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Archery: Difference between revisions

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[[Category:Skills]]
[[Category:Skills]]
The '''Archery''' skill allows players to attack from a distance using '''Bows''' and '''Crossbows'''. Effective in both PvM and PvP, Archery provides unique combat mechanics and synergies with other skills.
==Mechanics==
'''Archery weapons cannot be [[Poisoning|poisoned]].'''


The '''Archery''' [[skills|skill]] allows players to attack from a distance using '''Bows''' and '''Crossbows'''. Effective in both PvM and PvP, Archery provides unique combat mechanics and synergies with other skills. Unlike melee weapons, Archery weapons '''cannot''' be [[Poisoning|poisoned]]. To fire a shot, players must remain '''stationary for 0.5 seconds''', regardless of their Dexterity.
'''To fire a shot in PvM, players must remain stationary for 0.5 seconds, regardless of their Dexterity.'''


Archery weapons have varying range capabilities. '''Bows''' can fire at targets up to '''10 tiles away''', while '''Crossbows''' have a slightly shorter range of '''8 tiles'''. The chance to hit with an archery weapon is determined by the formula: 
'''To fire a shot in PvP, players are limited by their Dexterity which will be explained below.'''
<code>(Attacker's Archery Skill + 50) / ((Defender's Weapon or Wrestling Skill + 50) * 2)</code>, with relevant accuracy bonuses applied.


In PvM, Archery increases '''Base Weapon Damage''' by <code>(25% * Skill / 100)</code> when used as a secondary weapon skill. In PvP, this bonus is reduced to <code>(10% * Skill / 100)</code>.
'''Archery weapons have varying range capabilities:'''
*'''Bows''' can fire at targets up to '''10 tiles away'''
*'''Crossbows''' can fire at targets up to '''8 tiles away'''.
 
==PvM Bonuses==
'''The chance to hit with an archery weapon is determined by the formula: '''
 
<code>(Attacker's Archery Skill + 50) / ((Defender's Weapon or Wrestling Skill + 50) * 2), with relevant accuracy bonuses applied. </code>
 
'''In PvM, Archery increases Base Weapon Damage by:'''
 
<code>(25% * Skill / 100) when used as a secondary weapon skill. </code>
 
'''In PvP, this bonus is reduced to:'''
 
<code>(10% * Skill / 100)</code>.


== PvM Special Attack ==
== PvM Special Attack ==
Archery weapons have a unique special attack that only applies against creatures, not players. Players have a '''10% chance''' to trigger an '''Archery Weapon Special Attack''', which can be further increased through [[Arms Lore]], [[Water Aspect]] Armor, or [[Mastery Chain]] Links.
* '''Only applies against creatures (not players).'''
* Base chance of '''10%''' to trigger a '''Special Attack'''.
* Chance can be increased by:
** '''[[Arms Lore]]'''
** '''[[Water Aspect|Water Aspect Armor]]'''
** '''[[Mastery Chain|Mastery Chain Links]]'''


=== Effects of Archery Special Attack ===
When a special attack is triggered with an Archery weapon:
When triggered, the attack deals '''50% more damage''', or '''100% more damage''' if the target is already Hindered or immune to Hinder. It also applies a '''Hinder effect''', preventing movement, casting, and melee attacks for '''4-8 seconds'''. The duration scales based on weapon speed and creature difficulty. If a player attacks a Hindered target with an Archery weapon, they receive a '''+25% Accuracy bonus'''.
* '''Damage is increased by 50%''' or '''100% if the targer is already Hindered or immune to Hinder.'''
* The target suffers a '''Hinder effect''' which prevents movement, casting or melee attacks for '''4-8 seconds'''
** The duration of the Hinder Effect scales based on weapon speed and creature difficulty.
* '''Accuracy increases by 25% if the target is already under a Hinder effect.'''


Once a creature recovers from a Hinder effect, it becomes '''immune to further Hinder effects for 50% of the original duration'''. While in this immunity period, any new attempted Hinders will instead increase the player's damage against the target.
Once a creature recovers from a Hinder effect, it becomes '''immune to further Hinder effects for 50% of the original duration'''.


'''Example:''' A player delivers a '''6-second Hinder''' effect to a creature. After the 6 seconds expire, the creature becomes '''immune to Hinder for 3 seconds'''. During this time, any new Hinder attempts will increase the player's damage instead of reapplying the effect.
'''Example:''' A player delivers a '''6-second Hinder''' effect to a creature which gives a '''50% damage bonus'''. After the 6 seconds expire, the creature becomes '''immune to Hinder for 3 seconds'''. During this time, any new Hinder attempts will increase the player's damage by '''100%''' instead of reapplying the effect.


== Weapon Types ==
== Weapon Types ==

Latest revision as of 04:39, 2 March 2025

The Archery skill allows players to attack from a distance using Bows and Crossbows. Effective in both PvM and PvP, Archery provides unique combat mechanics and synergies with other skills.

Mechanics

Archery weapons cannot be poisoned.

To fire a shot in PvM, players must remain stationary for 0.5 seconds, regardless of their Dexterity.

To fire a shot in PvP, players are limited by their Dexterity which will be explained below.

Archery weapons have varying range capabilities:

  • Bows can fire at targets up to 10 tiles away
  • Crossbows can fire at targets up to 8 tiles away.

PvM Bonuses

The chance to hit with an archery weapon is determined by the formula:

(Attacker's Archery Skill + 50) / ((Defender's Weapon or Wrestling Skill + 50) * 2), with relevant accuracy bonuses applied.

In PvM, Archery increases Base Weapon Damage by:

(25% * Skill / 100) when used as a secondary weapon skill.

In PvP, this bonus is reduced to:

(10% * Skill / 100).

PvM Special Attack

When a special attack is triggered with an Archery weapon:

  • Damage is increased by 50% or 100% if the targer is already Hindered or immune to Hinder.
  • The target suffers a Hinder effect which prevents movement, casting or melee attacks for 4-8 seconds
    • The duration of the Hinder Effect scales based on weapon speed and creature difficulty.
  • Accuracy increases by 25% if the target is already under a Hinder effect.

Once a creature recovers from a Hinder effect, it becomes immune to further Hinder effects for 50% of the original duration.

Example: A player delivers a 6-second Hinder effect to a creature which gives a 50% damage bonus. After the 6 seconds expire, the creature becomes immune to Hinder for 3 seconds. During this time, any new Hinder attempts will increase the player's damage by 100% instead of reapplying the effect.

Weapon Types

Archery weapons can be crafted using Carpentry or purchased from NPC vendors.

Grinding (Light)
Weapon Wielded With Poisonable Ammo Type Speed
Bow 2H No Arrows 34
Hunting Bow 2H No Arrows 34
Recurve Bow 2H No Arrows 34
Grinding (Medium)
Weapon Wielded With Poisonable Ammo Type Speed
Crossbow 1H No Bolts 28
Balestra 1H No Bolts 28
Pistol Crossbow 1H No Bolts 28
Burst
Weapon Wielded With Poisonable Ammo Type Speed
Heavy Crossbow 2H No Bolts 20
Rampart Crossbow 2H No Bolts 20
Great Bow 2H No Arrows 20

Quivers

Players can equip Quivers to reduce both Ammunition Weight and Ammunition Consumption Rate.

Beneficial Skills

Certain skills provide additional benefits to Archery.

Table only includes passive skill bonuses and does not include temporary or toggle-able effects
Skill Benefit Weapons
Anatomy Increases Base Weapon Damage by (20% * (Anatomy Skill / 100))
Increases Weapon Finisher chance by (100% * (Anatomy Skill / 100))
Increases Swing Speed by (5% * (Anatomy Skill / 100))
All
Chivalry Increases PvP Base Weapon Damage by (10% * (Chivalry Skill / 100)) All
Tactics 0-100 Skill: Increases Base Weapon Damage by (-50% + (Tactics Skill / 200))
100+ Skill: Any additional skill increases Base Weapon Damage by (1% * (Tactics Skill - 100))
All
Arms Lore Increases Special Attack Chance by (10% * (Arms Lore Skill / 100))
Increases Weapon Ability fill meter by an additional (10% * (Arms Lore Skill / 100)
Increases Swing Speed by (5% * (Arms Lore Skill / 100))
All
Lumberjacking Increases the Base Weapon Damage of axes by (25% * (Lumberjacking Skill / 100))
Reduced to Base Weapon Damage * (10% * (Lumberjacking Skill / 100)) in PvP.
Axes (Swordsmanship)
Mining Increases Base Weapon Damage by (25% * (Mining Skill / 100))
Reduced to Base Weapon Damage * (10% * (Mining Skill / 100)) in PvP.
Mace Fighting
Blacksmithy Increases the damage of blacksmith-crafted weapons by (25% * (Blacksmithing Skill / 100))
Reduced to Base Weapon Damage * (10% * (Blacksmithing Skill / 100)) in PvP.
All
Carpentry Increases the damage of carpentry-crafted weapons by (25% * (Carpentry Skill / 100))
Reduced to Base Weapon Damage * (10% * (Carpentry Skill / 100)) in PvP.
All
Camping
Tracking
Forensic Evaluation
Increases Base Weapon Damage by (25% * Skill / 100)
Reduced to Base Weapon Damage by (10% * Skill / 100) in PvP.
All
Archery
Fencing
Mace Fighting
Swordsmanship
Arcane
Fishing
When wielding a weapon of another weapon class, increases Base Weapon Damage by (25% * Skill / 100)
Reduced to Base Weapon Damage by (10% * Skill / 100) in PvP
All
Wrestling When wielding a weapon of another weapon class, increases Base Weapon Damage by (25% * Skill / 100) in PvM only. All
Inscription Increases the damage of scribe-crafted weapons by (20% * (Inscription Skill / 100))
Reduced to Base Weapon Damage * (8% * (Inscription Skill / 100)) in PvP.
Wrestling
Focus Increases Swing Speed and Accuracy by (15% * (Focus Skill / 100))
Increases Base Weapon Damage by (10% * (Chivalry Skill / 100)) in PvP
All
Tailoring Increases the damage of tailor-crafted weapons by (25% * (Tailoring Skill / 100))
Reduced to Base Weapon Damage by (10% * Tailoring Skill / 100) in PvP (Not confirmed)
Wrestling
Item Identification Increases the accuracy property of magical weapons by (50% * (Item Identification Skill / 100))
Increases the accuracy property of magical weapons by (50% * (Item Identification Skill / 100))
Increases the slayer propery of magical weapons by (50% * (Item Identification Skill / 100))
Magical Weapons

Archery Codex

Archery weapons benefit from Ammo and Finishers provided by an Archery Codex.

Archery Codex Stances, Finishers and Abilities

Type Name Description
Stance Arcane Accuracy and Damage increased by 3% per rank
Stance Fowling Weapon shots increase Damage Resistance towards target by 6% per rank for 5 seconds (does not stack)
Stance Incendiary Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Longshot Increases Range by (Rank / 2) rounded up, and Damage by 3% per rank
Stance Maiming Hinder effects last 10% longer per rank and Overpowered Hinder effects deal 10% more Damage per rank
Finisher Ricochet Deals 300% of Damage towards target and up to 2 additional random enemies within 6 tiles of target
Finisher Pincushion Makes 8 attacks against the target, with each having a 66% hit chance to inflict 100% Damage
Weapon Ability Skirmish For next 15 seconds damage increased by 25% and can fire while moving
Weapon Ability Full Draw For next 15 seconds damage increased by 35%, but must be stationary for 5 seconds to fire
Weapon Ability Repeater If not currently stealthed, immediately makes 3 additional hit attempts, each with a 66% chance to inflict 100% of weapon damage (scaled by weapon speed)

Training

To maximize efficiency while training Archery, players should use a good Quiver to reduce arrow and bolt consumption. Using a Heavy Crossbow will further reduce the amount of ammo needed.

Skill Activity
0-50 Train from NPC
50-80 Gain skill passively in combat in the New Player Dungeon
80-100 Gain skill passively in combat at the Prevalia Zoo or a Battle Trainer