Ranged weapons: Difference between revisions

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<pre>
Bows, crossbows, slings, blowguns and thrown weapons let you hit something before it can hit you back. Done well, ranged combat can soften an opponent badly before melee even starts. Done badly, you spend the fight reloading while you get clubbed in the face.
Ranged weapons
==============


This is the documentation / FAQ file for the ranged weapon system on Icesus.
This page covers the basics of ranged weapons. For thrown weapons (axes, daggers, javelins as projectiles), see [[Throw|throw]].


Question: What are ranged weapons?
= The basic loop =
Answer: Any weapon which is used with the 'shoot' command is a ranged weapon.
        Thrown weapons can also be considered ranged weapons, but this help file
        refers to shooting devices such as bows, slings and blowguns.


Q:How do I use ranged weapons?
You need three things: a ranged weapon, ammunition, and a target.
A:First you have to have a suitable weapon and ammunition for it.
  Then you reload it with the 'reload' command.
  Then you fire it with the 'shoot' command.
  You can aim at a specific bodypart by using the 'aim' command.
  Type 'help <command>' to get information on each particular command.


Q:Why does it keep saying I cannot reload my weapon because I'm in combat.
* <code>reload <weapon></code> — load ammunition
  How am I supposed to use the weapons then?
* <code>aim <target></code> — line up the shot
A:You might want to try forming a party with a muscular fighter who
* <code>shoot</code> — fire
  keeps your opponents off your back so that you can aim safely. Also
  controlled undead, pets, elementals and golems can have the same effect,
  should you be able to acquire any.
    They say that some members of the ranger guild can sneak in the
  room unnoticed and launch surprise attacks at the enemy, only to flee
  after firing their bows. This alternative hunting technique can be used with
  knowledge of the skills 'move silently' and 'hide in shadows'.
 
Q:Why does it take so long to reload and aim?
A:As you get better and gain stats and skills your ability with ranged
  weapons increases.
  Try training skills such as 'archery', 'blowguns', 'slinging'
  (the weapon types) and 'sharpshooting' (affects virtually
  everything).
  The combat style you are using also affects the speed at which you shoot.
  Also a good dexterity score helps a lot. Remember to assign most of your
  combat points to attacking, if you wish to shoot and reload quickly.
  Your weapon plays a very important role in determining your rate of fire.
  As you practice shooting, your 'focus of a marksman' will go up,
  eventually speeding up the processes.


Q:Why do I miss all the time?
Aiming lets you choose between an easy general shot and a difficult shot at a weak point. The difficult shot is slower but hits much harder. The '''critical areas''' aim is especially powerful when combined with a damaging combat style like [[Combat styles|savage]].
A:As with reloading and aiming times, your chance to score a hit increases
  with time and experience. 
  The combat style you are using also affects your chance to hit, as well as
  the damage you do.
  The 'timing' skill is VERY important, as are your weapon and ammunition. Magical weapons
  and ammunition will more often than not find their mark.
  You might also want to check your aiming status with the 'aim' command.
  It lets you choose between easy and difficult shots. Do not underestimate
  the 'critical areas' option, especially when combined with a damaging
  combat style, such as 'savage'.
 
Q:All right, now I am hitting something, but I do not seem to harm anything
  I hit. Are ranged weapons useless?
A:Ranged combat might not feel a very efficient way of delivering damage at
  the first attempt. It requires some effort and experience to efficiently play
  a pure archer/slinger. However, ranged combat (including throwing things)
  is a really nice way to start a fight. Purchase a bow and an arrow,
  possibly a flame arrow. Reload it, take aim and fire. While your opponent
  charges at you, change your ranged weapon to something that is better suited
  for close combat. If you manage to score a hit, your opponent is often
  severely wounded before you have even drawn your weapon.
    On the other hand, if you have a good bow (or sling for that matter),
  but do not seem to make the difference, you might want to train your
  strength up. Also check that your bow is suited for your strength. After
  that, you might want to experiment with different kinds of ammunition,
  some perform better in a particular situation than others. Train all the
  appropriate skills, including 'find weakness' and 'enhance criticals' for
  those nice critical hits. Then train the high-level skills 'marksmanship'  
  and 'timing'. Offensive battle strategy, combined with the defensive
  battle strategy of your party's front row fighters, allows you to move
  closer to your opponent and fire at point blank range.
    When all else fails, start studying magic. The 'ball' gets them every
  time:)


Q:Do combat styles have any influence over my performance as an archer?
= Reloading and being attacked =
A:Yes.


Q:What about enhance criticals or find weakness?
You cannot reload while something is hitting you. The classic ranged loop assumes someone — or something — is keeping the enemy off your back:
A:Yes, as is already mentioned above.


Q:And animal lore against animals?
* A frontline party member tanks while you fire from behind. Most parties expect this from their archers.
A:Yes.
* A controlled minion (charmed pet, summoned creature, raised undead, golem) holds the line for you.
* You sneak in unseen, fire once, and disappear. Rangers who train ''move silently'' and ''hide in shadows'' can pull this off solo.


Q:And xxx?
Solo archery against tough opponents is hard. Plan around it.
A:Yes...


Q:Help, I drew the string of my bow too far and now it is broken!
= Skills that matter =
  What's this?
A:Some ranged weapons, bows in particular, are subject to wear and tear
  as you use them. They may lose their stiffness and eventually break up.
  This is perfectly normal, only the most powerful magical ranged weapons
  are immune to these effects.


Q:Who is the idiot who coded this crappy system. I want to insult him
The weapon-family skills:
  in person!
A:Galiere is, at least for the moment, responsible for this system.
  All complaints should be directed at him, except for the things
  Misrobo broke while updating things.


Q:How can I sort out my arrows?
* '''archery''' — bows
A: In general you can handle your arrows like any other objects, but
* '''blowguns''' — blowguns
  because there are so many they have more adjectives. You can do
* '''slinging''' — slings
  things like...
* '''crossbows''' — crossbows
      get all divinely made flight arrow to quiver
      reload bow with poisoned enchanted sheaf arrow from quiver
      drop all not poisoned not powdered arrow from quiver
      get all made by misrobo from corpse to quiver
  If you see it as an attribute of your arrow, you can probably sort with it.


And the universal ones — these affect every ranged weapon:


* '''sharpshooting''' — accuracy and effect overall
* '''timing''' — rate of fire
* '''find weakness''' — critical hits
* '''enhance criticals''' — critical hits
* '''marksmanship''' — high-level shooting mastery
* '''focus of a marksman''' — passively grows with practice, eventually speeds up the loop


-Written by Galiere@Icesus in April 1998.  
Most are taught by guilds with a ranged tradition (rangers, some warrior guilds). '''Animal lore''' helps when you're shooting at animals.
  Updated in April 2003.
 
</pre>
Your dexterity helps a lot. Strength matters for bows — some bows have a draw weight you must meet to use them properly.
 
= Combat style and combat points =
 
Your combat style affects ranged weapons too: faster styles shoot faster, hard-hitting styles hit harder, defensive styles are slow. The savage style combined with the critical-areas aim is a classic high-damage opener.
 
Assign most of your [[Combat points|combat points]] to attack to shoot and reload quickly. Without attack points you fire rarely if at all.
 
= Ammunition =
 
Bows take arrows, crossbows take bolts, slings take stones or bullets, blowguns take darts. Ammunition comes in many variants: regular, flame, poisoned, magical, divinely made, and more. Magical and well-crafted ammunition hits more reliably and harder.
 
You can sort and reload using descriptive words — anything visible in the arrow's description, you can filter on. For example:
 
get all flame arrow to quiver
reload bow with poisoned sheaf arrow from quiver
drop all not poisoned arrow from quiver
  get all made by misrobo from corpse to quiver
 
= Wear and breakage =
 
Bows lose stiffness with use and may eventually break. This is normal. Only the most powerful magical bows are immune. Treat ranged weapons like any other gear: repair them before they fail. See [[Equipment damage]].
 
= Where ranged combat shines =
 
* '''Opening a fight before the enemy reaches you.''' A flame arrow can take a chunk off a tough monster while it's still charging.
* '''Hunting from cover.''' Some prey is easier to drop at range than to wrestle.
* '''Supporting a melee party from the back row.'''
 
Pure archery as a sole strategy works, but takes more investment than melee. Most ranged characters carry a melee weapon for the moment the enemy closes.
 
= See Also =
 
* [[Bows]]
* [[Combat]]
* [[Combat styles]]
* [[Combat points]]
* [[Equipment damage]]
* [[Weapons]]
* [[Throw]]


[[category:Player's_Handbook]]
[[category:Player's_Handbook]]

Latest revision as of 03:50, 23 April 2026

Bows, crossbows, slings, blowguns and thrown weapons let you hit something before it can hit you back. Done well, ranged combat can soften an opponent badly before melee even starts. Done badly, you spend the fight reloading while you get clubbed in the face.

This page covers the basics of ranged weapons. For thrown weapons (axes, daggers, javelins as projectiles), see throw.

The basic loop

You need three things: a ranged weapon, ammunition, and a target.

  • reload <weapon> — load ammunition
  • aim <target> — line up the shot
  • shoot — fire

Aiming lets you choose between an easy general shot and a difficult shot at a weak point. The difficult shot is slower but hits much harder. The critical areas aim is especially powerful when combined with a damaging combat style like savage.

Reloading and being attacked

You cannot reload while something is hitting you. The classic ranged loop assumes someone — or something — is keeping the enemy off your back:

  • A frontline party member tanks while you fire from behind. Most parties expect this from their archers.
  • A controlled minion (charmed pet, summoned creature, raised undead, golem) holds the line for you.
  • You sneak in unseen, fire once, and disappear. Rangers who train move silently and hide in shadows can pull this off solo.

Solo archery against tough opponents is hard. Plan around it.

Skills that matter

The weapon-family skills:

  • archery — bows
  • blowguns — blowguns
  • slinging — slings
  • crossbows — crossbows

And the universal ones — these affect every ranged weapon:

  • sharpshooting — accuracy and effect overall
  • timing — rate of fire
  • find weakness — critical hits
  • enhance criticals — critical hits
  • marksmanship — high-level shooting mastery
  • focus of a marksman — passively grows with practice, eventually speeds up the loop

Most are taught by guilds with a ranged tradition (rangers, some warrior guilds). Animal lore helps when you're shooting at animals.

Your dexterity helps a lot. Strength matters for bows — some bows have a draw weight you must meet to use them properly.

Combat style and combat points

Your combat style affects ranged weapons too: faster styles shoot faster, hard-hitting styles hit harder, defensive styles are slow. The savage style combined with the critical-areas aim is a classic high-damage opener.

Assign most of your combat points to attack to shoot and reload quickly. Without attack points you fire rarely if at all.

Ammunition

Bows take arrows, crossbows take bolts, slings take stones or bullets, blowguns take darts. Ammunition comes in many variants: regular, flame, poisoned, magical, divinely made, and more. Magical and well-crafted ammunition hits more reliably and harder.

You can sort and reload using descriptive words — anything visible in the arrow's description, you can filter on. For example:

get all flame arrow to quiver
reload bow with poisoned sheaf arrow from quiver
drop all not poisoned arrow from quiver
get all made by misrobo from corpse to quiver

Wear and breakage

Bows lose stiffness with use and may eventually break. This is normal. Only the most powerful magical bows are immune. Treat ranged weapons like any other gear: repair them before they fail. See Equipment damage.

Where ranged combat shines

  • Opening a fight before the enemy reaches you. A flame arrow can take a chunk off a tough monster while it's still charging.
  • Hunting from cover. Some prey is easier to drop at range than to wrestle.
  • Supporting a melee party from the back row.

Pure archery as a sole strategy works, but takes more investment than melee. Most ranged characters carry a melee weapon for the moment the enemy closes.

See Also