID or FAR cannot close in and does nothing at all on its turn. If the target is a melee enemy and the fight is not already at FAR, the hit also knocks it back one range step (this needs the default battle view; the classic view has no range zones). Once the two rounds run out, a melee enemy resumes its advance as normal. Lady Midday and the Unknown Threat ignore the hobble.

If you are using a melee weapon, remember that knockback also pushes the enemy out of your own reach. It then costs 1 AP to Charge back in, and an enemy at CLOSE can still attack you at the reduced 60% damage.

Which shot to use when

Here are average expected results with a damage bonus of 30 (a Common Hunting Rifle), MID range and no talents, ignoring rounding. This is only a comparison, not a promise of what you will see.

ShotExpected damage per usePer APPer ammo
Torsoabout 35about 35about 35
Headshot at 35%about 40about 13about 40
Headshot at 95%about 109about 36about 109
Leg Shotabout 22about 11about 22
Arm Shotabout 14about 7about 14
TIP If you have a Bandage, a 15% heal for 1 AP, healing is usually better than an Arm Shot against a single mid-sized threat. Save the Arm Shot for a heavy hitter you cannot kill quickly.

Worked turns

Three AP against a lone Feral Timber Wolf (a melee enemy), you have a rifle, the fight starts at MID. Fire a Leg Shot (2 AP), then a Torso (1 AP). If the leg lands, the wolf is knocked back to FAR, skips its next two attacks and then spends a round charging back without biting. It cannot hurt you until the fourth round, and that first bite is a half-damage lunge. Meanwhile every rifle shot is 15% stronger at FAR. If the leg misses, you still land the torso hit.

Three AP against a healthy boss, 80% headshot chance (Sharpened Senses 3). Take the Headshot. A hit deals 2.5 times the normal roll for one round of ammo. The risk is that a miss costs the whole turn, so only do this while your HP is comfortable.

Three AP, enemy at 20 HP left, you deal about 40 with a torso hit. Torso (1 AP), then spend the other two AP on a Bandage and Take Cover. Do not touch the headshot.

Four AP (Reaper's Tempo). The fourth point turns a Headshot turn into Headshot plus Torso, or lets you Leg Shot and Arm Shot the same target in one turn. Stacking both effects only makes sense on one dangerous ranged enemy you cannot kill this round, since both last two rounds.

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