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ARCHERY

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Proficiency details

  • Weapon proficiency (5% complexity)
  • (No Specific Target) target
  • Classes granted this proficiency: Ranger (at 1% complexity)
  • Races granted this proficiency: (No player races)
  • Races afflicted by this proficiency: (No player races)
  • Costs 3.6 practices per percent learned.
  • Stamina Required: 1
  • Skill Power: Every point of skill power correlates to +.33% damage with this weapon type.
  • This proficiency is projectile-based.
  • This weapon type deals High [103] base damage.
  • This weapon type has Min [16] base accuracy.
  • This weapon type has Max [11] base range.
  • This weapon type has a Low chance to critically hit, dealing [2x] bonus damage on [7%] of attacks.
  • 'archery' is available for practice from the shop: 'Beardstratis' Basic Training - Lasler'.
  • 'archery' is available for practice from the shop: 'Garnor's Basic Combat Training - Lasler'.
  • 'archery' is available for practice from the shop: 'Rogues' Guild Archery Training Range - Tellerium'.
  • 'archery' is available for practice from the shop: 'Pyrian's Ranger Training - Sigil'.

Name

archery — proficiency in using bows to shoot arrows or bolts

Description

The archery proficiency is the knowledge of how to use a bow and arrow (in its simplest form) to hit a target.

A bow is a weapon consisting of a stave made of wood or other elastic material, bent and held in tension by a string. The longbow is as tall as a man and the arrow, the famous cloth-yard shaft, about half that length. The bow is held with outstretched arm and the arrow drawn back to the bowman's ear. An archer could shoot six aimed shots a minute, and his effective range was about 200 yards, though an arrow could go twice as far in the right hands. The crossbow, in contrast, does not require the same physique or training, and its range is greater. The crossbow consists of a short bow mounted horizontally on a stock or tiller, leveled to the shoulder when aiming. It is more powerful than the longbow, but slower to load.

Annoyed by the cumbersome nature of keeping dozens of arrows at close hand, the Rangers of Sigil in collusion with the Wizards of Sigil have devised a more productive method. What they invented is a magical quiver that produces arrows when they are needed and not before, thus freeing the weight up for other items that the person may wish to carry.

Over time, the basic magical quiver idea has been enhanced and expanded to include quivers that create poisoned arrows, quivers that create enchanted arrows with additional bonuses on them, and even quivers that produce arrows that explode on contact with a target. The arrows/bolts vanish on target, saving messy cleanup.

Magical quivers are powered by the energy of the bearer - for each arrow or bolt produced the quiver will drain a little of the bearer's spell points. The amount of spell points needed will go up based on the power of the ammunition produced. If the bearer runs out of spell points, the quiver will not be able to produce arrows.

Two quivers can be worn at once, slung over each shoulder. The arrow or bolt selected will be based on whichever side the person using the quiver favors (the opposite side) and can access fastest during that round in combat.

Common quiver types include:

damage flammable items)

chance to damage flammable items)

non-insulated items)

non-reinforced equipment)

  • standard — creates typical arrows/bolts
  • enchanted* — creates enchanted arrows/bolts (increased damage)
  • flaming — creates flaming arrows/bolts (fire damage, chance to
  • poisoned — creates poisoned arrows/bolts (chance to poison)
  • explosive* — creates explosive arrows/bolts (increased fire damage,
  • ice* — creates ice arrows/bolts (cold damage, chance to freeze
  • acid* — creates acid arrows/bolts (acid damage, chance to damage
  • lightning* — creates lightning arrows/bolts (electrical/lightning damage,
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