The hunt. Alex names a quarry, tracks it with her wolves, and finishes it with a shot she took the time to draw. Every upgrade is a better way to mark, a better way to follow, or a better shot when she gets there.
She is the fastest of the four, because an archer who cannot hold her range is a target.
Starters have no tier. They have a ladder of ten upgrades, and the suit changes shape as you climb it.
Given to you when you pick your starter. This rung is never crafted.
The Quarry Mark is the whole kit: name something, and everything you own answers to it. Your companion wolf goes for the quarry on sight, comes back if it falls, and grows tougher as you climb.
The bow and the quiver, on the utility key. Your quiver is not a bench you fill - it is ten tools of the hunt the ladder hands out. The plain arrow has almost no cooldown; the Signal Arrow sends the pack at whatever it lands on.
Every archer's arrows now hit for how far the string was drawn. A tap still fires, for a third of the damage.
Tracking. Your quarry leaves a scent trail you and the pack follow, and Sic sends the pack or calls it back. With nothing marked, Tracker's Nose finds the animal you are looking for: sneak with wool in your off-hand and the trail points at the nearest sheep. The Flare Arrow marks everything near where it lands.
The shot, and what it pays. Hold a full draw on your quarry for a beat and it is a bullseye - the crosshair tells you when. Pack Tactics means you and the wolves hit harder on the same target, and Bounty means anything that dies marked drops more, and always drops something the ladder wants. The Barbed Arrow keeps the quarry bleeding.
The pack, and the range. Call Pack fills the pack - two wolves now, five at the top - and Wind Step keeps you at the distance the bow works at. Retrieve is the wolves doing the running: what a pack kill drops is carried back to you. The Whistle Arrow rallies every wolf to where it lands.
The horse, on the cosmetic key, and how the bow gets quicker. Mounted Archery draws twice as fast from the saddle; Quick Nock is the same speed on foot. The Net Arrow holds a target still.
What a kill is worth: a bullseye that drops its meat cooked and its hide doubled, or wolves that live to hold the quarry. The Broadhead Arrow only counts on a full draw, and hits like a spear when it does. The Flame Arrow joins it.
The Howl: mark the whole room, speed the pack, and your next shot is a bullseye whether you had time to draw or not. The Lifting Arrow takes a runner's feet away.
The Sentinel, on your last numbered key: a spectral crossbow over your shoulder that tracks your quarry and shoots it while you do something else. Its arrows are yours. The Smoke Arrow completes the quiver.
The hunter with the pack, or the hunter alone. Killing Shot is a real arrow now: hold on a mark, keep it in sight, and release one broadhead that goes through whatever is in front of it.