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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'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's armor, the target's natural critical or damage [[padding]] (if any), and your [[Dexterity]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).
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'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's armor, the target's natural critical or damage [[padding]] (if any), and your [[Wisdom]]+[[Intuition]] Bonus (for critical weighting – see Ranged [[Attack strength|AS]]).


Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user's strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage.
Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user's strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).


Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat.
Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.


===Base weapon weights===
===Base weapon weights===
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Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.
Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.


Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound. Depending on a character's abilities, sighting's bonus to your aim will be capped, but any sighting in excess of that cap will be converted to critical weighting at 50% (i.e., 2 points of sighting over the cap equal 1 point of weighting).
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.


<b>Naturally sighted woods:</b><br>
<b>Naturally sighted woods:</b><br>
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== Fletching ==
== Fletching & Tips ==
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. Note that arrow abilities trump bow abilities, so although it'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).
Through the [[fletching]] artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). For detailed tip information, see [[Ranged Weapons]]. Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. Note that arrow abilities trump bow abilities, so although it'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).





Revision as of 13:25, 17 May 2020

Gemstone IV Archery Guide

“The Art of the Bow” By Nuadjha kis'Anthri, the Briar Fox

Written February 2010 | Updated May 2020

Introduction

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.


Basic Mechanics

Bows and crossbows are ranged weapons that require ammunition, arrows and bolts, respectively, which can either be purchased at fletching shops or from other players. They can also be made by individuals skilled in Fletching. As of May 2020, ammunition bundles are infinite, though special charges (flares, blessings, special tips for different damage types) can be added temporarily.

You may hold your bow in either hand, though the game will automatically place it in your left hand (if it's free) if you use the READY and 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 --> quarterstaff, crossbows --> cudgel). Generally, an archer will have a higher DS with the weapon held in the left hand.

You can set an ammo bundle with the READY AMMO command. Once a bundle is set, you can simply type 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. There is no need to retrieve your ammunition. It will either shatter on impact or disappear when the dead creature is searched.

Commands For Bows

1. To get an arrow from a bundle, if desired:

Get 1 my arrow from my <container>

or

Get 1 my <adjective> arrow from my <container>

Get arrow example:

Get 1 my faewood arrow from my quiver

2. To aim at a body location:

aim (body part)

Aiming example:

aim right eye

3. To fire (at target):

fire <creature>

Firing example:

Fire third orc


Commands For Crossbows

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.


Bows vs. Crossbows

Bows and crossbows, classified as ranged weapons, come in two categories and six types:


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 (see DF table) which means that it doesn't do as much damage when it hits. This rule can get complicated, though, because the GS combat system takes into account a number of factors, including the type of bow, the target's armor, the target's natural critical or damage padding (if any), and your Wisdom+Intuition Bonus (for critical weighting – see Ranged AS).

Crossbows add +30 AS when fired from a kneeling position in offensive stance. Additionally, a crossbow provides a bonus to aiming and an even greater bonus to aiming while kneeling. Unlike bows, whose RT is modified based on the user's strength bonus, AIMing status, and hiding status, crossbows have a flat RT of 4 seconds for light crossbows and 5 seconds for heavy crossbows. See the tables below for detailed information on calculating damage based on bow type, armor and wound location. Note that ranged attacks do 66% puncture damage and 33% slash damage (unless the tip is modified -- see below).

Hand crossbows can be used in one hand along with a shield, or dual-wielded with Two-Weapon Combat. They do not receive the +30 AS bonus when kneeling.

Base weapon weights

  • Bows (short, composite, long): 3 pounds
  • Light crossbow: 8 pounds
  • Heavy crossbow: 12 pounds

Firing Times

The Base Roundtime for firing a bow is modified by the character's Strength bonus, strength spells and enhancives. For each 10 STR bonus, one second is deducted from the firing RT. One second is added to fire times when aiming or firing from hiding. Aimed attacks from hiding thus add two seconds to RT. Crossbows have a flat RT unmodified by STR, AIMing or Hiding.

Bows

Firing Times
Name Base RT
Short Bow 5 seconds
Composite Bow 6 seconds
Long Bow 7 seconds
Heavy Crossbow 5 seconds
Light Crossbow 4 seconds
Hand Crossbow 4 seconds

Long Bow Firing Time Example

Nuadjha has a STR bonus of 25 and as a ranger uses Phoen's Strength (+10 Strength Bonus). This combination produces a STR Bonus of 35. With a Wizard'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.

A STR Bonus of 50 produces these times for a longbow (base 7 seconds). Minimum RT is 3 seconds:

Long Bow Example w/ 50 STR Bonus
Tactic Actual RT RT Calculation
Open (unaimed) 3 seconds 7 - 5 = 2
Note: Min RT is 3
Open (aimed) 3 seconds 8 - 5 = 3
Hiding (unaimed) 3 seconds 8 - 5 = 3
Hiding (aimed) 4 seconds 9 - 5 = 4
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Aiming & Sighting

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.

Aiming from the open relies solely on the Perception skill, while aiming from hiding relies on the Perception and Ambush skills.

Although ENCUMBRANCE does not affect ranged RT, it does affect AIMing. Heavily encumbered characters will notice significant reductions in their accuracy.

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.

Naturally sighted woods:

  • yew – somewhat (5 CER)
  • ipantor - somewhat (very old ipantor might be decently sighted) (5 CER)
  • sephwir – heavy (10 CER)

Blessed & Flaring Ammunition

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.

Puncture Resistant Creatures

Some creatures in GemStone are naturally resistant to puncture damage, such as nightmare steeds, bone golems, and vaespilons. Most are undead. Although puncture-resistant creatures are not very common, some archers train in a supplemental hunting method to help with them, or just because they want to – either another melee weapon type, brawling (for use with brawling weapons or unarmed combat) or magic. Brawling and Unarmed Combat largely overlap with the skills necessary for ranged, which makes them an economical choice, and one that also works well with the Voln Society undead abilities.

Open Aiming vs. Sniping

The basic choice of an archer'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 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.

Sniping is one of the most effective CvC styles in the game, if that'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.

Bow/Crossbow AS and Parry DS

Bow/Crossbow 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'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).

The Nitty-Gritty:

The information below is borrowed from Asrial's research posted on the Player'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.

Bow/Crossbow AS Formula

[Ranged Skill + DEX Bonus + (Ambush ranks - 40)/4)) + (Perception ranks - 40)/4)) + Bow Enchant Bonuses [max +50] + 30 Kneeling Bonus (crossbows only)] × Stance Modifier 

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 Warcry.

AS Stance Modifiers

Stance Modifier Stance Modifier
Offensive 1.00 Neutral 0.70
Advanced 0.90 Guarded 0.60
Forward 0.80 Defensive 0.50

AS Kneeling Bonus (Crossbows Only)

Stance Bonus Stance Bonus
Offensive +30 Neutral +21
Advanced +27 Guarded +18
Forward +24 Defensive +15

Bow/Crossbow Parry DS Formula (vs Melee Attacks)

[(Ranged Skill + trunc(Perception Ranks/2) + trunc(Ambush Ranks/2)) × Stance Modifier] + Bow/Crossbow Enchant Bonus + Stance Bonus

DS Stance Modifiers (Bow)

Stance Modifier Stance Modifier
Offensive 0.15 Neutral 0.33
Advanced 0.21 Guarded 0.39
Forward 0.27 Defensive 0.45

DS Stance Modifiers (Crossbow)

Stance Modifier Stance Modifier
Offensive 0.12 Neutral 0.27
Advanced 0.17 Guarded 0.32
Forward 0.22 Defensive 0.37

DS Stance Bonus

Stance Bonus Stance Bonus
Offensive 0 Neutral 30
Advanced 10 Guarded 40
Forward 20 Defensive 50

Bow/Crossbow Parry DS Formula (vs Ranged Attacks)

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's enchant bonus is included.

DS Notes

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).

2. BOW ENCHANT DS: Bow/crossbow enchant is added on a 1:1 ratio regardless of stance (except against a ranged attack).

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.

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't a weapon or a shield (since you can nullify parry/shield DS, but you can't nullify evade DS even with 0 ranks in dodge). Be aware that you can't nullify shield enchant (or the natural +20 DS it has).

5. Spells that improve attempts to Dodge include Mobility, Mass Blur, Temporal Reversion, and Song of Mirrors.

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Bows/Crossbows Used As Melee Weapons (Right Hand Only)

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) weapon profile and Crossbows the Cudgel (blunt) weapon profile. Both AS and DS are based on the appropriate melee combat formulas, including the applicable skills and stats for those weapon bases.

Name Weapon Profile RT
Short Bow Quarterstaff 4 sec.
Long Bow Quarterstaff 5 sec.
Composite Bow Quarterstaff 5 sec.
Light Crossbow Cudgel 4 sec.
Heavy Crossbow Cudgel 4 sec.
Hand Crossbow]] Cudgel 4 sec.

Example

A long bow (quarterstaff profile) held in the right hand and used in melee combat with the ATTACK command.

>att
You swing a long bow at a giant rat!
  AS: +97 vs DS: +14 with AvD: +25 + d100 roll: +51 = +159
   ... and hit for 42 points of damage!
   Blow to chest causes the giant rat's heart to skip a beat.
The giant rat collapses to the ground, emits a final squeal, and dies.

Roundtime: 5 sec.
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Modifying Skills and Spells

A large variety of skills and spells can affect archery. Some of the basic ones are:

  • 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.
  • Surge of Strength (combat maneuver): Helps reduce firing time by temporarily increasing STR Bonus
  • 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.
  • Dislodge (combat maneuver): Violently rips out an arrow lodged in the target.
  • Weapon Specialization (combat maneuver): Up to an additional +10 AS can be gained by specializing in arrows.
  • Phoen's Strength (606): Reduces firing time by increasing STR Bonus by +10
  • Strength (509): Reduces firing time by increasing STR Bonus by +15
  • 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.
  • Self Control (613): Adds bonuses to aiming
  • Sneaking (617): Adds bonuses to hiding (increased with Blessings Lore)
  • Disarm Enhancement (404): Adds a bonus to aiming
  • Sigil of Minor Bane: Adds +5 AS and heavy damage weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist.
  • Sigil of Major Bane: Adds +10 AS and heavy critical weighting (10 CER) to arrows/bolts against hated foes of the Guardians of Sunfist.

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.

Enhancive Items:
With the release of enhancive items and Adventurer Guild Badges, it'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.

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Upgrading Bows and Crossbows

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.

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Fletching & Tips

Through the fletching artisan skill, an archer can change the appearance of arrows, make magical arrows (able to hit magical creatures), add flaring fletchings (available primarily from storm griffin feathers, the rare permanent flaring fletching razors, and special-event merchant shops), and change out tips for different flares and damage types (broadhead, bodkin, crescent, or blunt, as well as zorchar, rhimar, etc). For detailed tip information, see Ranged Weapons. Each ability is unlocked at a new tier of FLETCHing ability. At mastery (500 ranks), a fletcher can add 100 charges of +5 AvD to a bundle of arrows once per hour (these charges can be refreshed but may not exceed 100 on a bundle). Each piece of fletching material (i.e., one storm blue griffin fletching) adds 15 charges, up to the max of 998. You can change out the fletchings or tips at any time, which grants versatility at the loss of any current charges. Note that arrow abilities trump bow abilities, so although it'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).


Fletching on GSWiki
Nephrenia's Guide to Fletching: http://www.dm.net/~aldamus/Mentors/GemStone/Guides/fletching.htm (needs to be updated for the new FLETCHing system)

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Special & Legendary Items

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.

Sample Builds

Sniping Rogue

Hasted Wizard

Open-Archer Ranger

Thanks

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.

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Appendix

Bow/Crossbow Damage Factor Table

Weapon AG Cloth Leather Scale Chain Plate RT Min RT Damage Type STR/DU
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Short bow DF .325 .225 .275 .250 .100 5 3 Puncture/Slash 35/180
AvD 20 27 26 25 24 20 18 16 14 31 27 23 19 27 21 15 9
Composite bow DF .350 .300 .325 .275 .150 6 3 Puncture/Slash 50/225
AvD 25 35 34 33 32 30 28 26 24 42 38 34 30 36 30 24 18
Long bow DF .400 .325 .350 .300 .175 7 3 Puncture/Slash 60/315
AvD 25 33 32 31 30 29 27 25 23 42 38 34 30 38 32 26 20
Light crossbow DF .350 .300 .325 .275 .150 6 4 Puncture/Slash 50/285
AvD 25 31 30 29 28 25 23 21 19 39 35 31 27 32 26 20 14
Heavy crossbow DF .425 .325 .375 .285 .175 7 5 Puncture/Slash 60/315
AvD 30 36 35 34 33 31 29 27 25 46 42 38 34 40 34 28 22
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Fatal Thresholds for Puncture Criticals

The following table lists the minimum fatal critical ranks from puncture damage for the various body locations.

Body
Location
Critical
Rank
R/L Eye Rank 4
Head Rank 6
Neck Rank 6
Chest Rank 8
Back Rank 8
Abdomen Rank 8
Limbs N/A

See Puncture critical table for the complete list of criticals.

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Armor Critical Divisors

Legend:

ASG - Armor Sub Group
AG - Armor Group
Coverage - Torso, Arms, Legs, Head
Crit Divisor - Damage needed to achieve each critical rank

ASG AG AG Name Armor Name Coverage Crit Divisor
1 1 Cloth Normal Clothing/Robes TALH 5
5 2 Leather Light Leather T 6
6 2 Leather Full Leather TA 6
7 2 Leather Reinforced Leather TAL 6
8 2 Leather Double Leather TALH 6
9 3 Scale Leather Breastplate T 7
10 3 Scale Cuirbouilli Leather TA 7
11 3 Scale Studded Leather TAL 7
12 3 Scale Brigandine TALH 7
13 4 Chain Chainmail T 9
14 4 Chain Double Chain Mail TA 9
15 4 Chain Augmented Chain Mail TAL 9
16 4 Chain Chain Hauberk TALH 9
17 5 Plate Metal Breastplate T 11
18 5 PLate Augmented Breastplate TA 11
19 5 Plate Half-Plate Armor TAL 11
20 5 Plate Plate Mail Armor TALH 11
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Puncture Critical Table

This table lists the critical messaging caused by the puncture damage type. Injuries of this type are most often caused by (AS) based 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 creature attacks, and environmental hazards.

Note: Damage from non-weapon attacks, especially CS attacks, will often be different than those listed in this table.

Legend:

  • A - Amputation (limb loss)
  • Fatal - (instant death critical)
  • K - Knockdown
  • R - Injury level (rank 1, 2 or 3)
  • S - Stun w/number of rounds
  • x - Unknown stun round

Head

Rank Damage Message Status Effects Wounds
0 0 Thrust catches chin. Leaves an impression but no cut. none none
1 5 Glancing strike to the head! none R1
2 8 Nice shot to the head gouges the [target]'s cheek! S2 R2
3 10 Beautiful head shot! That ear will be missed! S5 R2
4 15 Strike to temple! Saved by thick skull! S7 R3
5 20 Beautiful shot pierces skull! Amazing the [target] wasn't killed outright! S10 R3
6 25 Amazing shot through the [target]'s nose enters the brain! Fatal R3
7 30 Strike through both ears, foe is quite dead! Fatal R3
8 35 Strike pierces temple and kills foe instantly! Fatal R3
9 40 Awesome shot skewers skull! The [target] blinks once and falls quite dead! Fatal R3
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Neck

Rank Damage Message Status Effects Wounds
0 0 Talk about a close shave! Let's try closer next time. none none
1 3 Minor strike to neck. none R1
2 5 Well placed shot to the neck. S2 R2
3 7 Strike just below the jaw, nice shot to the neck! S3 R2
4 10 Pierced through the neck, a fine shot! S5 R3
5 15 Neck skewered, sliding past the throat and spine! That looks painful. S8 R3
6 15 Fine shot pierces jugular vein! The brain wonders where all its oxygen went, briefly. Fatal R3
7 20 Strike clean through neck, what a shot! Good form! Fatal R3
8 25 Strike punctures throat and ruins vocal cords! Fatal R3
9 30 Incredible shot clean through the throat severs the spine! Fatal R3
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Right Eye

Rank Damage Message Status Effects Wounds
0 0 Attack bumps an eyebrow. Oh! So close! none none
1 1 Minor strike under the right eye, that was close! none R1
2 5 Well aimed shot almost removes an eye! S3 R2
3 10 Surgical strike removes the [target]'s right eye! S5 R3
4 17 Attack punctures the eye and connects with something really vital! Fatal R3 eye/head
5 20 Shot knocks the [target]'s head back by pushing on the inside of the skull! Fatal R3 eye/head
6 25 Incredible shot to the eye penetrates deep into skull! Fatal R3 eye/head
7 30 Shot destroys eye and the brain behind it! Fatal R3 eye/head
8 35 Strike through eye, the [target] is lobotomized! Fatal R3 eye/head
9 40 Strike to the eye penetrates skull, ocular fluid sprays widely! Fatal R3 eye/head
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Left Eye

Rank Damage Message Status Effects Wounds
0 0 Attack bumps an eyebrow. Oh! So close! none none
1 1 Minor strike under the left eye, that was close! none R1
2 5 Well aimed shot almost removes an eye! S3 R2
3 10 Surgical strike removes the [target]'s left eye! S5 R3
4 17 Attack punctures the eye and connects with something really vital! Fatal R3 eye/head
5 20 Shot knocks the [target]'s head back by pushing on the inside of the skull! Fatal R3 eye/head
6 25 Incredible shot to the eye penetrates deep into skull! Fatal R3 eye/head
7 30 Shot destroys eye and the brain behind it! Fatal R3 eye/head
8 35 Strike through eye, the [target] is lobotomized! Fatal R3 eye/head
9 40 Strike to the eye penetrates skull, ocular fluid sprays widely! Fatal R3 eye/head
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Chest

Rank Damage Message Status Effects Wounds
0 0 Blow slides along ribs. Probably tickles. none none
1 5 Minor puncture to the chest. none R1
2 10 Strike to the chest breaks a rib! none R1
3 15 Loud *crack* as the [target]'s sternum breaks! S2 R1
4 20 Well placed strike shatters a rib! S3 R2
5 25 Damaging strike to chest, several ribs shattered! S5 R2
6 30 Strong strike, punctures lung! S6 R3
7 35 Awesome shot shatters ribs and punctures lung! Sx R3
8 40 Beautiful shot pierces both lungs, the [target] makes a wheezing noise, and drops dead! Fatal R3
9 50 Incredible strike pierces heart and runs the [target] clean through! Fatal R3
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Abdomen

Rank Damage Message Status Effects Wounds
0 0 Poked in the tummy. Hehehe. none none
1 5 Minor puncture to abdomen. none R1
2 10 Nice puncture to the abdomen, just missed vital organs! none R1
3 15 Strike pierces gall bladder! That's gotta hurt! S3 R2
4 20 Strike to abdomen punctures stomach! S3 R2
5 25 Vicious strike punctures intestines! Sx R2
6 25 Bladder impaled, what a mess! S8 R3
7 30 Deft strike to abdomen penetrates several useful organs! S6 R3
8 40 Strike to abdomen skewers the critter quite nicely! Fatal R3
9 50 Perfect strike to the abdomen. The [target] howls in pain and drops quite dead! Fatal R3
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Back

Rank Damage Message Status Effects Wounds
0 0 Thrust slides along the back. Cuts a nagging itch. none none
1 5 Minor puncture to the back. none R1
2 10 Nice puncture to the back, just grazed the spine! none R1
3 15 Strike connects with shoulder blade! S2 R1
4 20 Nailed in the lower back! S3 R2
5 25 Well placed strike to back shatters vertebrae! S5 K R2
6 30 Deft strike to the back cracks vertebrae! S6 R3
7 35 Awesome shot shatters spine and punctures lung! Sx R3
8 40 Shot to back shatters bone and vertebrae! Fatal R3 N3
9 50 Incredible shot impales a kidney. Too painful to even scream. Fatal R3
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Right Hand

Rank Damage Message Status Effects Wounds
0 0 Strikes a fingernail. Bet it'll lose it now. none none
1 1 Strike to right hand breaks a fingernail! none R1
2 3 Strike through the palm! none R1
3 5 Shot to the hand slices a finger to the bone! none R1
4 7 Shot pierces a wrist! S1 R2
5 9 Slash across back of hand, tendons sliced! S2 R2
6 12 Impressive shot shatters wrist! S3 R2
7 15 Strike to wrist severs right hand! S4 A R3
8 18 Strike to wrist severs right hand! S5 A R3
9 20 Strike to wrist severs right hand quite neatly! Sx A R3
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Left Hand

Rank Damage Message Status Effects Wounds
0 0 Strikes a fingernail. Bet it'll lose it now. none none
1 1 Strike to left hand breaks a fingernail! none R1
2 3 Strike through the palm! none R1
3 5 Shot to the hand slices a finger to the bone! none R1
4 7 Shot pierces a wrist! S1 R2
5 9 Slash across back of hand, tendons sliced! S2 R2
6 12 Impressive shot shatters wrist! S3 R2
7 15 Strike to wrist severs left hand! S4 A R3
8 18 Strike to wrist severs left hand! S5 A R3
9 20 Strike to wrist severs left hand quite neatly! Sx A R3
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Right Arm

Rank Damage Message Status Effects Wounds
0 0 Tap to the arm pricks some interest but not much else. none none
1 3 Minor puncture to the right arm. none R1
2 5 Strike pierces upper arm! none R1
3 7 Well aimed shot, punctures upper arm! S1 R1
4 10 Strike pierces forearm! S2 R2
5 14 Elbow punctured, oh what pain! S3 R2
6 17 Well aimed strike shatters bone in right arm! S5 R2
7 22 Strike to right arm cleanly severs it at the shoulder! S6 A R3
8 25 Strike to right arm shatters elbow and severs forearm! Sx A R3
9 25 Shot shatters shoulder and severs right arm! S10 A R3
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Left Arm

Rank Damage Message Status Effects Wounds
0 0 Tap to the arm pricks some interest but not much else. none none
1 3 Minor puncture to the left arm. none R1
2 5 Strike pierces upper arm! none R1
3 7 Well aimed shot, punctures upper arm! S1 R1
4 10 Strike pierces forearm! S2 R2
5 14 Elbow punctured, oh what pain! S3 R2
6 17 Well aimed strike shatters bone in left arm! S5 R2
7 22 Strike to left arm cleanly severs it at the shoulder! S6 A R3
8 25 Strike to left arm shatters elbow and severs forearm! Sx A R3
9 25 Shot shatters shoulder and severs left arm! S10 A R3
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Right Leg

Rank Damage Message Status Effects Wounds
0 0 Thrust glances off the [target]'s knee without a lot of effect. none none
1 5 Minor puncture to the right leg. none R1
2 9 Strike pierces thigh! K R1
3 13 Well aimed shot, punctures calf! S1 R1
4 17 Strike pierces calf! S3 K R2
5 20 Well placed shot pierces knee, that hurt! S5 K R2
6 23 Great shot penetrates thigh and shatters bone! S6 K R2
7 27 Blow shatters knee and severs lower leg! S8 K A R3
8 30 Strike punctures thigh and shatters femur! S10 K A R3
9 35 Shot shatters hip and severs right leg! S10 K A R3
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Left Leg

Rank Damage Message Status Effects Wounds
0 0 Thrust glances off the [target]'s knee without a lot of effect. none none
1 5 Minor puncture to the left leg. none R1
2 9 Strike pierces thigh! K R1
3 13 Well aimed shot, punctures calf! S1 R1
4 17 Strike pierces calf! S3 K R2
5 20 Well placed shot pierces knee, that hurt! S5 K R2
6 23 Great shot penetrates thigh and shatters bone! S6 K R2
7 27 Blow shatters knee and severs lower leg! S8 K A R3
8 30 Strike punctures thigh and shatters femur! S10 K A R3
9 35 Shot shatters hip and severs left leg! S10 K A R3
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See Also

External Links

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