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		<title>Art of the Bow (guide)</title>
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		<summary type="html">&lt;p&gt;DARVEN: /* Adding Flaring Fletchings */ Added information from the Archery Review 2020 about fletching.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&lt;br /&gt;
Written February 2010 | Updated May 2020 (Jan 2025 by Keijo)&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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. MoC rank thresholds, targets, and roundtimes are the same as melee. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC, For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows. For example 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). Bows have a 7/6/5 base RT. Crossbows have a 7/6 base 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;
== Ranged Weapon Techniques and Combat Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
* [[Dislodge]]: Maneuver a target, dealing moderate slashing damage. Successful attempts will place the weapon in hand. May be aimed via CMAN DISLODGE {target} {body part}. Each rank passively increases the chance that a successful ranged or thrown attack will stick. Applies [[Weakened Armament]] for (15 + (Rank * 5)) seconds.&lt;br /&gt;
* [[Reactive Shot]]: This weapon technique is available upon training 10 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Requires attacker to have a [[Recent Evasion]]. Fire and [[Disengage]] from a target for (10 + Rank) seconds.&lt;br /&gt;
* [[Pin Down]]: This weapon technique is available upon training 25 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Maneuver one or more targets based on [[Multi-Opponent Combat]] training. Applies [[Rooted]] to targets hit for (Rank + (Success Margin) / 6)) seconds.&lt;br /&gt;
* [[Barrage]]: This weapon technique is available upon training 50 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Attack a target one or more times based on your [[Multi-Opponent Combat|Multi Opponent Combat]] training. Your [[evade]] chance is modified each round by (Success Margin / 10)% with a maximum 10% modification. Upon success, you and your party gain [[Enhance (effect)|Enhance Dexterity]] with a power of 10 for 2 minutes.&lt;br /&gt;
* [[Volley]]: This weapon technique is available upon training 75 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Deals moderate [[weapon]] Damage over Time to targets that remain in the room based on your [[Multi-Opponent Combat|Multi Opponent Combat]] training. Damage is dealt 4 times over 16 seconds at 4 second intervals. An ammo bundle may be specified, causing any properties of that ammo to apply to targets hit. As part of the [[Player System Manager]] it also requires 1x/CM as a baseline for effectiveness.  &#039;&#039;&#039;Roundtime / Damage Modifier Based on Weapon Size&#039;&#039;&#039;&lt;br /&gt;
** Long bow/Heavy crossbow: 7s&lt;br /&gt;
** Composite bow/Light crossbow: 6s, -5% damage&lt;br /&gt;
** Short bow: 5s, -10% damage&lt;br /&gt;
** Hand crossbow: 4s, -15% damage (single) / 6s, -5% damage (two)&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 accept ensorcell, enchant, sanctification, sighting, flares, blesses, and scripts.&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. See below for more info on FLETCHing.&lt;br /&gt;
&lt;br /&gt;
Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&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 12 charges, this means that a single skin will effectively yield 48 total charges. The limit on flare charges was previously thought to be 998, but total number of charges added to a bundle of arrows has been seen up to 146,028 and the upper limit is currently unknown.&lt;br /&gt;
&lt;br /&gt;
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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232409</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=232409"/>
		<updated>2025-01-23T05:59:49Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Adding Flaring Fletchings */ Consolidated flaring information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&lt;br /&gt;
Written February 2010 | Updated May 2020 (Jan 2025 by Keijo)&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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. MoC rank thresholds, targets, and roundtimes are the same as melee. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC, For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows. For example 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). Bows have a 7/6/5 base RT. Crossbows have a 7/6 base 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;
== Ranged Weapon Techniques and Combat Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
* [[Dislodge]]: Maneuver a target, dealing moderate slashing damage. Successful attempts will place the weapon in hand. May be aimed via CMAN DISLODGE {target} {body part}. Each rank passively increases the chance that a successful ranged or thrown attack will stick. Applies [[Weakened Armament]] for (15 + (Rank * 5)) seconds.&lt;br /&gt;
* [[Reactive Shot]]: This weapon technique is available upon training 10 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Requires attacker to have a [[Recent Evasion]]. Fire and [[Disengage]] from a target for (10 + Rank) seconds.&lt;br /&gt;
* [[Pin Down]]: This weapon technique is available upon training 25 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Maneuver one or more targets based on [[Multi-Opponent Combat]] training. Applies [[Rooted]] to targets hit for (Rank + (Success Margin) / 6)) seconds.&lt;br /&gt;
* [[Barrage]]: This weapon technique is available upon training 50 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Attack a target one or more times based on your [[Multi-Opponent Combat|Multi Opponent Combat]] training. Your [[evade]] chance is modified each round by (Success Margin / 10)% with a maximum 10% modification. Upon success, you and your party gain [[Enhance (effect)|Enhance Dexterity]] with a power of 10 for 2 minutes.&lt;br /&gt;
* [[Volley]]: This weapon technique is available upon training 75 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Deals moderate [[weapon]] Damage over Time to targets that remain in the room based on your [[Multi-Opponent Combat|Multi Opponent Combat]] training. Damage is dealt 4 times over 16 seconds at 4 second intervals. An ammo bundle may be specified, causing any properties of that ammo to apply to targets hit. As part of the [[Player System Manager]] it also requires 1x/CM as a baseline for effectiveness.  &#039;&#039;&#039;Roundtime / Damage Modifier Based on Weapon Size&#039;&#039;&#039;&lt;br /&gt;
** Long bow/Heavy crossbow: 7s&lt;br /&gt;
** Composite bow/Light crossbow: 6s, -5% damage&lt;br /&gt;
** Short bow: 5s, -10% damage&lt;br /&gt;
** Hand crossbow: 4s, -15% damage (single) / 6s, -5% damage (two)&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 12 charges, this means that a single skin will effectively yield 48 total charges. Total number of charges added to a bundle of arrows has been seen up to 146,028 and the upper limit is currently unknown. The limit on flare charges was previously thought to be 998.&lt;br /&gt;
&lt;br /&gt;
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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232408</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=232408"/>
		<updated>2025-01-23T05:37:28Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Ranged Weapon Techniques and Combat Maneuvers */ Added information from the Archery Review 2020 and ranged weapon techniques.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&lt;br /&gt;
Written February 2010 | Updated May 2020 (Jan 2025 by Keijo)&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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. MoC rank thresholds, targets, and roundtimes are the same as melee. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC, For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows. For example 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). Bows have a 7/6/5 base RT. Crossbows have a 7/6 base 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;
== Ranged Weapon Techniques and Combat Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
* [[Dislodge]]: Maneuver a target, dealing moderate slashing damage. Successful attempts will place the weapon in hand. May be aimed via CMAN DISLODGE {target} {body part}. Each rank passively increases the chance that a successful ranged or thrown attack will stick. Applies [[Weakened Armament]] for (15 + (Rank * 5)) seconds.&lt;br /&gt;
* [[Reactive Shot]]: This weapon technique is available upon training 10 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Requires attacker to have a [[Recent Evasion]]. Fire and [[Disengage]] from a target for (10 + Rank) seconds.&lt;br /&gt;
* [[Pin Down]]: This weapon technique is available upon training 25 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Maneuver one or more targets based on [[Multi-Opponent Combat]] training. Applies [[Rooted]] to targets hit for (Rank + (Success Margin) / 6)) seconds.&lt;br /&gt;
* [[Barrage]]: This weapon technique is available upon training 50 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Attack a target one or more times based on your [[Multi-Opponent Combat|Multi Opponent Combat]] training. Your [[evade]] chance is modified each round by (Success Margin / 10)% with a maximum 10% modification. Upon success, you and your party gain [[Enhance (effect)|Enhance Dexterity]] with a power of 10 for 2 minutes.&lt;br /&gt;
* [[Volley]]: This weapon technique is available upon training 75 ranks of [[Ranged Weapons]], and ranks in the technique will go up with further training. Deals moderate [[weapon]] Damage over Time to targets that remain in the room based on your [[Multi-Opponent Combat|Multi Opponent Combat]] training. Damage is dealt 4 times over 16 seconds at 4 second intervals. An ammo bundle may be specified, causing any properties of that ammo to apply to targets hit. As part of the [[Player System Manager]] it also requires 1x/CM as a baseline for effectiveness.  &#039;&#039;&#039;Roundtime / Damage Modifier Based on Weapon Size&#039;&#039;&#039;&lt;br /&gt;
** Long bow/Heavy crossbow: 7s&lt;br /&gt;
** Composite bow/Light crossbow: 6s, -5% damage&lt;br /&gt;
** Short bow: 5s, -10% damage&lt;br /&gt;
** Hand crossbow: 4s, -15% damage (single) / 6s, -5% damage (two)&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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232407</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=232407"/>
		<updated>2025-01-23T05:16:55Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: Added a Weapon Techniques and CMAN section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&lt;br /&gt;
Written February 2010 | Updated May 2020 (Jan 2025 by Keijo)&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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. MoC rank thresholds, targets, and roundtimes are the same as melee. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC, For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows. For example 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). Bows have a 7/6/5 base RT. Crossbows have a 7/6 base 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;
== Ranged Weapon Techniques and Combat Maneuvers ==&lt;br /&gt;
To Be Updated&lt;br /&gt;
&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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232406</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=232406"/>
		<updated>2025-01-23T05:11:30Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: Added Update changes information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&lt;br /&gt;
Written February 2010 | Updated May 2020 (Jan 2025 by Keijo)&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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. MoC rank thresholds, targets, and roundtimes are the same as melee. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC, For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows. For example 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). Bows have a 7/6/5 base RT. Crossbows have a 7/6 base 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;
== 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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232405</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=232405"/>
		<updated>2025-01-23T05:08:23Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Modifying Skills and Spells */ Added information from the Archery Review 2020 regarding MSTRIKE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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. MoC rank thresholds, targets, and roundtimes are the same as melee. Rogues and rangers are granted 0.5x phantom ranks per rank of MOC, For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows. For example 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). Bows have a 7/6/5 base RT. Crossbows have a 7/6 base 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;
== 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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=232404</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=232404"/>
		<updated>2025-01-23T04:36:51Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Fletchings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
Some fletchings bestow the ability for the arrow/bolt to flare. Fletchings have a limited number of flares and the fletching description will change once the flares have worn off. The number of remaining flare charges in the bundle can bee seen by &#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at the bundle. Fletching flares can come from a variety of sources some of which are innate to the feather&#039;s origin and others from the razor used to cut the feather into fletchings. Fletchings, tips, and wood that have flaring properties grant 12 charges of flares per material. In the case of fletchings, this means that a single skin will effectively yield 48 total charges.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
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===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
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====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather ===&lt;br /&gt;
&#039;&#039;&#039;(Obsolete command as of the 2020 Archery Review)&#039;&#039;&#039; &amp;lt;s&amp;gt;The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=232403</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=232403"/>
		<updated>2025-01-23T04:35:30Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Fletchings */ Added information from the Archery Review 2020 about fletching.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
Some fletchings bestow the ability for the arrow/bolt to flare. Fletchings have a limited number of flares and the fletching description will change once the flares have worn off. The number of remaining flare charges in the bundle can bee seen by &#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at the bundle. Fletching flares can come from a variety of sources some of which are innate to the feather&#039;s origin and others from the razor used to cut the feather into fletchings. Fletchings, tips, and wood that have flaring properties will now grant 12 charges of flares per material. In the case of fletchings, this means that a single skin will effectively yield 48 total charges.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather ===&lt;br /&gt;
&#039;&#039;&#039;(Obsolete command as of the 2020 Archery Review)&#039;&#039;&#039; &amp;lt;s&amp;gt;The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232402</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=232402"/>
		<updated>2025-01-23T04:31:52Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Open Aiming vs. Sniping */ Added information from the Archery Review 2020 about increased effectiveness for crossbows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 when using bows, 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. Crossbows also receive a flat 5% bonus to remaining hidden while sniping. Two not inconsiderable advantages over and above the AS increase from kneeling.&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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232401</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=232401"/>
		<updated>2025-01-23T04:28:05Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Firing Times */  Added information from the Archery Review 2020 about firing times for crossbows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crossbows have a flat RT, 4 seconds for light and 5 seconds for heavy, regardless of STR, aiming or hiding. If cock is used separately it takes 2 seconds and the remaining RT is used on fire. e.g., cock for 2 seconds, fire in 2 seconds for a light crossbow.&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Art_of_the_Bow_(guide)&amp;diff=232400</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=232400"/>
		<updated>2025-01-23T04:23:16Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Aiming &amp;amp; Sighting */ Added information from the Archery Review 2020 about aim skill increases for crossbows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=The Art of the Bow&lt;br /&gt;
|author=Nuadjha kis&#039;Anthri&lt;br /&gt;
|date=2010-02-08&lt;br /&gt;
|updated=2020-05-19&lt;br /&gt;
|updateby=Nuadjha&lt;br /&gt;
|topic=Archery, Fletching&lt;br /&gt;
}}&lt;br /&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;
&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;
Crossbows receive an aiming skill bonus of +5 when standing and +20 when kneeling.&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 [[Celerity (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:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=232398</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=232398"/>
		<updated>2025-01-23T04:18:11Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Gather */ Marked this command as obsolete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
Some fletchings bestow the ability for the arrow/bolt to flare. Fletchings have a limited number of flares and the fletching description will change once the flares have worn off. The number of remaining flare charges in the bundle can bee seen by &#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at the bundle. Fletching flares can come from a variety of sources some of which are innate to the feather&#039;s origin and others from the razor used to cut the feather into fletchings.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather ===&lt;br /&gt;
&#039;&#039;&#039;(Obsolete command as of the 2020 Archery Review)&#039;&#039;&#039; &amp;lt;s&amp;gt;The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=232397</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=232397"/>
		<updated>2025-01-23T04:12:35Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: Added additional information on fletching flares. This section is incomplete and requires more testing/community discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
Some fletchings bestow the ability for the arrow/bolt to flare. Fletchings have a limited number of flares and the fletching description will change once the flares have worn off. The number of remaining flare charges in the bundle can bee seen by &#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at the bundle. Fletching flares can come from a variety of sources some of which are innate to the feather&#039;s origin and others from the razor used to cut the feather into fletchings.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather===&lt;br /&gt;
The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Storm_giant&amp;diff=142875</id>
		<title>Storm giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Storm_giant&amp;diff=142875"/>
		<updated>2021-01-05T11:11:09Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Hunting strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
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| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Morning star&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 247&lt;br /&gt;
| PA2 = Spear&lt;br /&gt;
| PAB = 247&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Shock (910)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 195&lt;br /&gt;
| BT2 = Minor Water (903)&lt;br /&gt;
| BTB = 195&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Gas cloud&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Ground stomp&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Knockdown &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = Wind blast&lt;br /&gt;
| ABB = Damage, RT, Stun&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 176&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 145&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 163&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Defense (103)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding I (101)&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a giant skin&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The storm giant&#039;s regal bearing and calm demeanor stand in sharp contrast to the raging tempest surrounding it.  Standing taller than the tallest giantman, the storm giant stares at others with dull grey eyes that refuse to reflect the sparks of electricity that crackle out from them.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
A storm giant&#039;s gas cloud will dissipate as soon as it is killed.&lt;br /&gt;
&lt;br /&gt;
Storm giants have a chance to knock a player to the ground and induce variable [[roundtime]] as it spawns. This is visible through the following message:&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=350px}}&amp;gt;You are buffeted by a sudden gust of wind, as an angry storm giant rushes in!&lt;br /&gt;
&lt;br /&gt;
You are knocked to the ground!&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm giants have a [[wind blast]] [[creature maneuver]] that has the capacity to blow the player into another room, inflict damage, and induce roundtime:&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=350px}}&amp;gt;A storm giant takes a deep breath, opens its mouth and blows a forceful gust of air at you!&lt;br /&gt;
&lt;br /&gt;
You are struck by a forceful blast of wind!&lt;br /&gt;
&lt;br /&gt;
The blast of wind picks you up and blows you south!&lt;br /&gt;
&lt;br /&gt;
[Upper Trollfang, Sentoph]&lt;br /&gt;
A steady howl fills your ears as the wind sings a lonely, desolate song through the crags of the mountaintop.&lt;br /&gt;
Obvious paths: north, northeast, southeast&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 15 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nasty blow to your right arm!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 1 round!&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of 04 Jan 21, storm giants have a creature ability that automatically reflects spells in the [[standard maneuver roll]] system. Continued testing is required to determine what conditions (AoE, Elements, etc.) are necessary to trigger this skill. With [[518]] each storm giant in the room will trigger the reflection and it will reflect to each member in your party.&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=350px}}&amp;gt;You intone a phrase of elemental power while raising your hands, invoking Cone of Elements...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a storm giant.&lt;br /&gt;
You hurl a stream of fire at a storm giant!&lt;br /&gt;
A storm giant draws a shimmery warding in the air!&lt;br /&gt;
&lt;br /&gt;
The spell reflects off the shimmery warding and flies off in every direction!&lt;br /&gt;
[SMR result: 146 (Open d100: 37)]&lt;br /&gt;
You are struck by the spell!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 45 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Skin and some muscle burnt off chest.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 8 rounds!&lt;br /&gt;
[SMR result: 101 (Open d100: 49)]&lt;br /&gt;
Paladin is struck by the spell!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames cook Paladin&#039;s chest.  Looks about medium well.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He is stunned!&lt;br /&gt;
[SMR result: 192 (Open d100: 83)]&lt;br /&gt;
Empath is struck by the spell!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 15 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames incinerate left leg to the bone.  Not a pleasant sight.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He is knocked to the ground!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He is stunned!&lt;br /&gt;
&lt;br /&gt;
You hurl a stream of fire at a storm giant!&lt;br /&gt;
A storm giant draws a shimmery warding in the air!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Like most giants, storm giants can shake off stuns.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 37&lt;br /&gt;
|levelm1 = 38&lt;br /&gt;
|level = 39&lt;br /&gt;
|levelp1 = 40&lt;br /&gt;
|levelp2 = 41&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Storm_giant&amp;diff=142874</id>
		<title>Storm giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Storm_giant&amp;diff=142874"/>
		<updated>2021-01-05T11:10:17Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Hunting strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = storm_giant.jpg&lt;br /&gt;
| level = 39&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Element-based&lt;br /&gt;
| area = Frozen Battlefield&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Sentoph&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Morning star&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 247&lt;br /&gt;
| PA2 = Spear&lt;br /&gt;
| PAB = 247&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Shock (910)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 195&lt;br /&gt;
| BT2 = Minor Water (903)&lt;br /&gt;
| BTB = 195&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Gas cloud&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Ground stomp&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Knockdown &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = Wind blast&lt;br /&gt;
| ABB = Damage, RT, Stun&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 176&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 145&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 163&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Defense (103)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding I (101)&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a giant skin&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The storm giant&#039;s regal bearing and calm demeanor stand in sharp contrast to the raging tempest surrounding it.  Standing taller than the tallest giantman, the storm giant stares at others with dull grey eyes that refuse to reflect the sparks of electricity that crackle out from them.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
A storm giant&#039;s gas cloud will dissipate as soon as it is killed.&lt;br /&gt;
&lt;br /&gt;
Storm giants have a chance to knock a player to the ground and induce variable [[roundtime]] as it spawns. This is visible through the following message:&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=350px}}&amp;gt;You are buffeted by a sudden gust of wind, as an angry storm giant rushes in!&lt;br /&gt;
&lt;br /&gt;
You are knocked to the ground!&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm giants have a [[wind blast]] [[creature maneuver]] that has the capacity to blow the player into another room, inflict damage, and induce roundtime:&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=350px}}&amp;gt;A storm giant takes a deep breath, opens its mouth and blows a forceful gust of air at you!&lt;br /&gt;
&lt;br /&gt;
You are struck by a forceful blast of wind!&lt;br /&gt;
&lt;br /&gt;
The blast of wind picks you up and blows you south!&lt;br /&gt;
&lt;br /&gt;
[Upper Trollfang, Sentoph]&lt;br /&gt;
A steady howl fills your ears as the wind sings a lonely, desolate song through the crags of the mountaintop.&lt;br /&gt;
Obvious paths: north, northeast, southeast&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 15 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Nasty blow to your right arm!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 1 round!&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of 04 Jan 21, storm giants have a creature ability that reflects spells in the [[standard maneuver roll]] system. Continued testing is required to determine what conditions (AoE, Elements, etc.) are necessary to trigger this skill. With [[518]] each storm giant in the room will trigger the reflection and it will reflect to each member in your party.&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=350px}}&amp;gt;You intone a phrase of elemental power while raising your hands, invoking Cone of Elements...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a storm giant.&lt;br /&gt;
You hurl a stream of fire at a storm giant!&lt;br /&gt;
A storm giant draws a shimmery warding in the air!&lt;br /&gt;
&lt;br /&gt;
The spell reflects off the shimmery warding and flies off in every direction!&lt;br /&gt;
[SMR result: 146 (Open d100: 37)]&lt;br /&gt;
You are struck by the spell!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 45 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Skin and some muscle burnt off chest.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 8 rounds!&lt;br /&gt;
[SMR result: 101 (Open d100: 49)]&lt;br /&gt;
Paladin is struck by the spell!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames cook Paladin&#039;s chest.  Looks about medium well.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He is stunned!&lt;br /&gt;
[SMR result: 192 (Open d100: 83)]&lt;br /&gt;
Empath is struck by the spell!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 15 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames incinerate left leg to the bone.  Not a pleasant sight.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He is knocked to the ground!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;He is stunned!&lt;br /&gt;
&lt;br /&gt;
You hurl a stream of fire at a storm giant!&lt;br /&gt;
A storm giant draws a shimmery warding in the air!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Like most giants, storm giants can shake off stuns.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 37&lt;br /&gt;
|levelm1 = 38&lt;br /&gt;
|level = 39&lt;br /&gt;
|levelp1 = 40&lt;br /&gt;
|levelp2 = 41&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Lore,_Fire&amp;diff=142578</id>
		<title>Elemental Lore, Fire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Lore,_Fire&amp;diff=142578"/>
		<updated>2020-12-28T20:08:10Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Damage Factor (DF) Benefit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}{{TOCright}}&lt;br /&gt;
{{Collapselore}}&lt;br /&gt;
&lt;br /&gt;
== Damage Factor (DF) Benefit ==&lt;br /&gt;
Due to its offensive nature, Elemental Lore: Fire (EL:F) will be substituted for any other Elemental Lore when calculating the lore bonus to [[Damage Factor]] (DF) for an elemental bolt. i.e. Elemental Lore: Earth normally increases the DF of Hurl Boulder (510), but &#039;&#039;&#039;if you have more ranks in Elemental Lore: Fire, those ranks will be used instead&#039;&#039;&#039;. Hybrid bolts that already use EL:F are not affected since they will always just use your EL:F and the other lore type. Hybrid bolts that don&#039;t use EL:F can have it replace the lore with the ranks they have the least in amount of ranks trained.[http://forums.play.net/forums/19/330/3381/view/750]&lt;br /&gt;
&lt;br /&gt;
== Minor Elemental ==&lt;br /&gt;
;*[[Elemental Saturation (413)]]&lt;br /&gt;
:Training in Fire Lore will increase the persistent TD penalty applied to the target by 1 per seed 5 summation of ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
|- &lt;br /&gt;
!align=right|Elemental Lore, Fire ranks||0||5||11||18||26||35||45||56||68||81&lt;br /&gt;
|- &lt;br /&gt;
|align=right|Total TD penalty||25||26||27||28||29||30||31||32||33||34&lt;br /&gt;
|-&lt;br /&gt;
|colspan=11|&lt;br /&gt;
|- &lt;br /&gt;
!align=right colspan=2|Elemental Lore, Fire ranks||95||110||126||143||161||180||200||221||243&lt;br /&gt;
|- &lt;br /&gt;
|align=right colspan=2|Total TD penalty||35||36||37||38||39||40||41||42||43&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Strike (415)]]&lt;br /&gt;
:Training in Fire Lore provides a chance equal to the caster&#039;s Elemental Lore Fire bonus ÷ 2 to trigger a 2nd elemental strike on a random opponent in the room for an additional cost of 5 mana.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|% chance to activate &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; [[trunc]](Elemental Lore Fire [[skill bonus]] &amp;amp;divide; 2)}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{| {{prettytable|1=text-align:center;}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Fire ranks||4||8||13||18||24||30||40||60||80||100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Chance for 2nd strike||10%||20%||30%||40%||50%||60%||70%||80%||90%||100%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=11|&amp;lt;small&amp;gt;&#039;&#039;Not all thresholds shown&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Dispel (417)]]&lt;br /&gt;
:10 ranks of Fire Lore unlocks a chance to strip a defensive spell from the target, in addition to the prepared spell. This ability has a base 10% chance with an additional 3% every 10 ranks.  It also increases the mana drain by skill bonus ÷ 15.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}}&lt;br /&gt;
!align=right|Elemental Lore, Fire ranks||10||20||30||40||50||60||70||80||90||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Chance to strip a defensive spell&amp;lt;br&amp;gt;when dispelling a prepared spell||10%||13%||16%||18%||21%||24%||27%||30%||33%||36%||42%||48%||54%||60%||66%||72%||78%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=right|Elemental Lore, Fire ranks||3||6||9||13||17||20||25||30||38||50||65||80||95||110||125||140||155||170||195||210||225||240&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Additional mana drained||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Targeting (425)]]&lt;br /&gt;
:&amp;lt;section begin=425 /&amp;gt;Training in Fire Lore grants a chance to cause the caster&#039;s next spell to be charged with elemental energy, increasing critical damage, based on a seed 10 summation of ranks, and subject to [[critical randomization]].&amp;lt;section end=425 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=right|Elemental Lore, Fire ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Chance for attuned critical weighting on next spell/attack||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major Elemental ==&lt;br /&gt;
&lt;br /&gt;
;*[[Chromatic Circle (502)]]&lt;br /&gt;
:Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of {{mono|2 per seed 1 summation of ranks }}to successive casts of Minor Fire, Major Fire, [[Fire Spirit (111)]], and attacks with fire-flaring weapons.  &lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Chromatic_Circle_(502)#All_Elements_but_Lightning|Not Lightning}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Focus (513)]]&lt;br /&gt;
:Training in Fire Lore will cumulatively add +1 AS for each seed 4 summation of ranks per consecutive bolt attack on the same target, capped at +25 total AS boost. The AS will increase whether or not the target is successfully hit, and only while casting bolt spells. Casting at another target removes this boost.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Elemental_Focus_(513)#Lore_Benefit|Fire Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Cone of Elements (518)]]&lt;br /&gt;
:20 ranks of Fire Lore unlocks Fire specification, which uses [[Minor Fire (906)]], and gains from Minor Fire&#039;s respective lore benefits.  10 ranks of Fire Lore (along with 10 ranks of Water Lore) is required to unlock Steam specification, which uses [[Minor Steam (1707)]], and gains from Minor Steam&#039;s respective lore benefits.&lt;br /&gt;
&lt;br /&gt;
;*[[Immolation (519)]]&lt;br /&gt;
:Training in Fire Lore provides a chance to incinerate a target, instantly killing it. The base percent chance is a seed 1 summation of (Fire Lore ranks - 10) ÷ 2.  This benefit can be reduced or eliminated if the warding margin is &amp;lt; 50 (reduction of 2% per 1 below 50).&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Immolation_(519)#Incineration|Fire Lore Incineration Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
:Fire Lore also provides a chance for an extra damage cycle, determined by ranks ÷ 1.5, so at 75 ranks, there is a 50% chance, and at 150 ranks, there is a 100% chance.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Immolation_(519)#Extra_Damage_Cycle|Fire Lore Damage Cycle Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Mage Armor (520)]]&lt;br /&gt;
:Training in [[Elemental Lore, Fire]] will increase the chance of a fire flare to accompany an attack based on a seed 6 [[summation]] of ranks.  The base chance is 5%. The maximum benefit, 27%, is obtained at 247 fire ranks.&lt;br /&gt;
:{{#section:Mage_Armor (520)|Fire Lore Bonus}}&lt;br /&gt;
&lt;br /&gt;
== Wizard Base ==&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Water (903)]]&lt;br /&gt;
:20 ranks of Fire Lore unlocks the ability to cast [[Minor Steam (1707)]] using [[EVOKE]].  Fire Lore will also add to the damage factor for Minor Steam as described below.&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Fire (906)]]&lt;br /&gt;
:Training in Fire Lore increases the [[damage factor]] by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks over 100. DF increase with 200 ranks is 0.100.  &lt;br /&gt;
:Training a minimum of 10 ranks of Elemental Lore, Fire will unlock a percentage chance equal to (skill bonus ÷ 5) to ignite the target. Activation will result in 2 additional rounds of fire critical injuries (no additional hitpoint damage). &lt;br /&gt;
:20 ranks of Fire Lore unlocks fire element specification, which multi-casts this spell with [[Cone of Elements (518)]]. &lt;br /&gt;
&lt;br /&gt;
;*[[Major Fire (908)]]&lt;br /&gt;
:Training in Fire Lore increases the [[damage factor]] by .001 up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks over 100. DF increase with 200 ranks is 0.100. Fire Lore is a factor in determining the maximum number of targets that can be hit with the additional flares from the spell (&amp;lt;I&amp;gt;See [[ball spell]]s)&amp;lt;/I&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;*[[Earthen Fury (917)]]&lt;br /&gt;
:Training in Fire Lore gives each successful critical cycle a (Lore Ranks/5)% chance to do an immediate extra, more powerful, critical against the target in the Fire version of the spell, not subject to rounding.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Earthen_Fury_(917)#Bonus_Critical|Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Core Tap (950)]]&lt;br /&gt;
:Training in Fire Lore increases the caster&#039;s [[attack strength|bolt attack strength]] (AS) and [[casting strength]] (CS) for the subsequent spells that are cast from 950.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Core_Tap_(950)#Elemental_Lore|Fire Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Base ==&lt;br /&gt;
;*[[Energy Maelstrom (710)]]&lt;br /&gt;
:Training in Fire Lore will increase the damage of fire cycles.  Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 total ranks, with the storm forming in a less than 10 seconds at 75 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Dark Catalyst (719)]]&lt;br /&gt;
:At 12 ranks of a given lore, the critical rank of the relevant damage cycle is increased by one level; at 50 ranks, it is increased by 2 levels; and at 100 lore ranks, it is increased by 3 levels. This flat modifier is unaffected by the warding margin.&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Training in Fire Lore will increase the damage of an animate corpse explosion for fire-attuned sorcerers.&lt;br /&gt;
&lt;br /&gt;
== Arcane ==&lt;br /&gt;
;*[[Minor Steam (1707)]]&lt;br /&gt;
:Fire Lore increases this spell&#039;s [[damage factor]] by .001 per two ranks for ranks 1 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus with 200 lore ranks is .075. Damage factor bonus is also similarly affected by ranks in Fire Lore with the DF bonus capped at 200 combined lore ranks.&lt;br /&gt;
:10 ranks on Fire Lore (along with 10 ranks of Water Lore) is a prerequisite for use with [[Cone of Elements (518)]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental Lore]]&lt;br /&gt;
*[[Elemental Lore, Air]]&lt;br /&gt;
*[[Elemental Lore, Earth]]&lt;br /&gt;
*[[Elemental Lore, Water]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
*[[Elemental lore review (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Zombie&amp;diff=142407</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Zombie&amp;diff=142407"/>
		<updated>2020-12-26T08:18:11Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = zombie.jpg&lt;br /&gt;
| level = 23&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Zombie&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Icemule Environs&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 200 - 208&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 198 - 210&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 125&lt;br /&gt;
| Ranged = 118&lt;br /&gt;
| Bolt = 118&lt;br /&gt;
| UDF = 169&lt;br /&gt;
| BarTD = 63 - 69&lt;br /&gt;
| CleTD = 67 - 76&lt;br /&gt;
| EmpTD = 72&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 68 - 80&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 76&lt;br /&gt;
| MnETD = 77&lt;br /&gt;
| MjSTD = 72&lt;br /&gt;
| MnSTD = 69 - 78&lt;br /&gt;
| MnMTD = 63 - 78&lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = zombie scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Pity the poor zombie, an animated corpse abandoned long ago by her creator.  The skin of the zombie has turned a sickly grey, her clothing hangs in tattered ribbons, and she barely keeps control over her death-stiffened muscles.  Her mouth, once sewn shut to hold the salt necessary in the animation process, has broken open again, salt dribbling from the parched, thread-covered lips.  The zombie verbally threatens and attacks anyone she believes may interfere with her quest to return to the grave.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Possessing no special spells, maneuvers or tricks, combating zombies is a simple and relatively safe endeavor. With a fairly slow movement speed, players can stance dance for one to two swings, and casters may safely bolt or channel up to three spells from offensive without risk. Being that they are undead (and of course, capable of sheer fear), a bless is required for weapon based combat, and they are immune to standard stuns. They are also able to break out of [[Web (118)|webs]]. The only lingering risk when engaging zombies is a small chance of being [[diseased]] if they successfully hit you with a melee attack. The roll for whether this happens or not appears to be a  warding check.&lt;br /&gt;
&lt;br /&gt;
Zombie skin is equivalent to Brigandine Armor (ASG 12) in terms of toughness.&lt;br /&gt;
&lt;br /&gt;
Also of note, Zombies do appear to be weak to fire based attacks.  Using an unattuned version of Chromatic Circle you can see this effect. Casts with a fire effect are vastly more effective than the others.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
;Successful Disease&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A zombie claws at you!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +204 vs DS: +229 with AvD: +37 + d100 roll: +95 = +107&amp;lt;br&amp;gt;&lt;br /&gt;
... and hits for 1 point of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Blow nicks your right hand.&amp;lt;br&amp;gt;&lt;br /&gt;
You suddenly feel deathly ill as your body is wracked by a virulent disease!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;health&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
Diseased!  Taking 20 damage per round.  Dissipating 2 per round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bite Attack&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A zombie tries to bite you!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +192 vs DS: +317 with AvD: +20 + d100 roll: +69 = -36&amp;lt;br&amp;gt;&lt;br /&gt;
A clean miss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A zombie claws at you!&lt;br /&gt;
  AS: +202 vs DS: +220 with AvD: +35 + d100 roll: +85 = +102&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Hard blow, but deflected.&lt;br /&gt;
   Not much damage.&lt;br /&gt;
  CS: +118 - TD: +132 + CvA: +12 + d100: +20 - -5 == +23&lt;br /&gt;
  Warded off!&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1434 Zombie on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Alter&amp;diff=141238</id>
		<title>Alter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Alter&amp;diff=141238"/>
		<updated>2020-11-26T11:23:35Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* ALTER 4: Show */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Use the ALTER verb to get the official [[alteration]] guidelines in-game.  This information has been pasted here for easy reference.&lt;br /&gt;
&lt;br /&gt;
==Alterations - General==&lt;br /&gt;
===ALTER 1: Where to start===&lt;br /&gt;
&lt;br /&gt;
You have successfully secured the services of an alterer.  Where do you begin?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items.  This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona or create a roleplaying tool.&lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at a merchant event.  Do you have an idea ready for the item you would like worked on?  Have you pictured it in your mind&#039;s eye?  Even if you would like the merchant to design the item for you, it&#039;s good to have a basic idea or two ready ahead of time.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending, so that you understand what kind of work they do.  Merchants who are sewing pockets into items usually won&#039;t add a silver clasp to your cloak.&lt;br /&gt;
&lt;br /&gt;
Some alteration merchants offer a variety of skills.  They can add or change the colors, gems, fittings and devices, or even the fabric of clothing.  They might offer adornments of feathers, bones, or embroidery.  Very talented merchants sometimes change the overall style of your item -- like turning a tattered shirt you found in the wilds into bejeweled organza blouse.&lt;br /&gt;
&lt;br /&gt;
===ALTER 2: [[base description|Base Descriptions]]===&lt;br /&gt;
&lt;br /&gt;
The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and out of your backpack, or you look in your locker, and glance down at your hands, etc.&lt;br /&gt;
&lt;br /&gt;
The base description is limited in the total number of spaces used.  The number of spaces allowed is commonly referred to as the&amp;quot;15/15/15 rule.&amp;quot;  The base description is broken up into three sections: article, adjective, and noun.  Each of those sections cannot be longer than 15 characters.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Example: &amp;quot;a,red,cloak&amp;quot; would be 1/3/5.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14/7/9.  Spaces and punctuation between words count as part of the 15 allowed per section.  The first 15 article section must begin with &amp;quot;a&amp;quot;, &amp;quot;an&amp;quot;, or &amp;quot;some&amp;quot;.  The middle 15 adjective section cannot begin with &amp;quot;and&amp;quot; or &amp;quot;of&amp;quot;.  The last 15 is reserved for the NOUN only.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Example: &amp;quot;an opal-clasped,spidersilk,traveling cloak&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above is not correct even though it fits the 15/15/15 spaces.&lt;br /&gt;
&lt;br /&gt;
When an item has a show description the base description must follow the 15/15/15 rule.&lt;br /&gt;
&lt;br /&gt;
===ALTER 3: [[long description|Long Descriptions]]===&lt;br /&gt;
&lt;br /&gt;
Another type of alteration is called a &amp;quot;long description.&amp;quot;  A long description contains the base description with a phrase added to it, such as, &amp;quot;an elegant black spidersilk cloak adorned with a faceted ruby clasp.&amp;quot;  &lt;br /&gt;
There are a few tips to keep in mind when requesting a long description:&lt;br /&gt;
- Try to keep the phrase to fewer than 12 words.&lt;br /&gt;
- No commas are allowed.&lt;br /&gt;
- No names or phrases, unless the item is large enough for wording to be seen at a long distance -- for instance, painted large on a cloak.&lt;br /&gt;
- Ending your phrase with a noun usually sounds best.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Example: &amp;quot;a silver-threaded spidersilk backpack edged with braided cording&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long descriptions are always visible and also show when TAPPED.  Containers with long descriptions can be INSPECTED -- a particularly handy tool when stock items on merchant displays only have their base descriptions visible.&lt;br /&gt;
&lt;br /&gt;
===ALTER 4: [[show description|Show]]===&lt;br /&gt;
&lt;br /&gt;
When merchants say they can add a &amp;quot;show&amp;quot; to your item, they are creating a design that other adventurers can see when you SHOW them that item or when you LOOK at it.  This is usually a paragraph that describes your item in detail, without telling the viewer how to feel or what they imagine.  The show is added to a base description of an item.  Avoid providing information that the viewer could not possibly assess from looking at the item such as &amp;quot;This elegant cloak has been passed down through seven generations.&amp;quot; or &amp;quot;This antique cloak was once owned by the Baron of Studeldorf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Show descriptions are usually limited to 512 characters which includes spaces and punctuation.  Additionally, double spaces after the end of sentences are required and count as two characters.&lt;br /&gt;
&lt;br /&gt;
===ALTER 5: Additional Tips===&lt;br /&gt;
&lt;br /&gt;
A. How realistic is the design you&#039;re requesting?  What does it look like?  Can you picture it in your mind?  Avoid the words &amp;quot;seems to&amp;quot; or &amp;quot;appears to.&amp;quot;  Since you are already closely &amp;quot;showing&amp;quot; the item to someone when you have a show description, it is usually not necessary to include phrases like &amp;quot;Upon closer inspection&amp;quot; or &amp;quot;Looking more closely&amp;quot; in the description.&lt;br /&gt;
&lt;br /&gt;
B. Avoid telling the viewer how they feel, think, what they are imagining, or how they might react when looking at the item.&lt;br /&gt;
&lt;br /&gt;
C. Research the item you&#039;re asking for.  Even if it was an item from the 15th century, if it sounds odd and is not something you have seen in the lands before, other players might respond with, &amp;quot;What the heck is a XXXX!&amp;quot;  It could be in-genre, but too obscure to use as your item noun or color.&lt;br /&gt;
&lt;br /&gt;
D. Merchants may refuse to create a particular design.  This may happen if the design violates one of the rules stated in the ALTER verb, or if it violates the restrictions pre-set by the GM for their merchant&#039;s services.  There might also be other valid reasons, like it is identical to special quest or auction items that are limited in quantity.  Some merchants might enjoy working with scary, ugly, and grotesque requests, while others won&#039;t touch them.  Merchants might prefer to work only on items available from their shops, and others might chose to work on a single type of item during a given session.  A tailor, for instance, might not be able to dye your leather armor; a toymaker might not be able to add a leather hilt to your sword.  When a merchant refuses your design, please respect the GM&#039;s decision and choose another design.&lt;br /&gt;
&lt;br /&gt;
E. Don&#039;t plead with a merchant to make you an item just because So-And-So has one.  It may be the unique item you have always dreamed of, but the merchant must feel comfortable with the item falling within their abilities and the guidelines, before they can customize the item for you.  We are constantly trying to improve our consistency and standards.  As the rules have become more refined over the years, some things that were once allowed may not be available any longer.&lt;br /&gt;
&lt;br /&gt;
F. Always take advantage of the many official documents to aid your designs.  In recent years, a bunch of cultural information has cropped up that can serve as excellent resources.  Each race now has both costume and cultural guides.  Specific Elanthian flora research and Arkati symbolism are also available.  Some of the gems have special meanings, as do the jewelry they fit into!  Check out these links for more information:&lt;br /&gt;
*[[World Costume for Theatrical Productions]]&lt;br /&gt;
*[[Race]]&lt;br /&gt;
*[[Elanthian Flora Guide]]&lt;br /&gt;
*http://www.play.net/gs4/info/tomes/deities/&lt;br /&gt;
*http://www.play.net/gs4/info/gems/&lt;br /&gt;
&lt;br /&gt;
==Alterations - Guidelines==&lt;br /&gt;
===ALTER 6: [[Script]]ed Items===&lt;br /&gt;
&lt;br /&gt;
Many items are made with a script attached, to provide them with special abilities.  Altering these items can sometimes break the properties of the item.  Merchants may chose not to alter a scripted item, unless they are the original creator of the item or they can verify that the requested alteration won&#039;t harm the way the script functions.  To be on the safe side, some merchants might prefer not to alter scripted items at all.  You can ANALYZE some items to see if they are scripted, as well as ask the merchant to check them for you.&lt;br /&gt;
&lt;br /&gt;
===ALTER 7: Risque Clothing===&lt;br /&gt;
&lt;br /&gt;
Clothing or items that represent lingerie, undergarments, or &amp;quot;adult toys&amp;quot; of any sort, are forbidden.  Sexy clothing is okay, but only to a point.  You can have a &amp;quot;low-cut bodice&amp;quot;, but anything more risque stands the risk of being rejected.  Chemises should resemble the loose, flowing long-sleeved dress definition, not the silky camisole definition.  Bloomers and other undergarments are not allowed.&lt;br /&gt;
&lt;br /&gt;
Avoid mentioning body parts in alteration descriptions.  An evening dress cut to reveal the soft skin beneath takes on a somewhat grisly connotation when seen lying on the ground or being stuffed into a backpack.  Tight-fitting clothing wouldn&#039;t look right when in your hand.  Clothing designed to hug the wearer&#039;s curvaceous form would not make sense on all characters.&lt;br /&gt;
&lt;br /&gt;
===ALTER 8: Out Of Genre===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t ask for items that give you a mental image of something outside of the Elanthian realm.  If your outfit looks like a hula dancer, a 70&#039;s disco star, or a World War II infantry uniform, it forces those around you out of the medieval ambiance.  Items judged to be out-of-genre (OOG), such as mini-skirts, go-go boots, sneakers, etc., will be rejected.  We will not create items out of material we don&#039;t have (aluminum, plastic), nor will we create things that don&#039;t exist in Elanthia (a nazi helmet, a denim jacket).  They&#039;re OOG.  Likewise modern items such as trench coats, halter tops, cargo pants, and hot pants should be avoided.  The same is true for real world language-based names such as kimono, choli, sarong, etc., which can all be adequately described in detail using common Elanthian terms (robe, bodice or shirt, and wrap-skirt) or Elanthian culturally specific nouns.  Any item that did not exist prior to the 1700s is likely too modern.  We also won&#039;t create straightjackets for you to wear, or realistic animal features for your body.&lt;br /&gt;
&lt;br /&gt;
===ALTER 9: Adornments - General===&lt;br /&gt;
&lt;br /&gt;
Some merchants may require that you provide the adornment for your alteration, particularly for the rarer types of gems, skins, or metals -- they&#039;ll inform you if your request falls into that category.  Most often, these are items that are difficult to come by: they don&#039;t generate often or they only exist in an area where only the most experienced characters can adventure.  Examples of this would include some of the unscripted Rift gems or other rare gems; rare skins and pelts from critters; and very rare metals, woods, and gems.  A listing of metals, woods, and their rarity, can be found at [[Material]]s.&lt;br /&gt;
&lt;br /&gt;
The quantity of material supplied should match the amount of embellishment requested -- but do keep in mind that not all merchants have the skills to smelt a weapon into fine jewelry creations; e.g., additional costs for handling rare materials and converting them can apply.  Gem rarity is a knowledge that all merchants should possess.  Again, just because a merchant might have made items from those materials in the past is no guarantee that it will be done today.&lt;br /&gt;
&lt;br /&gt;
Some rare materials might be restricted or simply not lend themselves to serving as an adornment for non-combat items.  Black ora and white ora, for example, are reserved for weapons.  Adamantine, coraesine, drakar, gornar, krodera, kroderine, rhimar, urglaes, urnon, zelnorn, and zorchar cannot be used due to their unique and innate qualities.  These special materials can be used as adornments for combat items that share the material&#039;s innate qualities.&lt;br /&gt;
&lt;br /&gt;
Urglaes fangs are prohibited for use in any alterations of weapons, armor, shields, combat gear or magical items, but may be &amp;quot;attached&amp;quot; to other items for purely cosmetic purposes if they remain in the original form of an &amp;quot;urglaes fang&amp;quot;.  For example, &amp;quot;a silver armband inset with an urglaes fang&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Veniom is so thin and light, crumpling easily, that it would be unsuitable for use as anything with substance, lending itself better as an accent, like threading and tracery.&lt;br /&gt;
&lt;br /&gt;
Magical woods can be used in small quantities, as in buttons on a shirt and toggles on a cloak, or as inlay and banding on larger items.&lt;br /&gt;
&lt;br /&gt;
Flora, trees, plants, etc.: if it exists in the real world, we generally assume that it exists in Elanthia.  We generally will ask that the common, English term(s) be used (i.e. avoid using uncommon terms or anything ostentatiously OOG in origin (&#039;lily of  Peru&#039; or &#039;Japanese cherry&#039;, for example).&lt;br /&gt;
&lt;br /&gt;
Gems added into alterations can be modified to a degree, generally regarding their cut (as long as it is in-genre) and color.  Most gems, excluding those with special properties, can be modified to represent any hue variation that the gem exists as in Elanthia (e.g. &amp;quot;azure&amp;quot; is an acceptable alternative hue for a blue sapphire).  Some gems are covered in-depth here: [https://www.play.net/gs4/info/gems/ Elanthian Gems Document].  Within that, you will learn that some gem types come in colors you don&#039;t normally see in treasure drops, while other colors are specifically excluded (e.g. in Elanthia, orange sapphires exist, while red sapphires cannot).  Additionally, some gems only come in very specific colors that don&#039;t allow for hue variation (e.g. feystones may only be periwinkle or violet).&lt;br /&gt;
&lt;br /&gt;
Rift gems with special properties are not suitable for alterations (doomstones, Eye-of-Koar emeralds, firemote orbs, oblivion quartz, midnight blue riftstones, shadowglass orbs).&lt;br /&gt;
&lt;br /&gt;
Blood-soaked, blood-spattered, and bloodstained items are permissible, if the material is appropriate for sustaining the above for a long period of time.&lt;br /&gt;
&lt;br /&gt;
===ALTER 10: Adornments - Creature Skins/Parts===&lt;br /&gt;
&lt;br /&gt;
As noted in ALTER 9, some merchants may require that you provide the adornment for your alteration, including skins in some cases.  Creature skins and body parts (treated as one and the same here) are currently handled as follows:&lt;br /&gt;
&lt;br /&gt;
No demon parts, including verlok feathers, are allowed to be altered or incorporated into any alteration.  ALTER 17 does not apply to the above rule.&lt;br /&gt;
&lt;br /&gt;
Mundane creatures: if the creature is huntable and generally skinnable, you can use any parts from it -- we assume that if you can skin it, you can loot any of its parts.  If a merchant wishes you to supply the adornment you are using, having any part from this creature will qualify.  If a creature exists on Earth but is not huntable in-game, it is safe to assume the animal exists in Elanthia and that its parts can be used in alterations (and if there are multiple terms/names for the creature, please use the most common English term).&lt;br /&gt;
&lt;br /&gt;
Mythical huntable in-game creatures that are generally skinnable (such as minotaurs, zombies, etc.): you can use any parts from it, with some specific exceptions for: (1) night mares, nightmare steeds, shadow mares, shadow steeds -- only the parts skinned from them may be used.  Additional exceptions may be added in the future.&lt;br /&gt;
&lt;br /&gt;
Mythical huntable in-game creatures that are NOT generally skinnable (such as krolvin, gremlocks, etc.): if you are able to supply the body part, you may alter and/or add these into alterations.  The alter wording must always indicate the exact creature name, and only the part that you are supplying can be used (i.e. you cannot supply an ear and have it turned into a hand -- it will remain an ear).  You must always supply the part for this type of alteration; generally these parts are only attainable via special merchants.  Though not huntable, sea thrak hides/parts fall under this category.  Petrified limbs garnered from Limb Disruption/alchemy dust may not be altered or used in alterations due to their inherent magical nature (i.e. they are not a loophole for the above guidelines).&lt;br /&gt;
&lt;br /&gt;
Mythical creatures that do not exist in-game cannot have their parts used in an alteration.  For example, there are no huntable dragons in the realm, so a dragon claw clasp would not be acceptable for an alteration, but a silver dragon claw-shaped clasp is fine.  We currently don&#039;t have drakes, unicorns, or some other mythical creatures; however, their images can often be rendered depending on the skill of the merchant.&lt;br /&gt;
&lt;br /&gt;
Playable race (eg. elf, human, etc. -- races that come out of the Character manager) parts are allowed in alterations.  As with non-skinnable mythical creatures, you must supply the exact body part from the race in question if you are including it in the alteration, and petrified limbs from Limb Disruption/alchemy dust cannot be used.&lt;br /&gt;
&lt;br /&gt;
Of special note:  if you are using a creature part that is normally allowed but ambigous enough in its origin to be confused with creatures that cannot be skinned, alterers will require adding in wording to remove that ambiguity -- for example, if using &amp;quot;a gnome scalp&amp;quot; (skinned from a cave gnome) for an alteration, the alterer will require that &amp;quot;cave gnome&amp;quot; be used in the alter wording in order to remove the ambiguity vs. the playable race gnomes.&lt;br /&gt;
&lt;br /&gt;
Including general body parts pilfered from the dead in alterations (&amp;quot;a belt of linked skulls&amp;quot;, &amp;quot;a knuckle bone talisman&amp;quot;) is perfectly acceptable and will not, outside of specific exceptions and/or merchant RP, require you to supply anything.&lt;br /&gt;
&lt;br /&gt;
Not all merchants will work with parts from sentient creature parts for RP reasons.&lt;br /&gt;
&lt;br /&gt;
===ALTER 11: Images===&lt;br /&gt;
&lt;br /&gt;
When you request any image, it must be one that could realistically be stitched, engraved, painted, or otherwise placed on your item.  The image cannot show action or movement or tell the viewer how they feel.  It must be an image that would realistically be recognizable to all viewers, and the detail must be something the viewer can realistically see.  A viewer could not possibly assess that the image was that of your long lost great grandfather humming a merry tune as he filets hordes of sneering coyotes.&lt;br /&gt;
&lt;br /&gt;
===ALTER 12: Magical Properties===&lt;br /&gt;
&lt;br /&gt;
Items can&#039;t be made to glow, pulsate, vibrate, shake, rattle, squirm, giggle, shimmer, or emanate, unless there&#039;s a really good reason for such, based in the item&#039;s actual qualities or the appropriate alchemy dye is provided.  A non-scripted item does not move of its own accord.  A non-magic item could not glow.  It might glitter or scintillate if it&#039;s encrusted with gems, but it won&#039;t cast any light of its own.  Avoid the words, &amp;quot;seems to&amp;quot; or &amp;quot;appears to&amp;quot;.  A &amp;quot;cloak that seems to have a life of its own&amp;quot; is one that tromps all over the rule of not making an item appear to have properties it does not have.&lt;br /&gt;
&lt;br /&gt;
Alchemy dyes, however, allow for some adjectives, such as &amp;quot;glowing&amp;quot; and &amp;quot;shimmering&amp;quot;, to be added to some of your items, even mundane ones.  Depending on the size of the item, you may need to provide multiple doses of the dye.  Not all merchants will work with alchemic dyes based on IC reasons, and some items may have script or alteration restrictions that will disallow the dye from being applied.  See [[Alchemy dyes | Alchemy Dyes]] on the GS Wiki for more information.&lt;br /&gt;
&lt;br /&gt;
===ALTER 13: Metals and Materials===&lt;br /&gt;
&lt;br /&gt;
The base material of a weapon, armor, shield, or lockpick must never be changed to another material.  This can affect the properties of the item and impact its performance.  Small bits of other metals added to the item are often acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword.&amp;quot;  By the same token, changing a spidersilk cloak into a leather cape might require a change in weight, since one is significantly lighter than the other.&lt;br /&gt;
&lt;br /&gt;
Cloth-of-gold is created when metal thread is woven into the warp of linen, wool, or silk fabric.  Other ductible metals that allow threading include: alum, bronze, copper, laje, silver, vaalin, and veniom.  Cloth-of-vaalin is more restricted than the others due to vaalin&#039;s rare status.&lt;br /&gt;
&lt;br /&gt;
Tacking &amp;quot;alloy&amp;quot; onto the back of a metal&#039;s name is not permissible in alterations.  For example, a merchant will not make your &amp;quot;silver band&amp;quot; into a &amp;quot;silver alloy band&amp;quot;.  Items that already use those naming conventions may keep them intact for alterations.  Unless an item&#039;s underlying build is made of &amp;quot;black alloy&amp;quot; or &amp;quot;white alloy&amp;quot;, removing the &amp;quot;alloy&amp;quot; terminology from a metal is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
Rare metals should not be requested unless you can provide it in sufficient quantities to the merchant.  Even then, smelting and forging such metals might be beyond the skill of the merchant.  See ALTER 9 for more information.&lt;br /&gt;
&lt;br /&gt;
Some materials, such as black alloy and white ora, are considered &amp;quot;reserved&amp;quot; materials in that current releases of them are associated with specific underlying properties or lore.  However, not all items already existing in-game with these materials reflect those properties, including non-combat items.  As such, aesthetic alterations on items that already exist as these reserved materials are perfectly acceptable.  For example, both a black alloy weapon that isn&#039;t aesthetically &amp;quot;evil&amp;quot; in description or a coraesine bracelet that does not have a sentient-type script can be altered -- though they cannot be altered to indicate they have properties that don&#039;t actually exist on the item.  Note that some materials have specific alteration restrictions (such as no dyeing white ora) that must still be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ancient&amp;quot; materials, such as laen or shaalk, should never be requested and are subject to conversion to modern materials when an alteration is requested.  This also refers to ancient creatures, such as raax, and some other similar terminology.  These are sometimes referred to as ICE terms and must be changed for copyright reasons.  If you offer an item with such references/terms to a staff member (whether in merchant form or not), once the item is in staff hands, staff MUST update the term for copyright compliance.&lt;br /&gt;
&lt;br /&gt;
===ALTER 14: Essence===&lt;br /&gt;
&lt;br /&gt;
Do not ask to change the basic essence of what an item is.  A falchion cannot be changed into &amp;quot;a dwarven war-axe,&amp;quot; as it&#039;s not an axe.  A jacket built to be worn as a shirt cannot become pants.  A cloak, though, can become a cape, or a backpack can become a knapsack.  Combat items must remain combat items.&lt;br /&gt;
&lt;br /&gt;
Please do not ask the merchant to create two items out of one.  A surcoat should not have a gown peeking out from it, nor will boots have pants tucked into them.  Exceptions would be a flounce of under-skirting or the flash of a lining (inside cloaks and other over-garments).  Items scripted or designed to be two items together or dual items (i.e. twin back-scabbards) are also exempted.&lt;br /&gt;
&lt;br /&gt;
===ALTER 15: Subjective Adjectives===&lt;br /&gt;
&lt;br /&gt;
Use caution when describing your items.  Avoid words that exist only in the mind, and are particular to each individual.  Words like electrifying, seductive, alluring, baffling, horrendous, frightening, and mysterious are best avoided, since they wouldn&#039;t necessarily invoke that illusion or feeling to all who will view the item or feature.&lt;br /&gt;
&lt;br /&gt;
===ALTER 16: Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Unusual weapon and armor names are permitted for the item, provided they match our naming standards.  You might make a helm into a bascinet, or a falchion into &amp;quot;an elven-crafted warblade&amp;quot;, but &amp;quot;a cascading riftblade&amp;quot; would not be acceptable.  Do not try to convince a merchant to create something like this for you.  The judgment call is on the side of the merchant.&lt;br /&gt;
&lt;br /&gt;
Check out the [[Weapon | Weapon Types]] page for a list of approved names for each weapon profile (click on the specific weapon type, or scroll down for the link to a list of alternative weapon names).&lt;br /&gt;
&lt;br /&gt;
Other than AG 1 (ASG 2), armor cannot be altered to resemble normal clothing like gowns, bodices, nightgowns, shirts, pants, etc.  Simply put, armor is armor and should look like the ASG group it belongs to.&lt;br /&gt;
&lt;br /&gt;
===ALTER 17: Transcending Descriptions===&lt;br /&gt;
&lt;br /&gt;
Given the sheer length of time that items have been made in Elanthia, it is natural that QC guidelines have changed over time; some terms that weren&#039;t previously allowed are now completely legitimate, while other terms that may have once been allowed are now considered &amp;quot;illegal&amp;quot; alterations.  In order to allow some modifications to these items, some of which were fairly obtained, alterations to illegal terms fall into two categories: &amp;quot;Not Allowed&amp;quot; and &amp;quot;Restricted&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Non-aesthetic alterations, such as lightening, deepening, enchanting, flare-adding, etc. are allowed on items in both categories, except in the case of script restrictions.&lt;br /&gt;
&lt;br /&gt;
(1) Not Allowed.  This is for terms that go against the very essence of the base item&#039;s build.  For example, a claidhmore that inspects as a battle axe, or a gown that is worn on the head.  Aesthetic alterations of ANY kind to this type of item require that the naming convention be updated to modern standards.  (In the case of the examples, if you wanted to get the item altered, the claidhmore would need to be renamed into an appropriate battle axe term; the gown would need to be renamed to an appropriate head-worn term.)  Items built as pinworn are exempt.  Other exceptions: old-style katanas.&lt;br /&gt;
&lt;br /&gt;
Additionally, demon body parts are not allowed be be altered or added into alterations (see ALTER 10).  If you have an alteration that includes these parts, unless you are removing the parts entirely, your item cannot be altered.&lt;br /&gt;
&lt;br /&gt;
(2) Restricted.  This is for terms that may have been allowed at one point but that no longer meet QC standards.  For example, &amp;quot;a throwing sword&amp;quot; or &amp;quot;a pocket watch&amp;quot;.  Aesthetic alterations are allowed as long as the same naming convention is used; if it is not, then the term must be updated to a currently approved term.  (In the case of the examples, &amp;quot;a throwing sword&amp;quot; could be altered into &amp;quot;a dark throwing sword covered in runes&amp;quot; but not into &amp;quot;a throwing scimitar covered in runes&amp;quot;; &amp;quot;a pocket watch&amp;quot; could become &amp;quot;a silver-edged pocket watch&amp;quot; but not &amp;quot;a silver watch&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Combat items that inspect as a material that is contradictory to their aesthetics fall under the Restricted category.  For example, if you have an old &amp;quot;rolaren broadsword&amp;quot; that inspects as &amp;quot;steel&amp;quot;, you can alter your item and still keep &#039;rolaren&#039; descriptor intact.  (But if you alter it into something that doesn&#039;t include the rolaren  in the wording, you won&#039;t be able to get it added back in later by another merchant.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In both categories, a script&#039;s instructions and naming conventions will always supercede the asthetic alteration exceptions noted above.&lt;br /&gt;
&lt;br /&gt;
===ALTER 18: Names, Lettering, and Books===&lt;br /&gt;
&lt;br /&gt;
All words designed to be understood by everyone must be in the Common language when placed in the description of an item.  GM names do not go on alterations.  Player names only go on alterations under special circumstances.  For instance, we will not place the image of your enemy&#039;s severed head on your shield.  However, we might engrave a short note on an item that is clearly a gift: &amp;quot;To Sue, with love, Bob.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some items can be inscribed with one of Elanthia&#039;s various tongues and will only be readable to those familiar with that language.  A merchant can examine the item for suitability, but they may not offer that as a possible service, especially if they&#039;re not well-versed in that particular tongue.&lt;br /&gt;
&lt;br /&gt;
Lettering typically goes into the &amp;quot;read&amp;quot; portion of an item, especially for longer content, though at times it will be used in the show description; the only circumstances under which it can go into the long description is for a word or short phrase going onto an item that is large enough to bear words that can be seen from a good distance.&lt;br /&gt;
&lt;br /&gt;
Personal books can be created, such as journals, tomes, prayerbooks, ledgers, etc.  What should be avoided is requesting artifacts or official documents, like &amp;quot;The Lost Sea Scrolls of Niima&amp;quot; or &amp;quot;Bank of Elanith Deposits- 5102&amp;quot;, or a long description that reads &amp;quot;a really big book with the words &amp;quot;How I Spent My Vacation on Teras by Hoppity Oneleg&amp;quot; written on the cover.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===ALTER 19: Instruments===&lt;br /&gt;
&lt;br /&gt;
Not all merchants may feel comfortable working on musical instruments.  Those that do offer their services have specific guidelines they must follow.  For example, the noun must remain the same -- a flute cannot become a harp.  The article and adjective can be altered, with the exception of finger cymbals, where the word finger is in the adjective field, and must remain there.  Instruments cannot be altered to become wearable, and don&#039;t have enough mass to support a whole mural painted upon them.  Keep instrument materials realistic.  While a lyre with strings of diamonds might look pretty, it would be impossible to play.  Additionally, please don&#039;t ask to change your linden theorbo to one made of vultite -- most instruments are made primarily from wood.&lt;br /&gt;
&lt;br /&gt;
See the [[Musical_instrument | Musical Instruments]] area of GS Wiki for more specific alteration guidelines.&lt;br /&gt;
&lt;br /&gt;
===ALTER 20: Pockets and Containers===&lt;br /&gt;
&lt;br /&gt;
The size and worn location of a container should make sense.  A backpack, for example, should not be made into a coin pouch.  A sleek silk dress with no pockets should not be made into a backpack.  Likewise, encumbrance should match.&lt;br /&gt;
&lt;br /&gt;
INSPECTing your container will give you a general idea of its capacity.  Additionally, ANALYZE will often indicate whether a container can be deepened (made to have a higher capacity) or lightened (made lighter in weight).&lt;br /&gt;
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===ALTER 21: [[Profession]]al and [[Race|Racial]] Item Descriptors===&lt;br /&gt;
&lt;br /&gt;
Use of professions and normal titles should be avoided when designing an alteration.  For instance, &amp;quot;a ranger&#039;s backpack&amp;quot; could not be distinguished from &amp;quot;a cleric&#039;s backpack.&amp;quot;  The same goes for items like &amp;quot;a great lord&#039;s vultite shield.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exception to this would be something that creates a distinct and familiar visualization, such as a wizard&#039;s hat, as many of us know them to be brimmed, pointy hats, a la Fantasia and Gandalf.&lt;br /&gt;
&lt;br /&gt;
Racial and cultural items like &amp;quot;an elven-crafted shield&amp;quot; or &amp;quot;a Mhoragian satchel&amp;quot; are fine, since different races and cultures would reasonably have recognizable styles or techniques.&lt;br /&gt;
&lt;br /&gt;
The name of a race should not be capitalized unless it begins a sentence.  The name of a language should always be capitalized.  The name of a culture should always be capitalized.  For example, &amp;quot;I am a Dhe&#039;nar dark elf who speaks Dhe&#039;narsi, but I wish I was an erithi of the Eloth Dai and spoke Erithian.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===ALTER 22: Official [[Title]]s===&lt;br /&gt;
&lt;br /&gt;
Avoid asking for any adornment or mark that signifies you might have a special privilege or rank, unless it has indeed been officially awarded to you.&lt;br /&gt;
&lt;br /&gt;
Avoid requesting an alteration that mentions a reference to royal ancestors.  We want to try to keep historic lore within that which has been approved for the game.  Likewise, we have a distinguished list of gods and goddesses.&lt;br /&gt;
&lt;br /&gt;
Each deity has their own particular symbol, that you can learn more about at:&lt;br /&gt;
*[[Gods of Elanthia]]&lt;br /&gt;
&lt;br /&gt;
===ALTER 23: Joint Long and Show Descriptions===&lt;br /&gt;
&lt;br /&gt;
In some semi-rare circumstances, a merchant may offer your item the ability to house both a long description and a show description on a single item.  Usually this will come in the form of a merchant offering to add a long description to an item with an existing show description -or- add a show description to an item with an existing long description.  Generally, if an item has neither a long or a show already in place, it will not be eligible for this service.&lt;br /&gt;
&lt;br /&gt;
When applicable, the existing description (and base 15/15/15) will be modified to match up to the addition.  You can expect that if you make alterations at a later time to an item that already has both a long and show description, both description types will be updated to match.  In all cases, the amount of modification to the existing descriptions will be determined by the merchant/GM performing the alteration.&lt;br /&gt;
&lt;br /&gt;
This is not a commonplace service; you should not expect all merchants, or even most, to offer this option.&lt;br /&gt;
&lt;br /&gt;
==[[feature alteration|Feature Alterations]] - Guidelines==&lt;br /&gt;
===ALTER 100: Hair===&lt;br /&gt;
&lt;br /&gt;
Everyone needs to have a basic hair style and hair color, but hair textures and hair quirks are optional.  The order of hair fields appear as: &amp;quot;She has &amp;lt;hair style&amp;gt;, &amp;lt;hair texture&amp;gt; &amp;lt;hair color&amp;gt; hair &amp;lt;hair quirk&amp;gt;.&amp;quot;  Please note that &amp;quot;hair&amp;quot; appears after the color choice and before the quirk.  Here is an example of how to phrase a hair alteration:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;I would like long, tousled titian hair twisted into a mass of tiny braids.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====A. Hair Style:====&lt;br /&gt;
Hair style addresses the length of your hair and should only be used for that.  Long, short, waist-length, and cropped are examples of this.  It also allows you to choose bald as an option, but then the other hair fields will be negated.  All you will see is a line that says &amp;quot;He/She has a bald head.&amp;quot;  The &amp;quot;shaven head&amp;quot; option will be seen as &amp;quot;a shaven head of [haircolor] hair&amp;quot; when people look at you.  Length can be compared to solid body parts (like shoulder-length; waist-length; etc.) but not to moving parts (elbow-length would not work, for example).  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
====B. Hair Texture:====&lt;br /&gt;
Hair texture is an optional field covering adjectives that describe the texture or styling of your hair, like curly, straight, wavy, tousled, ringleted, greasy, frizzy, glossy, etc.&lt;br /&gt;
&lt;br /&gt;
====C. Hair Color:====&lt;br /&gt;
Hair colors can range from normal to exotic, but should shy away from words that are subjective and OOG, like &amp;quot;She has mysterious fire engine red hair.&amp;quot;  So you can have raven black, sky blue, and dirt brown hair, but no electric blue or neon orange tresses.  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
====D. Hair Quirks:====&lt;br /&gt;
This is an optional field where you can add other hair information.  If you want &amp;quot;hair with golden highlights pulled into an upsweep,&amp;quot; this is where the merchant will add it.  Keep in mind it needs to make sense when phrased, since it follows after your color, style, and texture.  An example of this would be:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;She has waist-length, curly mahogany hair streaked with ash blonde highlights arranged in a cascade atop her head.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E. Miscellaneous Hair Guidelines:====&lt;br /&gt;
Refrain from asking for items to be placed into the hair that would normally fall out or would only remain in your hair temporarily -- leaves, dirt, dust, loose feathers and flower blossoms, diamond dusting or items currently sold/found in the game, like hairclips and barrettes.  Permanent items, like beads entwined in braids or ribbons tied off to form ponytails, are acceptable.&lt;br /&gt;
&lt;br /&gt;
Terms like mullet, buzz cut, beehive, afro, and dreadlocks should be avoided, as they evoke a real-world/OOG image.  Instead, find ways to describe how the hair actually looks.  Styles that ARE okay are &amp;quot;pixie cut&amp;quot; and &amp;quot;banana curls.&amp;quot;  &amp;quot;Bangs&amp;quot; are also okay to mention.&lt;br /&gt;
&lt;br /&gt;
The hair fields cannot be used to describe other body parts.  For example, &amp;quot;She has long red hair tucked behind her curved, sharply pointed ears.&amp;quot; isn&#039;t permissible because it describes the shape of the ears.  However, &amp;quot;She has long red hair tucked behind her ears.&amp;quot; would be acceptable because the detail pertains to the hair, without getting into how other features look.&lt;br /&gt;
&lt;br /&gt;
===ALTER 101: Eyes===&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including eyes appears as: &amp;quot;She has &amp;lt;eye characteristics&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.&amp;quot;  Eye feature alterations will always end with the noun &amp;quot;eyes.&amp;quot;  Since eyes work with a variety of other verbs such as the ATTEND verb, the phrasing of eye feature alterations is critical.&lt;br /&gt;
&lt;br /&gt;
An example of what would not work is:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;She has long, thick lashes framing her lilac eyes&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A phrasing that works better with verbs that access eyes is:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;She has long, thick-lashed lilac eyes&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. Eye Characteristics:&lt;br /&gt;
&lt;br /&gt;
Typical eye characteristics include such descriptives as long-lashed, wide-set, almond-shaped, big, gold-flecked, etc.  Please do not ask for cat-like (or other animals), feral, hypnotic, come-hither, glowing, swirling, or other fancifully shaped eyes/irises.  Please do not ask for descriptions that cannot be kept up for long lengths of time (restless, staring, etc.)  Only erithians can have slit-pupiled eyes.&lt;br /&gt;
&lt;br /&gt;
B. Eye Color:&lt;br /&gt;
&lt;br /&gt;
Eye colors should be similar to those eye colors available naturally in life -- green, grey, black/dark, blue, brown, violet.  Silver and golden are okay to to use.  The only &#039;reddish&#039; eye color allowed is &amp;quot;albino pink,&amp;quot; which is a stock feature.  Otherwise, no red or bright yellow, or other unnatural humanoid colors.  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
For eye color to work with Eye Spy (707), the eye color must be 15 characters or less.&lt;br /&gt;
&lt;br /&gt;
C. Miscellaneous Eye Guidelines:&lt;br /&gt;
&lt;br /&gt;
Note that eyes are often the most difficult feature to alter.  Many people want to describe their personality in their eyes (intense eyes, angry eyes, wizened eyes, exotic eyes, etc.) -- but those are all subjective descriptions and don&#039;t work well with eyes.  (The sole exceptions will be descriptions found in the Character Manager, such as &amp;quot;sultry&amp;quot; and &amp;quot;piercing.&amp;quot;)  Try to think of ways to describe how the eyes look to ANY character who might meet you -- the shape, the size, your eyelashes, etc.  Also think of what will stand the test of time, and SHOW rather than TELL, as your personality should come through via role-play, not via your eye characteristics.&lt;br /&gt;
&lt;br /&gt;
Requests for permanent makeup (on the eyes, cheeks, and lips) will be refused to avoid conflicting descriptions that can occur with the current makeup system.&lt;br /&gt;
&lt;br /&gt;
While there is no true mechanical limit on how many words can be used in these two fields - please attempt to limit the number to around 3 words for characteristics and 2 for color.&lt;br /&gt;
&lt;br /&gt;
===ALTER 102: Complexion===&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including complexion appears as: &amp;quot;She has &amp;lt;eye characteristics&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.&amp;quot;  Complexion feature alterations will always end with the noun &amp;quot;skin.&amp;quot;  Verbs such as BLUSH and ATTEND draw upon complexion.  A request for a complexion alteration might go like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;He has flawless ebony skin.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skin colors should stay within the natural spectrum of colors presented (no orange, green, silver, etc.).  Exceptions are as follows:  half-krolvins may have skin in line with &amp;quot;blue-grey&amp;quot; and &amp;quot;milky blue&amp;quot; tones.  Burghal gnomes may have &amp;quot;blue-white&amp;quot; skin tones.  Forest gnomes may have &amp;quot;red-tinted&amp;quot; tones (not to be confused with ruddy, sun-roughened, or blotchy skin, which most races CAN have!) -- but skin that is actually red-tinted as a base color is only allowed on forest gnomes.  Erithians may have greyish-colored skin.&lt;br /&gt;
&lt;br /&gt;
If adding texture, it must be realistic for adults, since your characters are considered as such.  Thus, &amp;quot;baby soft&amp;quot; and &amp;quot;youthful&amp;quot; skin is to be avoided.  You can, however, use words that describe what that skin is like, such as &amp;quot;smooth&amp;quot; and &amp;quot;soft.&amp;quot;  Reptilian skin is not allowed.  Given that this is not the Tolkien universe, elves can indeed have wrinkled skin.&lt;br /&gt;
&lt;br /&gt;
No odd markings or permanent ill-health appearances.  This includes anything that could normally be healed by an empath or herbs, such as oozing blisters and fresh wounds.&lt;br /&gt;
&lt;br /&gt;
Skin does not glow, nor is it transparent.&lt;br /&gt;
&lt;br /&gt;
This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 103: Height===&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including body build appears as: &amp;quot;She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.&amp;quot;  (The body build field is not mandatory, so when not selected, the height will simply show as &amp;quot;She is &amp;lt;height&amp;gt;.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Height is a general field that conveys your stature to people: short, smaller than average, taller than average, tall, and so on.  The assumption with this field should always be that the height stated here is based on peers within the same race.  With that understanding, a halfling with a height set to &amp;quot;towering&amp;quot; is towering in comparison to other halflings but is not towering in comparison to a giantman.&lt;br /&gt;
&lt;br /&gt;
No doll-like, no midget, no colossan heights.  &amp;quot;Wee&amp;quot; is acceptable when worded as &amp;quot;of a wee height/stature&amp;quot; or &amp;quot;wee in height/stature&amp;quot;.  Do not use comparisons to other races, and or races themselves (no &amp;quot;tall for a giantman&amp;quot; when you&#039;re already a giantman).  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 104: Body===&lt;br /&gt;
&lt;br /&gt;
Body builds are currently only offered via one of the special event pavilions.  In the case that a special exception is made for this, the current guidelines are as follows:&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including body build appears as: &amp;quot;She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.&amp;quot;  (The body build field is not mandatory and will not appear if no corresponding feature is selected).&lt;br /&gt;
&lt;br /&gt;
The body build of a character is meant to pair with the height -- it is the girth/width of a player, and where appropriate it describes their overall physique.&lt;br /&gt;
&lt;br /&gt;
Only builds that would be reasonably easy to assess in most types of clothing/armor should be used.  Body builds can be the overall general build, though the width of shoulders and waists may also be included -- no other specific body parts than those two should be mentioned here to describe someone&#039;s shape -- and trying to avoid what can be used in the dmark spots is highly preferred (e.g. if you have a swollen belly, that should go into the dmark instead!).  Do not include height in the body build field.&lt;br /&gt;
&lt;br /&gt;
When describing body types, please keep it objective (&amp;quot;sexy body&amp;quot; is not okay; &amp;quot;curvaceous body&amp;quot; is fine).&lt;br /&gt;
&lt;br /&gt;
If using a noun as the end-point (e.g. &amp;quot;a pudgy build&amp;quot;), acceptable nouns are: build, body, figure, frame, and physique.  Avoid using &amp;quot;stature,&amp;quot; as that describes height.&lt;br /&gt;
&lt;br /&gt;
===ALTER 105: Face===&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including face appears as: &amp;quot;She has &amp;lt;a/an&amp;gt; &amp;lt;face characteristic&amp;gt; face, &amp;lt;a/an&amp;gt; &amp;lt;nose characteristic&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.&amp;quot;  (These fields are not mandatory and will not appear if no corresponding feature is selected).  Face feature alterations will always begin with the word &amp;quot;a/an&amp;quot; and end with the noun &amp;quot;face.&amp;quot;  A request for a face alteration might go like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;She has a freckled, heart-shaped face.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Facial characteristics are usually pretty general but should always describe the face itself (generally the overall shape, construction, and/or texture) -- oval, heart-shaped, round, weathered, wrinkled, plump.  Please don&#039;t request permanent facial expressions like &amp;quot;a permanently grimacing face&amp;quot; or anything hideously disfigured (missing parts, actively bleeding, etc.).  Avoid expressions and subjective, personality-based descriptions -- aim for objective wording that will stand the test of time.&lt;br /&gt;
&lt;br /&gt;
Try to limit the number of words used, as this is meant to be a basic descriptor -- to get into complex details, utilize the Unique feature field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 106: Nose===&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including nose appears as: &amp;quot;She has &amp;lt;a/an&amp;gt; &amp;lt;face characteristic&amp;gt; face, &amp;lt;a/an&amp;gt; &amp;lt;nose characteristic&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.&amp;quot;  (These fields are not mandatory and will not appear if no corresponding feature is selected).  Nose feature alterations will always begin with the word &amp;quot;a/an&amp;quot; and end with the noun &amp;quot;nose.&amp;quot;  A request for a nose alteration might go like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;He has a large, hooked nose.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nose characteristics have to do with shape and construction, more than anything else -- generally long, short, snubbed, pointed, crooked, bumpy, broken, and so forth.  Sometimes specific quirks might work as well, such as freckled, wart-covered, or ruddy.  Try to avoid subjective adjectives like charming, sophisticated, or other personality-like traits.&lt;br /&gt;
&lt;br /&gt;
The nose should never be something hideously disfigured -- like missing altogether, actively bleeding, or leaking phlegm.&lt;br /&gt;
&lt;br /&gt;
Try to limit the number of words used, as this is meant to be a basic descriptor -- to get into complex details, utilize the Unique feature field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 107: Distinguishing Marks===&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including distinguishing mark appears as: &amp;quot;She has &amp;lt;a/an&amp;gt; &amp;lt;face characteristic&amp;gt; face, &amp;lt;a/an&amp;gt; &amp;lt;nose characteristic&amp;gt; nose and [a/an] &amp;lt;disinguishing mark&amp;gt;.&amp;quot;  (These fields are not mandatory and will not appear if no corresponding feature is selected).  Distinguishing mark feature alterations will always begin with the word &amp;quot;a/an&amp;quot; if the last word does not end with an &amp;quot;s&amp;quot; (i.e. if the system thinks you are using a plural, it will not add that &amp;quot;a/an&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Distinguishing marks cover those kinds of things that aren&#039;t covered by other systems, such as unique scars, birthmarks, beauty marks, warts, and refinements like thin eyebrows, high cheekbones, full lips.  Avoid permanent &amp;quot;expressions.&amp;quot;  Try not to ask for suggestive adjectives like kissable lips, or removeable items like normal injuries and scars, piercings, and tattoos/brands/markings.  This feature field is also not a means to circumvent ALTER 110 (general feature guidelines).&lt;br /&gt;
&lt;br /&gt;
Distinguishing marks that merchants can offer need to be visible at all times, not hidden under clothing, such as scarred hands, which can be covered by gloves, or scars on your shoulder blades.  The only current exemption to being hidden for merchant-offered features is the head - as such, feet, ankles, hands, and any other part of the body can be worked on by merchants currently.&lt;br /&gt;
&lt;br /&gt;
The distinguishing mark field should never be used to put facial/body hair on races for which facial/body hair is not available or to bypass other racial, gender, or generally restricted features.&lt;br /&gt;
&lt;br /&gt;
Try to limit the number of words used, as this is meant to be a basic descriptor -- to get into complex details, utilize the Unique feature field.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Below-the-neck&amp;quot; distinguishing marks are currently only offered via one of the special event pavilions.  In the case that a special exception is made for this, the current guidelines are as follows:  (1) the general &amp;quot;no handicaps/missing limbs or digits/etc.&amp;quot; rules for features still apply.  Some deformities might be allowed in a case-by-case exception if they are not considered debilitating in any way that would prevent your character from performing normal game actions.  (2) Hands/arms are considered fairly open, but chests/backs/legs are more restricted and should follow a &amp;quot;reasonable to see in most clothing (except full plate/armor)&amp;quot; track.  This means that arm scars, a broad chest, or a swollen gut may be available while chest scars, defined abdominals, or knee descriptions may not be.  Obvious leg shapes might be visible, while other leg features may not be.  (3) Body hair (or lack thereof) is relegated to the face/head.  However, foot/toe hair is acceptable for all non-elven races.  (4) Dare we even need say this, but you cannot use the dmark to describe your character&#039;s boobs/bosoms, butts, or other &amp;quot;lady/man parts&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
===ALTER 108: Other Unique Features===&lt;br /&gt;
&lt;br /&gt;
This is the last line that appears at the bottom of all your features when someone &amp;quot;LOOKS&amp;quot; at you.  It is basically an extended Distinguishing Mark field, except that it can be quite a bit longer and more descriptive, and there is far more flexibility in the formatting.  It must, however, be structured as a complete sentence.&lt;br /&gt;
&lt;br /&gt;
This does not mean you can ask for cat-like ears, a bushy tail, or try to circumvent some of the restrictions mentioned in ALTER 107 (Distinguishing Marks) and ALTER 110 (general feature guidelines).&lt;br /&gt;
&lt;br /&gt;
A good example of the unique field use would be:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;She has a smattering of pale freckles dusted across the bridge of her nose.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
OR&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;He has a dimpled chin framed by a large, drooping mustache.&amp;quot; (for a race/gender that allows for facial hair.)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ALTER 109: Wings===&lt;br /&gt;
&lt;br /&gt;
Wings alterations are available to those of the aelotoi race.&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including wings appears as: &amp;quot;She has a pair of &amp;lt;wing description&amp;gt; wings &amp;lt;wing quirk&amp;gt;.&amp;quot;  A maximum of 60 characters is allowed for the adjectives and color making up the wing description and an additional 60 for the quirk.  Some appropriate requests might be:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;a pair of gold-veined, cerulean blue and jade green wings&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;quot;a pair of oval, gold-veined brown wings patterned with clusters of soft black spots&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====A. Wing Color:====&lt;br /&gt;
Aelotoi wings may be any color and can shimmer and sparkle.  But that does not mean they are imbued with any magical power and should not glow/pulsate/light the room.&lt;br /&gt;
&lt;br /&gt;
====B. Wing Size:====&lt;br /&gt;
Aelotoi wings can be small, normal, or large, but you shouldn&#039;t convey that they are completely oversized or miniature, or that they can fly with them or that they&#039;re non-existent.&lt;br /&gt;
&lt;br /&gt;
====C. Wing Shape:====&lt;br /&gt;
Aelotoi wings are insect-like and fold against the back.  They cannot be modified into heart-shaped, butterfly-shaped, or angel-like wings, or anything other than rounded, like those of a fly.  Acceptable words or descriptions would be similar to: elongated, long, oval, or round.&lt;br /&gt;
&lt;br /&gt;
====D. Wing Texture and Composition:====&lt;br /&gt;
The wings of an aelotoi are a thin, usually transparent or translucent membrane with several veins running through them, and should remain as such.  The veins, like the wings themselves, can be any color.  Please do not ask a merchant to change their composition and convert them to metal, wood, leather, feathers, scales, fabric or any other material.  They need to remain sheer to some degree -- they are not opaque.&lt;br /&gt;
&lt;br /&gt;
====E. Wing Decoration and Adornment:====&lt;br /&gt;
Wings may be altered to have designs added to them, such as spots, eyes, stripes, dots, circles, hearts, squares, teardrops, or waves.  This service can be done by feature-changing merchants who are able to magically realign the natural veining present in the wings into new configurations.  Wings may not have overly intricate or full-image designs added to them through this method, like flowers, plants, feathers, gems/shells, false holes or other damage, spikes, faces, figures, animals, or animal-like (scales, plates, fur, etc.) patterning.  We&#039;re also not able to hang things from the wings or cover them, since the wing verbs don&#039;t support this.  Currently there are no mechanics for piercing, painting, or tattooing wings.&lt;br /&gt;
&lt;br /&gt;
These embellishments are recognized as unnatural body modifications by the aelotoi community, as only linear veining occurs in the wings at birth.&lt;br /&gt;
&lt;br /&gt;
====F. Wing Mutilation:====&lt;br /&gt;
Merchants will not be able to remove aelotoi wing(s), or add wings to non-aelotoi races.  At this point, there&#039;s nothing to stop a pair of mutilated wings from using any of the wing verbs.  A request for &amp;quot;a pair of bloody stumps where his wings used to be&amp;quot; would look silly as the wing verbs would still allow them to flap.  Likewise, broken, limp, or useless wings would still be able to flutter and whatnot, so similar alteration requests should not be honored.&lt;br /&gt;
&lt;br /&gt;
What can be requested, for those who want mutilated wings, is to ask for them to be torn, scratched, malformed, deformed, stunted, slit, slashed, or mangled.&lt;br /&gt;
&lt;br /&gt;
===ALTER 110: General Feature Alteration Guidelines===&lt;br /&gt;
&lt;br /&gt;
While ALTER 100-109 are useful for understanding specific feature fields, there are some overall guidelines that apply to all features that may be helpful in understanding why a requested feature might be approved or turned down:&lt;br /&gt;
&lt;br /&gt;
====A. Objective, not Subjective:====&lt;br /&gt;
Features are meant to describe how a character looks.  They are not about describing personality, a character&#039;s history, or his/her inner child.&lt;br /&gt;
&lt;br /&gt;
====B. Test of Time:====&lt;br /&gt;
Features must withstand the test of time.  Some examples of items that wouldn&#039;t are: a blood-smeared face; hair that is dripping wet; a sparkle-covered face; a runny nose.&lt;br /&gt;
&lt;br /&gt;
====C. Supernatural/Out of the Ordinary:====&lt;br /&gt;
Features should not be altered to do supernatural things, and they should not be altered to do something they are not intended to do.  For example: bleeding eyes; glowing teeth; glowing eyes; animated features (wriggling nose, grey-spiraling eyes); hair infested with bugs.  Likewise, feature alterations must be consistent with known features of existing races in GemStone IV.  This means no cat-like features, fish-like features, dragon-like features, or bird-like features.  This would include that characters may not have: reptilian skin; whiskers around the nose; any type of fangs; vampiric or canine-like teeth; webbed digits; slit-pupiled eyes (other than erithians); wings (other than aelotoi).&lt;br /&gt;
&lt;br /&gt;
====D. &amp;quot;Living&amp;quot; and &amp;quot;Healthy&amp;quot; Characters:====&lt;br /&gt;
All features should resemble a living, breathing character -- no features should be altered to resemble undead and/or dead.  Also, no disease or ailments can be altered into feature alterations (pox, plague, or otherwise).  Similarly, permanent injuries (or debilitating features) should not be incorporated into feature alterations -- this means no cataracts, peg legs, glass eyes, missing limbs or digits, or anything that would affect the senses, health, and other skills or abilities (these kinds of injuries would prevent a character from doing a number of mechanical things).&lt;br /&gt;
&lt;br /&gt;
====E. Facial and Ear Hair:====&lt;br /&gt;
Facial hair is prohibited for elven races and non-dwarven women.  Ear hair is prohibited for elven races.&lt;br /&gt;
&lt;br /&gt;
====F. Tattoos and Scars:====&lt;br /&gt;
Tattoos, brandings, and piercings are not to be incorporated into feature alterations, as there are separate systems for all three.  Custom scars are allowed, so long as they look different from normal, mechanical injuries, and so long as they are located in a spot that is always visible (i.e. somewhere neck-up, for feature purposes).&lt;br /&gt;
&lt;br /&gt;
===ALTER 111: Feature Field Format===&lt;br /&gt;
&lt;br /&gt;
====Mandatory Feature Fields:====&lt;br /&gt;
:Height, eye color, complexion, hair style, and hair color.&lt;br /&gt;
&lt;br /&gt;
====Optional Feature Fields:====&lt;br /&gt;
:Body build, eye characteristics, hair texture, hair quirk, face, nose, distinguishing mark, and unique.&lt;br /&gt;
&lt;br /&gt;
When all feature fields are utilized on a non-aelotoi, the format is as follows:&lt;br /&gt;
&amp;lt;pre{{log2|border=none|background=white}}&amp;gt;&lt;br /&gt;
You see Player A.&lt;br /&gt;
She appears to be a Race from Culture.&lt;br /&gt;
She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.  She appears to be &amp;lt;age description&amp;gt;.  She has &amp;lt;eye characteristic&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.  She has &amp;lt;hair style&amp;gt;, &amp;lt;hair texture&amp;gt; &amp;lt;hair color&amp;gt; hair &amp;lt;hair quirk&amp;gt;.  She has a &amp;lt;face&amp;gt; face, a &amp;lt;nose&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.  &amp;lt;unique.&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When all feature fields are utilized on an aelotoi, the format is as follows:&lt;br /&gt;
&amp;lt;pre{{log2|border=none|background=white}}&amp;gt;&lt;br /&gt;
You see Player A.&lt;br /&gt;
She appears to be an Aelotoi from Culture.&lt;br /&gt;
She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.  She appears to be &amp;lt;age description&amp;gt;.  She has &amp;lt;eye characteristic&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.  She has &amp;lt;hair style&amp;gt;, &amp;lt;hair texture&amp;gt; &amp;lt;hair color&amp;gt; hair &amp;lt;hair quirk&amp;gt;.  She has a &amp;lt;face&amp;gt; face, a &amp;lt;nose&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.  She has a pair of &amp;lt;wing description&amp;gt; wings &amp;lt;wing quirk&amp;gt;.  &amp;lt;unique.&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alteration]]&lt;br /&gt;
*[[Alteration scroll]]&lt;br /&gt;
*[[Character feature]]&lt;br /&gt;
*[[Inventory]]&lt;br /&gt;
*[[Race capitalization guide (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Verbs]][[Category: Policy]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Berrytoe%27s_General_Store&amp;diff=141131</id>
		<title>Berrytoe&#039;s General Store</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Berrytoe%27s_General_Store&amp;diff=141131"/>
		<updated>2020-11-22T04:03:44Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Shops&lt;br /&gt;
|itemtype = general&lt;br /&gt;
|shop=store&lt;br /&gt;
|Shops=Stores&lt;br /&gt;
|town = Icemule Trace&lt;br /&gt;
|1 = This shop also has backroom access for Berrytoe&#039;s favored customers.  It is located one block south of the bank on Trader&#039;s Way and also contains [[Blackfinger&#039;s Locks]] through the sturdy steel door.&lt;br /&gt;
|rnum = 2424&lt;br /&gt;
|roomname = Berrytoe&#039;s General Store&lt;br /&gt;
|desc = Polished barrels and decoratively etched crates draped in bright cloth have been placed strategically around the shop to attract the eyes of milling customers to the wares set out upon them.  A round glass skylight in the ceiling above casts moonbeams on a miniature snow-covered village placed on a stand in the center of the room.  A group of dwarves off to the side haggles furiously with a flustered sales assistant, while behind a counter against the the opposite wall, the merchant Berrytoe stands with a welcoming smile.  You also see a mist-filled silver bowl, a sturdy steel door, a freshly painted wooden counter and a snowflake-etched rhimar-bound barrel.&lt;br /&gt;
|inventory = &amp;amp;nbsp;&amp;amp;nbsp;1. a pouch                            17. a belt&lt;br /&gt;
  2. a sealskin pouch                   18. a sash&lt;br /&gt;
  3. a small walrus hide pouch          19. a black leather whip&lt;br /&gt;
  4. a sack                             20. a bone-hilted iron hunting knife&lt;br /&gt;
  5. a thick ebon wolf hide bag         21. a notched dark iron cleaver&lt;br /&gt;
  6. a bright cobalt leather bag        22. a triple-tined rusted iron pitchfork&lt;br /&gt;
  7. a backpack                         23. a leather-bound iron woodsman&#039;s axe&lt;br /&gt;
  8. a dark grey wool pack              24. a large bottle of milk&lt;br /&gt;
  9. a tan leather backpack             25. a plump white snowberry&lt;br /&gt;
  10. a harness                         26. a juicy black grumbleberry&lt;br /&gt;
  11. a sinew-woven wolf hide harness   27. a round spice-flecked dumpling&lt;br /&gt;
  12. a buckled rabbit pelt harness     28. a slice of smoked caribou jerky&lt;br /&gt;
  13. a scabbard                        29. a loaf of buttery nut bread&lt;br /&gt;
  14. a narwhal hide scabbard           30. a small bottle of kumys&lt;br /&gt;
  15. a tooled grey leather sheath      36. an herb pouch&lt;br /&gt;
  16. a sheath                         &lt;br /&gt;
&lt;br /&gt;
  Backroom Catalog&lt;br /&gt;
  ----------------------------------------------------------------------&lt;br /&gt;
  31. a carved wooden case   34. a jam-stained bag&lt;br /&gt;
  32. a spidersilk sack      35. a pair of pale kidskin gloves&lt;br /&gt;
  33. a spidersilk pack     &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUSTOMIZATION OPTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This item is available in the following colors or finishes:&lt;br /&gt;
&lt;br /&gt;
  1. off-white             8. mint green            15. charcoal&lt;br /&gt;
  2. ivory                 9. emerald               16. jet black&lt;br /&gt;
  3. berry red             10. sky blue             17. onyx&lt;br /&gt;
  4. pale rose             11. navy                 18. coffee-hued&lt;br /&gt;
  5. sanguine              12. amethyst             19. dirt brown&lt;br /&gt;
  6. tangerine             13. dark lilac           20. coppery&lt;br /&gt;
  7. saffron               14. dusky grey           21. golden&lt;br /&gt;
&lt;br /&gt;
This item is available in the following materials or features:&lt;br /&gt;
&lt;br /&gt;
  1. leather               6. canvas                11. felt&lt;br /&gt;
  2. suede                 7. cotton                12. kidskin&lt;br /&gt;
  3. aquerne               8. cameline              13. wool&lt;br /&gt;
  4. broadcloth            9. chamois              &lt;br /&gt;
  5. buckskin              10. doeskin     &lt;br /&gt;
&lt;br /&gt;
GM NOTE: This inventory list is out of date as of late 5117 as the shop inventory was updated by GM Elysani and the interior was redesigned by ICICLE with approval from GM Necios.&lt;br /&gt;
Editor Note: Standard inventory validated and room description updated 11/21/2020.&lt;br /&gt;
}}&lt;br /&gt;
All pouches are beltworn and hold VSA except the herb pouch which holds small amount, sacks/bags are beltworn and hold medium, backpacks hold significant, harnesses hold medium, and scabbards/sheathes hold fairly small except for the plain sheath that holds VSA.&lt;br /&gt;
&lt;br /&gt;
Some front room items have long descriptions:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!#||Full Item Description&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2.||a silver-weighted charcoal sealskin pouch&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|3.||a small walrus hide pouch with an oily sheen&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|6.||a bright cobalt leather bag with thick wool tassels&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|8.||a steel-framed dark grey wool pack&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|9.||a tan leather backpack with a heavy suede bottom&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|12.||a buckled harness of peppered rabbit pelts&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|14.||a cross-bound narwhal hide scabbard&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|15.||a tooled grey brushed leather sheath&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|19.||a black leather single-tailed whip&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Snow_spectre&amp;diff=139867</id>
		<title>Snow spectre</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Snow_spectre&amp;diff=139867"/>
		<updated>2020-11-15T09:03:47Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 9 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ghost &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Element-based&lt;br /&gt;
| area = Snow Fort &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt; &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = ?&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical =&lt;br /&gt;
  {{Creature ability|[[Closed fist]]|+98 [[Attack strength|AS]]}}&lt;br /&gt;
| nobolt =&lt;br /&gt;
| warding =&lt;br /&gt;
  {{Creature ability|[[Sheer fear|Fear]]?|+47 to +53 [[Casting strength|CS]]}}&lt;br /&gt;
| nomaneuver =&lt;br /&gt;
| noability =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |+0 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |+0 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Unarmed]] |+24 [[Unarmed Defense Factor|UDF]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+27 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |+27 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |+27 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+27 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |+27 [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | skin = a spectre nail&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The snow spectre floats easily over the ground, seeming to move through solid obstacles with little effort. Its appearance alternates between a flickering, semi-transparent apparition and a near-blinding, white, icy solidity. Its face is permanently twisted into a tortured, leering grin and its eyes stare far ahead, as if transfixed on something horrible in the distance.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 7&lt;br /&gt;
|levelm1 = 8&lt;br /&gt;
|level = 9&lt;br /&gt;
|levelp1 = 10&lt;br /&gt;
|levelp2 = 11&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=138367</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=138367"/>
		<updated>2020-10-05T05:41:19Z</updated>

		<summary type="html">&lt;p&gt;DARVEN: /* Creating Keyrings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the PTRICKs, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;i&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;i&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;i&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;i&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;i&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;i&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:PTRICK FLIP is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the LM SENSE command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the [[SENSE (verb)|SENSE]] verb.  Please try again using LM SENSE. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to GIVE CALI TO BEAN. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and ORDER 1 (a block of wood). It costs about 300 silvers. Then CARVE BLOCK until it becomes a wedge and then CARVE WEDGE until you get the message to RUB the wedge. RUB it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;LM wedge my &amp;lt;container&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the LMASTER CLASP CHECK verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that LMASTER CLASP is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The second time that LMASTER CLASP is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is LMASTER CLASP SHOWDESC&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is LMASTER CLASP LONGDESC&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is LMASTER CLASP NODESC, or simply LMASTER CLASP&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing LMASTER CLASP {SHOWDESC or LONGDESC} {style} after the initial LMASTER CLASP {item}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using &#039;&#039;&#039;LMASTER CLASP REMOVE&#039;&#039;&#039; by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is not necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via LM RELOCK.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the LM LOCK CREATE DUPLICATE syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is LM CREATE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;i&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
::As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| || ||  || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::LM CUSTOM DYE ADJUST will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using LM CUSTOMIZE CLEAN.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. ASK DELUCA ABOUT PARCHMENT&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest [[Lock Mastery#Picking Tricks|PTRICK]] learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the LM DISARM ON command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>DARVEN</name></author>
	</entry>
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