Understand Cernos
Useful when…
- Charging shots when the stronger 342 Impact attack is worth the 0.5-second charge.
- Using uncharged shots for quicker lower-damage attacks when a full charge is not practical.
- Considering its described high-Impact profile against highly shielded enemies.
How do charged and uncharged shots differ?
The uncharged projectile travels at 70 m/s and deals 171 Impact, 9.5 Slash, and 9.5 Puncture, with 36% critical chance, a 2× multiplier, and 18% status chance. The charged shot takes 0.5 seconds, travels at 90 m/s, and deals 342 Impact, 19 Slash, and 19 Puncture with the same critical and status values. The bow has one arrow loaded and a listed 0.6-second reload.
When should I consider another bow?
Paris is described as usable in stealth or open combat and has chargeable magnetic-field arrows; consider it if those stated traits are what you need. Evensong has an ally-protection effect while its arrows wound enemies, and its kills empower ally weapons with Multishot, so it serves a support role distinct from Cernos's Impact-focused hunting description. Nunchasa's alt-fire freezes enemies it touches and leaves a chilling path. These are specialized behaviors, not direct upgrades based on the listed critical chances.
What handling mistake should I avoid?
The uncharged shot deals half the listed damage of the charged shot, so do not quote the charged values for every arrow. The projectile speeds also differ: 70 m/s uncharged and 90 m/s charged. Account for both charge time and travel when aiming at moving targets.
Limitations and tradeoffs
- Charging takes 0.5 seconds, though the uncharged attack is available with lower listed damage.
- Projectile travel means aim and lead matter; charged and uncharged arrows travel at different speeds.
Common mistakes to avoid
- Do not confuse the uncharged attack's half-strength damage with the charged shot's damage.
- Do not treat projectile arrows as hit-scan shots.






