Archery
Archery is the ranged weapon skill, covering the bow, crossbow and heavy crossbow. It lets you deal full weapon damage from up to 10 tiles away — at the price of ammunition, a mandatory stand-still before each shot, and no shield to hide behind.
What the skill does ↑ top
Whether an arrow hits is the same contest as in melee (see Weapon Damage):
chance to hit = (your Archery + 50) ÷ ((their skill + 50) × 2)
Damage is scaled by Tactics, Anatomy and Strength exactly like a melee hit; the regular bow additionally gains a damage bonus from your Fletching skill (up to +20% at 100).
The archery rules ↑ top
- You must stand still for 1 second before you can fire. There is no shooting on the move — reposition, plant your feet, then the shot comes.
- Every shot consumes ammunition: arrows for bows, bolts for crossbows, drawn from your quiver or backpack.
- Recovery: when you hit a monster there is a 40% chance the ammunition survives and can be looted back from the corpse; missed shots have a 40% chance to fall to the ground nearby.
- Range: bows shoot up to 10 tiles, crossbows up to 8.
- No parry: you cannot hold a shield with any bow (all two-handed), and ranged fighters cannot parry blows.
| Weapon | Damage | Speed | Range |
|---|---|---|---|
| Bow | 12–27 | 34 | 10 |
| Tribal Bow | 13–28 | 32 | 10 |
| Crossbow | 14–35 | 27 | 8 |
| Heavy Crossbow | 16–44 | 22 | 8 |
The heavy crossbow's 16–44 roll is the biggest single hit any ranged weapon can deliver — see Weapons for how those numbers scale. The tribal bow is a sidegrade looted from the savage tribes, not an upgrade.
Archery in PvP ↑ top
Archers trade the melee fighters' triggered special blows (concussion, crushing, paralyzing — all require a two-handed melee weapon) for reach: forcing enemies to close the distance while you fire is its own advantage. But two shard-wide PvP rules still apply, both covered in full on the PvP overview:
- Deep Wound — any hit that rolls near the top of the weapon's own damage range tears a wound that cuts all healing the target receives, and it stacks (see Healing). It keys off the damage roll, not the weapon class — and since the heavy crossbow owns the biggest single roll in the game, it is one of the best wound-tearers there is. Every bow qualifies on a good roll.
- Insta hit — arming a weapon lets you strike immediately. It matters less to an archer, since the one-second stand-still still applies before a shot; the half-damage penalty for fighters with 80+ Magery and 80+ Evaluating Intelligence applies to archers like anyone else.
Skill cap ↑ top
Archery caps at 100.0 — there are no Skill Scrolls for weapon skills, so it cannot be raised to 120.
Training 0 → 100 ↑ top
You gain with every shot at a valid target, hit or miss:
- 0–30: buy the first points from an NPC bowyer or ranger.
- 30–100: shoot mid-tier monsters that can't easily reach you — archery is unusually pleasant to train because you can kite. Bring plenty of arrows and loot them back from corpses (40% recovery). A regular bow's higher speed gives more shots — and more gain rolls — per minute than the crossbows.
- Train in dungeons for 20% faster gains; guarded towns and houses are slower. On the newbie island Adena gains are doubled but capped at 70.0. See Skills Overview for all gain modifiers.
Keep cheap ammo flowing: a friendly fletcher (or your own Fletching skill — which also boosts bow damage) makes training nearly free.
Related ↑ top
- Weapon Damage — how damage, swing speed and hit chance work
- Weapons — the archery weapon table
- Archery Mastery — the Archery mastery (Piercing Shot, Crippling Arrow, Rapid Fire) and the Arms Lore two-handed/bow specialization
- Skill Masteries — how the mastery system works
- Tactics · Anatomy
- Fletching — craft your own bows and arrows