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Annotated Help - ARCHERY
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ARCHERY

NAME
archery - proficiency in using bows to shoot arrows or bolts

DESCRIPTION
The archery proficiency is the knowledge of how to use a bow and arrow
(in its simplest form) to hit a target.

A bow is a weapon consisting of a stave made of wood or other elastic
material, bent and held in tension by a string. The longbow is as tall
as a man and the arrow, the famous cloth-yard shaft, about half that
length. The bow is held with outstretched arm and the arrow drawn back
to the bowman's ear. An archer could shoot six aimed shots a minute,
and his effective range was about 200 yards, though an arrow could go
twice as far in the right hands. The crossbow, in contrast, does not
require the same physique or training, and its range is greater.
The crossbow consists of a short bow mounted horizontally on a stock
or tiller, leveled to the shoulder when aiming. It is more powerful
than the longbow, but slower to load.

Annoyed by the cumbersome nature of keeping dozens of arrows at close
hand, the Rangers of Sigil in collusion with the Wizards of Sigil
have devised a more productive method. What they invented is a
magical quiver that produces arrows when they are needed and not
before, thus freeing the weight up for other items that the person
may wish to carry.

Over time, the basic magical quiver idea has been enhanced and
expanded to include quivers that create poisoned arrows, quivers that
create enchanted arrows with additional bonuses on them, and even
quivers that produce arrows that explode on contact with a target.
The arrows/bolts vanish on target, saving messy cleanup.

Magical quivers are powered by the energy of the bearer - for each arrow
or bolt produced the quiver will drain a little of the bearer's spell
points. The amount of spell points needed will go up based on the power
of the ammunition produced. If the bearer runs out of spell points,
the quiver will not be able to produce arrows.

Two quivers can be worn at once, slung over each shoulder. The arrow or
bolt selected will be based on whichever side the person using the
quiver favors (the opposite side) and can access fastest during that
round in combat.

Common quiver types include:

standard   - creates typical arrows/bolts
enchanted* - creates enchanted arrows/bolts (increased damage)
flaming   - creates flaming arrows/bolts (fire damage, chance to
        damage flammable items)
poisoned   - creates poisoned arrows/bolts (chance to poison)
explosive* - creates explosive arrows/bolts (increased fire damage,
        chance to damage flammable items)
ice*     - creates ice arrows/bolts (cold damage, chance to freeze
        non-insulated items)
acid*    - creates acid arrows/bolts (acid damage, chance to damage
        non-reinforced equipment)
lightning* - creates lightning arrows/bolts (electrical/lightning damage,
        chance to paralyze and fuse non-insulated items)
dispelling* - creates an enchanted arrow/bolt that has a chance to dispel
        one magical affect
random   - creates a random arrow/bolt of one of the aforementioned
        types

* denotes magical quiver type

All magical quiver types also will slightly increase accuracy for that
shot as well.

REQUIREMENTS
* You must be a Ranger in order to make use of this skill.
* In order to practice this skill you must have achieved at least 5%
Weapon Complexity Comprehension.

ADDITIONAL INFORMATION
* This skill may be used from any position in a formation, regardless of
obstruction.

SEE ALSO
  slug thrower
  

Player-contributed annotations for ARCHERY
Date posted: 11-07-2003 10:20 am by Ceili
Okay, people are saying left and right that this skill is worthless - don't listen to them. Ever want to help an archon with their hunter, but too afraid you might die? Form in the back with archery. Also, you can get quivers that take advantage of dwarfs, dracons, minotaurs... MmmMMMmmm, roasted minotaur...

Date posted: 01-12-2007 11:42 am by Thornak
This also become a common way for archon's to dispel hunter's or AP mobs later on in the game.


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