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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.

How you train it Shoot things. Bows, arrows and quivers are all Bowcraft work, so an archer usually ends up a bowyer too.
What you need A bow or crossbow equipped, and arrows or bolts to shoot — without them you wrestle.

Weapons

Damage shown is the base before material tier, Tactics, Arms Lore and any magic property.

WeaponDamageSpeedHands
Bow17–213sTwo
Crossbow21–253.3sTwo
Heavy Crossbow24–283.8sTwo

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.

PropertyDamage bonus
Ruin+3
Might+6
Force+9
Power+12
Vanquishing+15

Other Combat skills