Combat
Archery
Archery is the ranged weapon line, fed entirely by Bowcraft/Fletching rather than the forge. Every shot spends an arrow (a bow) or a bolt (a crossbow), and the better the wood they are fletched from, the higher the floor of the shot. The skill carries its own critical chance on top of the shared one, and the quiver worn in the off hand adds its hide's crit to that — a bow takes none from its wood.
Weapons
Damage shown is the base before material tier, Tactics, Arms Lore and any magic property.
| Weapon | Damage | Speed | Hands |
|---|---|---|---|
| Bow | 17–21 | 3s | Two |
| Crossbow | 21–25 | 3.3s | Two |
| Heavy Crossbow | 24–28 | 3.8s | Two |
How it climbs
- What trains it
- Every shot, whether or not it lands
- Below 50
- A gain is worth anything from 0.1 to 1.0, so the first half goes quickly
- Shots to Grandmaster
- About 63,000
- Where they go
- 16% to reach 70, 45% from 70 to 90, 39% for the last ten points
- Time
- About 52 hours of shooting with a Bow, 65 with a Heavy Crossbow, at 100 Dexterity. The waits between fights come on top
Critical shot — Archery carries a critical chance of its own, on top of the critical every weapon shares. It is the one weapon family whose signature effect has always scaled with skill — the melee three were brought into line with it.
Critical shot, in numbers
- Chance on a landed shot
- 3% at 0 skill, rising to 15% at 100, plus up to 5% more from Arms Lore
- Damage on a crit
- +50%
- Stacks with
- The shared critical every weapon rolls for
Magic properties you may find
Monster-dropped weapons arrive unidentified — Item Identification reads them.
| Property | Damage bonus |
|---|---|
| Ruin | +3 |
| Might | +6 |
| Force | +9 |
| Power | +12 |
| Vanquishing | +15 |