Increase the range of a targeted character's ranged attacks and skills by 4m.
Set Farsight for 3 Turn(s).
Farsight is a Huntsman Skill in Divinity Orginal Sin 2.
- Available starting from level 13
- Trader Haran at Driftwood (Reaper's Coast)
- Hannag at Cloisterwood (Reaper's Coast)
- Elven Treewarden at Reaper's Coast elf camp
- Fletcher Corbin Day at Abandoned Sawmill (Reaper's Coast), Lady Vengeance (Reaper's Coast, Nameless Isle), Hall of Echoes (Arx)
- The Lost Knight at Temple of Tir-Cendelius (Nameless Isle)
- Black Ring Reaver at Wordless' Black Ring camp (Nameless Isle)
- Trader Non at Arx
- Set by the Vulture set once it's complete
- Scroll cannot be crafted
- Is affected by range bonuses (Far Out Man, Farsight)
- Does not affect melee range skills, AoE skills that center around the caster, and skills with a cone AoE
- Can be silenced
- Cannot be atrophied
Farsight trivia & strategies
- Farsight bonus range increased to 4m, no longer improves Accuracy as of Patch v126.96.36.1996
Divinity Original Sin 2 Builds: Elementalist
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DOES work on Battering Ram (from 12m to 16m). (Also Bouncing Shield and Blitz Attack but those are less surprising.)
Doesn't work on Tentacle Lash either (range 8m).
This skill would only be useful (and balanced) of it cost 2 SP but also affected the AoE from skills by some amount. There's 0 point on using this since the bonus range doesn't apply past your high-ground range bonus; for 1 AP and 2 Huntsman you're much better off using Tactical Retreat and flocking off to some high-ground for far better range and damage bonuses.
Vultures armor (level 14 set) applies this skill for free, permanently, along with permanent flight. Super good for rangers or mages, in many fights you can fly to high terrain and hit people 30+ meters out. Often the enemies can't even fight back because you're too far.
I dont think I would use this for a source point and limited duration but the permanent effect from vultures armor (which you can get at level 12 or so and remains useful at high levels) is insane
Absolute garbage. Costs 2 memory, requires 3 huntsman which means it's really only useful to a ranger build, and just to top it all off it actually uses a source point. All this to gain a few meters of range? LMAO what a *****ing joke.
Good for glass canon dagger rogues when used before chameleon cloak Makes backlash even more insane and greatly supports fan of knives, throwing knife, cloak and dagger and chloroform Because rogues don't have that many ways to spend source
I think what makes this skill bad is that it requires you to go too deep into the Huntsman skill tree. If it required 2 Huntsman points it could be an OK skill in Apotheosis builds, you can justify going 2 Huntsman for both tactical retreat and this.
forget that comment, I realized what it did.
for a skill that cost SP, it isn't the best for an SP skill. -__-
Range bonus doesn't seem to apply if you've already got a great deal of extra range from high ground. Disappointing.
Does it work for decaying touch etc?
This does NOT affect accuracy as per comment here. Worst skill in the game bar none. Archers need high ground that makes the range increase here pretty much redundant. Waste of 1 AP, 2 memory and 1 source for a redundant effect. On a skill set with less choice and utility than any other already.
For those looking for this, it appears in vendors starting level 13
This spell brings 50% accuracy, probably the most important point that is only written on the buff
One of the more useless skills in the game. Not only is its utility marginal at best, it also costs a source point.