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	<updated>2026-04-19T10:07:30Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=252248</id>
		<title>The Falcon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=252248"/>
		<updated>2026-01-21T09:59:40Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Falcon&#039;&#039;&#039; is a sleek crimson-hulled airship.  It is a mobile [[private property]] that has the ability to move between the above-ground cities of [[Elanith]], including [[Wehnimer&#039;s Landing]], [[Icemule Trace]], [[Solhaven]], [[Teras Isle]], [[River&#039;s Rest]], [[Kraken&#039;s Fall]], [[Ta&#039;Vaalor]], and [[Ta&#039;Illistim]]. &lt;br /&gt;
&lt;br /&gt;
The Falcon is the only privately owned airship in Elanthia and one of two mobile private properties, with the other one being a sailing ship, The Carillion. The Falcon&#039;s home base is Redwing Spire in [[Solhaven]] and it can be found docked above the platform in the top room of that tower, which is owned by its captain, when in town.  &lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Designed by GM Auchand, the Falcon was offered as the grand prize in the first [[Droughtman&#039;s Challenge]] and won by its first captain, Nuadjha.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Long and lean, the airship floats gracefully high out of reach.  Crimson-lacquered panels arc outward to form a slender hull surmounted by a bronze-beaked falcon figurehead.  Three golvern-edged propellers rise high above the ship in the place of sails, while small maneuvering propellers line the sides and stern.  Brilliant bronze tracery identifies the ship.&lt;br /&gt;
&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
~o~{  The Falcon  }~o~&lt;br /&gt;
&lt;br /&gt;
==Travel and Chronomage== &lt;br /&gt;
The airship takes 20 minutes to 3 hours to move between towns, depending on the distance.  Passengers not wanting to ride can opt to use an on-board Chronomage system for a fee.&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Foredeck&lt;br /&gt;
|desc=A bronze-beaked falcon figurehead juts from the prow of the vessel, its spread wings embracing the crimson-painted hull.  Wrought from verdigris bronze, a waist-high railing mimics vines twining around modwir saplings.  A carved redwood ship&#039;s wheel crowns a raised platform several paces behind the figurehead.  You also see a woven spidersilk ladder.&lt;br /&gt;
|paths= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Amidships&lt;br /&gt;
|desc=The golvern-edged propellers of the ship shine in the sunlight, casting a wavering blur of reflected radiance over the smooth-worn and polished planes of wood below.  Fanciful tracery forms golden vines that twine up the trio of cylindrical supports leading to the whirring blades.  A dark teak hatch fastened with a black iron ring lies to starboard.  Unmarked crates and wooden barrels have been stacked high and lashed down near the railings.&lt;br /&gt;
|paths=east, west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Aft&lt;br /&gt;
|desc=A long redwood bench sits far aft, backed by a railing that overlooks the squared stern of the ship.  Far enough away from the ceaseless drone of the main propellers to be almost quiet, the deck provides a view of the steering blades situated midway down the ship&#039;s hull.  Beyond them is a dizzying view of the night-darkened earth below.  A lustrous redwood sideboard has been bolted to one section of the railing.&lt;br /&gt;
|paths= west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Belowdecks&lt;br /&gt;
|desc=Dusky blue tubes plated with refined veniom stand as tall as a man and far wider, lining the interior hull of the ship.  The metal sparkles dimly in the half-light.  They resonate faintly with the constant vibrations twitching through the ship, releasing a high-pitched hum into the cool air.  Glass pipes full of rushing water direct their frothing current eastward toward a steadily pulsating light source.  You also see a dark teak hatch in the ceiling, a set of steel hooks with some stuff on it, a row of spidersilk hammocks and a redwood footlocker.&lt;br /&gt;
|exits= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Engineering&lt;br /&gt;
|desc=Approaching the heart of the ship, the lengths of crimson-varnished wood give way to lightless blocks of crystal.  An enclosure of precious metals fans out around a pulsating hexagonal blue crystal, the source of an ethereal pulse bathing the chamber in blue-white luminescence.  Faint, haunting notes pour forth from the depth of the crystal in a strange and unending song.  You also see a brass and gold-rimmed pedestal with a solid silver orb on it, a set of steel hooks with some stuff on it, a squat wooden stool and a stained workbench with some stuff on it.&lt;br /&gt;
|exits= west}}&lt;br /&gt;
&lt;br /&gt;
==Docks==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Town !!Dock Location!!Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing|| East of the North Gate||414&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace|| Outside the North Gate||3307&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven|| Redwing Spire, Planning Room (home base)||17427, go door&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest|| Floating Dock, Tempest River (in the Stone Eye)||11432&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle|| Outside the North Gate||1991&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor|| Timmorain Road (outside the Vermilion Gate)||5832&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim|| Outside the West Gate||752&lt;br /&gt;
|-&lt;br /&gt;
|Kraken&#039;s Fall|| Kraken&#039;s Fall, Beach || 28891&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Falcon}}&lt;br /&gt;
[[Category:Private Properties]]&lt;br /&gt;
[[category:Ships of Elanthia]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotflares&amp;diff=162225</id>
		<title>Rotflares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotflares&amp;diff=162225"/>
		<updated>2022-02-20T19:44:23Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Edited. Briar flares do work with rotflares.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RotFlares&#039;&#039;&#039; are a rare type of script [[flare]].  They are unusual in that they increase in frequency and severity with necromancy training, do damage over time, and can be added to weapons that already have another script (for many but not all scripts).  They are applied to weapons and runestaves.&lt;br /&gt;
&lt;br /&gt;
==Release and Availability==&lt;br /&gt;
Rotflares were released by Skyrn at [[Ebon Gate]] 2014.  He added rotflares to 5 weapons in Prime through a variety of distribution methods, including a contest for who had the most necromancy ranks and a silent auction.  That same event, a +25 RotFlares bastard sword was found while digging.&lt;br /&gt;
&lt;br /&gt;
Rotflares have since been available at multiple runs of Duskruin Arena, either as pre-made weapons, or as a service added on to an existing weapon.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When RotFlares trigger, they do damage from the [[disruption critical table]].  For weapons, rotflares trigger at the following observed rates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ranks of necromancy&lt;br /&gt;
! Flares&lt;br /&gt;
! Hits&lt;br /&gt;
! Rate&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 53&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 13&lt;br /&gt;
| 39&lt;br /&gt;
| 33%&lt;br /&gt;
|-&lt;br /&gt;
| 136&lt;br /&gt;
| 42&lt;br /&gt;
| 100&lt;br /&gt;
| 42%&lt;br /&gt;
|-&lt;br /&gt;
| 171&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Wyrom confirmed that the ranks in the table above are the specific threshold ranks.  Also also confirmed that the rank thresholds apply to any profession equally.  Years later (2019), we learned from Wyrom that &amp;quot;it uses the same seed as ensorcell.&amp;quot;  His later comments seemed to suggest that this table was accurate for flare rate, and the ensorcell seed applied to hidden disease damage, but he was not crystal clear about it.&lt;br /&gt;
&lt;br /&gt;
RotFlares also apply a [[disease]] to the target, if the target is not already diseased.  The disease damage per round is somewhat randomized, and scales with necromancy ranks.  With 0 ranks, the disease does about 10 damage per round.  With 180 ranks of necromancy, the disease inflicts more like 70 damage per round.  This disease first inflicts damage approximately 3 seconds after it is applied, then every 30 seconds thereafter.  This disease does not provide messaging when it deals damage.&lt;br /&gt;
&lt;br /&gt;
Finally, RotFlares apply a relatively modest damage-over-time (DoT) effect, separate from the disease effect.  Similar to the disease effect, it is applied only if the target is not already under the effect of a RotFlares DoT effect, and it triggers 3 seconds after it is applied.  It triggers again every 10 seconds thereafter.  The effect is visible, and can cause stuns and knockdowns.  It causes roughly 7 damage per trigger on average, and is seemingly not affected by the users&#039; necromancy ranks.&lt;br /&gt;
&lt;br /&gt;
RotFlares applies only to creatures with blood, which is roughly equivalent to non-undead crittable creatures, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
==Script Incompatibility==&lt;br /&gt;
While RotFlares can be applied to most scripted weapons, there are a few scripts that it doesn&#039;t function with.&lt;br /&gt;
&lt;br /&gt;
* Greater and Lesser [[Coraesine]]&lt;br /&gt;
* [[ShadowDeath weapon]]&lt;br /&gt;
* [[Sorrow]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* Sword canes&lt;br /&gt;
* [[Chronomage dagger|ChronoFlares]]&lt;br /&gt;
* Bandolier weapon&lt;br /&gt;
* [[Elemental bow|Ebows]]&lt;br /&gt;
* [[Spirit gauntlet|Spirit bows]]&lt;br /&gt;
* [[Chainspear|Chainspears]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Rotflares/saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?97542-Rotflares-by-the-numbers&amp;amp;highlight=numbers| Goat&#039;s PC Post]&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Scripts]]&lt;br /&gt;
[[Category:Scripted Items]]&lt;br /&gt;
[[Category:Functional Scripts]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=146397</id>
		<title>The Falcon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=146397"/>
		<updated>2021-04-01T20:14:29Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Falcon&#039;&#039;&#039; is a sleek crimson-hulled airship.  It is a mobile [[private property]] that has the ability to move between the above-ground cities of [[Elanith]], including [[Wehnimer&#039;s Landing]], [[Icemule Trace]], [[Solhaven]], [[Teras Isle]], [[River&#039;s Rest]], [[Kraken&#039;s Fall]], [[Ta&#039;Vaalor]], and [[Ta&#039;Illistim]]. &lt;br /&gt;
&lt;br /&gt;
The Falcon is the only privately owned airship in Elanthia and one of two mobile private properties, with the other one being a sailing ship, The Carillion. The Falcon&#039;s home base is Redwing Spire in [[Solhaven]] and it can be found docked above the platform in the top room of that tower, which is owned by its captain, when in town.  &lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Designed by GM Auchand, the Falcon was offered as the grand prize in the first [[Droughtman&#039;s Challenge]] and won by its current captain, Nuadjha.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Long and lean, the airship floats gracefully high out of reach.  Crimson-lacquered panels arc outward to form a slender hull surmounted by a bronze-beaked falcon figurehead.  Three golvern-edged propellers rise high above the ship in the place of sails, while small maneuvering propellers line the sides and stern.  Brilliant bronze tracery identifies the ship.&lt;br /&gt;
&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
~o~{  The Falcon  }~o~&lt;br /&gt;
&lt;br /&gt;
==Travel and Chronomage== &lt;br /&gt;
The airship takes 20 minutes to 3 hours to move between towns, depending on the distance.  Passengers not wanting to ride can opt to use an on-board Chronomage system for a fee.&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Foredeck&lt;br /&gt;
|desc=A bronze-beaked falcon figurehead juts from the prow of the vessel, its spread wings embracing the crimson-painted hull.  Wrought from verdigris bronze, a waist-high railing mimics vines twining around modwir saplings.  A carved redwood ship&#039;s wheel crowns a raised platform several paces behind the figurehead.  You also see a woven spidersilk ladder.&lt;br /&gt;
|paths= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Amidships&lt;br /&gt;
|desc=The golvern-edged propellers of the ship shine in the sunlight, casting a wavering blur of reflected radiance over the smooth-worn and polished planes of wood below.  Fanciful tracery forms golden vines that twine up the trio of cylindrical supports leading to the whirring blades.  A dark teak hatch fastened with a black iron ring lies to starboard.  Unmarked crates and wooden barrels have been stacked high and lashed down near the railings.&lt;br /&gt;
|paths=east, west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Aft&lt;br /&gt;
|desc=A long redwood bench sits far aft, backed by a railing that overlooks the squared stern of the ship.  Far enough away from the ceaseless drone of the main propellers to be almost quiet, the deck provides a view of the steering blades situated midway down the ship&#039;s hull.  Beyond them is a dizzying view of the night-darkened earth below.  A lustrous redwood sideboard has been bolted to one section of the railing.&lt;br /&gt;
|paths= west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Belowdecks&lt;br /&gt;
|desc=Dusky blue tubes plated with refined veniom stand as tall as a man and far wider, lining the interior hull of the ship.  The metal sparkles dimly in the half-light.  They resonate faintly with the constant vibrations twitching through the ship, releasing a high-pitched hum into the cool air.  Glass pipes full of rushing water direct their frothing current eastward toward a steadily pulsating light source.  You also see a dark teak hatch in the ceiling, a set of steel hooks with some stuff on it, a row of spidersilk hammocks and a redwood footlocker.&lt;br /&gt;
|exits= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Engineering&lt;br /&gt;
|desc=Approaching the heart of the ship, the lengths of crimson-varnished wood give way to lightless blocks of crystal.  An enclosure of precious metals fans out around a pulsating hexagonal blue crystal, the source of an ethereal pulse bathing the chamber in blue-white luminescence.  Faint, haunting notes pour forth from the depth of the crystal in a strange and unending song.  You also see a brass and gold-rimmed pedestal with a solid silver orb on it, a set of steel hooks with some stuff on it, a squat wooden stool and a stained workbench with some stuff on it.&lt;br /&gt;
|exits= west}}&lt;br /&gt;
&lt;br /&gt;
==Docks==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Town !!Dock Location!!Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing|| East of the North Gate||414&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace|| Outside the North Gate||3307&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven|| Redwing Spire, Planning Room (home base)||17427, go door&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest|| Floating Dock, Tempest River (in the Stone Eye)||11432&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle|| Outside the North Gate||1991&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor|| Timmorain Road (outside the Vermilion Gate)||5832&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim|| Outside the West Gate||752&lt;br /&gt;
|-&lt;br /&gt;
|Kraken&#039;s Fall|| Kraken&#039;s Fall, Beach || 28891&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Falcon}}&lt;br /&gt;
[[Category:Private Properties]]&lt;br /&gt;
[[category:Ships of Elanthia]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=146396</id>
		<title>The Falcon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=146396"/>
		<updated>2021-04-01T17:28:37Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Falcon&#039;&#039;&#039; is a sleek crimson-hulled airship.  It is a mobile [[private property]] that has the ability to move between the above-ground cities of [[Elanith]], including [[Wehnimer&#039;s Landing]], [[Icemule Trace]], [[Solhaven]], [[Teras Isle]], [[River&#039;s Rest]], [[Kraken&#039;s Fall]], [[Ta&#039;Vaalor]], and [[Ta&#039;Illistim]]. &lt;br /&gt;
&lt;br /&gt;
The Falcon is the only privately owned airship in Elanthia and one of two mobile private properties, with the other one being a sailing ship, The Carillion. The Falcon&#039;s home base is Redwing Spire in [[Solhaven]] and it can be found docked above the platform in the top room of that tower, which is owned by its captain, when in town.  &lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Designed by GM Auchand, the Falcon was offered as the grand prize in the first [[Droughtman&#039;s Challenge]] and won by its current captain, Nuadjha.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Long and lean, the airship floats gracefully high out of reach.  Crimson-lacquered panels arc outward to form a slender hull surmounted by a bronze-beaked falcon figurehead.  Three golvern-edged propellers rise high above the ship in the place of sails, while small maneuvering propellers line the sides and stern.  Brilliant bronze tracery identifies the ship.&lt;br /&gt;
&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
~o~{  The Falcon  }~o~&lt;br /&gt;
&lt;br /&gt;
==Travel and Chronomage== &lt;br /&gt;
The airship takes 20 minutes to 3 hours to move between towns, depending on the distance.  Passengers not wanting to ride can opt to use an on-board Chronomage system for a fee.&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Foredeck&lt;br /&gt;
|desc=A bronze-beaked falcon figurehead juts from the prow of the vessel, its spread wings embracing the crimson-painted hull.  Wrought from verdigris bronze, a waist-high railing mimics vines twining around modwir saplings.  A carved redwood ship&#039;s wheel crowns a raised platform several paces behind the figurehead.  You also see a woven spidersilk ladder.&lt;br /&gt;
|paths= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Amidships&lt;br /&gt;
|desc=The golvern-edged propellers of the ship shine in the sunlight, casting a wavering blur of reflected radiance over the smooth-worn and polished planes of wood below.  Fanciful tracery forms golden vines that twine up the trio of cylindrical supports leading to the whirring blades.  A dark teak hatch fastened with a black iron ring lies to starboard.  Unmarked crates and wooden barrels have been stacked high and lashed down near the railings.&lt;br /&gt;
|paths=east, west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Aft&lt;br /&gt;
|desc=A long redwood bench sits far aft, backed by a railing that overlooks the squared stern of the ship.  Far enough away from the ceaseless drone of the main propellers to be almost quiet, the deck provides a view of the steering blades situated midway down the ship&#039;s hull.  Beyond them is a dizzying view of the night-darkened earth below.  A lustrous redwood sideboard has been bolted to one section of the railing.&lt;br /&gt;
|paths= west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Belowdecks&lt;br /&gt;
|desc=Dusky blue tubes plated with refined veniom stand as tall as a man and far wider, lining the interior hull of the ship.  The metal sparkles dimly in the half-light.  They resonate faintly with the constant vibrations twitching through the ship, releasing a high-pitched hum into the cool air.  Glass pipes full of rushing water direct their frothing current eastward toward a steadily pulsating light source.  You also see a dark teak hatch in the ceiling, a set of steel hooks with some stuff on it, a row of spidersilk hammocks and a redwood footlocker.&lt;br /&gt;
|exits= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Engineering&lt;br /&gt;
|desc=Approaching the heart of the ship, the lengths of crimson-varnished wood give way to lightless blocks of crystal.  An enclosure of precious metals fans out around a pulsating hexagonal blue crystal, the source of an ethereal pulse bathing the chamber in blue-white luminescence.  Faint, haunting notes pour forth from the depth of the crystal in a strange and unending song.  You also see a brass and gold-rimmed pedestal with a solid silver orb on it, a set of steel hooks with some stuff on it, a squat wooden stool and a stained workbench with some stuff on it.&lt;br /&gt;
|exits= west}}&lt;br /&gt;
&lt;br /&gt;
==Docks==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Town !!Dock Location!!Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing|| East of the North Gate||414&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace|| Outside the North Gate||3307&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven|| Redwing Spire, Planning Room (home base)||17427, go door&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest|| Floating Dock, Tempest River (in the Stone Eye)||11432&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle|| Outside the North Gate||1991&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor|| Timmorain Road (outside the Vermilion Gate)||5832&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim|| Outside the West Gate||752&lt;br /&gt;
|-&lt;br /&gt;
|Kraken&#039;s Fall|| TBA || TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Falcon}}&lt;br /&gt;
[[Category:Private Properties]]&lt;br /&gt;
[[category:Ships of Elanthia]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=146395</id>
		<title>The Falcon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Falcon&amp;diff=146395"/>
		<updated>2021-04-01T17:28:05Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Falcon&#039;&#039;&#039; is a sleek crimson-hulled airship.  It is a mobile [[private property]] that has the ability to move between the above-ground cities of [[Elanith]], including [[Wehnimer&#039;s Landing]], [[Icemule Trace]], [[Solhaven]], [[Teras Isle]], [[River&#039;s Rest]], [[Ta&#039;Vaalor]], and [[Ta&#039;Illistim]]. &lt;br /&gt;
&lt;br /&gt;
The Falcon is the only privately owned airship in Elanthia and one of two mobile private properties, with the other one being a sailing ship, The Carillion. The Falcon&#039;s home base is Redwing Spire in [[Solhaven]] and it can be found docked above the platform in the top room of that tower, which is owned by its captain, when in town.  &lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Designed by GM Auchand, the Falcon was offered as the grand prize in the first [[Droughtman&#039;s Challenge]] and won by its current captain, Nuadjha.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Long and lean, the airship floats gracefully high out of reach.  Crimson-lacquered panels arc outward to form a slender hull surmounted by a bronze-beaked falcon figurehead.  Three golvern-edged propellers rise high above the ship in the place of sails, while small maneuvering propellers line the sides and stern.  Brilliant bronze tracery identifies the ship.&lt;br /&gt;
&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
~o~{  The Falcon  }~o~&lt;br /&gt;
&lt;br /&gt;
==Travel and Chronomage== &lt;br /&gt;
The airship takes 20 minutes to 3 hours to move between towns, depending on the distance.  Passengers not wanting to ride can opt to use an on-board Chronomage system for a fee.&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Foredeck&lt;br /&gt;
|desc=A bronze-beaked falcon figurehead juts from the prow of the vessel, its spread wings embracing the crimson-painted hull.  Wrought from verdigris bronze, a waist-high railing mimics vines twining around modwir saplings.  A carved redwood ship&#039;s wheel crowns a raised platform several paces behind the figurehead.  You also see a woven spidersilk ladder.&lt;br /&gt;
|paths= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Amidships&lt;br /&gt;
|desc=The golvern-edged propellers of the ship shine in the sunlight, casting a wavering blur of reflected radiance over the smooth-worn and polished planes of wood below.  Fanciful tracery forms golden vines that twine up the trio of cylindrical supports leading to the whirring blades.  A dark teak hatch fastened with a black iron ring lies to starboard.  Unmarked crates and wooden barrels have been stacked high and lashed down near the railings.&lt;br /&gt;
|paths=east, west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Aft&lt;br /&gt;
|desc=A long redwood bench sits far aft, backed by a railing that overlooks the squared stern of the ship.  Far enough away from the ceaseless drone of the main propellers to be almost quiet, the deck provides a view of the steering blades situated midway down the ship&#039;s hull.  Beyond them is a dizzying view of the night-darkened earth below.  A lustrous redwood sideboard has been bolted to one section of the railing.&lt;br /&gt;
|paths= west}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Belowdecks&lt;br /&gt;
|desc=Dusky blue tubes plated with refined veniom stand as tall as a man and far wider, lining the interior hull of the ship.  The metal sparkles dimly in the half-light.  They resonate faintly with the constant vibrations twitching through the ship, releasing a high-pitched hum into the cool air.  Glass pipes full of rushing water direct their frothing current eastward toward a steadily pulsating light source.  You also see a dark teak hatch in the ceiling, a set of steel hooks with some stuff on it, a row of spidersilk hammocks and a redwood footlocker.&lt;br /&gt;
|exits= east}}&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=The Falcon, Engineering&lt;br /&gt;
|desc=Approaching the heart of the ship, the lengths of crimson-varnished wood give way to lightless blocks of crystal.  An enclosure of precious metals fans out around a pulsating hexagonal blue crystal, the source of an ethereal pulse bathing the chamber in blue-white luminescence.  Faint, haunting notes pour forth from the depth of the crystal in a strange and unending song.  You also see a brass and gold-rimmed pedestal with a solid silver orb on it, a set of steel hooks with some stuff on it, a squat wooden stool and a stained workbench with some stuff on it.&lt;br /&gt;
|exits= west}}&lt;br /&gt;
&lt;br /&gt;
==Docks==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Town !!Dock Location!!Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing|| East of the North Gate||414&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace|| Outside the North Gate||3307&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven|| Redwing Spire, Planning Room (home base)||17427, go door&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest|| Floating Dock, Tempest River (in the Stone Eye)||11432&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle|| Outside the North Gate||1991&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor|| Timmorain Road (outside the Vermilion Gate)||5832&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim|| Outside the West Gate||752&lt;br /&gt;
|-&lt;br /&gt;
|Kraken&#039;s Fall|| TBA || TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Falcon}}&lt;br /&gt;
[[Category:Private Properties]]&lt;br /&gt;
[[category:Ships of Elanthia]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=136991</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=136991"/>
		<updated>2020-09-11T15:35:42Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Aiming &amp;amp; Sighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. &#039;&#039;&#039;Crossbows have a flat RT&#039;&#039;&#039; unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
ENCUMBRANCE does not affect ranged RT, nor AIMing.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT, starting with -1 second at 8 bonus and progressing each +15 afterward (e.g., 8, 23, 38).&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
|[[Firebird|Firebird]]&lt;br /&gt;
|85&lt;br /&gt;
|[[F&#039;Eyrie|F&#039;Eyrie]]&lt;br /&gt;
|Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=135416</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=135416"/>
		<updated>2020-08-14T03:47:44Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Adding Flaring Fletchings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. &#039;&#039;&#039;Crossbows have a flat RT&#039;&#039;&#039; unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT, starting with -1 second at 8 bonus and progressing each +15 afterward (e.g., 8, 23, 38).&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
|[[Firebird|Firebird]]&lt;br /&gt;
|85&lt;br /&gt;
|[[F&#039;Eyrie|F&#039;Eyrie]]&lt;br /&gt;
|Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=135415</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=135415"/>
		<updated>2020-08-14T03:44:49Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. &#039;&#039;&#039;Crossbows have a flat RT&#039;&#039;&#039; unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT, starting with -1 second at 8 bonus and progressing each +15 afterward (e.g., 8, 23, 38).&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|[[Firebird|Firebird]]&lt;br /&gt;
|85&lt;br /&gt;
|[[F&#039;Eyrie|F&#039;Eyrie]]&lt;br /&gt;
|Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131773</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131773"/>
		<updated>2020-05-19T21:31:33Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Modifying Skills and Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. &#039;&#039;&#039;Crossbows have a flat RT&#039;&#039;&#039; unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT, starting with -1 second at 8 bonus and progressing each +15 afterward (e.g., 8, 23, 38).&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131772</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131772"/>
		<updated>2020-05-19T21:29:33Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Firing Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. &#039;&#039;&#039;Crossbows have a flat RT&#039;&#039;&#039; unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131771</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131771"/>
		<updated>2020-05-19T21:29:13Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Firing Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. &#039;&#039;&#039;Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131770</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131770"/>
		<updated>2020-05-19T21:28:37Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Bows vs. Crossbows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see [[Ranged Weapons|Ranged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131769</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131769"/>
		<updated>2020-05-19T21:27:27Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Bows vs. Crossbows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your natural critical weighting ([[Wisdom]]+[[Intuition]] Bonus)/6 – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling or prone position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling or prone. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131768</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131768"/>
		<updated>2020-05-19T21:24:29Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Bows vs. Crossbows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your ([[Wisdom]]+[[Intuition]] Bonus)/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131767</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131767"/>
		<updated>2020-05-19T21:22:52Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Basic Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares and blessings primarily) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131756</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131756"/>
		<updated>2020-05-19T16:12:44Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Adding Flaring Fletchings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material. These are available primarily from the three creatures below, the rare permanent flaring fletching razors, and special-event merchant shops. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131755</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131755"/>
		<updated>2020-05-19T16:11:58Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Adding Flaring Fletchings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy cockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131754</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131754"/>
		<updated>2020-05-19T16:11:38Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
The following creatures may be skinned to create flaring fletchings:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Area&lt;br /&gt;
!Flare&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm griffin|Storm Griffin]]&lt;br /&gt;
|73&lt;br /&gt;
|[[Griffin&#039;s Keen|Griffin&#039;s Keen]]&lt;br /&gt;
|Lightning&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadnought raptor|Dreadnought Raptor]]&lt;br /&gt;
|43&lt;br /&gt;
|[[Gyldemar Green|Gyldemar Green]]&lt;br /&gt;
|Air&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowy rockatrice|Snowy Cockatrice]]&lt;br /&gt;
|6&lt;br /&gt;
|[[Snowflake Vale|Snowflake Vale]]&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131741</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131741"/>
		<updated>2020-05-18T19:28:22Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131740</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131740"/>
		<updated>2020-05-18T19:25:05Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Fletch Mastery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. This skill requires full mastery at 500 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131739</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131739"/>
		<updated>2020-05-18T19:24:32Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Fletching &amp;amp; Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can create a bundle of customized arrows (by fletching one full arrow from scratch) or work on an existing arrow bundle. For an existing bundle, a fletcher can make the arrows magical by swapping out the shafts for a magical wood (and thus make them able to magical creatures), add flaring fletchings, and change out tips for different damage types (broadhead, bodkin, crescent, or blunt). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. &lt;br /&gt;
&lt;br /&gt;
=== Changing Shafts ===&lt;br /&gt;
The primary reason to change out shafts would be if you are modifying an existing non-magical set of arrows made from a plain wood to change them to a magical wood. Doing so will enable the arrows to hit magical creature (e.g., cyclops). Have a bundle of magical wood shafts in your left hand and the arrow bundle in your right, then FLETCH SHAFT. This skill requires 50 fletching ranks. &lt;br /&gt;
&lt;br /&gt;
=== Adding Flaring Fletchings ===&lt;br /&gt;
To add flares through fletchings, you first need the flaring fletching material (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. The command is FLETCH FLETCH, with fletchings in your left hand and the arrow bundle in your right. This skill requires 200 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Changing Tips ===&lt;br /&gt;
Swapping out tips is especially useful if hunting puncture-resistant creatures (switch to crescent tips for slash) or creatures in chain or plate armor (switch to bodkin tips for better DF against heavier armors). Blunt tips do Unbalance damage and a +10 AvD bonus and are useful for disabling creatures, though they have a lower DF than regular arrrows. Broadhead tips mimic plain carved tips and are useful only for aesthetics or to switch a bundle back to a regular damage distribution. To swap arrow tips, have 10 of the new tip bundled in your left hand and the bundle of arrows you want to work on in your right, then FLETCH TIP. This skill require 400 fletching ranks.&lt;br /&gt;
&lt;br /&gt;
=== Fletch Mastery ===&lt;br /&gt;
Additionally, a master fletcher can use FLETCH MASTER to add 100 charges of +5 AvD to a bundle of arrows once per hour. The charges on a particular bundle of arrows may only be refreshed to 100, but a master fletcher can work on multiple bundles of arrows and easily stack several hundred charges among separate bundles if not hunting for awhile. It&#039;s also possible to improve arrows for other characters. &lt;br /&gt;
&lt;br /&gt;
=== Versatility ===&lt;br /&gt;
You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. An archer can easily keep a couple different types of arrows in his or her quiver and switch between them during a hunt for best effect. &lt;br /&gt;
&lt;br /&gt;
NOTE: Arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance).&lt;br /&gt;
&lt;br /&gt;
=== Making Custom Arrow Bundles ===&lt;br /&gt;
This process generally follows the old fletching system, though you only need to make one arrow. It will auto-convert to a bundle at the end of the process. For more info, see [[Fletching]] on GSWiki or Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131738</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131738"/>
		<updated>2020-05-18T19:06:13Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Puncture Resistant Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131718</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131718"/>
		<updated>2020-05-17T19:29:15Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Bows vs. Crossbows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. &lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131717</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131717"/>
		<updated>2020-05-17T19:26:57Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus/6 (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131716</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131716"/>
		<updated>2020-05-17T19:25:48Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. The total percent chance to hit a target is capped (at 75% for the eyes, for instance), but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). Thus, there is always an advantage to sighting regardless of character skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching &amp;amp; Tips ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131704</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131704"/>
		<updated>2020-05-17T14:45:07Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131703</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131703"/>
		<updated>2020-05-17T13:34:27Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Special Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special &amp;amp; Legendary Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131702</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131702"/>
		<updated>2020-05-17T13:34:02Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Fletching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131701</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131701"/>
		<updated>2020-05-17T13:32:37Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. As of the May 2020 ranged updates led by GM Naijin, archery has become more player-friendly and ammunition is now unlimited. This guide has been updated to take those changes into account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. &lt;br /&gt;
&lt;br /&gt;
You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. The commands are all integrated into the single verb [[FIRE(verb)|FIRE]]. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to front-load some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can elementally blade, BLESS, or FLETCH your arrows to add temporary abilities, from flares to the ability to hit undead to temporary AvD boosts. These various options add charges to your arrows, which are consumed at a rate of 1 per shot. The max number of charges is 998. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the Mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges.  Note that arrow abilities trump bow abilities, so although it&#039;s possible to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. Prior to May 2020, these items were the only way to achieve unlimited ammunition. After the ranged update, each item was modified to grant it new abilities. These new abilities often exceed the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131698</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131698"/>
		<updated>2020-05-17T13:20:23Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 998.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC). As with normal MOC, AGIDEX bonus reduces the mstrike RT.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hand_crossbow&amp;diff=131694</id>
		<title>Hand crossbow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hand_crossbow&amp;diff=131694"/>
		<updated>2020-05-17T11:27:39Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;hand crossbow&#039;&#039;&#039; is a missile weapon, commonly referred to as a ranged weapon, that fires a projectile (usually a light crossbolt), and requires the [[Ranged Weapons|ranged weapon skill]] to use effectively. Crossbow bolts are [[Arrow|arrow-like]] projectiles that are much shorter than arrows but considerably heavier. The crossbow is attached to a stock, so that it can be kept in the loaded state without effort from the user. In general, a crossbow is much easier to wield than its cousin, the [[Long bow|bow]]. The hand crossbow is unique for its small, one-handed design, allowing the wielder to employ it along with a shield, or even with [[Two Weapon Combat|two weapon combat]]. Archers using crossbows may kneel in order to improve their aim and Attack Strength. Hand crossbows have a flat [[Roundtime|roundtime]] of 4 seconds for firing.&lt;br /&gt;
&lt;br /&gt;
When used in melee to attack or parry, the hand crossbow acts as a [[Cudgel|cudgel]] (including [[Attack versus defense|AvD stats]]). [[Blunt Weapons|Blunt weapon skill]] is recommended for using the weapon in this manner.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alternate Names==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
This table applies to the hand crossbow when used as a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table hand crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
The standard hand crossbow has a weight of ?? lbs.&lt;br /&gt;
&lt;br /&gt;
Note: To edit this table go to [[Template:Weapon table hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
&lt;br /&gt;
*[[Ranged Weapons]]&lt;br /&gt;
*[[Fletching]]&lt;br /&gt;
*[[The_Art_of_the_Bow_(guide)|The Art of the Bow: Guide]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hand_crossbow&amp;diff=131693</id>
		<title>Hand crossbow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hand_crossbow&amp;diff=131693"/>
		<updated>2020-05-17T11:26:46Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;hand crossbow&amp;#039;&amp;#039;&amp;#039; is a missile weapon, commonly referred to as a ranged weapon, that fires a projectile (usually a light crossbolt), and requires the Ranged Weapons|ra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;hand crossbow&#039;&#039;&#039; is a missile weapon, commonly referred to as a ranged weapon, that fires a projectile (usually a light crossbolt), and requires the [[Ranged Weapons|ranged weapon skill]] to use effectively. Crossbow bolts are [[Arrow|arrow-like]] projectiles that are much shorter than arrows but considerably heavier. The crossbow is attached to a stock, so that it can be kept in the loaded state without effort from the user. In general, a crossbow is much easier to wield than its cousin, the [[Long bow|bow]]. The hand crossbow is unique for its small, one-handed design, allowing the wielder to employ it along with a shield, or even with [[Two-weapon combat|two-weapon combat]]. Archers using crossbows may kneel in order to improve their aim and Attack Strength. Hand crossbows have a flat [[Roundtime|roundtime]] of 4 seconds for firing.&lt;br /&gt;
&lt;br /&gt;
When used in melee to attack or parry, the hand crossbow acts as a [[Cudgel|cudgel]] (including [[Attack versus defense|AvD stats]]). [[Blunt Weapons|Blunt weapon skill]] is recommended for using the weapon in this manner.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alternate Names==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
This table applies to the hand crossbow when used as a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table hand crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
The standard hand crossbow has a weight of ?? lbs.&lt;br /&gt;
&lt;br /&gt;
Note: To edit this table go to [[Template:Weapon table hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
&lt;br /&gt;
*[[Ranged Weapons]]&lt;br /&gt;
*[[Fletching]]&lt;br /&gt;
*[[The_Art_of_the_Bow_(guide)|The Art of the Bow: Guide]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131692</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131692"/>
		<updated>2020-05-17T11:19:31Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131691</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131691"/>
		<updated>2020-05-17T11:18:48Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Various notes, tips, and reorg.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Aiming &amp;amp; Sighting==&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
==Blessed &amp;amp; Flaring Ammunition==&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills. Note that while the AS bonus from [[perception]] is capped at 2x skill/level, the AS bonus for [[ambush]] is not. For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sigil of Minor Bane]]: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
*[[Sigil of Major Bane]]: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist. &lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131667</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131667"/>
		<updated>2020-05-17T01:23:03Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Aiming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal puncture crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or head. Once a target is destroyed, the AIM location will default to the chest.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131666</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131666"/>
		<updated>2020-05-17T01:21:56Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Bows vs. Crossbows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131665</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131665"/>
		<updated>2020-05-17T01:18:17Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Bows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy Crossbow|Heavy crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131664</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131664"/>
		<updated>2020-05-17T01:17:07Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy Crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131663</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131663"/>
		<updated>2020-05-17T01:14:14Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update led by GM Naijin, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy Crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Presence (402)]]: Adds a bonus to aiming &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[Editor&#039;s note: As of 2015, GM Estild has confirmed that 402 does &#039;&#039;not&#039;&#039; affect aiming.]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131662</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131662"/>
		<updated>2020-05-17T01:12:47Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy Crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Mstrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Presence (402)]]: Adds a bonus to aiming &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[Editor&#039;s note: As of 2015, GM Estild has confirmed that 402 does &#039;&#039;not&#039;&#039; affect aiming.]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131661</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131661"/>
		<updated>2020-05-17T01:11:13Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy Crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Multistrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Presence (402)]]: Adds a bonus to aiming &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[Editor&#039;s note: As of 2015, GM Estild has confirmed that 402 does &#039;&#039;not&#039;&#039; affect aiming.]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131660</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=131660"/>
		<updated>2020-05-17T01:10:08Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Updated for May 2020 ranged revisions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010 | Updated May 2020&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in [[Fletching]]. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily. &lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand. You can set an ammo bundle with the [[READY (verb)|READY]] AMMO command. Once a bundle is set, you can simply type [[FIRE(verb)|FIRE]] to get an arrow and fire it at your target, or to get a crossbow bolt, cock the crossbow, and fire it. As of the May 2020 update, the commands are all integrated. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched. &lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle, if desired:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows can be preloaded with the COCK verb to frontload some of the RT. In this case, the COCK command will take 2 seconds and the remaining RT will be distributed to the FIRE command. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blessed or Flaring Arrows===&lt;br /&gt;
You can use the FLETCH command to add cosmetic changes to your arrows, but you can also use it to modify the tips to change damage type (broadhead, bodkin, crescent, or blunt), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), or to FLETCH MASTER, which adds 100 charges (shots) of +5 AvD to your arrows once per hour if you&#039;re a master fletcher (which is an artisan skill). These various options add charges to your arrows, which are consumed at a rate of 1 per shot. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. You can also bless your arrows (through the Voln Society blessing ability, a cleric&#039;s BLESS spell, or even a pure potion pour). The max number of charges is 999.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and six types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
*[[Hand crossbow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has its advantages. Many experienced archers prefer the long bow for the ability to reduce its RT to 3 seconds while maintaining the highest possible damage, but the crossbow is particularly valuable to younger characters, characters with lower STR scores, and snipers. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user&#039;s strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.&lt;br /&gt;
&lt;br /&gt;
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Heavy Crossbow|Heavy Crossbow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Light crossbow|Light Crossbow]]&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Hand crossbow|Hand Crossbow]]&lt;br /&gt;
 |?? seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character&#039;s abilities, sighting&#039;s bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat (5 CER)&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted) (5 CER)&lt;br /&gt;
*[[sephwir]] – heavy (10 CER)&lt;br /&gt;
&lt;br /&gt;
== Puncture Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] are naturally resistant to puncture damage, such as [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities. &lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which can add RT but also protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe. If you are planning to snipe, consider the advantages of the flat RT of crossbows.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow enchant adds to AS (Note: As of May 2020, arrows no longer have an enchant and do not stack with the bow enchant).&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Multistrike]]: Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets, using the Multi-Opponent Combat skill. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC (e.g., at 90 ranks of MOC, a ranger archer can fire fire focused shots at a single target, which normally requires 135 ranks of MOC)&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using *[[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Dislodge]] (combat maneuver): Violently rips out an arrow lodged in the target.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Presence (402)]]: Adds a bonus to aiming &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[Editor&#039;s note: As of 2015, GM Estild has confirmed that 402 does &#039;&#039;not&#039;&#039; affect aiming.]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items and Adventurer Guild Badges, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrading Bows and Crossbows ==&lt;br /&gt;
As of May 2020, bows and crossbows can be upgraded similarly to melee weapons. They can be enchanted (a wise move, since bow enchant adds to both AS and DS) and take sighting as well as have flares, blesses (or permablessing), greater undead bane, rotflares, or various other abilities.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (for flare charges), and change out tips for different flares and damage types. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour. Note that arrow abilities trump bow abilities, so although it&#039;s possible (as of May 2020) to add flares or a bless to your bow, an arrow bundle with alternate abilities will take precedence (a fire-flaring bow and cold-flaring arrows will have cold flares, for instance). &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
A large variety of special items exist that supplement the ranged weapons system. These include everything from the ancient elemental bows of fire, ice, acid, and lightning to endless quivers. These items each grant various abilities to their users, sometimes in excess of the normal constraints of the ranged system. Bows with enchanted ammunition that exceeds the 10x cap, for instance, still receive 50% of the AS boost (e.g., a 10x bow with 4x enchanted arrows is 12x). One of the more available special items is the compartmentalized quiver available at Duskruin, which at its fullest unlock will automatically choose the best ammunition for your target and grant you special damage bonuses if you empower it with a gem.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
=== Open-Archer Ranger ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x [[Dodging]]&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=130156</id>
		<title>Art of the Bow (guide)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=130156"/>
		<updated>2020-03-22T15:50:58Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Gemstone IV Archery Guide&lt;br /&gt;
&lt;br /&gt;
“The Art of the Bow”&lt;br /&gt;
By &lt;br /&gt;
Nuadjha kis&#039;Anthri, the Briar Fox&lt;br /&gt;
Written February 2010&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide aims to introduce a new archer to the range of options included in archery in GemStone IV and to provide him or her some of the basic info that goes in to making a decision in terms of weapon choice and character build, all with an eye toward long-term character viability. Ideally, the information contained within it will also be of use to more experienced archers who would like to double check damage-factor and crit-rank tables or simply expand their own knowledge. The guide breaks down into several parts: &lt;br /&gt;
&lt;br /&gt;
== Basic Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[Ranged Weapons|Bows and crossbows]] are [[Ranged Weapons|ranged weapons]] that require ammunition, [[Arrow|arrows and bolts]], respectively, which can either be purchased at bowyer shops or from other players. They can also be made by individuals skilled in [[Fletching]]. Many people find ammunition to be the most irritating of the requirements for archery and the requirement turns many people off. Done properly, however, it&#039;s a very simple adjustment. For additional information, see the [[AIM (verb)|AIM]] and [[FIRE (verb)|FIRE]] commands in the game.&lt;br /&gt;
&lt;br /&gt;
You may hold your bow in either hand, though the game will automatically place it in your left hand (if it&#039;s free) if you use the [[STORE/READY/SHEATH assistance (saved post)|READY]] and [[STORE/READY/SHEATH assistance (saved post)|UNSHEATHE]] verbs. It is important to note that holding bows or crossbows in the right hand changes the DS profile from ranged weapon to the melee weapon counterpart (bows --&amp;gt; [[Quarterstaff|quarterstaff]], crossbows --&amp;gt; [[Cudgel|cudgel]]). Generally, an archer will have a higher DS with the weapon held in the left hand.&lt;br /&gt;
&lt;br /&gt;
===Commands For Bows===&lt;br /&gt;
&#039;&#039;&#039;1. To get an arrow from a bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; or &lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my &amp;lt;adjective&amp;gt; arrow from my &amp;lt;container&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Get arrow example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow from my quiver&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. To aim at a body location:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim (body part)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiming example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;aim right eye&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. To fire (at target):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;fire &amp;lt;creature&amp;gt;&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firing example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Fire third orc&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. To retrieve arrows from the ground:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;gather arrows&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gather arrows example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Gather faewood arrows&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Commands For Crossbows===&lt;br /&gt;
Crossbows require two extra steps beyond bows. You must also COCK the crossbow and LOAD the bolt into the crossbow.&lt;br /&gt;
&lt;br /&gt;
===Macros and Scripts===&lt;br /&gt;
Some simple macros or scripts can make your life much easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Macro Example:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Get 1 my faewood arrow\r fire\r&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This macro will get and fire one arrow at an already targeted creature or the first in attack order in the room. You&#039;d only have to hit F1 or the designated key to activate it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Script Example&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;Put aim right eye&lt;br /&gt;
Put get 1 my faewood arrow from my quiver&lt;br /&gt;
Put fire %1&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script would aim for the right eye, get an arrow, and fire at the creature you designate in the command line.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&#039;&#039;&amp;lt;pre&amp;gt;.reye orc (would fire an arrow at the orc&#039;s right eye)&amp;lt;/pre&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dealing with Blessed or E-Bladed Arrows===&lt;br /&gt;
You might find that you end up with a pile of single, uncharged arrows and a bundle of charged ones, and they can&#039;t be bundled back together, or perhaps you&#039;re running out of charges faster than you expect. That&#039;s because when you bless or e-blade a bundle of arrows, the *bundle* keeps the total number of charges.&lt;br /&gt;
&lt;br /&gt;
When you get an arrow, the arrow takes *two* charges with it. One gets used when you fire, the other remains so that you can put that arrow back in the bundle without any trouble, because you can&#039;t bundle two different arrows together (even if they only cost a silver more or less). Just make sure that you only fire arrows taken fresh from the bundle, and that you gather everything up and bundle them back together before you move on, and you&#039;ll be fine. You can always LOOK at the arrow to see if it&#039;s glowing with a holy light (blessed) or has a scintillating aura (e-bladed), too.&lt;br /&gt;
&lt;br /&gt;
Watch out for other people&#039;s arrows on the ground if another archer is hunting near you; you won&#039;t be able to bundle that other &amp;quot;wooden arrow&amp;quot; with yours if it has an ice eblade while yours have a fire eblade. You can tell by the color of the aura when you look at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip&#039;&#039;&#039;: You can add up to 999 charges to a bundle, and if you e-blade a couple of smaller bundles, you can bundle them together to get a nicely charged one that&#039;ll last you awhile.&lt;br /&gt;
&lt;br /&gt;
== Bows vs. Crossbows ==&lt;br /&gt;
Bows and crossbows, classified as [[Ranged Weapons|ranged weapons]], come in two categories and five types:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Short bow]]&lt;br /&gt;
*[[Composite bow]]&lt;br /&gt;
*[[Long bow]]&lt;br /&gt;
*[[Light crossbow]]&lt;br /&gt;
*[[Heavy crossbow]]&lt;br /&gt;
&lt;br /&gt;
Each has its advantages, though most experienced archers prefer the long bow. The basic rule is that the lighter the bow, the faster it fires and the weaker its [[Damage factor|damage factor]] (see [[#Bow/Crossbow Damage Factor Table|DF table]]) which means that it doesn&#039;t do as much damage when it hits. This rule can get complicated, though, because the [[GemStone|GS]] combat system takes into account a number of factors, including the type of bow, the target&#039;s armor, the target&#039;s natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).&lt;br /&gt;
&lt;br /&gt;
Though crossbows are slower in most cases than bows, they add a +30 AS when fired from a kneeling position in offensive stance. Additionally a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling.  Many people keep a couple cocked and loaded as backups, even if they normally use a bow. See the tables below for detailed information on calculating damage based on bow type, armor and wound location.&lt;br /&gt;
&lt;br /&gt;
===Base weapon weights===&lt;br /&gt;
*Bows (short, composite, long): 3 pounds&lt;br /&gt;
*Light crossbow: 8 pounds&lt;br /&gt;
*Heavy crossbow: 12 pounds&lt;br /&gt;
&lt;br /&gt;
Another note on weights:&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the weights above, a bundle of 100 arrows weighs 10lbs. However, warrior sheaths weigh .5lbs and can hold up to five weapons, reducing their weights by 2lbs each. If you use a warrior-made quiver, you can carry a 3lb bow and four bundles of 20 arrows (2lbs each) at 1.5lbs of encumbrance (.5 quiver weight, 1lb bow weight. With a 2lb bow, you can drop that to the sheath weight alone). If encumbrance is an issue for your character, you might use this method. Props go to Droit for realizing the utility of [[warrior]] sheaths for this purpose.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
===Firing Times===&lt;br /&gt;
The Base [[Roundtime]] for firing a bow is modified by the character&#039;s [[Strength]] bonus, strength spells and [[enhancive]]s. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when [[AIM (verb)|aiming]] or firing from hiding. Aimed attacks from hiding will add two seconds to RT.&lt;br /&gt;
&lt;br /&gt;
====[[Ranged Weapons|Bows]]====&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 |+ &#039;&#039;&#039;Firing Times&#039;&#039;&#039;&lt;br /&gt;
 !Name&lt;br /&gt;
 !Base [[RT]]&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Short bow|Short Bow]]&lt;br /&gt;
 |5 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Composite bow|Composite Bow]]&lt;br /&gt;
 |6 seconds&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |[[Long bow|Long Bow]]&lt;br /&gt;
 |7 seconds&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
====Crossbows====&lt;br /&gt;
*Cocking time – varies depending on character&#039;s [[strength]], [[wounds]], and position (lying, standing, etc.)  Dwarves and gnomes receive a bonus when cocking crossbows.&lt;br /&gt;
*Firing time – 2 seconds&lt;br /&gt;
&lt;br /&gt;
====Long Bow Firing Time Example====&lt;br /&gt;
Nuadjha has a STR bonus of 25 and as a ranger uses [[Phoen&#039;s Strength (606)|Phoen&#039;s Strength]] (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a [[Wizard]]&#039;s strength spell ([[509]]), he can add another +15 STR Bonus and have a total Bonus of +50, which reduces his firing time by 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 |+ &#039;&#039;&#039;Long Bow Example w/ 50 STR Bonus&lt;br /&gt;
 !Tactic&lt;br /&gt;
 !Actual RT&lt;br /&gt;
 !RT Calculation&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |7 - 5 = 2&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Note: Min RT is 3&amp;lt;/small&amp;gt;&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Open (aimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 | 8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (unaimed)&lt;br /&gt;
 |3 seconds&lt;br /&gt;
 |8 - 5 = 3&lt;br /&gt;
 |-align=center&lt;br /&gt;
 |Hiding (aimed)&lt;br /&gt;
 |4 seconds&lt;br /&gt;
 |9 - 5 = 4&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
The basic rule here is that the smaller target, the harder it is to hit. A young archer will have great difficulty hitting anything, much less the smallest targets, like the eyes. Experienced archers will almost always aim for the eyes because of the low fatal crit rank threshold (rank 4 – see below), but younger archers will have better luck aiming for a leg, knocking the creature down, and then aiming for the neck or eyes.&lt;br /&gt;
&lt;br /&gt;
Aiming from the open relies solely on the [[Perception]] skill, while aiming from hiding relies on the Perception and [[Ambush]] skills.&lt;br /&gt;
&lt;br /&gt;
===Sighting===&lt;br /&gt;
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Naturally sighted woods:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[yew]] – somewhat&lt;br /&gt;
*[[ipantor]] - somewhat (very old ipantor might be decently sighted)&lt;br /&gt;
*[[sephwir]] – heavy&lt;br /&gt;
&lt;br /&gt;
== Puncture Immune and Resistant Creatures ==&lt;br /&gt;
Some [[creature]]s in [[GemStone]] still work on an older model (referred to now as pre-[[BCS]] – Basic Creature System). Of these creatures, a handful are immune to puncture damage, and as a result they can be an archer&#039;s bane. Examples are [[nightmare steed]]s, [[bone golem]]s, and [[vaespilon]]s. Most are [[undead]]. These creatures are slowly being updated to the BCS, which replaces puncture immunity with puncture resistance, which without going into mechanics, simply means that archers will hurt them, but not a lot.&lt;br /&gt;
&lt;br /&gt;
Because of puncture immune and resistant creatures, some archers train in a supplemental hunting method – either another melee [[weapon]] type, [[Brawling|brawling]] (for use with [[Brawling weapons|brawling weapons]] or [[Unarmed combat system|unarmed combat]]) or magic.&lt;br /&gt;
&lt;br /&gt;
== Open Aiming vs. Sniping ==&lt;br /&gt;
The basic choice of an archer&#039;s existence is whether to be an open archer or a sniper. Open archers aim and fire without hiding, which has the advantage of speed but exposes the archer to injury. Snipers fire from hiding, which adds RT but can protect the archer. The open archery path requires significantly fewer [[Training point|Training Points]], and most archers toward cap prefer it for its speed. However, some characters, whether because of their individual hunting style, level, or roleplay, do prefer to snipe.&lt;br /&gt;
&lt;br /&gt;
Sniping is one of the most effective CvC styles in the game, if that&#039;s your style. If sniping, train in as much hiding as possible, because some creatures are very perceptive, especially animals and the [[undead]]. If one is fighting an undead animal, then hiding may be very difficult. The more you train in hiding, the better your chances of staying hidden while you fire, as well.&lt;br /&gt;
&lt;br /&gt;
==Bow/Crossbow AS and Parry DS==&lt;br /&gt;
&lt;br /&gt;
Bow/Crossbow [[Attack strength|AS]] and [[DS]] are the meat and potatoes of archery. For the nitty-gritty details, see below, but if that information is too arcane, the basics are these: For AS, train [[ranged]], [[ambush]] and [[perception]] skills (each to 2x). For DS, train ranged, perception, ambush and [[dodge]] skills. Ranks in dodge skill do not increase parry DS but are important for a character&#039;s overall DS. [[Armor]] and bow [[enchant]] add directly to DS, just as bow plus arrow enchant bonuses (up to 10x combined) add to AS.&lt;br /&gt;
&lt;br /&gt;
The Nitty-Gritty:&lt;br /&gt;
&lt;br /&gt;
The information below is borrowed from Asrial&#039;s research posted on the Player&#039;s Corner Forum in June 2009, with some edits and minor corrections. For the original post, see: http://forum.gsplayers.com/showthread.php?t=43815 It is a tentative equation.&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow AS Formula===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[Ranged Skill + [[Dexterity|DEX]] Bonus + ([[Ambush]] ranks - 40)/4)) + ([[Perception]] ranks - 40)/4)) + Bow/Arrow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] &amp;amp;times; Stance Modifier&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Several spell effects will also increase/decrease attack strength. These include but are not limited to [[Spirit Barrier (102)]], [[Bravery (211)]], [[Heroism (215)]], [[Dauntless (1606)]], [[Elemental Targeting (425)]], and [[War Cries|Warcry]].&lt;br /&gt;
&lt;br /&gt;
====AS Stance Modifiers====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AS Kneeling Bonus (Crossbows Only)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
| +30&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
| +21&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
| +27&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
| +18&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
| +24&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
| +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Melee Attacks)===&lt;br /&gt;
 &amp;lt;tt&amp;gt;[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) &amp;amp;times; Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Bow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.15&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.33&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.21&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.39&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.27&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Modifiers (Crossbow)====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0.12&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.27&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.17&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.32&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|0.22&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====DS Stance Bonus====&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|&lt;br /&gt;
!Stance&lt;br /&gt;
!Bonus&lt;br /&gt;
|-align=center&lt;br /&gt;
|Offensive&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Neutral&lt;br /&gt;
|30&lt;br /&gt;
|-align=center&lt;br /&gt;
|Advanced&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Guarded&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|Forward&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Defensive&lt;br /&gt;
|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bow/Crossbow Parry DS Formula (vs Ranged Attacks)===&lt;br /&gt;
&lt;br /&gt;
Ranged weapon users receive a small amount of DS vs ranged attacks but the exact formula is currently unknown. There is no stance bonus and only a small fraction of the weapon&#039;s enchant bonus is included.&lt;br /&gt;
&lt;br /&gt;
=== DS Notes=== &lt;br /&gt;
1. Notice the SKILL/RANKS emphasis. You also need 1 rank of ranged to activate the formula (including receiving the DS of the bow/crossbow enchant).&lt;br /&gt;
&lt;br /&gt;
2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).&lt;br /&gt;
&lt;br /&gt;
3. CROSSBOW PENALTY: Crossbows have a DS penalty of ~20% even while standing when compared to bows. This loss is reflected in the separate crossbow stance modifier table above.&lt;br /&gt;
&lt;br /&gt;
4. ARMOR ENCHANT NOTES: Armor enchant bonus is added to overall DS on a 1:1 ratio. This also applies to any items that add DS and aren&#039;t a weapon or a shield (since you can nullify parry/shield DS, but you can&#039;t nullify evade DS even with 0 ranks in dodge). Be aware that you can&#039;t nullify shield enchant (or the natural +20 DS it has).&lt;br /&gt;
&lt;br /&gt;
5. Spells that improve attempts to Dodge include [[Mobility (618)|Mobility]], [[Mass Blur (911)|Mass Blur]], [[Temporal Reversion (540)|Temporal Reversion]], and [[Song of Mirrors (1019)|Song of Mirrors]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Bows/Crossbows Used As Melee Weapons (Right Hand Only)==&lt;br /&gt;
&lt;br /&gt;
When a bow (short/long/composite) or crossbow (light/heavy) is held in the right hand, it defaults to its melee weapon counterpart. Bows use the [[Quarterstaff]] ([[Two-Handed Weapons|two-handed]]) weapon profile and Crossbows the [[Cudgel]] ([[Blunt|blunt]]) weapon profile. Both [[Attack strength|AS]] and [[DS]] are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Weapon Profile&lt;br /&gt;
![[RT]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short bow|Short Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Long bow|Long Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Composite bow|Composite Bow]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|5 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Light crossbow|Light Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|3 sec.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy crossbow|Heavy Crossbow]]&lt;br /&gt;
|[[Cudgel]]&lt;br /&gt;
|4 sec.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Example===&lt;br /&gt;
A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;att&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You swing a long bow at a giant rat!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hit for 42 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blow to chest causes the giant rat&#039;s heart to skip a beat.&amp;lt;br&amp;gt;&lt;br /&gt;
The giant rat collapses to the ground, emits a final squeal, and dies.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/div&amp;gt; &lt;br /&gt;
{{top}} &lt;br /&gt;
&lt;br /&gt;
== Modifying Skills and Spells ==&lt;br /&gt;
A large variety of skills and spells can affect archery. Some of the basic ones are:&lt;br /&gt;
&lt;br /&gt;
*[[Multi-Fire]] ([[combat maneuver]]): Allows an archer to fire two or more unaimed arrows simultaneously, at one or multiple targets. However, I suggest you avoid this maneuver except for shits and giggles, since you can fire aimed single arrows faster.&lt;br /&gt;
*[[Surge of Strength]] (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Shadow Mastery]] (combat maneuver): Reduces stalking and hiding time and adds bonuses to hiding. SM will also allow a ranger using [[Camouflage (608)]] to retain some of the AS bonus when sneaking.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Specialization|Weapon Specialization]] (combat maneuver): Up to an additional +10 [[Attack strength|AS]] can be gained by specializing in arrows.&lt;br /&gt;
*[[Phoen&#039;s Strength (606)]]: Reduces firing time by increasing STR Bonus by +10&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Strength (509)]]: Reduces firing time by increasing STR Bonus by +15&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Camouflage (608)]]: Instant hide and +30 AS for one attack. With sufficient hiding skill, an archer can stay hidden with a constant +30 AS bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Self Control (613)]]: Adds bonuses to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Sneaking (617)]]: Adds bonuses to hiding (increased with Blessings Lore)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Presence (402)]]: Adds a bonus to aiming &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[Editor&#039;s note: As of 2015, GM Estild has confirmed that 402 does &#039;&#039;not&#039;&#039; affect aiming.]&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Disarm Enhancement (404)]]: Adds a bonus to aiming&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion (630)]]: Animal companions (available to advanced rangers) have a Guard command that generally lets them guard the ranger for up to -25 AS/+25 DS. With ranged (and thrown) weapons, there is no AS penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Enhancive]] Items:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the release of enhancive items through the treasure system, it&#039;s become relatively easy to boost skills and stats. One is limited to a total +50 bonus to a [[skill]] and +40 bonus to a [[stat]] (+20 stat bonus). Though there are a number of ways enhancives can be useful, an archer with a low Strength bonus or, in particular, a Strength bonus only a point or three off from the next RT reduction (every +10 STR bonus) might find wearable Strength enhancives particularly useful.&lt;br /&gt;
&lt;br /&gt;
Some of the most common enhancives for ranged weaponry are the &amp;quot;leather wrist guards&amp;quot; released at the Winterfest Caravan of 2008. They&#039;re +4 [[Ranged Weapons]] Bonus and one can wear two of them on the wrists. They cost about 2400 Bounty Points to recharge at the [[Adventurer&#039;s Guild]].&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Fletching ==&lt;br /&gt;
An archer has the capability to make his or her own arrows with a natural +5 bonus after mastering the artisan skill of [[fletching]]. The advantage of such arrows is that one can use [[faewood]] (natural 4x) to make 5x blessed arrows. With a 5x bow, an archer is at the maximum +50 AS. Many archers find it simpler to avoid undead creatures and use a 6x bow with [[Elemental Blade (411)|e-bladed]] (+20 [[Flare|flaring]]) ordinary arrows for a flaring +50 weapon, however. For comprehensive information on this ability, see: &lt;br /&gt;
&lt;br /&gt;
[[Fletching]] on GSWiki&amp;lt;br&amp;gt;&lt;br /&gt;
Nephrenia&#039;s Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Sniping Rogue ===&lt;br /&gt;
* 2x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x to 3x [[Perception]]&lt;br /&gt;
* 2x [[Ambush]]&lt;br /&gt;
* 1x to 2x [[Combat Maneuvers|CM]] (incl. [[Surge of Strength]])&lt;br /&gt;
* 2x to 3x [[Dodging]]&lt;br /&gt;
* 3x [[Stalking and Hiding]]&lt;br /&gt;
&lt;br /&gt;
=== Hasted Wizard ===&lt;br /&gt;
* 1x [[Ranged Weapons|ranged]]&lt;br /&gt;
* 2x [[Perception]]&lt;br /&gt;
* [[DS]] is provided by [[spell]]s and [[Haste (506)]] allows deep [[RT]] reductions&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Thanks go to Droit, Asrial, Mark/Riltus, and WaywardGS for suggestions and corrections, and to AMUSED1 (PC) for the laborious task of posting the guide on Krakiipedia.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow Damage Factor Table ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
! rowspan=2 style = &amp;quot;width: 8em; background: #CCC;&amp;quot; |&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
! style = &amp;quot;width: 2em; background: #CCC;&amp;quot; |AG&lt;br /&gt;
! style = &amp;quot;width: 2.5em;&amp;quot; |Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 3em;&amp;quot; |Min RT&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 9em;&amp;quot; |Damage Type&lt;br /&gt;
!rowspan=2 style = &amp;quot;width: 4em;&amp;quot; |STR/DU&lt;br /&gt;
|- style = &amp;quot;width: 1.5em; background: #DDD; text-align: center;&amp;quot;&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 5&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 6&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 7&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 8&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 9&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 10&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 11&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 12&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 13&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 14&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 15&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 16&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 17&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 18&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 19&lt;br /&gt;
| style = &amp;quot;width: 1.5em;&amp;quot; | 20 &lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Fatal Thresholds for Puncture Criticals ===&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background: #DDD; color: blue&amp;quot; &lt;br /&gt;
 !Body&amp;lt;br&amp;gt;Location&lt;br /&gt;
 ![[Critical|Critical]]&amp;lt;br&amp;gt;Rank&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |R/L Eye&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Head&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Neck&lt;br /&gt;
 |Rank 6&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Chest&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Back&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Abdomen&lt;br /&gt;
 |Rank 8&lt;br /&gt;
 |-align=left&lt;br /&gt;
 |Limbs&lt;br /&gt;
 |N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[#Puncture Critical Table|Puncture critical table]] for the complete list of criticals.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Armor Critical Divisors ===&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;ASG&#039;&#039;&#039; - [[Armor]] Sub Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AG&#039;&#039;&#039; -  Armor Group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coverage&#039;&#039;&#039; -  Torso, Arms, Legs, Head&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crit Divisor&#039;&#039;&#039; -  Damage needed to achieve each [[critical]] rank&amp;lt;/small&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
 |-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
 !ASG&lt;br /&gt;
 !AG&lt;br /&gt;
 !AG Name&lt;br /&gt;
 !Armor Name&lt;br /&gt;
 !Coverage&lt;br /&gt;
 !Crit Divisor&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |1&lt;br /&gt;
 |align=center |Cloth&lt;br /&gt;
 |align=center |Normal Clothing/Robes&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Light Leather&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Full Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Reinforced Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |8&lt;br /&gt;
 |align=center |2&lt;br /&gt;
 |align=center |Leather&lt;br /&gt;
 |align=center |Double Leather&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |6&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Leather Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |10&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Cuirbouilli Leather&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Studded Leather&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |12&lt;br /&gt;
 |align=center |3&lt;br /&gt;
 |align=center |Scale&lt;br /&gt;
 |align=center |Brigandine&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |7&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |13&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chainmail&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |14&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Double Chain Mail&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |15&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Augmented Chain Mail&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-bgcolor=#eeeeee&lt;br /&gt;
 |align=center |16&lt;br /&gt;
 |align=center |4&lt;br /&gt;
 |align=center |Chain&lt;br /&gt;
 |align=center |Chain Hauberk&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |9&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |17&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Metal Breastplate&lt;br /&gt;
 |align=center |T&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |18&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |PLate&lt;br /&gt;
 |align=center |Augmented Breastplate&lt;br /&gt;
 |align=center |TA&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |19&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Half-Plate Armor&lt;br /&gt;
 |align=center |TAL&lt;br /&gt;
 |align=center |11&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center |20&lt;br /&gt;
 |align=center |5&lt;br /&gt;
 |align=center |Plate&lt;br /&gt;
 |align=center |Plate Mail Armor&lt;br /&gt;
 |align=center |TALH&lt;br /&gt;
 |align=center |11&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
=== Puncture [[critical table|Critical Table]]===&lt;br /&gt;
&lt;br /&gt;
This table lists the [[critical]] messaging caused by the puncture [[:Category:Damage Types|damage type]]. Injuries of this type are most often caused by [[Attack strength|(AS)]] based [[Weapon table list|melee and ranged weapon]] attacks. The damage values (hit points) in this table represent attacks in this category. In addition to weapon attacks, puncture criticals may also be caused by certain spells, i.e., [[Spike Thorn (616)]], [[Natural weapons|natural creature attacks]], and environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Note: Damage from non-weapon attacks, especially [[CS]] attacks, will often be different than those listed in this table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Legend: ====&lt;br /&gt;
&lt;br /&gt;
*A - Amputation (limb loss)&lt;br /&gt;
*Fatal - (instant death critical)&lt;br /&gt;
*K - Knockdown&lt;br /&gt;
*R - Injury level (rank 1, 2 or 3)&lt;br /&gt;
*S - Stun w/number of rounds&lt;br /&gt;
*x - Unknown stun round&lt;br /&gt;
&lt;br /&gt;
==== Head ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust catches chin.  Leaves an impression but no cut.|none|none&lt;br /&gt;
| 5|Glancing strike to the head!|none|R1&lt;br /&gt;
| 8|Nice shot to the head gouges the [target]&#039;s cheek!|S2|R2&lt;br /&gt;
|10|Beautiful head shot!  That ear will be missed!|S5|R2&lt;br /&gt;
|15|Strike to temple!  Saved by thick skull!|S7|R3&lt;br /&gt;
|20|Beautiful shot pierces skull!  Amazing the [target] wasn&#039;t killed outright!|S10|R3&lt;br /&gt;
|25|Amazing shot through the [target]&#039;s nose enters the brain!|Fatal|R3&lt;br /&gt;
|30|Strike through both ears, foe is quite dead!|Fatal|R3&lt;br /&gt;
|35|Strike pierces temple and kills foe instantly!|Fatal|R3&lt;br /&gt;
|40|Awesome shot skewers skull!  The [target] blinks once and falls quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Neck ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Talk about a close shave!  Let&#039;s try closer next time.|none|none&lt;br /&gt;
| 3|Minor strike to neck.|none|R1&lt;br /&gt;
| 5|Well placed shot to the neck.|S2|R2&lt;br /&gt;
| 7|Strike just below the jaw, nice shot to the neck!|S3|R2&lt;br /&gt;
|10|Pierced through the neck, a fine shot!|S5|R3&lt;br /&gt;
|15|Neck skewered, sliding past the throat and spine!  That looks painful.|S8|R3&lt;br /&gt;
|15|Fine shot pierces jugular vein!  The brain wonders where all its oxygen went, briefly.|Fatal|R3&lt;br /&gt;
|20|Strike clean through neck, what a shot!  Good form!|Fatal|R3&lt;br /&gt;
|25|Strike punctures throat and ruins vocal cords!|Fatal|R3&lt;br /&gt;
|30|Incredible shot clean through the throat severs the spine!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the right  eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s right eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Eye ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Attack bumps an eyebrow.  Oh!  So close!|none|none&lt;br /&gt;
| 1|Minor strike under the left eye, that was close!|none|R1&lt;br /&gt;
| 5|Well aimed shot almost removes an eye!|S3|R2&lt;br /&gt;
|10|Surgical strike removes the [target]&#039;s left eye!|S5|R3&lt;br /&gt;
|17|Attack punctures the eye and connects with something really vital!|Fatal|R3 eye/head&lt;br /&gt;
|20|Shot knocks the [target]&#039;s head back by pushing on the inside of the skull!|Fatal|R3 eye/head&lt;br /&gt;
|25|Incredible shot to the eye penetrates deep into skull!|Fatal|R3 eye/head&lt;br /&gt;
|30|Shot destroys eye and the brain behind it!|Fatal|R3 eye/head&lt;br /&gt;
|35|Strike through eye, the [target] is lobotomized!|Fatal|R3 eye/head&lt;br /&gt;
|40|Strike to the eye penetrates skull, ocular fluid sprays widely!|Fatal|R3 eye/head&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Chest ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Blow slides along ribs.  Probably tickles.|none|none&lt;br /&gt;
| 5|Minor puncture to the chest.|none|R1&lt;br /&gt;
|10|Strike to the chest breaks a rib!|none|R1&lt;br /&gt;
|15|Loud *crack* as the [target]&#039;s sternum breaks!|S2|R1&lt;br /&gt;
|20|Well placed strike shatters a rib!|S3|R2&lt;br /&gt;
|25|Damaging strike to chest, several ribs shattered!|S5|R2&lt;br /&gt;
|30|Strong strike, punctures lung!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters ribs and punctures lung!|Sx|R3&lt;br /&gt;
|40|Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead!|Fatal|R3&lt;br /&gt;
|50|Incredible strike pierces heart and runs the [target] clean through!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Abdomen ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Poked in the tummy.  Hehehe.|none|none&lt;br /&gt;
| 5|Minor puncture to abdomen.|none|R1&lt;br /&gt;
|10|Nice puncture to the abdomen, just missed vital organs!|none|R1&lt;br /&gt;
|15|Strike pierces gall bladder!  That&#039;s gotta hurt!|S3|R2&lt;br /&gt;
|20|Strike to abdomen punctures stomach!|S3|R2&lt;br /&gt;
|25|Vicious strike punctures intestines!|Sx|R2&lt;br /&gt;
|25|Bladder impaled, what a mess!|S8|R3&lt;br /&gt;
|30|Deft strike to abdomen penetrates several useful organs!|S6|R3&lt;br /&gt;
|40|Strike to abdomen skewers the critter quite nicely!|Fatal|R3&lt;br /&gt;
|50|Perfect strike to the abdomen.  The [target] howls in pain and drops quite dead!|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Back ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust slides along the back.  Cuts a nagging itch.|none|none&lt;br /&gt;
| 5|Minor puncture to the back.|none|R1&lt;br /&gt;
|10|Nice puncture to the back, just grazed the spine!|none|R1&lt;br /&gt;
|15|Strike connects with shoulder blade!|S2|R1&lt;br /&gt;
|20|Nailed in the lower back!|S3|R2&lt;br /&gt;
|25|Well placed strike to back shatters vertebrae!|S5 K|R2&lt;br /&gt;
|30|Deft strike to the back cracks vertebrae!|S6|R3&lt;br /&gt;
|35|Awesome shot shatters spine and punctures lung!|Sx|R3&lt;br /&gt;
|40|Shot to back shatters bone and vertebrae!|Fatal|R3 N3&lt;br /&gt;
|50|Incredible shot impales a kidney.  Too painful to even scream.|Fatal|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to right hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs right hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs right hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs right hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Hand ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Strikes a fingernail.  Bet it&#039;ll lose it now.|none|none&lt;br /&gt;
| 1|Strike to left hand breaks a fingernail!|none|R1&lt;br /&gt;
| 3|Strike through the palm!|none|R1&lt;br /&gt;
| 5|Shot to the hand slices a finger to the bone!|none|R1&lt;br /&gt;
| 7|Shot pierces a wrist!|S1|R2&lt;br /&gt;
| 9|Slash across back of hand, tendons sliced!|S2|R2&lt;br /&gt;
|12|Impressive shot shatters wrist!|S3|R2&lt;br /&gt;
|15|Strike to wrist severs left hand!|S4 A|R3&lt;br /&gt;
|18|Strike to wrist severs left hand!|S5 A|R3&lt;br /&gt;
|20|Strike to wrist severs left hand quite neatly!|Sx A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the right arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in right arm!|S5|R2&lt;br /&gt;
|22|	Strike to right arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to right arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs right arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Arm ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|	Tap to the arm pricks some interest but not much else.|none|none&lt;br /&gt;
| 3|	Minor puncture to the left arm.|none|R1&lt;br /&gt;
| 5|	Strike pierces upper arm!|none|R1&lt;br /&gt;
| 7|	Well aimed shot, punctures upper arm!|S1|R1&lt;br /&gt;
|10|	Strike pierces forearm!|S2|R2&lt;br /&gt;
|14|	Elbow punctured, oh what pain!|S3|R2&lt;br /&gt;
|17|	Well aimed strike shatters bone in left arm!|S5|R2&lt;br /&gt;
|22|	Strike to left arm cleanly severs it at the shoulder!|S6 A|R3&lt;br /&gt;
|25|	Strike to left arm shatters elbow and severs forearm!|Sx A|R3&lt;br /&gt;
|25|	Shot shatters shoulder and severs left arm!|S10 A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Right Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the right leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs right leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==== Left Leg ====&lt;br /&gt;
{{critical table&lt;br /&gt;
| 0|Thrust glances off the [target]&#039;s knee without a lot of effect.|none|none&lt;br /&gt;
| 5|Minor puncture to the left leg.|none|R1&lt;br /&gt;
| 9|Strike pierces thigh!|K|R1&lt;br /&gt;
|13|Well aimed shot, punctures calf!|S1|R1&lt;br /&gt;
|17|Strike pierces calf!|S3 K|R2&lt;br /&gt;
|20|Well placed shot pierces knee, that hurt!|S5 K|R2&lt;br /&gt;
|23|Great shot penetrates thigh and shatters bone!|S6 K|R2&lt;br /&gt;
|27|Blow shatters knee and severs lower leg!|S8 K A|R3&lt;br /&gt;
|30|Strike punctures thigh and shatters femur!|S10 K A|R3&lt;br /&gt;
|35|Shot shatters hip and severs left leg!|S10 K A|R3&lt;br /&gt;
}}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Elemental bow]]&lt;br /&gt;
*[[Noncorporeal critical table]] for messaging with puncture based attacks against [[Non-corporeal|Noncorporeal]] creatures.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?t=49785 The Art of the Bow] on the Player&#039;s Corner&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Sighting&amp;diff=127164</id>
		<title>Talk:Sighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Sighting&amp;diff=127164"/>
		<updated>2019-12-12T21:51:30Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Created page with &amp;quot;Confirmed with yew bows sold at Icemule fletcher that &amp;quot;somewhat&amp;quot; is the correct sighting. ~Briarfox&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Confirmed with yew bows sold at Icemule fletcher that &amp;quot;somewhat&amp;quot; is the correct sighting. ~Briarfox&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sighting&amp;diff=127163</id>
		<title>Sighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sighting&amp;diff=127163"/>
		<updated>2019-12-12T21:51:18Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Sighting}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Sighting&#039;&#039;&#039; is the ranged version of [[weighting]] and follows the same scale as weighting and [[padding]] (i.e. 10 combat effective points is &amp;quot;heavy&amp;quot; sighting). However, unlike weighting, sighting helps hit targets more accurately rather than increasing the critical rank of a [[wound]].  Unlike weighting however, where additional points increase the cap, archery aiming success rate has a cap which sighting can not exceed, thus there&#039;s no benefit after a certain point (point not yet determined).  &lt;br /&gt;
&lt;br /&gt;
Sighting follows other rules that are similar to weighting, including belonging to Category C of [[item properties]].  Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to [[enchant]]ing and [[ensorcell]]ing.  &lt;br /&gt;
&lt;br /&gt;
The details of the amount of sighting on an item can be determined via{{boldmono| [[ASSESS]] }}by a [[warrior]] with appropriate [[Ranged Weapons]] training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturally sighted woods:&#039;&#039;&#039;&lt;br /&gt;
*[[Yew]] - somewhat (5 pts)&lt;br /&gt;
*[[Ipantor]] - somewhat (5 pts)&lt;br /&gt;
*[[Sephwir]] - heavy (10 pts)&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Padding/saved posts#Weighting, Padding, Sighting Revamp 2017|Saved posts]]&lt;br /&gt;
* [[Item supercharger]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Merchant Services]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Yew&amp;diff=127162</id>
		<title>Talk:Yew</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Yew&amp;diff=127162"/>
		<updated>2019-12-12T21:50:30Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Created page with &amp;quot;Confirmed with yew bows sold at Icemule fletcher that &amp;quot;somewhat&amp;quot; is the correct sighting.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Confirmed with yew bows sold at Icemule fletcher that &amp;quot;somewhat&amp;quot; is the correct sighting.&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Yew&amp;diff=127161</id>
		<title>Yew</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Yew&amp;diff=127161"/>
		<updated>2019-12-12T21:49:53Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +2&lt;br /&gt;
 | str = 0&lt;br /&gt;
 | dur = 0&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Ranged&lt;br /&gt;
 | rarity = Uncommon&lt;br /&gt;
 | special = Somewhat [[sighted]] (5 pts)&lt;br /&gt;
 | color = Unknown&lt;br /&gt;
 | dye = N/A&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Yews&#039;&#039;&#039; have a tremendous capacity for longevity, and it is from this that the yew has come to symbolize great age, rebirth and reincarnation. The yew produces a close-grained, elastic wood that is similar to maple.&lt;br /&gt;
&lt;br /&gt;
The yew tree is a non-magical but highly effective wood when used to create ranged weapons due to its elasticity.  All parts of a yew tree are highly toxic except the bright red berry-like aril that surrounds the seed, which allows birds to consume the arils and distribute the seeds in their droppings.&lt;br /&gt;
&lt;br /&gt;
A yew tree is long lived and slow-growing; the bark is scaly brown and the leaves are a long and dark green.  The yew is an evergreen tree.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=116184</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=116184"/>
		<updated>2019-05-14T12:45:43Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: Updated with Naos&amp;#039;s revised language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can&#039;t cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster depending on the relative difficulty of the target compared to the caster. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Elemental Mana Control will increase the amount of static converted into essence and being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way per pulse. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Absorbable Essence Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water &amp;amp; Harness Power Bonus||0||100||140||200||250||300||350||400&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Pool Size||?||?||?||?||?||?||?||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amount of Static Convertible to Essence Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control ranks||0||24||50||101||125||150||202||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% Static Converted to Essence||?||?||?||?||?||?||?||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Percentage of Static Not Converted due to reaching max absorbed allowed to rollover per mana pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
20 + (Elemental Lore:Air Seed 5 Summation Ranks) * 5&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Air Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% Static Able to Roll Over||0||25||30||35||40||45||50||55||60||65||70||75||80||85||90||95||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Percent Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Elemental Lore: Fire Seed 5 Summation Ranks) + 4&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% Bonus Static to Essence Conversion||0||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |[[Resistance]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Lore]] ranks&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Having a [[920|familiar]] elsewhere&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
===Enhancive and Holy Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items.  The potion required are [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
In order to actually proceed with enchanting an item, you must first unlock it&#039;s ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Data on negative bonus item enchanting is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=115520</id>
		<title>Resist Nature (620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=115520"/>
		<updated>2019-04-16T22:23:58Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Potion Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{{spell &lt;br /&gt;
 | name = Resist Nature&lt;br /&gt;
 | number = 620&lt;br /&gt;
 | mnemonic = RESISTNATURE&lt;br /&gt;
 | duration = Variable&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Armor Enhancement&lt;br /&gt;
 | skill = Elemental Resistance&lt;br /&gt;
 | components = [[NPC]]-made potion&lt;br /&gt;
 | availability = Cloth &amp;amp; leather armor only&lt;br /&gt;
 | navigation = {{Ranger base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Resist Nature&#039;&#039;&#039; allows a [[ranger]] to infuse [[armor]] and armor accessories with temporary [[resistance]] to [[Fire critical table|fire]], [[Cold critical table|cold]], [[Steam critical table|steam]], or nature (&amp;quot;nature&amp;quot; resistance protects against Ranger Base spell attacks such as [[Spike Thorn]], as well as [[Sandstorm]]).&lt;br /&gt;
&lt;br /&gt;
The resulting armor will have a Resistance Strength and a Resistance Life, which are determined by a number of factors. Resistance Strength (RS) is defined as the actual amount of resistance provided against criticals of the type infused in the armor. Resistance Life (RL) is defined as the amount of resistance left in the armor.&lt;br /&gt;
&lt;br /&gt;
Resistance Strength is based upon the caster&#039;s [[#Lore Benefit|Spiritual Lore, Blessings]] training with a minimum of 20% temporary resistance strength. The full RS benefit from Resist Nature applies for cloth and leather armors, and is halved for chain and plate armors.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;{{math|Resistance Strength {{=}} 20 + trunc(Spiritual Lore Blessings Ranks / 2)}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reduced to 50% of the normal value when applied to heavy armors (chain and plate).&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The RS of the armor does not degrade with use; however, the RL decreases as the armor absorbs damage of the type the resistance is intended to protect against. When the RL is exhausted, the resistance is no longer inherent in the armor.&lt;br /&gt;
&lt;br /&gt;
[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell.  The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.&lt;br /&gt;
&lt;br /&gt;
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]].  A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.&lt;br /&gt;
&lt;br /&gt;
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting.  This spell has no risk of destroying or harming a piece of armor in any way.  Only 5 armors may be treated in any one week.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefits==&lt;br /&gt;
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance.  It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks.  It is possible to add resistance to &amp;quot;lightly&amp;quot; padded armor beginning at 1 rank, &amp;quot;very heavily&amp;quot; at 91 ranks, and the lowest level of &amp;quot;masterfully&amp;quot; padded armor at 136 enhanced ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Mana Control ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Padding points ability||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the resistance applied to a piece of armor by {{math|(Ranks / 2)}}.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120||140||150&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total resistance applied||20||30||40||50||60||70||80||90||95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;This has been adapted from [http://home.dejazzd.com/acoustic/Kateerina/NR.html Kateerina&#039;s guide] with permission.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.&lt;br /&gt;
&lt;br /&gt;
===Potion Preparation===&lt;br /&gt;
The first step is to have all of the the required potions prepared in advance.  Each potion will take one hour to finish, and costs 3000 silver each except the a luminescent indigo mushroom potion which costs 25000, payable upon the herbalist&#039;s delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take note&#039;&#039;&#039;: When using a luminescent indigo mushroom potion, there is only a &#039;&#039;5-min duration to complete the cast&#039;&#039;. Pour the indigo potion on the armor before casting 620 or pouring the other potions, then follow the below steps (i.e., pour the mushroom potion on the armor, cast 620 at it to ready it for the potions, pour the potions one by one, and then cast 620 again to seal the armor).&lt;br /&gt;
&lt;br /&gt;
The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus&#039; Room Data website.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Plant || Location&lt;br /&gt;
|-&lt;br /&gt;
| Cold || [http://www.virilneus.com/recipes/ingredient.php?named=frostflower Frostflower] || [[Icemule Trace]], [[Pinefar]] Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [http://www.virilneus.com/recipes/ingredient.php?named=drakefern Drakefern] || [[Kharam Dzu]] ([[Teras Isle]])&lt;br /&gt;
|-&lt;br /&gt;
| Nature || [http://www.virilneus.com/recipes/ingredient.php?named=murkweed Murkweed] || [[Wehnimer&#039;s Landing]], [[River&#039;s Rest]], [[Ta&#039;Illistim]]&lt;br /&gt;
|-&lt;br /&gt;
| Steam || [http://www.virilneus.com/recipes/ingredient.php?named=mistweed Mistweed] || [[River&#039;s Rest]], [[Ta&#039;Vaalor]]&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor ||[[luminescent indigo mushroom]] || Anywhere, random find on high open rolls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its [[armor|armor sub-group]]. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires seven.  Heavier armors such as chain and plate require the luminescent indigo mushroom potion, which is crafted from a single a luminescent indigo mushroom and must be poured on the armor before the other potion types.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Armor || AsG || # of Potions&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 1 ||  1&lt;br /&gt;
|-&lt;br /&gt;
| Light Leather || 5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
| Full Leather || 6 ||  3&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Leather || 7 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Double Leather || 8 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Leather Breastplate || 9 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Cuirbouilli Leather || 10 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Studded Leather || 11 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Brigandine Armor || 12 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail || 13 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Double Chain || 14 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Chain || 15 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Chain Hauberk || 16 ||  8&lt;br /&gt;
|-&lt;br /&gt;
| Metal Breastplate || 17 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Breastplate || 18 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Half Plate || 19 ||  8&lt;br /&gt;
|-&lt;br /&gt;
| Full Plate || 20 ||  9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Town || General Location&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace || Icemule Trace, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Kharam Dzu || Teras Isle, River&#039;s Edge&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest || Shady Trail&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven || Vornavis Cliffs, River Trail&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim || Whistler&#039;s Pass, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor || Near the Cemetery (hidden, in game secret)&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing || Lower Dragonsclaw, Wooded Hills (Rm 426, go shack)&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
Asking the herbalist about REMOVE will give one the option to buy a potion capable of removing Resist Nature from a piece of armor that already has it.&lt;br /&gt;
&lt;br /&gt;
===Initial Cast===&lt;br /&gt;
After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.&lt;br /&gt;
&lt;br /&gt;
Success, ready for the next step: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
You gesture at some vultite cuirbouilli leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some cuirbouilli leather. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor is scripted, or being tempered): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a set of darkly etched Sylvan scalemail. &lt;br /&gt;
Your spell&#039;s magic cannot permeate the material of the etched Sylvan scalemail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor does not fall in the proper ASG range): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some chain mail. &lt;br /&gt;
The magic of your spell fizzles against the surface of the chain mail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor is already resistant (remove the current resistance before attempting again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
The magic of your spell wavers and lashes back at you! &lt;br /&gt;
   ... 1 point of damage! &lt;br /&gt;
   Your wrist is twisted slightly. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. &lt;br /&gt;
You examine the armor closely, lightly running your fingers over the material. &lt;br /&gt;
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Potion Application===&lt;br /&gt;
{{boldmono|[[POUR]]}} the first potion on the prepared armor and {{boldmono|[[ASSESS]]}} to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week&#039;s time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.&lt;br /&gt;
&lt;br /&gt;
Success, ready for next pour or sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. &lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, potion has expired (get a fresh potion): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incorrect pourer (only the original caster can pour): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The &amp;quot;holds no hint as to its purpose&amp;quot; should be replaced by one of the following, depending on the resistance type:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Messaging&lt;br /&gt;
|-&lt;br /&gt;
| Cold || slightest presence of cool air&lt;br /&gt;
|-&lt;br /&gt;
| Fire || slightest presence of warmth&lt;br /&gt;
|-&lt;br /&gt;
| Nature || slightest presence of grit&lt;br /&gt;
|-&lt;br /&gt;
| Steam || slightest presence of warm moisture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Repeat as appropriate until the armor is ready for the final cast.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Sealing Cast===&lt;br /&gt;
If &amp;quot;an emptiness permeates the material of the armor,&amp;quot; it requires at least another potion pour. However, if &amp;quot;the aura of magic does not feel complete,&amp;quot; the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time.  Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.&lt;br /&gt;
&lt;br /&gt;
Success, process complete: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some ora brigandine armor. &lt;br /&gt;
A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. &lt;br /&gt;
Roundtime: 7 secs. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some shiny blue leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit (if working with more than one project at a time): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, not enough potions poured (start the entire process over): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brass brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! &lt;br /&gt;
   ... 45 points of damage! &lt;br /&gt;
   Right eye evaporates in a burst of flame. Death from shock follows.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).&lt;br /&gt;
&lt;br /&gt;
Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:&lt;br /&gt;
&lt;br /&gt;
Nature:All offensive Ranger spells, plus Sandstorm&lt;br /&gt;
&lt;br /&gt;
Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature&#039;s fury and the fire flare from dark Catalyst.&lt;br /&gt;
&lt;br /&gt;
Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature&#039;s Fury, environmental effects (pinefar/icemule/gossamer pass).&lt;br /&gt;
&lt;br /&gt;
Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature&#039;s Fury, steam column damage from the columns in Luukos&#039; Temple.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#620 Ranger Base Spell Circle: Resist Nature], on Play.net&lt;br /&gt;
* [http://home.dejazzd.com/acoustic/Kateerina/NR.html Nature Resistance Guide]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=109042</id>
		<title>Resist Nature (620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=109042"/>
		<updated>2018-08-21T21:33:48Z</updated>

		<summary type="html">&lt;p&gt;BRIARFOX: /* Potion Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{{spell &lt;br /&gt;
 | name = Resist Nature&lt;br /&gt;
 | number = 620&lt;br /&gt;
 | mnemonic = RESISTNATURE&lt;br /&gt;
 | duration = Variable&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Armor Enhancement&lt;br /&gt;
 | skill = Elemental Resistance&lt;br /&gt;
 | components = [[NPC]]-made potion&lt;br /&gt;
 | availability = Cloth &amp;amp; leather armor only&lt;br /&gt;
 | navigation = {{Ranger base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Resist Nature&#039;&#039;&#039; allows a [[ranger]] to infuse [[armor]] and armor accessories with temporary [[resistance]] to [[Fire critical table|fire]], [[Cold critical table|cold]], [[Steam critical table|steam]], or nature (&amp;quot;nature&amp;quot; resistance protects against Ranger Base spell attacks such as [[Spike Thorn]], as well as [[Sandstorm]]).&lt;br /&gt;
&lt;br /&gt;
The resulting armor will have a Resistance Strength and a Resistance Life, which are determined by a number of factors. Resistance Strength (RS) is defined as the actual amount of resistance provided against criticals of the type infused in the armor. Resistance Life (RL) is defined as the amount of resistance left in the armor.&lt;br /&gt;
&lt;br /&gt;
Resistance Strength is based upon the caster&#039;s [[#Lore Benefit|Spiritual Lore, Blessings]] training with a minimum of 20% temporary resistance strength. The full RS benefit from Resist Nature applies for cloth and leather armors, and is halved for chain and plate armors.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;{{math|Resistance Strength {{=}} 20 + trunc(Spiritual Lore Blessings Ranks / 2)}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reduced to 50% of the normal value when applied to heavy armors (chain and plate).&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The RS of the armor does not degrade with use; however, the RL decreases as the armor absorbs damage of the type the resistance is intended to protect against. When the RL is exhausted, the resistance is no longer inherent in the armor.&lt;br /&gt;
&lt;br /&gt;
[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell.  The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.&lt;br /&gt;
&lt;br /&gt;
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]].  A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.&lt;br /&gt;
&lt;br /&gt;
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting.  This spell has no risk of destroying or harming a piece of armor in any way.  Only 5 armors may be treated in any one week.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefits==&lt;br /&gt;
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance.  It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks.  It is possible to add resistance to &amp;quot;lightly&amp;quot; padded armor beginning at 1 rank, &amp;quot;very heavily&amp;quot; at 91 ranks, and the lowest level of &amp;quot;masterfully&amp;quot; padded armor at 136 enhanced ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Mana Control ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Padding points ability||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the resistance applied to a piece of armor by {{math|(Ranks / 2)}}.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120||140||150&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total resistance applied||20||30||40||50||60||70||80||90||95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;This has been adapted from [http://home.dejazzd.com/acoustic/Kateerina/NR.html Kateerina&#039;s guide] with permission.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.&lt;br /&gt;
&lt;br /&gt;
===Potion Preparation===&lt;br /&gt;
The first step is to have all of the the required potions prepared in advance.  Each potion will take one hour to finish, and costs 3000 silver each except the a luminescent indigo mushroom potion which costs 25000, payable upon the herbalist&#039;s delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take note&#039;&#039;&#039;: When using a luminescent indigo mushroom potion, there is only a &#039;&#039;5-min duration to complete the cast&#039;&#039;. Pour the indigo potion on the armor before casting 620 or pouring the other potions, then follow the below steps.&lt;br /&gt;
&lt;br /&gt;
The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus&#039; Room Data website.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Plant || Location&lt;br /&gt;
|-&lt;br /&gt;
| Cold || [http://www.virilneus.com/recipes/ingredient.php?named=frostflower Frostflower] || [[Icemule Trace]], [[Pinefar]] Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [http://www.virilneus.com/recipes/ingredient.php?named=drakefern Drakefern] || [[Kharam Dzu]] ([[Teras Isle]])&lt;br /&gt;
|-&lt;br /&gt;
| Nature || [http://www.virilneus.com/recipes/ingredient.php?named=murkweed Murkweed] || [[Wehnimer&#039;s Landing]], [[River&#039;s Rest]], [[Ta&#039;Illistim]]&lt;br /&gt;
|-&lt;br /&gt;
| Steam || [http://www.virilneus.com/recipes/ingredient.php?named=mistweed Mistweed] || [[River&#039;s Rest]], [[Ta&#039;Vaalor]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armor || a luminescent indigo mushroom || Anywhere, random find on high open rolls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its [[armor|armor sub-group]]. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires seven.  Heavier armors such as chain and plate require the luminescent indigo mushroom potion, which is crafted from a single a luminescent indigo mushroom and must be poured on the armor before the other potion types.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Armor || AsG || # of Potions&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 1 ||  1&lt;br /&gt;
|-&lt;br /&gt;
| Light Leather || 5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
| Full Leather || 6 ||  3&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Leather || 7 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Double Leather || 8 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Leather Breastplate || 9 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Cuirbouilli Leather || 10 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Studded Leather || 11 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Brigandine Armor || 12 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail || 13 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Double Chain || 14 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Chain || 15 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Chain Hauberk || 16 ||  8&lt;br /&gt;
|-&lt;br /&gt;
| Metal Breastplate || 17 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Breastplate || 18 ||  7&lt;br /&gt;
|-&lt;br /&gt;
| Half Plate || 19 ||  8&lt;br /&gt;
|-&lt;br /&gt;
| Full Plate || 20 ||  9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Town || General Location&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace || Icemule Trace, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Kharam Dzu || Teras Isle, River&#039;s Edge&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest || Shady Trail&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven || Vornavis Cliffs, River Trail&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim || Whistler&#039;s Pass, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor || Near the Cemetery (hidden, in game secret)&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing || Lower Dragonsclaw, Wooded Hills (Rm 426, go shack)&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
Asking the herbalist about REMOVE will give one the option to buy a potion capable of removing Resist Nature from a piece of armor that already has it.&lt;br /&gt;
&lt;br /&gt;
===Initial Cast===&lt;br /&gt;
After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.&lt;br /&gt;
&lt;br /&gt;
Success, ready for the next step: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
You gesture at some vultite cuirbouilli leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some cuirbouilli leather. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor is scripted, or being tempered): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a set of darkly etched Sylvan scalemail. &lt;br /&gt;
Your spell&#039;s magic cannot permeate the material of the etched Sylvan scalemail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor does not fall in the proper ASG range): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some chain mail. &lt;br /&gt;
The magic of your spell fizzles against the surface of the chain mail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor is already resistant (remove the current resistance before attempting again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
The magic of your spell wavers and lashes back at you! &lt;br /&gt;
   ... 1 point of damage! &lt;br /&gt;
   Your wrist is twisted slightly. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. &lt;br /&gt;
You examine the armor closely, lightly running your fingers over the material. &lt;br /&gt;
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Potion Application===&lt;br /&gt;
{{boldmono|[[POUR]]}} the first potion on the prepared armor and {{boldmono|[[ASSESS]]}} to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week&#039;s time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.&lt;br /&gt;
&lt;br /&gt;
Success, ready for next pour or sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. &lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, potion has expired (get a fresh potion): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incorrect pourer (only the original caster can pour): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The &amp;quot;holds no hint as to its purpose&amp;quot; should be replaced by one of the following, depending on the resistance type:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Messaging&lt;br /&gt;
|-&lt;br /&gt;
| Cold || slightest presence of cool air&lt;br /&gt;
|-&lt;br /&gt;
| Fire || slightest presence of warmth&lt;br /&gt;
|-&lt;br /&gt;
| Nature || slightest presence of grit&lt;br /&gt;
|-&lt;br /&gt;
| Steam || slightest presence of warm moisture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Repeat as appropriate until the armor is ready for the final cast.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Sealing Cast===&lt;br /&gt;
If &amp;quot;an emptiness permeates the material of the armor,&amp;quot; it requires at least another potion pour. However, if &amp;quot;the aura of magic does not feel complete,&amp;quot; the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time.  Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.&lt;br /&gt;
&lt;br /&gt;
Success, process complete: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some ora brigandine armor. &lt;br /&gt;
A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. &lt;br /&gt;
Roundtime: 7 secs. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some shiny blue leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit (if working with more than one project at a time): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, not enough potions poured (start the entire process over): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brass brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! &lt;br /&gt;
   ... 45 points of damage! &lt;br /&gt;
   Right eye evaporates in a burst of flame. Death from shock follows.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).&lt;br /&gt;
&lt;br /&gt;
Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:&lt;br /&gt;
&lt;br /&gt;
Nature:All offensive Ranger spells, plus Sandstorm&lt;br /&gt;
&lt;br /&gt;
Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature&#039;s fury and the fire flare from dark Catalyst.&lt;br /&gt;
&lt;br /&gt;
Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature&#039;s Fury, environmental effects (pinefar/icemule/gossamer pass).&lt;br /&gt;
&lt;br /&gt;
Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature&#039;s Fury, steam column damage from the columns in Luukos&#039; Temple.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#620 Ranger Base Spell Circle: Resist Nature], on Play.net&lt;br /&gt;
* [http://home.dejazzd.com/acoustic/Kateerina/NR.html Nature Resistance Guide]&lt;/div&gt;</summary>
		<author><name>BRIARFOX</name></author>
	</entry>
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