Archery
Bows and crossbows. Stand still, loose, and let Fletching and the Ranger perks stack.
Overview
Archery is the ranged weapon skill and the whole basis of the Ranger class.
What It Does
- You must stand still for one second before a shot. Ammo comes from a quiver or your pack; spent ammo is not dropped on the ground, but recoverable arrows turn up in the target's corpse.
- Chance to hit is (your weapon skill + 50) divided by twice (their weapon skill + 50): 50% at equal skill. Arms Lore adds +1% per 10 against monsters, and Hit Chance Increase gloves and Evasion legs enchantments shift it.
- Damage is scaled by Tactics (-50% at 0 to +50% at 100), +1% per 5 Strength and +1% per 5 Anatomy (+10% more at 100).
- Fletching adds +1% damage per 5 points, up to +20%.
- A shield absorbs its full rating against arrows, twice what it takes from melee.
- Ammo is not consumed in duels, Castle Siege or Hardpoint.
On Perilous Legends
- Ranger Arrows and Bolts (Fletching, 500 ammo plus a Hunter's Mark) fire only from a Ranger's Quiver.
- The Sparring Master (a house deed) is an unkillable 120-skill target for all combat skills; siege weapons in Castle Siege use your best of Wrestling, Archery, Mace Fighting, Swordsmanship and Fencing.
Classes That Use It
Ranger: +1% damage, +1% hit chance and swing speed per level, Long Range adds up to 5 tiles of reach, Eagle Eye, Deadeye distance bonus, bow and crossbow masteries, and on-hit procs (Poisoned, Fire and Bleeding Arrows, Pinning Shot, Rapid Fire, Exploit Weakness, Rain of Arrows), all against monsters.
Training It
Shoot. Bowyers and rangers teach it; champion power scrolls take it to 120.