Archery: Difference between revisions

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[[Category:Skills]]__NOTOC__
[[Category:Skills]]
[[File:wiki-archery.gif|right|alt=Skills - Archery|link=]]
==Summary==
The Archery skill allows a player to fire arrows/bolts from afar with Bows and Crossbows
* Archery class weapons cannot be [[Poisoning|poisoned.]]
* Players must remain stationary for 0.5 seconds in order to shoot (regardless of their Dexterity)
** Stationary delays scale in PvP based on a player's Dex, scaling from 1.0 seconds (25 Dex or lower) down to 0.5s (100 Dex or higher)
* Bows can fire arrows at targets up to 10 tiles away from the archer
* Crossbows can fire bolts at targets up to 8 tiles away from the archer
* The chance to hit with an archery class weapon is equal to (attacker's archery skill + 50) / ((defender's weapon or wrestling skill + 50) * 2) plus any relevant accuracy bonuses
* Increases Base Weapon Damage by (25% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvM.
* Reduced to Base Weapon Damage by (10% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvP.


The Archery skill allows a player to fire arrows/bolts from afar with Bows and Crossbows. Players must remain stationary for 0.5 seconds in order to shoot (regardless of their Dexterity).
==PvM Special Attack==
 
 
 
==PvM: Archery Weapon Special Attack==
* Only works against creatures, not other players
* Only works against creatures, not other players
* Players have a 10% chance of inflicting an Archery Weapon Special Attack against creatures
* Players have a 10% chance of inflicting an Archery Weapon Special Attack against creatures
* This chance can be further increased via the [[Arms Lore | Arms Lore Skill]], [[Water Aspect | Water Aspect Armor]], or [[Mastery Chain | Mastery Chain Links]]
* This chance can be further increased via the [[Arms Lore | Arms Lore Skill]], [[Water Aspect | Water Aspect Armor]], or [[Mastery Chain | Mastery Chain Links]]
** Increases damage dealt by the attack that generated the special by 50% (by 100% if the target is already hindered or immune to hinder).
** Increases damage dealt by the attack that generated the special by 50% (by 100% if the target is already hindered or immune to hinder)
** Hinders the target (prevents all movement, casting, melee attacks) for 4-8 seconds
** Hinders the target (prevents all movement, casting, melee attacks) for 4-8 seconds
*** Hinder effect duration scales based on weapon speed (slower archery weapons have longer effect duration) and creature difficulty
*** Hinder effect duration scales based on weapon speed (slower archery weapons have longer effect duration) and creature difficulty
*** Players also receive a +25% Accuracy bonus when using Archery Weapons against a creature that is hindered at the time of the attack.
*** Players also receive a +25% Accuracy bonus when using Archery Weapons against a creature that is hindered at the time of the attack
* Once a creature recovers from a Hinder effect caused by a Player Weapon, it will then become immune to further Hinder effects for a duration equal to 50% of the original Hinder duration
** this immunity will cause the same Damage Bonuses that normally apply to attempting to apply Hinder to Hinder-immune targets
** For example, a player uses Archery to deliver a 6 second Hinder effect to a creature. After the 6 second Hinder resolves, the creature now is immune to Hinder for the next 3 seconds, during this time any new Hinder effects attempting to be applied will instead result in a damage bonus


==PvP Stationary Effects and Requirements==
* Stationary Delays are the length of time that a player must remain on the same tile before a Ranged Weapon will fire
<br>
Weapon Swing Delay in PvP
* The Stationary Delay for Archery and Arcane Weapons scales in PvP based on a player's Dex, with delays scaling from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher) [previously was flat 0.5 seconds]
* Examples
** A player with 25 Dex must remain stationary for 1.0 seconds before they may fire an Archery/Arcane Weapon
** A player with 63 Dex must remain stationary for 0.75 seconds before they may fire an Archery/Arcane Weapon
** A player with 100 Dex must remain stationary for 0.5 seconds before they may fire an Archery/Arcane Weapon
<br>
Damage Delays in PvP
* When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)
* Examples
** A player with 25 Dex will have a randomized delay of 0 to 0.5 seconds for Ranged Weapon damage
** A player with 63 Dex will have a randomized delay of 0 to 0.25 seconds for Ranged Weapon damage
** A player with 100 Dex will have no delay for Ranged Weapon damage
==Weapon Types==
{{Main|Armor & Weapons}}
Archery weapons are crafted with [[carpentry]], or bought from NPCs
{{ArcheryWeaponClass}}
==Quivers==
* Players can use [[Quiver|Quivers]] to reduce the Ammunition Weight and Ammunition Consumption Rate
[[File:decorativequiver.png|200px]]
==Beneficial Skills==
Some of the skills below benefit Archery.
{{BeneficialSkillsWeapon}}
==Codex==
{{Main|Weapon and Parry Codex}}
* Archery weapons benefit from Ammo and Finishers provided by a Codex of Archery.
{{ArcheryCodex}}


==Training==
==Training==
* Archery is trained through combat with an Archery weapon equipped and requires Arrows or Bolts depending on the weapon.
{| class="wikitable" style="text-align: center;"
* See the [[Armor & Weapons#Weapons Chart|Weapons Chart]] for a list of Archery weapons.
 
* Up to 50.0 skill can be trained by an NPC bowyer or ranger.
Use a good [[Quiver|Quiver]] to reduce the amount of arrows and bolts consumed! Using a heavy x-bow for training will reduce the ammo need further.
* Skill gains for Archery up to 70.0 are accelerated in the [[New Player Dungeon]].
 
* 50-70 fight creatures in the New Player Dungeon.
! Skill
* 70-100:
! Activity
**<u>Method One:</u>
|-
** Use a heavy crossbow to shoot creatures at Prevalia Zoo.  Doing this with low stamina / dexterity will provide the same rate of skill gain while using less ammunition.  Making archery attacks after first using hiding / stealth will further reduce the amount of ammunition required to train archery.
| 0-50
** <u>Method Two:</u>
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]
** Purchase Wooden Training Bow from any NPC Provisioner vendor.
|-
** Use a 2nd account as a spar dummy by attacking it with the character who is training.
| 50-80
** Then toggle war/peace on the 2nd account dummy character.
| Passively in Combat in the [[New Player Dungeon]]
*** Note: If training against another player, it is best to be in the same guild or else form a party where both members check "Flag Green to Party" in order to avoid being flagged as a criminal.
|-
*** You will need a way to heal the second account character.
| 80-100
| Passively in Combat, in the Prevalia Zoo or at a Battletrainer.
|}

Latest revision as of 16:19, 24 February 2025

Summary

The Archery skill allows a player to fire arrows/bolts from afar with Bows and Crossbows

  • Archery class weapons cannot be poisoned.
  • Players must remain stationary for 0.5 seconds in order to shoot (regardless of their Dexterity)
    • Stationary delays scale in PvP based on a player's Dex, scaling from 1.0 seconds (25 Dex or lower) down to 0.5s (100 Dex or higher)
  • Bows can fire arrows at targets up to 10 tiles away from the archer
  • Crossbows can fire bolts at targets up to 8 tiles away from the archer
  • The chance to hit with an archery class weapon is equal to (attacker's archery skill + 50) / ((defender's weapon or wrestling skill + 50) * 2) plus any relevant accuracy bonuses
  • Increases Base Weapon Damage by (25% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvM.
  • Reduced to Base Weapon Damage by (10% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvP.

PvM Special Attack

  • Only works against creatures, not other players
  • Players have a 10% chance of inflicting an Archery Weapon Special Attack against creatures
  • This chance can be further increased via the Arms Lore Skill, Water Aspect Armor, or Mastery Chain Links
    • Increases damage dealt by the attack that generated the special by 50% (by 100% if the target is already hindered or immune to hinder)
    • Hinders the target (prevents all movement, casting, melee attacks) for 4-8 seconds
      • Hinder effect duration scales based on weapon speed (slower archery weapons have longer effect duration) and creature difficulty
      • Players also receive a +25% Accuracy bonus when using Archery Weapons against a creature that is hindered at the time of the attack
  • Once a creature recovers from a Hinder effect caused by a Player Weapon, it will then become immune to further Hinder effects for a duration equal to 50% of the original Hinder duration
    • this immunity will cause the same Damage Bonuses that normally apply to attempting to apply Hinder to Hinder-immune targets
    • For example, a player uses Archery to deliver a 6 second Hinder effect to a creature. After the 6 second Hinder resolves, the creature now is immune to Hinder for the next 3 seconds, during this time any new Hinder effects attempting to be applied will instead result in a damage bonus

PvP Stationary Effects and Requirements

  • Stationary Delays are the length of time that a player must remain on the same tile before a Ranged Weapon will fire


Weapon Swing Delay in PvP

  • The Stationary Delay for Archery and Arcane Weapons scales in PvP based on a player's Dex, with delays scaling from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher) [previously was flat 0.5 seconds]
  • Examples
    • A player with 25 Dex must remain stationary for 1.0 seconds before they may fire an Archery/Arcane Weapon
    • A player with 63 Dex must remain stationary for 0.75 seconds before they may fire an Archery/Arcane Weapon
    • A player with 100 Dex must remain stationary for 0.5 seconds before they may fire an Archery/Arcane Weapon


Damage Delays in PvP

  • When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)
  • Examples
    • A player with 25 Dex will have a randomized delay of 0 to 0.5 seconds for Ranged Weapon damage
    • A player with 63 Dex will have a randomized delay of 0 to 0.25 seconds for Ranged Weapon damage
    • A player with 100 Dex will have no delay for Ranged Weapon damage


Weapon Types

Main article: Armor & Weapons

Archery weapons are crafted with carpentry, or bought from NPCs

Grinding (Light) Grind (Medium) Burst
Weapon Wielded With Poisonable Ammo Type Speed Weapon Wielded With Poisonable Ammo Type Speed Weapon Wielded With Poisonable Ammo Type Speed

Bow
2H No Arrows 34
Crossbow
1H No Bolts 28
Heavy Crossbow
2H No Bolts 20

Hunting Bow
2H No Arrows 34
Balestra
1H No Bolts 28
Rampart Crossbow
2H No Bolts 20

Recurve Bow
2H No Arrows 34
Pistol Crossbow
1H No Bolts 28
Great Bow
2H No Arrows 20


Quivers

  • Players can use Quivers to reduce the Ammunition Weight and Ammunition Consumption Rate


Beneficial Skills

Some of the skills below benefit 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
Macing
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

Codex

Main article: Weapon and Parry Codex

  • Archery weapons benefit from Ammo and Finishers provided by a Codex of Archery.

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

Use a good Quiver to reduce the amount of arrows and bolts consumed! Using a heavy x-bow for training will reduce the ammo need further.
Skill Activity
0-50 Train from NPC
50-80 Passively in Combat in the New Player Dungeon
80-100 Passively in Combat, in the Prevalia Zoo or at a Battletrainer.